Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
You are using an out of date browser. It may not display this or other websites correctly. You should upgrade or use an alternative browser.
Triggers
Wasteland RPG.w3x
Variables
Initialization
unselect Wtrainer
unselect Wtrainer2
unselect Strainer
unselect Strainer2
win
Melee Initialization
remove wander
p1 bag move
p2 bag move
p1 respawn
p2 respawn
hp on lvl
tame beast quest
finish beast quest
start usurber quest
finish usurber quest
HC
HC Copy
clear1
clear1 Copy
p1 Top view
p1 Shoulder view
p2 Top view
p2 Shoulder view
grand sword
information
info1
building abilities
no builds
bandages
hexing cauldron
campfire
p1mill
p2mill
respawns
stone 1
Mob Position
Mob Respawn
anims
p1 pick up
p2 pick up
p1 one hand
p1 two hand
p1 one hand shield
p1 dual wield
p2 one hand
p2 two hand
p2 one hand shield
p2 dual wield
equip gearp1
clear123
inventory check charged
pickup charged
lose charged
inventory check miscellaneous
pickup miscellaneous
lose miscellaneous
inventory check campaign
pickup campaign
lose campaign
inventory check artifact
pickup artifact
lose artifact
inventory check purchasable
pickup purchasable
lose purchasable
inventory check permanent
pickup permanent
lose permanent
equip gearp2
clear123 Copy
inventory check charged Copy
pickup charged Copy
lose charged Copy
inventory check miscellaneous Copy
pickup miscellaneous Copy
lose miscellaneous Copy
inventory check campaign Copy
pickup campaign Copy
lose campaign Copy
inventory check artifact Copy
pickup artifact Copy
lose artifact Copy
inventory check purchasable Copy
pickup purchasable Copy
lose purchasable Copy
inventory check permanent Copy
pickup permanent Copy
lose permanent Copy
hero select
p1select
p2select
cam
p1Orc
p1OrcCast
p1Troll
p1TrollCast
p1Tauren
p1TaurenCast
p2Orc
p2OrcCast
p2Troll
p2TrollCast
p2Tauren
p2TaurenCast
weather
Morning
Noon
Evening
Night
Sunlight
Rain
Wind
Fog
Moonlight
enable training
Lwf II
Lwf III
Lhw II
Lhw III
Ancestral Healing II
Ancestral Healing III
Lbloodlust I
Lbloodlust II
Lreckless I
Lreckless II
LtauntII
LtauntIII
Lcleave II
Lcleave III
Ldemo II
Ldemo III
training
Learn Demo shout I
Learn Demo shout II
Learn Demo shout III
Learn Reckless I
Learn Reckless II
Learn Taunt I
Learn Taunt II
Learn Taunt III
Learn Cleave I
Learn Cleave II
Learn Cleave III
Learn Windfury I
Learn Windfury II
Learn Windfury III
Learn Healing Totem I
Learn Healing Totem II
Learn Healing Totem III
Learn Ancestral Healing I
Learn Ancestral Healing II
Learn Ancestral Healing III
Learn Bloodlust I
Learn Bloodlust II
abilities spells
feed
uClaw
uStun
utaunt
ubite
uslam
ufirebreath
Charge I
Charge II
Charge III
Charge I move
Charge II move
Charge III move
slam one hand
slam dual wield
slam two hand
slam Shield
heal I
heal II
heal III
WF I
WF II
WF III
Cleave I
Cleave II
Cleave III
Lightning Bolt I
Lightning Bolt II
Lightning Bolt III
Reckless I
Reckless II
drops and loot
herb
Mechanic
summoned
undead
ancient
suicidal
mill
taming
P1 Tame Red Raptor
P1 Tame Black Raptor
P1 Tame Wolf
P1 Tame Owl
P1 Tame Serpent
P1 Tame LionF
P1 Tame LionM
P1 Tame Bear
P1 Tame Scorpid
P1 Tame Primal black
P1 Tame Primal red
P1 Tame Kodo
P1 Tame Whelp
P1 Tame Drake
tamingp2
P1 Tame Red Raptor Copy
P1 Tame Black Raptor Copy
P1 Tame Wolf Copy
P1 Tame Owl Copy
P1 Tame Serpent Copy
P1 Tame LionF Copy
P1 Tame LionM Copy
P1 Tame Bear Copy
P1 Tame Scorpid Copy
P1 Tame Primal black Copy
P1 Tame Primal red Copy
P1 Tame Kodo Copy
P1 Tame Whelp Copy
P1 Tame Drake Copy
cages
p1 cage enter
p1 pull beast
p2 cage enter
p2 pull beast
Night Hordes
horde movement p1
Init furbolg p1
lvl 6 waves p1
off furbolg p1
Init razormane p1
lvl 12 waves p1
off Razormane p1
Init ogre p1
lvl 17 waves p1
Night Hordesp2
horde movement p2
Init furbolg p1 Copy
lvl 6 waves p1 Copy
off furbolg p1 Copy
Init razormane p1 Copy
lvl 12 waves p1 Copy
off Razormane p1 Copy
Init ogre p1 Copy
lvl 17 waves p1 Copy
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
Integer
integer
No
Point_CR
location
Yes
unselect Wtrainer
Events
Unit - Tauren Veteran Warrior 0032 <gen> Is selected
Conditions
((Triggering unit) is selected by Player 1 (Red).) Equal to True
Or - Any (Conditions) are true
Conditions
(Number of units in (Units owned by Player 1 (Red) of type Orc Shaman)) Equal to 1
(Number of units in (Units owned by Player 1 (Red) of type Tauren Shaman)) Equal to 1
(Number of units in (Units owned by Player 1 (Red) of type Troll Shaman)) Equal to 1
Actions
Selection - Clear selection for Player 1 (Red) .
unselect Wtrainer2
Events
Unit - Tauren Veteran Warrior 0032 <gen> Is selected
Conditions
((Triggering unit) is selected by Player 2 (Blue).) Equal to True
Or - Any (Conditions) are true
Conditions
(Number of units in (Units owned by Player 2 (Blue) of type Orc Shaman)) Equal to 1
(Number of units in (Units owned by Player 2 (Blue) of type Tauren Shaman)) Equal to 1
(Number of units in (Units owned by Player 2 (Blue) of type Troll Shaman)) Equal to 1
Actions
Selection - Clear selection for Player 2 (Blue) .
unselect Strainer
Events
Unit - Tauren Elder Shaman 0033 <gen> Is selected
Conditions
((Triggering unit) is selected by Player 1 (Red).) Equal to True
Or - Any (Conditions) are true
Conditions
(Number of units in (Units owned by Player 1 (Red) of type Orc Warrior)) Equal to 1
(Number of units in (Units owned by Player 1 (Red) of type Tauren Warrior)) Equal to 1
(Number of units in (Units owned by Player 1 (Red) of type Troll Warrior)) Equal to 1
Actions
Selection - Clear selection for Player 1 (Red) .
unselect Strainer2
Events
Unit - Tauren Elder Shaman 0033 <gen> Is selected
Conditions
((Triggering unit) is selected by Player 2 (Blue).) Equal to True
Or - Any (Conditions) are true
Conditions
(Number of units in (Units owned by Player 2 (Blue) of type Orc Warrior)) Equal to 1
(Number of units in (Units owned by Player 2 (Blue) of type Tauren Warrior)) Equal to 1
(Number of units in (Units owned by Player 2 (Blue) of type Troll Warrior)) Equal to 1
Actions
Selection - Clear selection for Player 2 (Blue) .
win
Events
Unit - The Usurper 0196 <gen> Dies
Conditions
Actions
Wait 2.00 game-time seconds
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
Default melee game initialization for all players
Melee Initialization
Events
Map initialization
Conditions
Actions
Unit - Make Bag 0377 <gen> Invulnerable
Unit - Make Bag 0365 <gen> Invulnerable
Player - Set Player 1 (Red) . Current gold to 80
Player - Set Player 2 (Blue) . Current gold to 80
Player - Disable sleeping for all creeps
Game - Set the time of day to 5.50
Visibility - Disable fog of war
Visibility - Disable black mask
Environment - Set sky to Lordaeron Summer Sky
Camera - . Apply . gg_cam_Camera_001 for Player 1 (Red) over 0 seconds
Camera - . Apply . gg_cam_Camera_002 for Player 2 (Blue) over 0 seconds
Player - Turn Gives bounty On for Player 11 (Dark Green)
Player - Turn Gives bounty On for Player 7 (Green)
Player - Make Neutral Hostile treat Player 7 (Green) as an Ally
Player - Make Neutral Hostile treat Player 11 (Dark Green) as an Ally
Player - Make Neutral Hostile treat Player 9 (Gray) as an Ally
Player - Make Player 12 (Brown) treat Player 7 (Green) as an Ally
Player - Make Player 12 (Brown) treat Player 11 (Dark Green) as an Ally
Player - Make Player 12 (Brown) treat Player 1 (Red) as an Ally
Player - Make Player 12 (Brown) treat Player 2 (Blue) as an Ally
Player - Make Player 12 (Brown) treat Player 9 (Gray) as an Ally
Player - Make Player 1 (Red) treat Player 12 (Brown) as an Ally
Player - Make Player 2 (Blue) treat Player 12 (Brown) as an Ally
Player - Make Player 11 (Dark Green) treat Player 12 (Brown) as an Ally
Player - Make Player 11 (Dark Green) treat Neutral Hostile as an Ally
Player - Make Player 11 (Dark Green) treat Player 7 (Green) as an Ally
Player - Make Player 11 (Dark Green) treat Player 9 (Gray) as an Ally
Player - Make Player 7 (Green) treat Neutral Hostile as an Ally
Player - Make Player 7 (Green) treat Player 11 (Dark Green) as an Ally
Player - Make Player 7 (Green) treat Player 12 (Brown) as an Ally
Player - For Player 12 (Brown) , turn Help requests Off toward Player 1 (Red)
Player - For Player 12 (Brown) , turn Help requests Off toward Player 2 (Blue)
Player - For Neutral Hostile , turn Help requests Off toward Neutral Hostile
Player - For Neutral Hostile , turn Help requests Off toward Player 11 (Dark Green)
Player - For Neutral Hostile , turn Help requests Off toward Player 9 (Gray)
Player - For Player 11 (Dark Green) , turn Help requests Off toward Neutral Hostile
Player - For Player 11 (Dark Green) , turn Help requests Off toward Player 11 (Dark Green)
Player - For Player 11 (Dark Green) , turn Help requests Off toward Player 9 (Gray)
Player - Make Player 9 (Gray) treat Player 12 (Brown) as an Ally
Player - Make Player 9 (Gray) treat Neutral Hostile as an Ally
Player - Make Player 9 (Gray) treat Player 7 (Green) as an Ally
Player - Make Player 9 (Gray) treat Player 11 (Dark Green) as an Ally
Neutral Building - Add Ancestral Healing I to Tauren Elder Shaman 0033 <gen> with 1 in stock and a max stock of 1
Neutral Building - Add Healing Totem I to Tauren Elder Shaman 0033 <gen> with 1 in stock and a max stock of 1
Neutral Building - Add Windfury I to Tauren Elder Shaman 0033 <gen> with 1 in stock and a max stock of 1
Neutral Building - Add Taunt I to Tauren Veteran Warrior 0032 <gen> with 1 in stock and a max stock of 1
Neutral Building - Add Cleave I to Tauren Veteran Warrior 0032 <gen> with 1 in stock and a max stock of 1
Neutral Building - Add Demoralizing Shout I to Tauren Veteran Warrior 0032 <gen> with 1 in stock and a max stock of 1
Hero - Disable experience gain for Bag 0377 <gen> .
Hero - Disable experience gain for Bag 0365 <gen> .
Quest - Display to (All players) the Hint message: Click and Play! Pick your Hero.
Camera - Lock camera target for Player 1 (Red) to Tauren Shaman 0029 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 2 (Blue) to Tauren Shaman 0029 <gen> , offset by ( 0 , 0 ) using Default rotation
remove wander
Events
Unit - A unit owned by Neutral Hostile . Is attacked
Conditions
(Level of Wander for (Attacked unit)) Equal to 1
Actions
Unit - Remove Wander from (Attacked unit)
Unit - Set (Attacked unit) movement speed to 270.00
Unit - Order (Attacked unit) to Stop .
Unit - Order (Attacked unit) to Attack . (Attacking unit)
p1 bag move
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
Unit - Order Bag 0377 <gen> to Follow . (Random unit from (Units owned by Player 1 (Red) matching (((Matching unit) is An Ancient) Equal to True).))
p2 bag move
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
Unit - Order Bag 0365 <gen> to Follow . (Random unit from (Units owned by Player 2 (Blue) matching (((Matching unit) is An Ancient) Equal to True).))
p1 respawn
Events
Unit - A unit owned by Player 1 (Red) . Dies
Conditions
((Dying unit) is An Ancient) Equal to True
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units owned by Player 1 (Red) of type Hut)) Greater than or equal to 1
Then - Actions
Game - Display to (All players) the text: Player 1 has died and will respawn in 15 seconds.
Wait 15.00 game-time seconds
Hero - Instantly revive (Dying unit) at (Position of (Random unit from (Units owned by Player 1 (Red) of type Hut))) , Show revival graphics
Selection - Select (Dying unit) for Player 1 (Red)
Else - Actions
Game - Defeat Player 1 (Red) with the message: Defeat!
p2 respawn
Events
Unit - A unit owned by Player 2 (Blue) . Dies
Conditions
((Dying unit) is An Ancient) Equal to True
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units owned by Player 2 (Blue) of type Hut)) Greater than or equal to 1
Then - Actions
Game - Display to (All players) the text: Player 2 has died and will respawn in 15 seconds.
Wait 15.00 game-time seconds
Hero - Instantly revive (Dying unit) at (Position of (Random unit from (Units owned by Player 2 (Blue) of type Hut))) , Show revival graphics
Selection - Select (Dying unit) for Player 2 (Blue)
Else - Actions
Game - Defeat Player 2 (Blue) with the message: Defeat!
hp on lvl
Events
Unit - A unit Gains a level
Conditions
Actions
Unit - Set life of (Triggering unit) to 100 %
Unit - Set mana of (Triggering unit) to 100 %
tame beast quest
Events
Unit - A unit owned by Player 1 (Red) . Gains a level
Conditions
(Hero level of (Leveling Hero)) Equal to 4
Actions
Quest - Display to (All players) the Quest Discovered message: Seek out the Mok'Nathal in the mountains to learn about taming beasts.
Quest - Create a Required quest titled The Mok'Nathal with the description Seek out beastmaster in the mountains to tame your first beast! , using icon path ReplaceableTextures\CommandButtons\BTNImprovedStrengthOfTheWild.blp
Cinematic - Ping minimap for (All players) at (Position of Mok'Nathal Beastmaster 0041 <gen>) for 15.00 seconds
Trigger - Turn off (This trigger)
finish beast quest
Events
Unit - A unit comes within 700.00 of Mok'Nathal Beastmaster 0041 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Actions
Quest - Display to (All players) the Quest Completed message: Taming Rod Optained!
Quest - Mark (Last created quest) as Completed
Floating Text - Create floating text that reads You walk alone? You will perish within days friend...Here take this, and come back if you need more. above Mok'Nathal Beastmaster 0041 <gen> with Z offset 50.00 , using font size 9.00 , color ( 100.00 %, 100.00 %, 100.00 %), and 0 % transparency
Floating Text - Change (Last created floating text) : Disable permanence
Floating Text - Change the lifespan of (Last created floating text) to 15.00 seconds
Floating Text - Change the fading age of (Last created floating text) to 12.00 seconds
Hero - Create Taming Rod and give it to (Random unit from (Units owned by Player 1 (Red) matching (((Triggering unit) is An Ancient) Equal to True).))
Hero - Create Taming Rod and give it to (Random unit from (Units owned by Player 2 (Blue) matching (((Triggering unit) is An Ancient) Equal to True).))
Wait 2.00 game-time seconds
Trigger - Turn off (This trigger)
start usurber quest
Events
Unit - A unit owned by Player 1 (Red) . Gains a level
Conditions
(Hero level of (Leveling Hero)) Equal to 17
Actions
Wait 2.00 game-time seconds
Quest - Display to (All players) the Quest Discovered message: The Usurper has been discovered!
Quest - Create a Required quest titled The Usurper with the description Defeat the Usurper to end the threat and secure these lands for the Horde! , using icon path ReplaceableTextures\CommandButtons\BTNOrcBattleStandard.blp
Cinematic - Ping minimap for (All players) at (Position of The Usurper 0196 <gen>) for 15.00 seconds
Trigger - Turn off (This trigger)
finish usurber quest
Events
Unit - The Usurper 0196 <gen> Dies
Conditions
Actions
Quest - Display to (All players) the Quest Completed message: Threat Ended!
Quest - Mark (Last created quest) as Completed
Floating Text - Create floating text that reads No!.. Me can't lose.. Aargh!!... above The Usurper 0196 <gen> with Z offset 50.00 , using font size 9.00 , color ( 100.00 %, 100.00 %, 100.00 %), and 0 % transparency
Floating Text - Change (Last created floating text) : Disable permanence
Floating Text - Change the lifespan of (Last created floating text) to 15.00 seconds
Floating Text - Change the fading age of (Last created floating text) to 12.00 seconds
Wait 2.00 game-time seconds
Trigger - Turn off (This trigger)
HC
Events
Player - Player 1 (Red) types a chat message containing -hc (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Player - Set Neutral Hostile handicap to 200.00 %
Player - Set Player 11 (Dark Green) handicap to 200.00 %
Game - Display to (All players) for 3.00 seconds the text: Harcore mode has been chosen - Best of luck.
Trigger - Turn off HC_Copy <gen>
Trigger - Turn off (This trigger)
HC Copy
Events
Player - Player 2 (Blue) types a chat message containing -hc (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Player - Set Neutral Hostile handicap to 200.00 %
Player - Set Player 11 (Dark Green) handicap to 200.00 %
Game - Display to (All players) for 3.00 seconds the text: Harcore mode has been chosen - Best of luck.
Trigger - Turn off HC <gen>
Trigger - Turn off (This trigger)
clear1
Events
Player - Player 1 (Red) types a chat message containing /clear (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Custom script: set bj_wantDestroyGroup = true
Item - Pick every item in (Entire map) and do (Remove (Picked item))
Game - Display to (All players) the text: Items Cleared!
clear1 Copy
Events
Player - Player 2 (Blue) types a chat message containing /clear (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Custom script: set bj_wantDestroyGroup = true
Item - Pick every item in (Entire map) and do (Remove (Picked item))
Game - Display to (All players) the text: Items Cleared!
p1 Top view
Events
Player - Player 1 (Red) Presses the Up Arrow key
Conditions
Actions
Camera - Stop the camera for Player 1 (Red) .
Camera - Reset camera for Player 1 (Red) to standard game-view over 0.30 seconds
Trigger - Turn off p1Orc <gen>
Trigger - Turn off p1OrcCast <gen>
Trigger - Turn off p1Tauren <gen>
Trigger - Turn off p1TaurenCast <gen>
Trigger - Turn off p1Troll <gen>
Trigger - Turn off p1TrollCast <gen>
Wait 0.40 seconds
Camera - Set Player 1 (Red) 's camera Distance to target to 2500.00 over 0.25 seconds
Camera - Lock camera target for Player 1 (Red) to (Random unit from (Units owned by Player 1 (Red) matching (((Matching unit) is A Hero) Equal to True).)) , offset by ( 0 , 0 ) using Default rotation
Game - Display to Player Group - Player 1 (Red) for 5.00 seconds the text: Top down view enabled - Don't scroll!
p1 Shoulder view
Events
Player - Player 1 (Red) Presses the Down Arrow key
Conditions
Actions
Camera - Stop the camera for Player 1 (Red) .
If ((Unit-type of (Random unit from (Units owned by Player 1 (Red) matching (((Matching unit) is An Ancient) Equal to True).))) Equal to Orc Warrior) then do (Turn on p1Orc <gen>) else do (Do nothing)
If ((Unit-type of (Random unit from (Units owned by Player 1 (Red) matching (((Matching unit) is An Ancient) Equal to True).))) Equal to Orc Shaman) then do (Turn on p1OrcCast <gen>) else do (Do nothing)
If ((Unit-type of (Random unit from (Units owned by Player 1 (Red) matching (((Matching unit) is An Ancient) Equal to True).))) Equal to Tauren Warrior) then do (Turn on p1Tauren <gen>) else do (Do nothing)
If ((Unit-type of (Random unit from (Units owned by Player 1 (Red) matching (((Matching unit) is An Ancient) Equal to True).))) Equal to Tauren Shaman) then do (Turn on p1TaurenCast <gen>) else do (Do nothing)
If ((Unit-type of (Random unit from (Units owned by Player 1 (Red) matching (((Matching unit) is An Ancient) Equal to True).))) Equal to Troll Warrior) then do (Turn on p1Troll <gen>) else do (Do nothing)
If ((Unit-type of (Random unit from (Units owned by Player 1 (Red) matching (((Matching unit) is An Ancient) Equal to True).))) Equal to Troll Shaman) then do (Turn on p1TrollCast <gen>) else do (Do nothing)
Game - Display to Player Group - Player 1 (Red) for 5.00 seconds the text: Shoulder view enabled - Don't scroll!
p2 Top view
Events
Player - Player 2 (Blue) Presses the Up Arrow key
Conditions
Actions
Camera - Stop the camera for Player 2 (Blue) .
Camera - Reset camera for Player 2 (Blue) to standard game-view over 0.30 seconds
Trigger - Turn off p2Orc <gen>
Trigger - Turn off p2OrcCast <gen>
Trigger - Turn off p2Tauren <gen>
Trigger - Turn off p2TaurenCast <gen>
Trigger - Turn off p2Troll <gen>
Trigger - Turn off p2TrollCast <gen>
Wait 0.40 seconds
Camera - Set Player 2 (Blue) 's camera Distance to target to 2500.00 over 0.25 seconds
Camera - Lock camera target for Player 2 (Blue) to (Random unit from (Units owned by Player 2 (Blue) matching (((Matching unit) is A Hero) Equal to True).)) , offset by ( 0 , 0 ) using Default rotation
Game - Display to Player Group - Player 2 (Blue) for 5.00 seconds the text: Top down view enabled - Don't scroll!
p2 Shoulder view
Events
Player - Player 2 (Blue) Presses the Down Arrow key
Conditions
Actions
Camera - Stop the camera for Player 2 (Blue) .
If ((Unit-type of (Random unit from (Units owned by Player 2 (Blue) matching (((Matching unit) is An Ancient) Equal to True).))) Equal to Orc Warrior) then do (Turn on p2Orc <gen>) else do (Do nothing)
If ((Unit-type of (Random unit from (Units owned by Player 2 (Blue) matching (((Matching unit) is An Ancient) Equal to True).))) Equal to Orc Shaman) then do (Turn on p2OrcCast <gen>) else do (Do nothing)
If ((Unit-type of (Random unit from (Units owned by Player 2 (Blue) matching (((Matching unit) is An Ancient) Equal to True).))) Equal to Tauren Warrior) then do (Turn on p2Tauren <gen>) else do (Do nothing)
If ((Unit-type of (Random unit from (Units owned by Player 2 (Blue) matching (((Matching unit) is An Ancient) Equal to True).))) Equal to Tauren Shaman) then do (Turn on p2TaurenCast <gen>) else do (Do nothing)
If ((Unit-type of (Random unit from (Units owned by Player 2 (Blue) matching (((Matching unit) is An Ancient) Equal to True).))) Equal to Troll Warrior) then do (Turn on p2Troll <gen>) else do (Do nothing)
If ((Unit-type of (Random unit from (Units owned by Player 2 (Blue) matching (((Matching unit) is An Ancient) Equal to True).))) Equal to Troll Shaman) then do (Turn on p2TrollCast <gen>) else do (Do nothing)
Game - Display to Player Group - Player 2 (Blue) for 5.00 seconds the text: Shoulder view enabled - Don't scroll!
grand sword
Events
Unit - A unit Gains a level
Conditions
(Hero level of (Leveling Hero)) Greater than or equal to 15
Actions
Neutral Building - Add Grand Sword to Tauren Weapon Trader 0030 <gen> with 1 in stock and a max stock of 1
Trigger - Turn off (This trigger)
info1
Events
Time - Elapsed game time is 5.00 seconds
Conditions
Actions
Quest - Flash the quest dialog button
Quest - Create a Optional quest titled Known bugs with the description 1: do not attempt to give your tamed beasts equipment, they can hold other items like meat, rods,cloth, scrolls but they tend to destroy equipment as they pick it up. Use your backpacl unit instead2: Equipping a main hand+offhand sometimes drops a gear piece, just pick it up again.3: If your slam ability/attack animation doesn't fit your weapon, try dropping the weapon and re-equipping it. , using icon path ReplaceableTextures\CommandButtons\BTNCarrionScarabs.blp
Quest - Create a Optional quest titled Your hero and the town. with the description Your hero does not learn abilities the standard way, you use your skill points on the attribute bonuses available.Spell are bought from your class trainer in town, and as you gain more levels, the trainer will learn new ranks of your spells.The town also features 3 merchants, for example the Tauren Salesman will sell you a workbench, which you need to build a base. Look what they can offer you!Your hero respawns at a Hut, if you have not build one and you die. You will lose the game. , using icon path ReplaceableTextures\CommandButtons\BTNHire.blp
Quest - Create a Optional quest titled Gear, animation and Slam with the description The 3 last inventory slots on your hero is used for equipment.Slot 4: Main hand/Two hand.Slot 5: Shields/Off handSlot 6: ArmorYou attack/stand ready animations will depend on what weapon/combination you're currently using.(While you're limited to carry e.g only 1 main hand on your hero, your backpack unit and tamed beast does not have this limit.)Equipping a weapon grants your hero a "slam" ability, how this looks, and the damage of it, will again depend on the weapon combination.Note:The system is working, but not flawless. The character may sometimes drop an item, when picking up something, and may not always seem to get the correct slam ability.These problems can be solved by dropping your weapon set and re-equipping it. , using icon path ReplaceableTextures\CommandButtons\BTNOrcMeleeUpOne.blp
Quest - Create a Optional quest titled Raiders in the night. with the description The first local tribe will declare war on you from level 6.This means that every night at 22:00 the tribe will send out a raiding party.If you have a Hut, the raid will target that.If you do not have a Hut, the raid will target your hero instead.The raiding tribes will switch as your level progresses, and a seperate horde will be spawned for each player. , using icon path ReplaceableTextures\CommandButtons\BTNSentinel.blp
Quest - Create a Optional quest titled Taming a beast. with the description Taming is available from level 4 (Raptors are the first tames)Upon reaching level 4, the game will direct you to a beastmaster, who can sell you Taming Rods.The process is described on the Rods, but here's an overview. of what the requirements are for taming:-You cannot tame a beast that is higher level than your hero.-The beast must be damaged to under 50% health.-The Hero must carry a piece of raw meat to feed the beast. See the description of raw meats for level ranges.-The hero must use a Taming rod.If the requirements are met, you will tame your beast, if not, you will lose your Taming Rod during the attempt.Note: You can only have 1 tamed beast at the time, You can kill it off if you didn't get good abilities on it.If you wish to save your current pet, put it in the Cage, and you can try and tame a new beast. If it's not better you can killl it and release your old pet from the Cage. , using icon path ReplaceableTextures\CommandButtons\BTNEnchantedBears.blp
no builds
Events
Unit - A unit enters no_build <gen>
Conditions
((Entering unit) is A structure) Equal to True
Actions
Unit - Kill (Entering unit)
Game - Display to (All players) the text: You cannot build in the Village.
bandages
Events
Unit - A unit Acquires an item
Conditions
(Unit-type of (Hero manipulating item)) Equal to Hexing Station
(Item-type of (Item being manipulated)) Equal to Cloth
Actions
Item - Remove (Item carried by (Hero manipulating item) of type Cloth)
Item - Create Bandage at (Position of (Hero manipulating item))
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\HealingSalve\HealingSalveTarget.mdl
Wait 1.00 game-time seconds
Special Effect - Destroy (Last created special effect)
hexing cauldron
Events
Unit - A unit Acquires an item
Conditions
(Unit-type of (Hero manipulating item)) Equal to Hexing Station
(Item-type of (Item being manipulated)) Equal to Empty Vial
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Hero manipulating item) has an item of type Sungrass) Equal to True
Then - Actions
Item - Create Greater Replenishment Potion at (Position of (Hero manipulating item))
Item - Remove (Item carried by (Hero manipulating item) of type Sungrass)
Item - Remove (Item carried by (Hero manipulating item) of type Empty Vial)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIre\AIreTarget.mdl
Special Effect - Destroy (Last created special effect)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Hero manipulating item) has an item of type Steelbloom) Equal to True
Then - Actions
Item - Create Potion of Greater Healing at (Position of (Hero manipulating item))
Item - Remove (Item carried by (Hero manipulating item) of type Steelbloom)
Item - Remove (Item carried by (Hero manipulating item) of type Empty Vial)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIre\AIreTarget.mdl
Special Effect - Destroy (Last created special effect)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Hero manipulating item) has an item of type Shimmerweed) Equal to True
Then - Actions
Item - Create Potion of Mana at (Position of (Hero manipulating item))
Item - Remove (Item carried by (Hero manipulating item) of type Shimmerweed)
Item - Remove (Item carried by (Hero manipulating item) of type Empty Vial)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIre\AIreTarget.mdl
Special Effect - Destroy (Last created special effect)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Hero manipulating item) has an item of type Peacebloom) Equal to True
Then - Actions
Item - Create Potion of Healing at (Position of (Hero manipulating item))
Item - Remove (Item carried by (Hero manipulating item) of type Peacebloom)
Item - Remove (Item carried by (Hero manipulating item) of type Empty Vial)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIre\AIreTarget.mdl
Special Effect - Destroy (Last created special effect)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Hero manipulating item) has an item of type Morrowgrain) Equal to True
Then - Actions
Item - Create Potion of Greater Mana at (Position of (Hero manipulating item))
Item - Remove (Item carried by (Hero manipulating item) of type Morrowgrain)
Item - Remove (Item carried by (Hero manipulating item) of type Empty Vial)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIre\AIreTarget.mdl
Special Effect - Destroy (Last created special effect)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Hero manipulating item) has an item of type Kingsblood) Equal to True
Then - Actions
Item - Create Potion of Lesser Invulnerability at (Position of (Hero manipulating item))
Item - Remove (Item carried by (Hero manipulating item) of type Kingsblood)
Item - Remove (Item carried by (Hero manipulating item) of type Empty Vial)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIre\AIreTarget.mdl
Special Effect - Destroy (Last created special effect)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Hero manipulating item) has an item of type Goldthorns) Equal to True
Then - Actions
Item - Create Lesser Replenishment Potion at (Position of (Hero manipulating item))
Item - Remove (Item carried by (Hero manipulating item) of type Goldthorns)
Item - Remove (Item carried by (Hero manipulating item) of type Empty Vial)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIre\AIreTarget.mdl
Special Effect - Destroy (Last created special effect)
Else - Actions
campfire
Events
Unit - A unit Acquires an item
Conditions
(Unit-type of (Hero manipulating item)) Equal to Campfire
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Hero manipulating item) has an item of type Large Raw Meat) Equal to True
(Real(((Owner of (Hero manipulating item)) Current lumber))) Greater than or equal to 100.00
Then - Actions
Item - Create Large Cooked Meat at (Position of (Hero manipulating item))
Item - Remove (Item carried by (Hero manipulating item) of type Large Raw Meat)
Player - Add -100 to (Owner of (Hero manipulating item)) . Current lumber
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Doodads\Cinematic\FireRockSmall\FireRockSmall.mdl
Wait 2.00 game-time seconds
Special Effect - Destroy (Last created special effect)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Hero manipulating item) has an item of type Small Raw Meat) Equal to True
(Real(((Owner of (Hero manipulating item)) Current lumber))) Greater than or equal to 50.00
Then - Actions
Item - Create Small Cooked Steak at (Position of (Hero manipulating item))
Item - Remove (Item carried by (Hero manipulating item) of type Small Raw Meat)
Player - Add -50 to (Owner of (Hero manipulating item)) . Current lumber
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Doodads\Cinematic\FireRockSmall\FireRockSmall.mdl
Wait 2.00 game-time seconds
Special Effect - Destroy (Last created special effect)
Else - Actions
p1mill
Events
Time - Every 5.00 seconds of game time
Conditions
(Number of units in (Units owned by Player 1 (Red) of type Mill)) Greater than or equal to 1
Actions
Player - Add 2 to Player 1 (Red) . Current gold
Player - Add 5 to Player 1 (Red) . Current lumber
p2mill
Events
Time - Every 5.00 seconds of game time
Conditions
(Number of units in (Units owned by Player 2 (Blue) of type Mill)) Greater than or equal to 1
Actions
Player - Add 2 to Player 2 (Blue) . Current gold
Player - Add 5 to Player 2 (Blue) . Current lumber
stone 1
Events
Unit - A unit owned by Player 7 (Green) . Dies
Conditions
Actions
If ((Unit-type of (Dying unit)) Equal to Herb) then do (Create 1.Herb for Player 7 (Green) at (Random point in weather <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Unit-type of (Dying unit)) Equal to Rocks I) then do (Create 1.Rocks I for Player 7 (Green) at (Random point in weather <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Unit-type of (Dying unit)) Equal to Rocks II) then do (Create 1.Rocks II for Player 7 (Green) at (Random point in weather <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Unit-type of (Dying unit)) Equal to Rocks III) then do (Create 1.Rocks III for Player 7 (Green) at (Random point in weather <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Unit-type of (Dying unit)) Equal to Wood I) then do (Create 1.Wood I for Player 7 (Green) at (Random point in weather <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Unit-type of (Dying unit)) Equal to Wood II) then do (Create 1.Wood II for Player 7 (Green) at (Random point in weather <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Unit-type of (Dying unit)) Equal to Crate) then do (Create 1.Crate for Player 7 (Green) at (Random point in weather <gen>) facing Default building facing degrees) else do (Do nothing)
Mob Position
Events
Map initialization
Conditions
Actions
Unit Group - Pick every unit in (Units in (Entire map) owned by Neutral Hostile) and do (Actions)
Loop - Actions
Set Variable Set Integer = (Integer + 1)
Unit - Set the custom value of (Picked unit) to Integer
Set Variable Set Point_CR[Integer] = (Position of (Picked unit))
Mob Respawn
Events
Unit - A unit owned by Neutral Hostile . Dies
Conditions
Actions
Wait 70.00 seconds
Unit - Create 1 (Unit-type of (Triggering unit)) for Neutral Hostile at Point_CR[(Custom value of (Triggering unit))] facing (Random point in (Playable map area))
Unit - Set the custom value of (Last created unit) to (Custom value of (Triggering unit))
p1 pick up
Events
Unit - A unit owned by Player 1 (Red) . Acquires an item
Conditions
((Hero manipulating item) is An Ancient) Equal to True
Actions
Animation - Play (Hero manipulating item) 's stand slam animation
Animation - Queue (Hero manipulating item) 's stand animation
p2 pick up
Events
Unit - A unit owned by Player 2 (Blue) . Acquires an item
Conditions
((Hero manipulating item) is An Ancient) Equal to True
Actions
Animation - Play (Hero manipulating item) 's stand slam animation
Animation - Queue (Hero manipulating item) 's stand animation
p1 one hand
Events
Unit - A unit Is attacked
Conditions
(Owner of (Attacking unit)) Equal to Player 1 (Red)
((Attacking unit) is An Ancient) Equal to True
Actions
Animation - Play (Attacking unit) 's attack alternate animation
Animation - Queue (Attacking unit) 's stand ready alternate animation
p1 two hand
Events
Unit - A unit Is attacked
Conditions
(Owner of (Attacking unit)) Equal to Player 1 (Red)
((Attacking unit) is An Ancient) Equal to True
Actions
Animation - Play (Attacking unit) 's attack channel animation
Animation - Queue (Attacking unit) 's stand ready channel animation
p1 one hand shield
Events
Unit - A unit Is attacked
Conditions
(Owner of (Attacking unit)) Equal to Player 1 (Red)
((Attacking unit) is An Ancient) Equal to True
Actions
Animation - Play (Attacking unit) 's attack defend animation
Animation - Queue (Attacking unit) 's stand defend animation
p1 dual wield
Events
Unit - A unit Is attacked
Conditions
(Owner of (Attacking unit)) Equal to Player 1 (Red)
((Attacking unit) is An Ancient) Equal to True
Actions
Animation - Play (Attacking unit) 's attack gold animation
Animation - Queue (Attacking unit) 's stand ready gold animation
p2 one hand
Events
Unit - A unit Is attacked
Conditions
(Owner of (Attacking unit)) Equal to Player 2 (Blue)
((Attacking unit) is An Ancient) Equal to True
Actions
Animation - Play (Attacking unit) 's attack alternate animation
Animation - Queue (Attacking unit) 's stand ready alternate animation
p2 two hand
Events
Unit - A unit Is attacked
Conditions
(Owner of (Attacking unit)) Equal to Player 2 (Blue)
((Attacking unit) is An Ancient) Equal to True
Actions
Animation - Play (Attacking unit) 's attack channel animation
Animation - Queue (Attacking unit) 's stand ready channel animation
p2 one hand shield
Events
Unit - A unit Is attacked
Conditions
(Owner of (Attacking unit)) Equal to Player 2 (Blue)
((Attacking unit) is An Ancient) Equal to True
Actions
Animation - Play (Attacking unit) 's attack defend animation
Animation - Queue (Attacking unit) 's stand defend animation
p2 dual wield
Events
Unit - A unit Is attacked
Conditions
(Owner of (Attacking unit)) Equal to Player 2 (Blue)
((Attacking unit) is An Ancient) Equal to True
Actions
Animation - Play (Attacking unit) 's attack gold animation
Animation - Queue (Attacking unit) 's stand ready gold animation
clear123
Events
Unit - A unit owned by Player 1 (Red) . Acquires an item
Conditions
((Hero manipulating item) is An Ancient) Equal to True
Actions
Wait 0.50 seconds
If ((Item-class of (Item carried by (Hero manipulating item) in slot 1)) Equal to Charged) then do (Drop the item from slot 1 of (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item being manipulated)) Equal to Charged) then do (Drop the item from slot 2 of (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 3)) Equal to Charged) then do (Drop the item from slot 3 of (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 1)) Equal to Miscellaneous) then do (Drop the item from slot 1 of (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 2)) Equal to Miscellaneous) then do (Drop the item from slot 2 of (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 3)) Equal to Miscellaneous) then do (Drop the item from slot 3 of (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 1)) Equal to Campaign) then do (Drop the item from slot 1 of (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 2)) Equal to Campaign) then do (Drop the item from slot 2 of (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 3)) Equal to Campaign) then do (Drop the item from slot 3 of (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 1)) Equal to Artifact) then do (Drop the item from slot 1 of (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 2)) Equal to Artifact) then do (Drop the item from slot 2 of (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 3)) Equal to Artifact) then do (Drop the item from slot 3 of (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 1)) Equal to Purchasable) then do (Drop the item from slot 1 of (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 2)) Equal to Purchasable) then do (Drop the item from slot 2 of (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 3)) Equal to Purchasable) then do (Drop the item from slot 3 of (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 1)) Equal to Permanent) then do (Drop the item from slot 1 of (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 2)) Equal to Permanent) then do (Drop the item from slot 2 of (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 3)) Equal to Permanent) then do (Drop the item from slot 3 of (Hero manipulating item).) else do (Do nothing)
inventory check charged
Events
Unit - A unit owned by Player 1 (Red) . Acquires an item
Conditions
((Hero manipulating item) is An Ancient) Equal to True
(Item-class of (Item being manipulated)) Equal to Charged
Actions
If ((Item-class of (Item carried by (Hero manipulating item) in slot 1)) Equal to Charged) then do (Drop (Item being manipulated) from (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 2)) Equal to Charged) then do (Drop (Item being manipulated) from (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 3)) Equal to Charged) then do (Drop (Item being manipulated) from (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 5)) Equal to Charged) then do (Drop (Item being manipulated) from (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 4)) Equal to Charged) then do (Drop (Item being manipulated) from (Hero manipulating item).) else do (Do nothing)
pickup charged
Events
Unit - A unit owned by Player 1 (Red) . Acquires an item
Conditions
(Item-class of (Item being manipulated)) Equal to Charged
((Hero manipulating item) is An Ancient) Equal to True
Actions
Unit - Order (Hero manipulating item) to move (Item being manipulated) to inventory slot 6 .
Trigger - Turn on inventory_check_charged <gen>
Trigger - Turn off (This trigger)
lose charged
Events
Unit - A unit owned by Player 1 (Red) . Loses an item
Conditions
(Item-class of (Item being manipulated)) Equal to Charged
((Hero manipulating item) is An Ancient) Equal to True
Actions
Trigger - Turn on pickup_charged <gen>
Trigger - Turn off inventory_check_charged <gen>
inventory check miscellaneous
Events
Unit - A unit owned by Player 1 (Red) . Acquires an item
Conditions
((Hero manipulating item) is An Ancient) Equal to True
(Item-class of (Item being manipulated)) Equal to Miscellaneous
Actions
If ((Item-class of (Item carried by (Hero manipulating item) in slot 1)) Equal to Miscellaneous) then do (Drop (Item being manipulated) from (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 2)) Equal to Miscellaneous) then do (Drop (Item being manipulated) from (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 3)) Equal to Miscellaneous) then do (Drop (Item being manipulated) from (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 5)) Equal to Miscellaneous) then do (Drop (Item being manipulated) from (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 6)) Equal to Miscellaneous) then do (Drop (Item being manipulated) from (Hero manipulating item).) else do (Do nothing)
pickup miscellaneous
Events
Unit - A unit owned by Player 1 (Red) . Acquires an item
Conditions
(Item-class of (Item being manipulated)) Equal to Miscellaneous
((Hero manipulating item) is An Ancient) Equal to True
Actions
Hero - Drop the item from slot 5 of (Hero manipulating item) .
Unit - Order (Hero manipulating item) to move (Item being manipulated) to inventory slot 4 .
Trigger - Turn on inventory_check_miscellaneous <gen>
Trigger - Turn off p1_dual_wield <gen>
Trigger - Turn off p1_one_hand <gen>
Trigger - Turn off p1_one_hand_shield <gen>
Trigger - Turn off p1_two_hand <gen>
Trigger - Turn off (This trigger)
lose miscellaneous
Events
Unit - A unit owned by Player 1 (Red) . Loses an item
Conditions
(Item-class of (Item being manipulated)) Equal to Miscellaneous
((Hero manipulating item) is An Ancient) Equal to True
Actions
Trigger - Turn on pickup_miscellaneous <gen>
Trigger - Turn off inventory_check_miscellaneous <gen>
inventory check campaign
Events
Unit - A unit owned by Player 1 (Red) . Acquires an item
Conditions
((Hero manipulating item) is An Ancient) Equal to True
(Item-class of (Item being manipulated)) Equal to Campaign
Actions
If ((Item-class of (Item carried by (Hero manipulating item) in slot 1)) Equal to Campaign) then do (Drop (Item being manipulated) from (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 2)) Equal to Campaign) then do (Drop (Item being manipulated) from (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 3)) Equal to Campaign) then do (Drop (Item being manipulated) from (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 5)) Equal to Campaign) then do (Drop (Item being manipulated) from (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 6)) Equal to Campaign) then do (Drop (Item being manipulated) from (Hero manipulating item).) else do (Do nothing)
pickup campaign
Events
Unit - A unit owned by Player 1 (Red) . Acquires an item
Conditions
(Item-class of (Item being manipulated)) Equal to Campaign
((Hero manipulating item) is An Ancient) Equal to True
Actions
Unit - Add Slam Two Hand to (Hero manipulating item)
Hero - Drop the item from slot 5 of (Hero manipulating item) .
Unit - Order (Hero manipulating item) to move (Item being manipulated) to inventory slot 4 .
Trigger - Turn on inventory_check_campaign <gen>
Trigger - Turn off p1_dual_wield <gen>
Trigger - Turn off p1_one_hand <gen>
Trigger - Turn off p1_one_hand_shield <gen>
Trigger - Turn on p1_two_hand <gen>
Trigger - Turn off (This trigger)
lose campaign
Events
Unit - A unit owned by Player 1 (Red) . Loses an item
Conditions
(Item-class of (Item being manipulated)) Equal to Campaign
((Hero manipulating item) is An Ancient) Equal to True
Actions
Unit - Remove Slam Two Hand from (Triggering unit)
Trigger - Turn on pickup_campaign <gen>
Trigger - Turn off inventory_check_campaign <gen>
Trigger - Turn off p1_two_hand <gen>
inventory check artifact
Events
Unit - A unit owned by Player 1 (Red) . Acquires an item
Conditions
((Hero manipulating item) is An Ancient) Equal to True
(Item-class of (Item being manipulated)) Equal to Artifact
Actions
If ((Item-class of (Item carried by (Hero manipulating item) in slot 1)) Equal to Artifact) then do (Drop (Item being manipulated) from (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 2)) Equal to Artifact) then do (Drop (Item being manipulated) from (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 3)) Equal to Artifact) then do (Drop (Item being manipulated) from (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 4)) Equal to Artifact) then do (Drop (Item being manipulated) from (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 6)) Equal to Artifact) then do (Drop (Item being manipulated) from (Hero manipulating item).) else do (Do nothing)
pickup artifact
Events
Unit - A unit owned by Player 1 (Red) . Acquires an item
Conditions
(Item-class of (Item being manipulated)) Equal to Artifact
((Hero manipulating item) is An Ancient) Equal to True
Actions
Unit - Add Slam Shield to (Hero manipulating item)
Hero - Drop the item from slot 4 of (Hero manipulating item) .
Unit - Order (Hero manipulating item) to move (Item being manipulated) to inventory slot 5 .
Trigger - Turn on inventory_check_artifact <gen>
Trigger - Turn off p1_dual_wield <gen>
Trigger - Turn off p1_one_hand <gen>
Trigger - Turn off p1_two_hand <gen>
Trigger - Turn on p1_one_hand_shield <gen>
Trigger - Turn off (This trigger)
lose artifact
Events
Unit - A unit owned by Player 1 (Red) . Loses an item
Conditions
(Item-class of (Item being manipulated)) Equal to Artifact
((Hero manipulating item) is An Ancient) Equal to True
Actions
Unit - Remove Slam Shield from (Triggering unit)
Trigger - Turn on pickup_artifact <gen>
Trigger - Turn off p1_one_hand_shield <gen>
Trigger - Turn on p1_one_hand <gen>
Trigger - Turn off inventory_check_artifact <gen>
inventory check purchasable
Events
Unit - A unit owned by Player 1 (Red) . Acquires an item
Conditions
((Hero manipulating item) is An Ancient) Equal to True
(Item-class of (Item being manipulated)) Equal to Purchasable
Actions
If ((Item-class of (Item carried by (Hero manipulating item) in slot 1)) Equal to Purchasable) then do (Drop (Item being manipulated) from (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 2)) Equal to Purchasable) then do (Drop (Item being manipulated) from (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 3)) Equal to Purchasable) then do (Drop (Item being manipulated) from (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 4)) Equal to Purchasable) then do (Drop (Item being manipulated) from (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 6)) Equal to Purchasable) then do (Drop (Item being manipulated) from (Hero manipulating item).) else do (Do nothing)
pickup purchasable
Events
Unit - A unit owned by Player 1 (Red) . Acquires an item
Conditions
(Item-class of (Item being manipulated)) Equal to Purchasable
((Hero manipulating item) is An Ancient) Equal to True
Actions
Unit - Add Slam Dual Wield to (Hero manipulating item)
Hero - Drop the item from slot 4 of (Hero manipulating item) .
Unit - Order (Hero manipulating item) to move (Item being manipulated) to inventory slot 5 .
Trigger - Turn on inventory_check_purchasable <gen>
Trigger - Turn off p1_one_hand <gen>
Trigger - Turn off p1_one_hand_shield <gen>
Trigger - Turn off p1_two_hand <gen>
Trigger - Turn on p1_dual_wield <gen>
Trigger - Turn off (This trigger)
lose purchasable
Events
Unit - A unit owned by Player 1 (Red) . Loses an item
Conditions
(Item-class of (Item being manipulated)) Equal to Purchasable
((Hero manipulating item) is An Ancient) Equal to True
Actions
Unit - Remove Slam Dual Wield from (Triggering unit)
Trigger - Turn on pickup_purchasable <gen>
Trigger - Turn off p1_dual_wield <gen>
Trigger - Turn on p1_one_hand <gen>
Trigger - Turn off inventory_check_purchasable <gen>
inventory check permanent
Events
Unit - A unit owned by Player 1 (Red) . Acquires an item
Conditions
((Hero manipulating item) is An Ancient) Equal to True
(Item-class of (Item being manipulated)) Equal to Permanent
Actions
If ((Item-class of (Item carried by (Hero manipulating item) in slot 1)) Equal to Permanent) then do (Drop (Item being manipulated) from (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 2)) Equal to Permanent) then do (Drop (Item being manipulated) from (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 3)) Equal to Permanent) then do (Drop (Item being manipulated) from (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 5)) Equal to Permanent) then do (Drop (Item being manipulated) from (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 6)) Equal to Permanent) then do (Drop (Item being manipulated) from (Hero manipulating item).) else do (Do nothing)
pickup permanent
Events
Unit - A unit owned by Player 1 (Red) . Acquires an item
Conditions
(Item-class of (Item being manipulated)) Equal to Permanent
((Hero manipulating item) is An Ancient) Equal to True
Actions
Unit - Add Slam One Hand to (Triggering unit)
Unit - Order (Hero manipulating item) to move (Item being manipulated) to inventory slot 4 .
Trigger - Turn on inventory_check_permanent <gen>
Trigger - Turn off p1_dual_wield <gen>
Trigger - Turn off p1_one_hand_shield <gen>
Trigger - Turn off p1_two_hand <gen>
Trigger - Turn on p1_one_hand <gen>
If ((Item-class of (Item carried by (Hero manipulating item) in slot 5)) Equal to Purchasable) then do (Do nothing) else do (Remove Slam One Hand from (Triggering unit))
If ((Item-class of (Item carried by (Hero manipulating item) in slot 5)) Equal to Artifact) then do (Do nothing) else do (Remove Slam One Hand from (Triggering unit))
If ((Item-class of (Item carried by (Hero manipulating item) in slot 5)) Equal to Artifact) then do (Turn on p1_one_hand_shield <gen>) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 5)) Equal to Purchasable) then do (Turn on p1_dual_wield <gen>) else do (Do nothing)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-class of (Item carried by (Hero manipulating item) in slot 5)) Equal to Artifact
(Item-class of (Item carried by (Hero manipulating item) in slot 5)) Equal to Purchasable
Then - Actions
Unit - Remove Slam One Hand from (Triggering unit)
Else - Actions
Trigger - Turn off (This trigger)
lose permanent
Events
Unit - A unit owned by Player 1 (Red) . Loses an item
Conditions
(Item-class of (Item being manipulated)) Equal to Permanent
((Hero manipulating item) is An Ancient) Equal to True
Actions
Unit - Remove Slam One Hand from (Triggering unit)
Trigger - Turn on pickup_permanent <gen>
Trigger - Turn off inventory_check_permanent <gen>
clear123 Copy
Events
Unit - A unit owned by Player 2 (Blue) . Acquires an item
Conditions
((Hero manipulating item) is An Ancient) Equal to True
Actions
Wait 0.50 seconds
If ((Item-class of (Item carried by (Hero manipulating item) in slot 1)) Equal to Charged) then do (Drop the item from slot 1 of (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item being manipulated)) Equal to Charged) then do (Drop the item from slot 2 of (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 3)) Equal to Charged) then do (Drop the item from slot 3 of (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 1)) Equal to Miscellaneous) then do (Drop the item from slot 1 of (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 2)) Equal to Miscellaneous) then do (Drop the item from slot 2 of (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 3)) Equal to Miscellaneous) then do (Drop the item from slot 3 of (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 1)) Equal to Campaign) then do (Drop the item from slot 1 of (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 2)) Equal to Campaign) then do (Drop the item from slot 2 of (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 3)) Equal to Campaign) then do (Drop the item from slot 3 of (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 1)) Equal to Artifact) then do (Drop the item from slot 1 of (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 2)) Equal to Artifact) then do (Drop the item from slot 2 of (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 3)) Equal to Artifact) then do (Drop the item from slot 3 of (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 1)) Equal to Purchasable) then do (Drop the item from slot 1 of (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 2)) Equal to Purchasable) then do (Drop the item from slot 2 of (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 3)) Equal to Purchasable) then do (Drop the item from slot 3 of (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 1)) Equal to Permanent) then do (Drop the item from slot 1 of (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 2)) Equal to Permanent) then do (Drop the item from slot 2 of (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 3)) Equal to Permanent) then do (Drop the item from slot 3 of (Hero manipulating item).) else do (Do nothing)
inventory check charged Copy
Events
Unit - A unit owned by Player 2 (Blue) . Acquires an item
Conditions
((Hero manipulating item) is An Ancient) Equal to True
(Item-class of (Item being manipulated)) Equal to Charged
Actions
If ((Item-class of (Item carried by (Hero manipulating item) in slot 1)) Equal to Charged) then do (Drop (Item being manipulated) from (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 2)) Equal to Charged) then do (Drop (Item being manipulated) from (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 3)) Equal to Charged) then do (Drop (Item being manipulated) from (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 5)) Equal to Charged) then do (Drop (Item being manipulated) from (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 4)) Equal to Charged) then do (Drop (Item being manipulated) from (Hero manipulating item).) else do (Do nothing)
pickup charged Copy
Events
Unit - A unit owned by Player 2 (Blue) . Acquires an item
Conditions
(Item-class of (Item being manipulated)) Equal to Charged
((Hero manipulating item) is An Ancient) Equal to True
Actions
Unit - Order (Hero manipulating item) to move (Item being manipulated) to inventory slot 6 .
Trigger - Turn on inventory_check_charged_Copy <gen>
Trigger - Turn off (This trigger)
lose charged Copy
Events
Unit - A unit owned by Player 2 (Blue) . Loses an item
Conditions
(Item-class of (Item being manipulated)) Equal to Charged
((Hero manipulating item) is An Ancient) Equal to True
Actions
Trigger - Turn on pickup_charged_Copy <gen>
Trigger - Turn off inventory_check_charged_Copy <gen>
inventory check miscellaneous Copy
Events
Unit - A unit owned by Player 2 (Blue) . Acquires an item
Conditions
((Hero manipulating item) is An Ancient) Equal to True
(Item-class of (Item being manipulated)) Equal to Miscellaneous
Actions
If ((Item-class of (Item carried by (Hero manipulating item) in slot 1)) Equal to Miscellaneous) then do (Drop (Item being manipulated) from (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 2)) Equal to Miscellaneous) then do (Drop (Item being manipulated) from (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 3)) Equal to Miscellaneous) then do (Drop (Item being manipulated) from (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 5)) Equal to Miscellaneous) then do (Drop (Item being manipulated) from (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 6)) Equal to Miscellaneous) then do (Drop (Item being manipulated) from (Hero manipulating item).) else do (Do nothing)
pickup miscellaneous Copy
Events
Unit - A unit owned by Player 2 (Blue) . Acquires an item
Conditions
(Item-class of (Item being manipulated)) Equal to Miscellaneous
((Hero manipulating item) is An Ancient) Equal to True
Actions
Hero - Drop the item from slot 5 of (Hero manipulating item) .
Unit - Order (Hero manipulating item) to move (Item being manipulated) to inventory slot 4 .
Trigger - Turn on inventory_check_miscellaneous <gen>
Trigger - Turn off p1_dual_wield <gen>
Trigger - Turn off p1_one_hand <gen>
Trigger - Turn off p1_one_hand_shield <gen>
Trigger - Turn off p1_two_hand <gen>
Trigger - Turn off (This trigger)
lose miscellaneous Copy
Events
Unit - A unit owned by Player 2 (Blue) . Loses an item
Conditions
(Item-class of (Item being manipulated)) Equal to Miscellaneous
((Hero manipulating item) is An Ancient) Equal to True
Actions
Trigger - Turn on pickup_miscellaneous <gen>
Trigger - Turn off inventory_check_miscellaneous <gen>
inventory check campaign Copy
Events
Unit - A unit owned by Player 2 (Blue) . Acquires an item
Conditions
((Hero manipulating item) is An Ancient) Equal to True
(Item-class of (Item being manipulated)) Equal to Campaign
Actions
If ((Item-class of (Item carried by (Hero manipulating item) in slot 1)) Equal to Campaign) then do (Drop (Item being manipulated) from (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 2)) Equal to Campaign) then do (Drop (Item being manipulated) from (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 3)) Equal to Campaign) then do (Drop (Item being manipulated) from (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 5)) Equal to Campaign) then do (Drop (Item being manipulated) from (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 6)) Equal to Campaign) then do (Drop (Item being manipulated) from (Hero manipulating item).) else do (Do nothing)
pickup campaign Copy
Events
Unit - A unit owned by Player 2 (Blue) . Acquires an item
Conditions
(Item-class of (Item being manipulated)) Equal to Campaign
((Hero manipulating item) is An Ancient) Equal to True
Actions
Unit - Add Slam Two Hand to (Hero manipulating item)
Hero - Drop the item from slot 5 of (Hero manipulating item) .
Unit - Order (Hero manipulating item) to move (Item being manipulated) to inventory slot 4 .
Trigger - Turn on inventory_check_campaign_Copy <gen>
Trigger - Turn off p2_dual_wield <gen>
Trigger - Turn off p2_one_hand <gen>
Trigger - Turn off p2_one_hand_shield <gen>
Trigger - Turn on p2_two_hand <gen>
Trigger - Turn off (This trigger)
lose campaign Copy
Events
Unit - A unit owned by Player 2 (Blue) . Loses an item
Conditions
(Item-class of (Item being manipulated)) Equal to Campaign
((Hero manipulating item) is An Ancient) Equal to True
Actions
Unit - Remove Slam Two Hand from (Triggering unit)
Trigger - Turn on pickup_campaign_Copy <gen>
Trigger - Turn off inventory_check_campaign_Copy <gen>
Trigger - Turn off p2_two_hand <gen>
inventory check artifact Copy
Events
Unit - A unit owned by Player 2 (Blue) . Acquires an item
Conditions
((Hero manipulating item) is An Ancient) Equal to True
(Item-class of (Item being manipulated)) Equal to Artifact
Actions
If ((Item-class of (Item carried by (Hero manipulating item) in slot 1)) Equal to Artifact) then do (Drop (Item being manipulated) from (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 2)) Equal to Artifact) then do (Drop (Item being manipulated) from (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 3)) Equal to Artifact) then do (Drop (Item being manipulated) from (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 4)) Equal to Artifact) then do (Drop (Item being manipulated) from (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 6)) Equal to Artifact) then do (Drop (Item being manipulated) from (Hero manipulating item).) else do (Do nothing)
pickup artifact Copy
Events
Unit - A unit owned by Player 2 (Blue) . Acquires an item
Conditions
(Item-class of (Item being manipulated)) Equal to Artifact
((Hero manipulating item) is An Ancient) Equal to True
Actions
Unit - Add Slam Shield to (Hero manipulating item)
Hero - Drop the item from slot 4 of (Hero manipulating item) .
Unit - Order (Hero manipulating item) to move (Item being manipulated) to inventory slot 5 .
Trigger - Turn on inventory_check_artifact_Copy <gen>
Trigger - Turn off p2_dual_wield <gen>
Trigger - Turn off p2_one_hand <gen>
Trigger - Turn off p2_two_hand <gen>
Trigger - Turn on p2_one_hand_shield <gen>
Trigger - Turn off (This trigger)
lose artifact Copy
Events
Unit - A unit owned by Player 2 (Blue) . Loses an item
Conditions
(Item-class of (Item being manipulated)) Equal to Artifact
((Hero manipulating item) is An Ancient) Equal to True
Actions
Unit - Remove Slam Shield from (Triggering unit)
Trigger - Turn on pickup_artifact_Copy <gen>
Trigger - Turn off p2_one_hand_shield <gen>
Trigger - Turn on p2_one_hand <gen>
Trigger - Turn off inventory_check_artifact_Copy <gen>
inventory check purchasable Copy
Events
Unit - A unit owned by Player 2 (Blue) . Acquires an item
Conditions
((Hero manipulating item) is An Ancient) Equal to True
(Item-class of (Item being manipulated)) Equal to Purchasable
Actions
If ((Item-class of (Item carried by (Hero manipulating item) in slot 1)) Equal to Purchasable) then do (Drop (Item being manipulated) from (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 2)) Equal to Purchasable) then do (Drop (Item being manipulated) from (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 3)) Equal to Purchasable) then do (Drop (Item being manipulated) from (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 4)) Equal to Purchasable) then do (Drop (Item being manipulated) from (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 6)) Equal to Purchasable) then do (Drop (Item being manipulated) from (Hero manipulating item).) else do (Do nothing)
pickup purchasable Copy
Events
Unit - A unit owned by Player 2 (Blue) . Acquires an item
Conditions
(Item-class of (Item being manipulated)) Equal to Purchasable
((Hero manipulating item) is An Ancient) Equal to True
Actions
Unit - Add Slam Dual Wield to (Hero manipulating item)
Hero - Drop the item from slot 4 of (Hero manipulating item) .
Unit - Order (Hero manipulating item) to move (Item being manipulated) to inventory slot 5 .
Trigger - Turn on inventory_check_purchasable_Copy <gen>
Trigger - Turn off p2_one_hand <gen>
Trigger - Turn off p2_one_hand_shield <gen>
Trigger - Turn off p2_two_hand <gen>
Trigger - Turn on p2_dual_wield <gen>
Trigger - Turn off (This trigger)
lose purchasable Copy
Events
Unit - A unit owned by Player 2 (Blue) . Loses an item
Conditions
(Item-class of (Item being manipulated)) Equal to Purchasable
((Hero manipulating item) is An Ancient) Equal to True
Actions
Unit - Remove Slam Dual Wield from (Triggering unit)
Trigger - Turn on pickup_purchasable_Copy <gen>
Trigger - Turn off p2_dual_wield <gen>
Trigger - Turn on p2_one_hand <gen>
Trigger - Turn off inventory_check_purchasable_Copy <gen>
inventory check permanent Copy
Events
Unit - A unit owned by Player 2 (Blue) . Acquires an item
Conditions
((Hero manipulating item) is An Ancient) Equal to True
(Item-class of (Item being manipulated)) Equal to Permanent
Actions
If ((Item-class of (Item carried by (Hero manipulating item) in slot 1)) Equal to Permanent) then do (Drop (Item being manipulated) from (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 2)) Equal to Permanent) then do (Drop (Item being manipulated) from (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 3)) Equal to Permanent) then do (Drop (Item being manipulated) from (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 5)) Equal to Permanent) then do (Drop (Item being manipulated) from (Hero manipulating item).) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 6)) Equal to Permanent) then do (Drop (Item being manipulated) from (Hero manipulating item).) else do (Do nothing)
pickup permanent Copy
Events
Unit - A unit owned by Player 2 (Blue) . Acquires an item
Conditions
(Item-class of (Item being manipulated)) Equal to Permanent
((Hero manipulating item) is An Ancient) Equal to True
Actions
Unit - Add Slam One Hand to (Triggering unit)
Unit - Order (Hero manipulating item) to move (Item being manipulated) to inventory slot 4 .
Trigger - Turn on inventory_check_permanent_Copy <gen>
Trigger - Turn off p2_dual_wield <gen>
Trigger - Turn off p2_one_hand_shield <gen>
Trigger - Turn off p2_two_hand <gen>
Trigger - Turn on p2_one_hand <gen>
If ((Item-class of (Item carried by (Hero manipulating item) in slot 5)) Equal to Purchasable) then do (Do nothing) else do (Remove Slam One Hand from (Triggering unit))
If ((Item-class of (Item carried by (Hero manipulating item) in slot 5)) Equal to Artifact) then do (Do nothing) else do (Remove Slam One Hand from (Triggering unit))
If ((Item-class of (Item carried by (Hero manipulating item) in slot 5)) Equal to Artifact) then do (Turn on p2_one_hand_shield <gen>) else do (Do nothing)
If ((Item-class of (Item carried by (Hero manipulating item) in slot 5)) Equal to Purchasable) then do (Turn on p2_dual_wield <gen>) else do (Do nothing)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-class of (Item carried by (Hero manipulating item) in slot 5)) Equal to Artifact
(Item-class of (Item carried by (Hero manipulating item) in slot 5)) Equal to Purchasable
Then - Actions
Unit - Remove Slam One Hand from (Triggering unit)
Else - Actions
Trigger - Turn off (This trigger)
lose permanent Copy
Events
Unit - A unit owned by Player 2 (Blue) . Loses an item
Conditions
(Item-class of (Item being manipulated)) Equal to Permanent
((Hero manipulating item) is An Ancient) Equal to True
Actions
Unit - Remove Slam One Hand from (Triggering unit)
Trigger - Turn on pickup_permanent_Copy <gen>
Trigger - Turn off inventory_check_permanent_Copy <gen>
p1select
Events
Player - Player 1 (Red) Selects a unit
Conditions
Actions
Hero - Create Scroll of Town Portal and give it to (Triggering unit)
Hero - Create Tower and give it to (Triggering unit)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering unit) Equal to Troll Warrior 0024 <gen>
Then - Actions
Unit - Remove Tauren Warrior 0028 <gen> from the game
Unit - Remove Orc Warrior 0027 <gen> from the game
Unit - Move Troll Warrior 0024 <gen> instantly to (Center of Start <gen>)
Unit - Change ownership of Troll Warrior 0024 <gen> to Player 1 (Red) and Retain color
Selection - Select Troll Warrior 0024 <gen> for Player 1 (Red)
Trigger - Turn on p1Troll <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering unit) Equal to Troll Shaman 0025 <gen>
Then - Actions
Unit - Remove Orc Shaman 0026 <gen> from the game
Unit - Remove Tauren Shaman 0029 <gen> from the game
Unit - Move Troll Shaman 0025 <gen> instantly to (Center of Start <gen>)
Unit - Change ownership of Troll Shaman 0025 <gen> to Player 1 (Red) and Retain color
Selection - Select Troll Shaman 0025 <gen> for Player 1 (Red)
Trigger - Turn on p1TrollCast <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering unit) Equal to Tauren Warrior 0028 <gen>
Then - Actions
Unit - Remove Troll Warrior 0024 <gen> from the game
Unit - Remove Orc Warrior 0027 <gen> from the game
Unit - Move Tauren Warrior 0028 <gen> instantly to (Center of Start <gen>)
Unit - Change ownership of Tauren Warrior 0028 <gen> to Player 1 (Red) and Retain color
Selection - Select Tauren Warrior 0028 <gen> for Player 1 (Red)
Trigger - Turn on p1Tauren <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering unit) Equal to Tauren Shaman 0029 <gen>
Then - Actions
Unit - Remove Orc Shaman 0026 <gen> from the game
Unit - Remove Troll Shaman 0025 <gen> from the game
Unit - Move Tauren Shaman 0029 <gen> instantly to (Center of Start <gen>)
Unit - Change ownership of Tauren Shaman 0029 <gen> to Player 1 (Red) and Retain color
Selection - Select Tauren Shaman 0029 <gen> for Player 1 (Red)
Trigger - Turn on p1TaurenCast <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering unit) Equal to Orc Warrior 0027 <gen>
Then - Actions
Unit - Remove Troll Warrior 0024 <gen> from the game
Unit - Remove Tauren Warrior 0028 <gen> from the game
Unit - Move Orc Warrior 0027 <gen> instantly to (Center of Start <gen>)
Unit - Change ownership of Orc Warrior 0027 <gen> to Player 1 (Red) and Retain color
Selection - Select Orc Warrior 0027 <gen> for Player 1 (Red)
Trigger - Turn on p1Orc <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering unit) Equal to Orc Shaman 0026 <gen>
Then - Actions
Unit - Remove Tauren Shaman 0029 <gen> from the game
Unit - Remove Troll Shaman 0025 <gen> from the game
Unit - Move Orc Shaman 0026 <gen> instantly to (Center of Start <gen>)
Unit - Change ownership of Orc Shaman 0026 <gen> to Player 1 (Red) and Retain color
Selection - Select Orc Shaman 0026 <gen> for Player 1 (Red)
Trigger - Turn on p1OrcCast <gen>
Else - Actions
Trigger - Turn off (This trigger)
p2select
Events
Player - Player 2 (Blue) Selects a unit
Conditions
Actions
Hero - Create Scroll of Town Portal and give it to (Triggering unit)
Hero - Create Tower and give it to (Triggering unit)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering unit) Equal to Troll Warrior 0024 <gen>
Then - Actions
Unit - Remove Tauren Warrior 0028 <gen> from the game
Unit - Remove Orc Warrior 0027 <gen> from the game
Unit - Move Troll Warrior 0024 <gen> instantly to (Center of Start <gen>)
Unit - Change ownership of Troll Warrior 0024 <gen> to Player 2 (Blue) and Retain color
Selection - Select Troll Warrior 0024 <gen> for Player 2 (Blue)
Trigger - Turn on p2Troll <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering unit) Equal to Troll Shaman 0025 <gen>
Then - Actions
Unit - Remove Orc Shaman 0026 <gen> from the game
Unit - Remove Tauren Shaman 0029 <gen> from the game
Unit - Move Troll Shaman 0025 <gen> instantly to (Center of Start <gen>)
Unit - Change ownership of Troll Shaman 0025 <gen> to Player 2 (Blue) and Retain color
Selection - Select Troll Shaman 0025 <gen> for Player 2 (Blue)
Trigger - Turn on p2TrollCast <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering unit) Equal to Tauren Warrior 0028 <gen>
Then - Actions
Unit - Remove Troll Warrior 0024 <gen> from the game
Unit - Remove Orc Warrior 0027 <gen> from the game
Unit - Move Tauren Warrior 0028 <gen> instantly to (Center of Start <gen>)
Unit - Change ownership of Tauren Warrior 0028 <gen> to Player 2 (Blue) and Retain color
Selection - Select Tauren Warrior 0028 <gen> for Player 2 (Blue)
Trigger - Turn on p2Tauren <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering unit) Equal to Tauren Shaman 0029 <gen>
Then - Actions
Unit - Remove Orc Shaman 0026 <gen> from the game
Unit - Remove Troll Shaman 0025 <gen> from the game
Unit - Move Tauren Shaman 0029 <gen> instantly to (Center of Start <gen>)
Unit - Change ownership of Tauren Shaman 0029 <gen> to Player 2 (Blue) and Retain color
Selection - Select Tauren Shaman 0029 <gen> for Player 2 (Blue)
Trigger - Turn on p2TaurenCast <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering unit) Equal to Orc Warrior 0027 <gen>
Then - Actions
Unit - Remove Troll Warrior 0024 <gen> from the game
Unit - Remove Tauren Warrior 0028 <gen> from the game
Unit - Move Orc Warrior 0027 <gen> instantly to (Center of Start <gen>)
Unit - Change ownership of Orc Warrior 0027 <gen> to Player 2 (Blue) and Retain color
Selection - Select Orc Warrior 0027 <gen> for Player 2 (Blue)
Trigger - Turn on p2Orc <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering unit) Equal to Orc Shaman 0026 <gen>
Then - Actions
Unit - Remove Tauren Shaman 0029 <gen> from the game
Unit - Remove Troll Shaman 0025 <gen> from the game
Unit - Move Orc Shaman 0026 <gen> instantly to (Center of Start <gen>)
Unit - Change ownership of Orc Shaman 0026 <gen> to Player 2 (Blue) and Retain color
Selection - Select Orc Shaman 0026 <gen> for Player 2 (Blue)
Trigger - Turn on p2OrcCast <gen>
Else - Actions
Trigger - Turn off (This trigger)
This Camera has a Z Height of 0
p1Orc
Events
Time - Every 0.75 seconds of game time
Conditions
Actions
Camera - . Apply . gg_cam_Camera_001 for Player 1 (Red) over 0.25 seconds
Camera - Lock camera target for Player 1 (Red) to Orc Warrior 0027 <gen> , offset by ( 0 , 0 ) using The unit's rotation
Camera - Set Player 1 (Red) 's camera Distance to target to 1500.00 over 0.25 seconds
Camera - Set Player 1 (Red) 's camera Height Offset to 300.00 over 0.25 seconds
Camera - Set Player 1 (Red) 's camera Angle of attack to 340.00 over 0.25 seconds
Camera - Set Player 1 (Red) 's camera Roll to 0.00 over 0.25 seconds
Camera - Set Player 1 (Red) 's camera Field of view to 70.00 over 0.25 seconds
Camera - Set Player 1 (Red) 's camera Rotation to (Facing of Orc Warrior 0027 <gen>) over 0.25 seconds
This Camera has a Z Height of 0
p1OrcCast
Events
Time - Every 0.75 seconds of game time
Conditions
Actions
Camera - . Apply . gg_cam_Camera_001 for Player 1 (Red) over 0.25 seconds
Camera - Lock camera target for Player 1 (Red) to Orc Shaman 0026 <gen> , offset by ( 0 , 0 ) using The unit's rotation
Camera - Set Player 1 (Red) 's camera Distance to target to 1500.00 over 0.25 seconds
Camera - Set Player 1 (Red) 's camera Height Offset to 300.00 over 0.25 seconds
Camera - Set Player 1 (Red) 's camera Angle of attack to 340.00 over 0.25 seconds
Camera - Set Player 1 (Red) 's camera Roll to 0.00 over 0.25 seconds
Camera - Set Player 1 (Red) 's camera Field of view to 70.00 over 0.25 seconds
Camera - Set Player 1 (Red) 's camera Rotation to (Facing of Orc Shaman 0026 <gen>) over 0.25 seconds
This Camera has a Z Height of 0
p1Troll
Events
Time - Every 0.75 seconds of game time
Conditions
Actions
Camera - . Apply . gg_cam_Camera_001 for Player 1 (Red) over 0.25 seconds
Camera - Lock camera target for Player 1 (Red) to Troll Warrior 0024 <gen> , offset by ( 0 , 0 ) using The unit's rotation
Camera - Set Player 1 (Red) 's camera Distance to target to 1500.00 over 0.25 seconds
Camera - Set Player 1 (Red) 's camera Height Offset to 300.00 over 0.25 seconds
Camera - Set Player 1 (Red) 's camera Angle of attack to 340.00 over 0.25 seconds
Camera - Set Player 1 (Red) 's camera Roll to 0.00 over 0.25 seconds
Camera - Set Player 1 (Red) 's camera Field of view to 70.00 over 0.25 seconds
Camera - Set Player 1 (Red) 's camera Rotation to (Facing of Troll Warrior 0024 <gen>) over 0.25 seconds
This Camera has a Z Height of 0
p1TrollCast
Events
Time - Every 0.75 seconds of game time
Conditions
Actions
Camera - . Apply . gg_cam_Camera_001 for Player 1 (Red) over 0.25 seconds
Camera - Lock camera target for Player 1 (Red) to Troll Shaman 0025 <gen> , offset by ( 0 , 0 ) using The unit's rotation
Camera - Set Player 1 (Red) 's camera Distance to target to 1500.00 over 0.25 seconds
Camera - Set Player 1 (Red) 's camera Height Offset to 300.00 over 0.25 seconds
Camera - Set Player 1 (Red) 's camera Angle of attack to 340.00 over 0.25 seconds
Camera - Set Player 1 (Red) 's camera Roll to 0.00 over 0.25 seconds
Camera - Set Player 1 (Red) 's camera Field of view to 70.00 over 0.25 seconds
Camera - Set Player 1 (Red) 's camera Rotation to (Facing of Troll Shaman 0025 <gen>) over 0.25 seconds
This Camera has a Z Height of 0
p1Tauren
Events
Time - Every 0.75 seconds of game time
Conditions
Actions
Camera - . Apply . gg_cam_Camera_001 for Player 1 (Red) over 0.25 seconds
Camera - Lock camera target for Player 1 (Red) to Tauren Warrior 0028 <gen> , offset by ( 0 , 0 ) using The unit's rotation
Camera - Set Player 1 (Red) 's camera Distance to target to 1500.00 over 0.25 seconds
Camera - Set Player 1 (Red) 's camera Height Offset to 300.00 over 0.25 seconds
Camera - Set Player 1 (Red) 's camera Angle of attack to 340.00 over 0.25 seconds
Camera - Set Player 1 (Red) 's camera Roll to 0.00 over 0.25 seconds
Camera - Set Player 1 (Red) 's camera Field of view to 70.00 over 0.25 seconds
Camera - Set Player 1 (Red) 's camera Rotation to (Facing of Tauren Warrior 0028 <gen>) over 0.25 seconds
This Camera has a Z Height of 0
p1TaurenCast
Events
Time - Every 0.75 seconds of game time
Conditions
Actions
Camera - . Apply . gg_cam_Camera_001 for Player 1 (Red) over 0.25 seconds
Camera - Lock camera target for Player 1 (Red) to Tauren Shaman 0029 <gen> , offset by ( 0 , 0 ) using The unit's rotation
Camera - Set Player 1 (Red) 's camera Distance to target to 1500.00 over 0.25 seconds
Camera - Set Player 1 (Red) 's camera Height Offset to 300.00 over 0.25 seconds
Camera - Set Player 1 (Red) 's camera Angle of attack to 340.00 over 0.25 seconds
Camera - Set Player 1 (Red) 's camera Roll to 0.00 over 0.25 seconds
Camera - Set Player 1 (Red) 's camera Field of view to 70.00 over 0.25 seconds
Camera - Set Player 1 (Red) 's camera Rotation to (Facing of Tauren Shaman 0029 <gen>) over 0.25 seconds
This Camera has a Z Height of 0
p2Orc
Events
Time - Every 0.75 seconds of game time
Conditions
Actions
Camera - . Apply . gg_cam_Camera_002 for Player 2 (Blue) over 0.25 seconds
Camera - Lock camera target for Player 2 (Blue) to Orc Warrior 0027 <gen> , offset by ( 0 , 0 ) using The unit's rotation
Camera - Set Player 2 (Blue) 's camera Distance to target to 1500.00 over 0.25 seconds
Camera - Set Player 2 (Blue) 's camera Height Offset to 300.00 over 0.25 seconds
Camera - Set Player 2 (Blue) 's camera Angle of attack to 340.00 over 0.25 seconds
Camera - Set Player 2 (Blue) 's camera Roll to 0.00 over 0.25 seconds
Camera - Set Player 2 (Blue) 's camera Field of view to 70.00 over 0.25 seconds
Camera - Set Player 2 (Blue) 's camera Rotation to (Facing of Orc Warrior 0027 <gen>) over 0.25 seconds
This Camera has a Z Height of 0
p2OrcCast
Events
Time - Every 0.75 seconds of game time
Conditions
Actions
Camera - . Apply . gg_cam_Camera_002 for Player 2 (Blue) over 0.25 seconds
Camera - Lock camera target for Player 2 (Blue) to Orc Shaman 0026 <gen> , offset by ( 0 , 0 ) using The unit's rotation
Camera - Set Player 2 (Blue) 's camera Distance to target to 1500.00 over 0.25 seconds
Camera - Set Player 2 (Blue) 's camera Height Offset to 300.00 over 0.25 seconds
Camera - Set Player 2 (Blue) 's camera Angle of attack to 340.00 over 0.25 seconds
Camera - Set Player 2 (Blue) 's camera Roll to 0.00 over 0.25 seconds
Camera - Set Player 2 (Blue) 's camera Field of view to 70.00 over 0.25 seconds
Camera - Set Player 2 (Blue) 's camera Rotation to (Facing of Orc Shaman 0026 <gen>) over 0.25 seconds
This Camera has a Z Height of 0
p2Troll
Events
Time - Every 0.75 seconds of game time
Conditions
Actions
Camera - . Apply . gg_cam_Camera_002 for Player 2 (Blue) over 0.25 seconds
Camera - Lock camera target for Player 2 (Blue) to Troll Warrior 0024 <gen> , offset by ( 0 , 0 ) using The unit's rotation
Camera - Set Player 2 (Blue) 's camera Distance to target to 1500.00 over 0.25 seconds
Camera - Set Player 2 (Blue) 's camera Height Offset to 300.00 over 0.25 seconds
Camera - Set Player 2 (Blue) 's camera Angle of attack to 340.00 over 0.25 seconds
Camera - Set Player 2 (Blue) 's camera Roll to 0.00 over 0.25 seconds
Camera - Set Player 2 (Blue) 's camera Field of view to 70.00 over 0.25 seconds
Camera - Set Player 2 (Blue) 's camera Rotation to (Facing of Troll Warrior 0024 <gen>) over 0.25 seconds
This Camera has a Z Height of 0
p2TrollCast
Events
Time - Every 0.75 seconds of game time
Conditions
Actions
Camera - . Apply . gg_cam_Camera_002 for Player 2 (Blue) over 0.25 seconds
Camera - Lock camera target for Player 2 (Blue) to Troll Shaman 0025 <gen> , offset by ( 0 , 0 ) using The unit's rotation
Camera - Set Player 2 (Blue) 's camera Distance to target to 1500.00 over 0.25 seconds
Camera - Set Player 2 (Blue) 's camera Height Offset to 300.00 over 0.25 seconds
Camera - Set Player 2 (Blue) 's camera Angle of attack to 340.00 over 0.25 seconds
Camera - Set Player 2 (Blue) 's camera Roll to 0.00 over 0.25 seconds
Camera - Set Player 2 (Blue) 's camera Field of view to 70.00 over 0.25 seconds
Camera - Set Player 2 (Blue) 's camera Rotation to (Facing of Troll Shaman 0025 <gen>) over 0.25 seconds
This Camera has a Z Height of 0
p2Tauren
Events
Time - Every 0.75 seconds of game time
Conditions
Actions
Camera - . Apply . gg_cam_Camera_002 for Player 2 (Blue) over 0.25 seconds
Camera - Lock camera target for Player 2 (Blue) to Tauren Warrior 0028 <gen> , offset by ( 0 , 0 ) using The unit's rotation
Camera - Set Player 2 (Blue) 's camera Distance to target to 1500.00 over 0.25 seconds
Camera - Set Player 2 (Blue) 's camera Height Offset to 300.00 over 0.25 seconds
Camera - Set Player 2 (Blue) 's camera Angle of attack to 340.00 over 0.25 seconds
Camera - Set Player 2 (Blue) 's camera Roll to 0.00 over 0.25 seconds
Camera - Set Player 2 (Blue) 's camera Field of view to 70.00 over 0.25 seconds
Camera - Set Player 2 (Blue) 's camera Rotation to (Facing of Tauren Warrior 0028 <gen>) over 0.25 seconds
This Camera has a Z Height of 0
p2TaurenCast
Events
Time - Every 0.75 seconds of game time
Conditions
Actions
Camera - . Apply . gg_cam_Camera_002 for Player 2 (Blue) over 0.25 seconds
Camera - Lock camera target for Player 2 (Blue) to Tauren Shaman 0029 <gen> , offset by ( 0 , 0 ) using The unit's rotation
Camera - Set Player 2 (Blue) 's camera Distance to target to 1500.00 over 0.25 seconds
Camera - Set Player 2 (Blue) 's camera Height Offset to 300.00 over 0.25 seconds
Camera - Set Player 2 (Blue) 's camera Angle of attack to 340.00 over 0.25 seconds
Camera - Set Player 2 (Blue) 's camera Roll to 0.00 over 0.25 seconds
Camera - Set Player 2 (Blue) 's camera Field of view to 70.00 over 0.25 seconds
Camera - Set Player 2 (Blue) 's camera Rotation to (Facing of Tauren Shaman 0029 <gen>) over 0.25 seconds
Morning
Events
Game - The in-game time of day becomes Equal to 6.00
Conditions
Actions
Environment - Remove (Last created weather effect)
Wait 2 seconds
If ((Random integer number between 1 and 2) Equal to 1) then do (Turn on Fog <gen>) else do (Turn on Wind <gen>)
Noon
Events
Game - The in-game time of day becomes Equal to 12.00
Conditions
Actions
Environment - Remove (Last created weather effect)
Wait 2 seconds
If ((Random integer number between 1 and 2) Equal to 1) then do (Turn on Sunlight <gen>) else do (Turn on Wind <gen>)
Evening
Events
Game - The in-game time of day becomes Equal to 18.00
Conditions
Actions
Environment - Remove (Last created weather effect)
Wait 2 seconds
If ((Random integer number between 1 and 2) Equal to 1) then do (Turn on Rain <gen>) else do (Turn on Fog <gen>)
Night
Events
Game - The in-game time of day becomes Equal to 23.58
Conditions
Actions
Environment - Remove (Last created weather effect)
Wait 2 seconds
If ((Random integer number between 1 and 2) Equal to 1) then do (Turn on Moonlight <gen>) else do (Turn on Rain <gen>)
Sunlight
Events
Time - Every 2 seconds of game time
Conditions
Actions
Environment - Create at weather <gen> the weather effect Rays Of Light
Environment - Turn (Last created weather effect) On
Trigger - Turn off (This trigger)
Rain
Events
Time - Every 2 seconds of game time
Conditions
Actions
Environment - Create at weather <gen> the weather effect Lordaeron Rain (Light)
Environment - Turn (Last created weather effect) On
Trigger - Turn off (This trigger)
Wind
Events
Time - Every 2 seconds of game time
Conditions
Actions
Environment - Create at weather <gen> the weather effect Outland Wind (Light)
Environment - Turn (Last created weather effect) On
Trigger - Turn off (This trigger)
Fog
Events
Time - Every 2 seconds of game time
Conditions
Actions
Environment - Create at weather <gen> the weather effect Dungeon White Fog (Light)
Environment - Turn (Last created weather effect) On
Trigger - Turn off (This trigger)
Moonlight
Events
Time - Every 2 seconds of game time
Conditions
Actions
Environment - Create at weather <gen> the weather effect Rays Of Moonlight
Environment - Turn (Last created weather effect) On
Trigger - Turn off (This trigger)
Lwf II
Events
Unit - A unit Gains a level
Conditions
(Level of Windfury II for (Leveling Hero)) Equal to 0
(Hero level of (Leveling Hero)) Greater than or equal to 10
Actions
If ((Unit-type of (Leveling Hero)) Equal to Orc Shaman) then do (Add Windfury II to Tauren Elder Shaman 0033 <gen> with 1 in stock and a max stock of 1) else do (Do nothing)
If ((Unit-type of (Leveling Hero)) Equal to Tauren Shaman) then do (Add Windfury II to Tauren Elder Shaman 0033 <gen> with 1 in stock and a max stock of 1) else do (Do nothing)
If ((Unit-type of (Leveling Hero)) Equal to Troll Shaman) then do (Add Windfury II to Tauren Elder Shaman 0033 <gen> with 1 in stock and a max stock of 1) else do (Do nothing)
Lwf III
Events
Unit - A unit Gains a level
Conditions
(Level of Windfury III for (Leveling Hero)) Equal to 0
(Hero level of (Leveling Hero)) Greater than or equal to 15
Actions
If ((Unit-type of (Leveling Hero)) Equal to Orc Shaman) then do (Add Windfury III to Tauren Elder Shaman 0033 <gen> with 1 in stock and a max stock of 1) else do (Do nothing)
If ((Unit-type of (Leveling Hero)) Equal to Tauren Shaman) then do (Add Windfury III to Tauren Elder Shaman 0033 <gen> with 1 in stock and a max stock of 1) else do (Do nothing)
If ((Unit-type of (Leveling Hero)) Equal to Troll Shaman) then do (Add Windfury III to Tauren Elder Shaman 0033 <gen> with 1 in stock and a max stock of 1) else do (Do nothing)
Lhw II
Events
Unit - A unit Gains a level
Conditions
(Level of Healing Totem II for (Leveling Hero)) Equal to 0
(Hero level of (Leveling Hero)) Greater than or equal to 10
Actions
If ((Unit-type of (Leveling Hero)) Equal to Orc Shaman) then do (Add Healing Totem II to Tauren Elder Shaman 0033 <gen> with 1 in stock and a max stock of 1) else do (Do nothing)
If ((Unit-type of (Leveling Hero)) Equal to Tauren Shaman) then do (Add Healing Totem II to Tauren Elder Shaman 0033 <gen> with 1 in stock and a max stock of 1) else do (Do nothing)
If ((Unit-type of (Leveling Hero)) Equal to Troll Shaman) then do (Add Healing Totem II to Tauren Elder Shaman 0033 <gen> with 1 in stock and a max stock of 1) else do (Do nothing)
Lhw III
Events
Unit - A unit Gains a level
Conditions
(Level of Healing Totem II for (Leveling Hero)) Equal to 1
(Hero level of (Leveling Hero)) Greater than or equal to 10
Actions
If ((Unit-type of (Leveling Hero)) Equal to Orc Shaman) then do (Add Healing Totem III to Tauren Elder Shaman 0033 <gen> with 1 in stock and a max stock of 1) else do (Do nothing)
If ((Unit-type of (Leveling Hero)) Equal to Tauren Shaman) then do (Add Healing Totem III to Tauren Elder Shaman 0033 <gen> with 1 in stock and a max stock of 1) else do (Do nothing)
If ((Unit-type of (Leveling Hero)) Equal to Troll Shaman) then do (Add Healing Totem III to Tauren Elder Shaman 0033 <gen> with 1 in stock and a max stock of 1) else do (Do nothing)
Ancestral Healing II
Events
Unit - A unit Gains a level
Conditions
(Level of Ancestral Healing II for (Leveling Hero)) Equal to 0
(Hero level of (Leveling Hero)) Greater than or equal to 10
Actions
If ((Unit-type of (Leveling Hero)) Equal to Orc Shaman) then do (Add Ancestral Healing II to Tauren Elder Shaman 0033 <gen> with 1 in stock and a max stock of 1) else do (Do nothing)
If ((Unit-type of (Leveling Hero)) Equal to Tauren Shaman) then do (Add Ancestral Healing II to Tauren Elder Shaman 0033 <gen> with 1 in stock and a max stock of 1) else do (Do nothing)
If ((Unit-type of (Leveling Hero)) Equal to Troll Shaman) then do (Add Ancestral Healing II to Tauren Elder Shaman 0033 <gen> with 1 in stock and a max stock of 1) else do (Do nothing)
Ancestral Healing III
Events
Unit - A unit Gains a level
Conditions
(Level of Ancestral Healing III for (Leveling Hero)) Equal to 0
(Hero level of (Leveling Hero)) Greater than or equal to 15
Actions
If ((Unit-type of (Leveling Hero)) Equal to Orc Shaman) then do (Add Ancestral Healing III to Tauren Elder Shaman 0033 <gen> with 1 in stock and a max stock of 1) else do (Do nothing)
If ((Unit-type of (Leveling Hero)) Equal to Tauren Shaman) then do (Add Ancestral Healing III to Tauren Elder Shaman 0033 <gen> with 1 in stock and a max stock of 1) else do (Do nothing)
If ((Unit-type of (Leveling Hero)) Equal to Troll Shaman) then do (Add Ancestral Healing III to Tauren Elder Shaman 0033 <gen> with 1 in stock and a max stock of 1) else do (Do nothing)
Lbloodlust I
Events
Unit - A unit Gains a level
Conditions
(Level of Bloodlust I for (Leveling Hero)) Equal to 0
(Hero level of (Leveling Hero)) Greater than or equal to 5
Actions
If ((Unit-type of (Leveling Hero)) Equal to Orc Shaman) then do (Add Bloodlust I to Tauren Elder Shaman 0033 <gen> with 1 in stock and a max stock of 1) else do (Do nothing)
If ((Unit-type of (Leveling Hero)) Equal to Tauren Shaman) then do (Add Bloodlust I to Tauren Elder Shaman 0033 <gen> with 1 in stock and a max stock of 1) else do (Do nothing)
If ((Unit-type of (Leveling Hero)) Equal to Troll Shaman) then do (Add Bloodlust I to Tauren Elder Shaman 0033 <gen> with 1 in stock and a max stock of 1) else do (Do nothing)
Lbloodlust II
Events
Unit - A unit Gains a level
Conditions
(Level of Bloodlust II for (Leveling Hero)) Equal to 0
(Hero level of (Leveling Hero)) Greater than or equal to 15
Actions
If ((Unit-type of (Leveling Hero)) Equal to Orc Shaman) then do (Add Bloodlust II to Tauren Elder Shaman 0033 <gen> with 1 in stock and a max stock of 1) else do (Do nothing)
If ((Unit-type of (Leveling Hero)) Equal to Tauren Shaman) then do (Add Bloodlust II to Tauren Elder Shaman 0033 <gen> with 1 in stock and a max stock of 1) else do (Do nothing)
If ((Unit-type of (Leveling Hero)) Equal to Troll Shaman) then do (Add Bloodlust II to Tauren Elder Shaman 0033 <gen> with 1 in stock and a max stock of 1) else do (Do nothing)
Lreckless I
Events
Unit - A unit Gains a level
Conditions
(Level of Reckless I for (Leveling Hero)) Equal to 0
(Hero level of (Leveling Hero)) Greater than or equal to 5
Actions
If ((Unit-type of (Leveling Hero)) Equal to Orc Warrior) then do (Add Reckless I to Tauren Veteran Warrior 0032 <gen> with 1 in stock and a max stock of 1) else do (Do nothing)
If ((Unit-type of (Leveling Hero)) Equal to Tauren Warrior) then do (Add Reckless I to Tauren Veteran Warrior 0032 <gen> with 1 in stock and a max stock of 1) else do (Do nothing)
If ((Unit-type of (Leveling Hero)) Equal to Troll Warrior) then do (Add Reckless I to Tauren Veteran Warrior 0032 <gen> with 1 in stock and a max stock of 1) else do (Do nothing)
Lreckless II
Events
Unit - A unit Gains a level
Conditions
(Level of Reckless II for (Leveling Hero)) Equal to 0
(Hero level of (Leveling Hero)) Greater than or equal to 15
Actions
If ((Unit-type of (Leveling Hero)) Equal to Orc Warrior) then do (Add Reckless II to Tauren Veteran Warrior 0032 <gen> with 1 in stock and a max stock of 1) else do (Do nothing)
If ((Unit-type of (Leveling Hero)) Equal to Tauren Warrior) then do (Add Reckless II to Tauren Veteran Warrior 0032 <gen> with 1 in stock and a max stock of 1) else do (Do nothing)
If ((Unit-type of (Leveling Hero)) Equal to Troll Warrior) then do (Add Reckless II to Tauren Veteran Warrior 0032 <gen> with 1 in stock and a max stock of 1) else do (Do nothing)
LtauntII
Events
Unit - A unit Gains a level
Conditions
(Level of Taunt II for (Leveling Hero)) Equal to 0
(Hero level of (Leveling Hero)) Greater than or equal to 10
Actions
If ((Unit-type of (Leveling Hero)) Equal to Orc Warrior) then do (Add Taunt II to Tauren Veteran Warrior 0032 <gen> with 1 in stock and a max stock of 1) else do (Do nothing)
If ((Unit-type of (Leveling Hero)) Equal to Tauren Warrior) then do (Add Taunt II to Tauren Veteran Warrior 0032 <gen> with 1 in stock and a max stock of 1) else do (Do nothing)
If ((Unit-type of (Leveling Hero)) Equal to Troll Warrior) then do (Add Taunt II to Tauren Veteran Warrior 0032 <gen> with 1 in stock and a max stock of 1) else do (Do nothing)
LtauntIII
Events
Unit - A unit Gains a level
Conditions
(Level of Taunt III for (Leveling Hero)) Equal to 0
(Hero level of (Leveling Hero)) Greater than or equal to 15
Actions
If ((Unit-type of (Leveling Hero)) Equal to Orc Warrior) then do (Add Taunt III to Tauren Veteran Warrior 0032 <gen> with 1 in stock and a max stock of 1) else do (Do nothing)
If ((Unit-type of (Leveling Hero)) Equal to Tauren Warrior) then do (Add Taunt III to Tauren Veteran Warrior 0032 <gen> with 1 in stock and a max stock of 1) else do (Do nothing)
If ((Unit-type of (Leveling Hero)) Equal to Troll Warrior) then do (Add Taunt III to Tauren Veteran Warrior 0032 <gen> with 1 in stock and a max stock of 1) else do (Do nothing)
Lcleave II
Events
Unit - A unit Gains a level
Conditions
(Level of Cleave II for (Leveling Hero)) Equal to 0
(Hero level of (Leveling Hero)) Greater than or equal to 10
Actions
If ((Unit-type of (Leveling Hero)) Equal to Orc Warrior) then do (Add Cleave II to Tauren Veteran Warrior 0032 <gen> with 1 in stock and a max stock of 1) else do (Do nothing)
If ((Unit-type of (Leveling Hero)) Equal to Tauren Warrior) then do (Add Cleave II to Tauren Veteran Warrior 0032 <gen> with 1 in stock and a max stock of 1) else do (Do nothing)
If ((Unit-type of (Leveling Hero)) Equal to Troll Warrior) then do (Add Cleave II to Tauren Veteran Warrior 0032 <gen> with 1 in stock and a max stock of 1) else do (Do nothing)
Lcleave III
Events
Unit - A unit Gains a level
Conditions
(Level of Cleave III for (Leveling Hero)) Equal to 0
(Hero level of (Leveling Hero)) Greater than or equal to 15
Actions
If ((Unit-type of (Leveling Hero)) Equal to Orc Warrior) then do (Add Cleave III to Tauren Veteran Warrior 0032 <gen> with 1 in stock and a max stock of 1) else do (Do nothing)
If ((Unit-type of (Leveling Hero)) Equal to Tauren Warrior) then do (Add Cleave III to Tauren Veteran Warrior 0032 <gen> with 1 in stock and a max stock of 1) else do (Do nothing)
If ((Unit-type of (Leveling Hero)) Equal to Troll Warrior) then do (Add Cleave III to Tauren Veteran Warrior 0032 <gen> with 1 in stock and a max stock of 1) else do (Do nothing)
Ldemo II
Events
Unit - A unit Gains a level
Conditions
(Level of Demoralizing Shout II for (Leveling Hero)) Equal to 0
(Hero level of (Leveling Hero)) Greater than or equal to 10
Actions
If ((Unit-type of (Leveling Hero)) Equal to Orc Warrior) then do (Add Demoralizing Shout II to Tauren Veteran Warrior 0032 <gen> with 1 in stock and a max stock of 1) else do (Do nothing)
If ((Unit-type of (Leveling Hero)) Equal to Tauren Warrior) then do (Add Demoralizing Shout II to Tauren Veteran Warrior 0032 <gen> with 1 in stock and a max stock of 1) else do (Do nothing)
If ((Unit-type of (Leveling Hero)) Equal to Troll Warrior) then do (Add Demoralizing Shout II to Tauren Veteran Warrior 0032 <gen> with 1 in stock and a max stock of 1) else do (Do nothing)
Ldemo III
Events
Unit - A unit Gains a level
Conditions
(Level of Demoralizing Shout III for (Leveling Hero)) Equal to 0
(Hero level of (Leveling Hero)) Greater than or equal to 15
Actions
If ((Unit-type of (Leveling Hero)) Equal to Orc Warrior) then do (Add Demoralizing Shout III to Tauren Veteran Warrior 0032 <gen> with 1 in stock and a max stock of 1) else do (Do nothing)
If ((Unit-type of (Leveling Hero)) Equal to Tauren Warrior) then do (Add Demoralizing Shout III to Tauren Veteran Warrior 0032 <gen> with 1 in stock and a max stock of 1) else do (Do nothing)
If ((Unit-type of (Leveling Hero)) Equal to Troll Warrior) then do (Add Demoralizing Shout III to Tauren Veteran Warrior 0032 <gen> with 1 in stock and a max stock of 1) else do (Do nothing)
Learn Demo shout I
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Demoralizing Shout I
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Hero manipulating item)) Equal to Troll Warrior
(Level of Demoralizing Shout I for (Hero manipulating item)) Equal to 0
Then - Actions
Unit - Add Demoralizing Shout I to (Hero manipulating item)
Item - Remove (Item being manipulated)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Neutral Building - Remove Demoralizing Shout I from Tauren Veteran Warrior 0032 <gen>
Trigger - Turn off (This trigger)
Else - Actions
Item - Remove (Item being manipulated)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Hero manipulating item)) Equal to Tauren Warrior
(Level of Demoralizing Shout I for (Hero manipulating item)) Equal to 0
Then - Actions
Unit - Add Demoralizing Shout I to (Hero manipulating item)
Item - Remove (Item being manipulated)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Neutral Building - Remove Demoralizing Shout I from Tauren Veteran Warrior 0032 <gen>
Trigger - Turn off (This trigger)
Else - Actions
Item - Remove (Item being manipulated)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Hero manipulating item)) Equal to Orc Warrior
(Level of Demoralizing Shout I for (Hero manipulating item)) Equal to 0
Then - Actions
Unit - Add Demoralizing Shout I to (Hero manipulating item)
Item - Remove (Item being manipulated)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Neutral Building - Remove Demoralizing Shout I from Tauren Veteran Warrior 0032 <gen>
Trigger - Turn off (This trigger)
Else - Actions
Item - Remove (Item being manipulated)
Learn Demo shout II
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Demoralizing Shout II
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Hero manipulating item)) Equal to Troll Warrior
(Level of Demoralizing Shout I for (Hero manipulating item)) Equal to 1
Then - Actions
Unit - Remove Demoralizing Shout I from (Hero manipulating item)
Unit - Add Demoralizing Shout II to (Hero manipulating item)
Item - Remove (Item being manipulated)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Neutral Building - Remove Demoralizing Shout II from Tauren Veteran Warrior 0032 <gen>
Trigger - Turn off (This trigger)
Else - Actions
Item - Remove (Item being manipulated)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Hero manipulating item)) Equal to Tauren Warrior
(Level of Demoralizing Shout I for (Hero manipulating item)) Equal to 1
Then - Actions
Unit - Remove Demoralizing Shout I from (Hero manipulating item)
Unit - Add Demoralizing Shout II to (Hero manipulating item)
Item - Remove (Item being manipulated)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Neutral Building - Remove Demoralizing Shout II from Tauren Veteran Warrior 0032 <gen>
Trigger - Turn off (This trigger)
Else - Actions
Item - Remove (Item being manipulated)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Hero manipulating item)) Equal to Orc Warrior
(Level of Demoralizing Shout I for (Hero manipulating item)) Equal to 1
Then - Actions
Unit - Remove Demoralizing Shout I from (Hero manipulating item)
Unit - Add Demoralizing Shout II to (Hero manipulating item)
Item - Remove (Item being manipulated)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Neutral Building - Remove Demoralizing Shout II from Tauren Veteran Warrior 0032 <gen>
Trigger - Turn off (This trigger)
Else - Actions
Item - Remove (Item being manipulated)
Learn Demo shout III
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Demoralizing Shout III
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Hero manipulating item)) Equal to Troll Warrior
(Level of Demoralizing Shout II for (Hero manipulating item)) Equal to 1
Then - Actions
Unit - Remove Demoralizing Shout II from (Hero manipulating item)
Unit - Add Demoralizing Shout III to (Hero manipulating item)
Item - Remove (Item being manipulated)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Neutral Building - Remove Demoralizing Shout III from Tauren Veteran Warrior 0032 <gen>
Trigger - Turn off (This trigger)
Else - Actions
Item - Remove (Item being manipulated)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Hero manipulating item)) Equal to Tauren Warrior
(Level of Demoralizing Shout II for (Hero manipulating item)) Equal to 1
Then - Actions
Unit - Remove Demoralizing Shout II from (Hero manipulating item)
Unit - Add Demoralizing Shout III to (Hero manipulating item)
Item - Remove (Item being manipulated)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Neutral Building - Remove Demoralizing Shout III from Tauren Veteran Warrior 0032 <gen>
Trigger - Turn off (This trigger)
Else - Actions
Item - Remove (Item being manipulated)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Hero manipulating item)) Equal to Orc Warrior
(Level of Demoralizing Shout II for (Hero manipulating item)) Equal to 1
Then - Actions
Unit - Remove Demoralizing Shout II from (Hero manipulating item)
Unit - Add Demoralizing Shout III to (Hero manipulating item)
Item - Remove (Item being manipulated)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Neutral Building - Remove Demoralizing Shout III from Tauren Veteran Warrior 0032 <gen>
Trigger - Turn off (This trigger)
Else - Actions
Item - Remove (Item being manipulated)
Learn Reckless I
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Reckless I
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Hero manipulating item)) Equal to Troll Warrior
(Level of Reckless I for (Hero manipulating item)) Equal to 0
Then - Actions
Unit - Add Reckless I to (Hero manipulating item)
Item - Remove (Item being manipulated)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Neutral Building - Remove Reckless I from Tauren Veteran Warrior 0032 <gen>
Trigger - Turn off (This trigger)
Else - Actions
Item - Remove (Item being manipulated)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Hero manipulating item)) Equal to Tauren Warrior
(Level of Reckless I for (Hero manipulating item)) Equal to 0
Then - Actions
Unit - Add Reckless I to (Hero manipulating item)
Item - Remove (Item being manipulated)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Neutral Building - Remove Reckless I from Tauren Veteran Warrior 0032 <gen>
Trigger - Turn off (This trigger)
Else - Actions
Item - Remove (Item being manipulated)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Hero manipulating item)) Equal to Orc Warrior
(Level of Reckless I for (Hero manipulating item)) Equal to 0
Then - Actions
Unit - Add Reckless I to (Hero manipulating item)
Item - Remove (Item being manipulated)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Neutral Building - Remove Reckless I from Tauren Veteran Warrior 0032 <gen>
Trigger - Turn off (This trigger)
Else - Actions
Item - Remove (Item being manipulated)
Learn Reckless II
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Reckless II
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Hero manipulating item)) Equal to Troll Warrior
(Level of Reckless I for (Hero manipulating item)) Equal to 1
Then - Actions
Unit - Remove Reckless I from (Hero manipulating item)
Unit - Add Reckless II to (Hero manipulating item)
Item - Remove (Item being manipulated)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Neutral Building - Remove Reckless II from Tauren Veteran Warrior 0032 <gen>
Trigger - Turn off (This trigger)
Else - Actions
Item - Remove (Item being manipulated)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Hero manipulating item)) Equal to Tauren Warrior
(Level of Reckless I for (Hero manipulating item)) Equal to 1
Then - Actions
Unit - Remove Reckless I from (Hero manipulating item)
Unit - Add Reckless II to (Hero manipulating item)
Item - Remove (Item being manipulated)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Neutral Building - Remove Reckless II from Tauren Veteran Warrior 0032 <gen>
Trigger - Turn off (This trigger)
Else - Actions
Item - Remove (Item being manipulated)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Hero manipulating item)) Equal to Orc Warrior
(Level of Reckless I for (Hero manipulating item)) Equal to 1
Then - Actions
Unit - Remove Reckless I from (Hero manipulating item)
Unit - Add Reckless II to (Hero manipulating item)
Item - Remove (Item being manipulated)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Neutral Building - Remove Reckless II from Tauren Veteran Warrior 0032 <gen>
Trigger - Turn off (This trigger)
Else - Actions
Item - Remove (Item being manipulated)
Learn Taunt I
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Taunt I
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Hero manipulating item)) Equal to Troll Warrior
(Level of Taunt I for (Hero manipulating item)) Equal to 0
Then - Actions
Unit - Add Taunt I to (Hero manipulating item)
Item - Remove (Item being manipulated)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Neutral Building - Remove Taunt I from Tauren Veteran Warrior 0032 <gen>
Trigger - Turn off (This trigger)
Else - Actions
Item - Remove (Item being manipulated)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Hero manipulating item)) Equal to Tauren Warrior
(Level of Taunt I for (Hero manipulating item)) Equal to 0
Then - Actions
Unit - Add Taunt I to (Hero manipulating item)
Item - Remove (Item being manipulated)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Neutral Building - Remove Taunt I from Tauren Veteran Warrior 0032 <gen>
Trigger - Turn off (This trigger)
Else - Actions
Item - Remove (Item being manipulated)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Hero manipulating item)) Equal to Orc Warrior
(Level of Taunt I for (Hero manipulating item)) Equal to 0
Then - Actions
Unit - Add Taunt I to (Hero manipulating item)
Item - Remove (Item being manipulated)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Neutral Building - Remove Taunt I from Tauren Veteran Warrior 0032 <gen>
Trigger - Turn off (This trigger)
Else - Actions
Item - Remove (Item being manipulated)
Learn Taunt II
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Taunt II
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Hero manipulating item)) Equal to Troll Warrior
(Level of Taunt I for (Hero manipulating item)) Equal to 1
Then - Actions
Unit - Remove Taunt I from (Hero manipulating item)
Unit - Add Taunt II to (Hero manipulating item)
Item - Remove (Item being manipulated)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Neutral Building - Remove Taunt II from Tauren Veteran Warrior 0032 <gen>
Trigger - Turn off (This trigger)
Else - Actions
Item - Remove (Item being manipulated)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Hero manipulating item)) Equal to Tauren Warrior
(Level of Taunt I for (Hero manipulating item)) Equal to 1
Then - Actions
Unit - Remove Taunt I from (Hero manipulating item)
Unit - Add Taunt II to (Hero manipulating item)
Item - Remove (Item being manipulated)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Neutral Building - Remove Taunt II from Tauren Veteran Warrior 0032 <gen>
Trigger - Turn off (This trigger)
Else - Actions
Item - Remove (Item being manipulated)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Hero manipulating item)) Equal to Orc Warrior
(Level of Taunt I for (Hero manipulating item)) Equal to 1
Then - Actions
Unit - Remove Taunt I from (Hero manipulating item)
Unit - Add Taunt II to (Hero manipulating item)
Item - Remove (Item being manipulated)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Neutral Building - Remove Taunt II from Tauren Veteran Warrior 0032 <gen>
Trigger - Turn off (This trigger)
Else - Actions
Item - Remove (Item being manipulated)
Learn Taunt III
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Taunt III
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Hero manipulating item)) Equal to Troll Warrior
(Level of Taunt II for (Hero manipulating item)) Equal to 1
Then - Actions
Unit - Remove Taunt II from (Hero manipulating item)
Unit - Add Taunt III to (Hero manipulating item)
Item - Remove (Item being manipulated)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Neutral Building - Remove Taunt III from Tauren Veteran Warrior 0032 <gen>
Trigger - Turn off (This trigger)
Else - Actions
Item - Remove (Item being manipulated)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Hero manipulating item)) Equal to Tauren Warrior
(Level of Taunt II for (Hero manipulating item)) Equal to 1
Then - Actions
Unit - Remove Taunt II from (Hero manipulating item)
Unit - Add Taunt III to (Hero manipulating item)
Item - Remove (Item being manipulated)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Neutral Building - Remove Taunt III from Tauren Veteran Warrior 0032 <gen>
Trigger - Turn off (This trigger)
Else - Actions
Item - Remove (Item being manipulated)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Hero manipulating item)) Equal to Orc Warrior
(Level of Taunt II for (Hero manipulating item)) Equal to 1
Then - Actions
Unit - Remove Taunt II from (Hero manipulating item)
Unit - Add Taunt III to (Hero manipulating item)
Item - Remove (Item being manipulated)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Neutral Building - Remove Taunt III from Tauren Veteran Warrior 0032 <gen>
Trigger - Turn off (This trigger)
Else - Actions
Item - Remove (Item being manipulated)
Learn Cleave I
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Cleave I
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Hero manipulating item)) Equal to Troll Warrior
(Level of Cleave I for (Hero manipulating item)) Equal to 0
Then - Actions
Unit - Add Cleave I to (Hero manipulating item)
Item - Remove (Item being manipulated)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Neutral Building - Remove Cleave I from Tauren Veteran Warrior 0032 <gen>
Trigger - Turn off (This trigger)
Else - Actions
Item - Remove (Item being manipulated)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Hero manipulating item)) Equal to Tauren Warrior
(Level of Cleave I for (Hero manipulating item)) Equal to 0
Then - Actions
Unit - Add Cleave I to (Hero manipulating item)
Item - Remove (Item being manipulated)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Neutral Building - Remove Cleave I from Tauren Veteran Warrior 0032 <gen>
Trigger - Turn off (This trigger)
Else - Actions
Item - Remove (Item being manipulated)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Hero manipulating item)) Equal to Orc Warrior
(Level of Cleave I for (Hero manipulating item)) Equal to 0
Then - Actions
Unit - Add Cleave I to (Hero manipulating item)
Item - Remove (Item being manipulated)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Neutral Building - Remove Cleave I from Tauren Veteran Warrior 0032 <gen>
Trigger - Turn off (This trigger)
Else - Actions
Item - Remove (Item being manipulated)
Learn Cleave II
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Cleave II
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Hero manipulating item)) Equal to Troll Warrior
(Level of Cleave I for (Hero manipulating item)) Equal to 1
Then - Actions
Unit - Remove Cleave I from (Hero manipulating item)
Unit - Add Cleave II to (Hero manipulating item)
Item - Remove (Item being manipulated)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Neutral Building - Remove Cleave II from Tauren Veteran Warrior 0032 <gen>
Trigger - Turn off (This trigger)
Else - Actions
Item - Remove (Item being manipulated)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Hero manipulating item)) Equal to Tauren Warrior
(Level of Cleave I for (Hero manipulating item)) Equal to 1
Then - Actions
Unit - Remove Cleave I from (Hero manipulating item)
Unit - Add Cleave II to (Hero manipulating item)
Item - Remove (Item being manipulated)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Neutral Building - Remove Cleave II from Tauren Veteran Warrior 0032 <gen>
Trigger - Turn off (This trigger)
Else - Actions
Item - Remove (Item being manipulated)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Hero manipulating item)) Equal to Orc Warrior
(Level of Cleave I for (Hero manipulating item)) Equal to 1
Then - Actions
Unit - Remove Cleave I from (Hero manipulating item)
Unit - Add Cleave II to (Hero manipulating item)
Item - Remove (Item being manipulated)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Neutral Building - Remove Cleave II from Tauren Veteran Warrior 0032 <gen>
Trigger - Turn off (This trigger)
Else - Actions
Item - Remove (Item being manipulated)
Learn Cleave III
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Cleave III
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Hero manipulating item)) Equal to Troll Warrior
(Level of Cleave II for (Hero manipulating item)) Equal to 1
Then - Actions
Unit - Remove Cleave II from (Hero manipulating item)
Unit - Add Cleave III to (Hero manipulating item)
Item - Remove (Item being manipulated)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Neutral Building - Remove Cleave III from Tauren Veteran Warrior 0032 <gen>
Trigger - Turn off (This trigger)
Else - Actions
Item - Remove (Item being manipulated)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Hero manipulating item)) Equal to Tauren Warrior
(Level of Cleave II for (Hero manipulating item)) Equal to 1
Then - Actions
Unit - Remove Cleave II from (Hero manipulating item)
Unit - Add Cleave III to (Hero manipulating item)
Item - Remove (Item being manipulated)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Neutral Building - Remove Cleave III from Tauren Veteran Warrior 0032 <gen>
Trigger - Turn off (This trigger)
Else - Actions
Item - Remove (Item being manipulated)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Hero manipulating item)) Equal to Orc Warrior
(Level of Cleave II for (Hero manipulating item)) Equal to 1
Then - Actions
Unit - Remove Cleave II from (Hero manipulating item)
Unit - Add Cleave III to (Hero manipulating item)
Item - Remove (Item being manipulated)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Neutral Building - Remove Cleave III from Tauren Veteran Warrior 0032 <gen>
Trigger - Turn off (This trigger)
Else - Actions
Item - Remove (Item being manipulated)
Learn Windfury I
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Windfury I
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Hero manipulating item)) Equal to Troll Shaman
(Level of Windfury I for (Hero manipulating item)) Equal to 0
Then - Actions
Unit - Add Windfury I to (Hero manipulating item)
Item - Remove (Item being manipulated)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Neutral Building - Remove Windfury I from Tauren Elder Shaman 0033 <gen>
Trigger - Turn off (This trigger)
Else - Actions
Item - Remove (Item being manipulated)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Hero manipulating item)) Equal to Tauren Shaman
(Level of Windfury I for (Hero manipulating item)) Equal to 0
Then - Actions
Unit - Add Windfury I to (Hero manipulating item)
Item - Remove (Item being manipulated)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Neutral Building - Remove Windfury I from Tauren Elder Shaman 0033 <gen>
Trigger - Turn off (This trigger)
Else - Actions
Item - Remove (Item being manipulated)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Hero manipulating item)) Equal to Orc Shaman
(Level of Windfury I for (Hero manipulating item)) Equal to 0
Then - Actions
Unit - Add Windfury I to (Hero manipulating item)
Item - Remove (Item being manipulated)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Neutral Building - Remove Windfury I from Tauren Elder Shaman 0033 <gen>
Trigger - Turn off (This trigger)
Else - Actions
Item - Remove (Item being manipulated)
Learn Windfury II
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Windfury II
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Hero manipulating item)) Equal to Troll Shaman
(Level of Windfury I for (Hero manipulating item)) Equal to 1
Then - Actions
Unit - Remove Windfury I from (Hero manipulating item)
Unit - Add Windfury II to (Hero manipulating item)
Item - Remove (Item being manipulated)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Neutral Building - Remove Windfury II from Tauren Elder Shaman 0033 <gen>
Trigger - Turn off (This trigger)
Else - Actions
Item - Remove (Item being manipulated)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Hero manipulating item)) Equal to Tauren Shaman
(Level of Windfury I for (Hero manipulating item)) Equal to 1
Then - Actions
Unit - Remove Windfury I from (Hero manipulating item)
Unit - Add Windfury II to (Hero manipulating item)
Item - Remove (Item being manipulated)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Neutral Building - Remove Windfury II from Tauren Elder Shaman 0033 <gen>
Trigger - Turn off (This trigger)
Else - Actions
Item - Remove (Item being manipulated)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Hero manipulating item)) Equal to Orc Shaman
(Level of Windfury I for (Hero manipulating item)) Equal to 1
Then - Actions
Unit - Remove Windfury I from (Hero manipulating item)
Unit - Add Windfury II to (Hero manipulating item)
Item - Remove (Item being manipulated)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Neutral Building - Remove Windfury II from Tauren Elder Shaman 0033 <gen>
Trigger - Turn off (This trigger)
Else - Actions
Item - Remove (Item being manipulated)
Learn Windfury III
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Windfury III
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Hero manipulating item)) Equal to Troll Shaman
(Level of Windfury II for (Hero manipulating item)) Equal to 1
Then - Actions
Unit - Remove Windfury II from (Hero manipulating item)
Unit - Add Windfury III to (Hero manipulating item)
Item - Remove (Item being manipulated)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Neutral Building - Remove Windfury III from Tauren Elder Shaman 0033 <gen>
Trigger - Turn off (This trigger)
Else - Actions
Item - Remove (Item being manipulated)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Hero manipulating item)) Equal to Tauren Shaman
(Level of Windfury II for (Hero manipulating item)) Equal to 1
Then - Actions
Unit - Remove Windfury II from (Hero manipulating item)
Unit - Add Windfury III to (Hero manipulating item)
Item - Remove (Item being manipulated)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Neutral Building - Remove Windfury III from Tauren Elder Shaman 0033 <gen>
Trigger - Turn off (This trigger)
Else - Actions
Item - Remove (Item being manipulated)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Hero manipulating item)) Equal to Orc Shaman
(Level of Windfury II for (Hero manipulating item)) Equal to 1
Then - Actions
Unit - Remove Windfury II from (Hero manipulating item)
Unit - Add Windfury III to (Hero manipulating item)
Item - Remove (Item being manipulated)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Neutral Building - Remove Windfury III from Tauren Elder Shaman 0033 <gen>
Trigger - Turn off (This trigger)
Else - Actions
Item - Remove (Item being manipulated)
Learn Healing Totem I
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Healing Totem I
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Hero manipulating item)) Equal to Troll Shaman
(Level of Healing Totem I for (Hero manipulating item)) Equal to 0
Then - Actions
Unit - Add Healing Totem I to (Hero manipulating item)
Item - Remove (Item being manipulated)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Neutral Building - Remove Healing Totem I from Tauren Elder Shaman 0033 <gen>
Trigger - Turn off (This trigger)
Else - Actions
Item - Remove (Item being manipulated)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Hero manipulating item)) Equal to Tauren Shaman
(Level of Healing Totem I for (Hero manipulating item)) Equal to 0
Then - Actions
Unit - Add Healing Totem I to (Hero manipulating item)
Item - Remove (Item being manipulated)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Neutral Building - Remove Healing Totem I from Tauren Elder Shaman 0033 <gen>
Trigger - Turn off (This trigger)
Else - Actions
Item - Remove (Item being manipulated)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Hero manipulating item)) Equal to Orc Shaman
(Level of Healing Totem I for (Hero manipulating item)) Equal to 0
Then - Actions
Unit - Add Healing Totem I to (Hero manipulating item)
Item - Remove (Item being manipulated)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Neutral Building - Remove Healing Totem I from Tauren Elder Shaman 0033 <gen>
Trigger - Turn off (This trigger)
Else - Actions
Item - Remove (Item being manipulated)
Learn Healing Totem II
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Healing Totem II
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Hero manipulating item)) Equal to Troll Shaman
(Level of Healing Totem I for (Hero manipulating item)) Equal to 1
Then - Actions
Unit - Remove Healing Totem I from (Hero manipulating item)
Unit - Add Healing Totem II to (Hero manipulating item)
Item - Remove (Item being manipulated)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Neutral Building - Remove Healing Totem II from Tauren Elder Shaman 0033 <gen>
Trigger - Turn off (This trigger)
Else - Actions
Item - Remove (Item being manipulated)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Hero manipulating item)) Equal to Tauren Shaman
(Level of Healing Totem I for (Hero manipulating item)) Equal to 1
Then - Actions
Unit - Remove Healing Totem I from (Hero manipulating item)
Unit - Add Healing Totem II to (Hero manipulating item)
Item - Remove (Item being manipulated)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Neutral Building - Remove Healing Totem II from Tauren Elder Shaman 0033 <gen>
Trigger - Turn off (This trigger)
Else - Actions
Item - Remove (Item being manipulated)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Hero manipulating item)) Equal to Orc Shaman
(Level of Healing Totem I for (Hero manipulating item)) Equal to 1
Then - Actions
Unit - Remove Healing Totem I from (Hero manipulating item)
Unit - Add Healing Totem II to (Hero manipulating item)
Item - Remove (Item being manipulated)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Neutral Building - Remove Healing Totem II from Tauren Elder Shaman 0033 <gen>
Trigger - Turn off (This trigger)
Else - Actions
Item - Remove (Item being manipulated)
Learn Healing Totem III
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Healing Totem III
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Hero manipulating item)) Equal to Troll Shaman
(Level of Healing Totem II for (Hero manipulating item)) Equal to 1
Then - Actions
Unit - Remove Healing Totem II from (Hero manipulating item)
Unit - Add Healing Totem III to (Hero manipulating item)
Item - Remove (Item being manipulated)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Neutral Building - Remove Healing Totem III from Tauren Elder Shaman 0033 <gen>
Trigger - Turn off (This trigger)
Else - Actions
Item - Remove (Item being manipulated)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Hero manipulating item)) Equal to Tauren Shaman
(Level of Healing Totem II for (Hero manipulating item)) Equal to 1
Then - Actions
Unit - Remove Healing Totem II from (Hero manipulating item)
Unit - Add Healing Totem III to (Hero manipulating item)
Item - Remove (Item being manipulated)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Neutral Building - Remove Healing Totem III from Tauren Elder Shaman 0033 <gen>
Trigger - Turn off (This trigger)
Else - Actions
Item - Remove (Item being manipulated)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Hero manipulating item)) Equal to Orc Shaman
(Level of Healing Totem II for (Hero manipulating item)) Equal to 1
Then - Actions
Unit - Remove Healing Totem II from (Hero manipulating item)
Unit - Add Healing Totem III to (Hero manipulating item)
Item - Remove (Item being manipulated)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Neutral Building - Remove Healing Totem III from Tauren Elder Shaman 0033 <gen>
Trigger - Turn off (This trigger)
Else - Actions
Item - Remove (Item being manipulated)
Learn Ancestral Healing I
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Ancestral Healing I
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Hero manipulating item)) Equal to Troll Shaman
(Level of Ancestral Healing I for (Hero manipulating item)) Equal to 0
Then - Actions
Unit - Add Ancestral Healing I to (Hero manipulating item)
Item - Remove (Item being manipulated)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Neutral Building - Remove Ancestral Healing I from Tauren Elder Shaman 0033 <gen>
Trigger - Turn off (This trigger)
Else - Actions
Item - Remove (Item being manipulated)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Hero manipulating item)) Equal to Tauren Shaman
(Level of Ancestral Healing I for (Hero manipulating item)) Equal to 0
Then - Actions
Unit - Add Ancestral Healing I to (Hero manipulating item)
Item - Remove (Item being manipulated)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Neutral Building - Remove Ancestral Healing I from Tauren Elder Shaman 0033 <gen>
Trigger - Turn off (This trigger)
Else - Actions
Item - Remove (Item being manipulated)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Hero manipulating item)) Equal to Orc Shaman
(Level of Ancestral Healing I for (Hero manipulating item)) Equal to 0
Then - Actions
Unit - Add Ancestral Healing I to (Hero manipulating item)
Item - Remove (Item being manipulated)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Neutral Building - Remove Ancestral Healing I from Tauren Elder Shaman 0033 <gen>
Trigger - Turn off (This trigger)
Else - Actions
Item - Remove (Item being manipulated)
Learn Ancestral Healing II
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Ancestral Healing II
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Hero manipulating item)) Equal to Troll Shaman
(Level of Ancestral Healing I for (Hero manipulating item)) Equal to 1
Then - Actions
Unit - Remove Ancestral Healing I from (Hero manipulating item)
Unit - Add Ancestral Healing II to (Hero manipulating item)
Item - Remove (Item being manipulated)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Neutral Building - Remove Ancestral Healing II from Tauren Elder Shaman 0033 <gen>
Trigger - Turn off (This trigger)
Else - Actions
Item - Remove (Item being manipulated)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Hero manipulating item)) Equal to Tauren Shaman
(Level of Ancestral Healing I for (Hero manipulating item)) Equal to 1
Then - Actions
Unit - Remove Ancestral Healing I from (Hero manipulating item)
Unit - Add Ancestral Healing II to (Hero manipulating item)
Item - Remove (Item being manipulated)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Neutral Building - Remove Ancestral Healing II from Tauren Elder Shaman 0033 <gen>
Trigger - Turn off (This trigger)
Else - Actions
Item - Remove (Item being manipulated)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Hero manipulating item)) Equal to Orc Shaman
(Level of Ancestral Healing I for (Hero manipulating item)) Equal to 1
Then - Actions
Unit - Remove Ancestral Healing I from (Hero manipulating item)
Unit - Add Ancestral Healing II to (Hero manipulating item)
Item - Remove (Item being manipulated)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Neutral Building - Remove Ancestral Healing II from Tauren Elder Shaman 0033 <gen>
Trigger - Turn off (This trigger)
Else - Actions
Item - Remove (Item being manipulated)
Learn Ancestral Healing III
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Ancestral Healing III
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Hero manipulating item)) Equal to Troll Shaman
(Level of Ancestral Healing II for (Hero manipulating item)) Equal to 1
Then - Actions
Unit - Remove Ancestral Healing II from (Hero manipulating item)
Unit - Add Ancestral Healing III to (Hero manipulating item)
Item - Remove (Item being manipulated)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Neutral Building - Remove Ancestral Healing III from Tauren Elder Shaman 0033 <gen>
Trigger - Turn off (This trigger)
Else - Actions
Item - Remove (Item being manipulated)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Hero manipulating item)) Equal to Tauren Shaman
(Level of Ancestral Healing II for (Hero manipulating item)) Equal to 1
Then - Actions
Unit - Remove Ancestral Healing II from (Hero manipulating item)
Unit - Add Ancestral Healing III to (Hero manipulating item)
Item - Remove (Item being manipulated)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Neutral Building - Remove Ancestral Healing III from Tauren Elder Shaman 0033 <gen>
Trigger - Turn off (This trigger)
Else - Actions
Item - Remove (Item being manipulated)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Hero manipulating item)) Equal to Orc Shaman
(Level of Ancestral Healing II for (Hero manipulating item)) Equal to 1
Then - Actions
Unit - Remove Ancestral Healing II from (Hero manipulating item)
Unit - Add Ancestral Healing III to (Hero manipulating item)
Item - Remove (Item being manipulated)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Neutral Building - Remove Ancestral Healing III from Tauren Elder Shaman 0033 <gen>
Trigger - Turn off (This trigger)
Else - Actions
Item - Remove (Item being manipulated)
Learn Bloodlust I
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Bloodlust I
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Hero manipulating item)) Equal to Troll Shaman
(Level of Bloodlust I for (Hero manipulating item)) Equal to 0
Then - Actions
Unit - Add Bloodlust I to (Hero manipulating item)
Item - Remove (Item being manipulated)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Neutral Building - Remove Bloodlust I from Tauren Elder Shaman 0033 <gen>
Trigger - Turn off (This trigger)
Else - Actions
Item - Remove (Item being manipulated)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Hero manipulating item)) Equal to Tauren Shaman
(Level of Bloodlust I for (Hero manipulating item)) Equal to 0
Then - Actions
Unit - Add Bloodlust I to (Hero manipulating item)
Item - Remove (Item being manipulated)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Neutral Building - Remove Bloodlust I from Tauren Elder Shaman 0033 <gen>
Trigger - Turn off (This trigger)
Else - Actions
Item - Remove (Item being manipulated)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Hero manipulating item)) Equal to Orc Shaman
(Level of Bloodlust I for (Hero manipulating item)) Equal to 0
Then - Actions
Unit - Add Bloodlust I to (Hero manipulating item)
Item - Remove (Item being manipulated)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Neutral Building - Remove Bloodlust I from Tauren Elder Shaman 0033 <gen>
Trigger - Turn off (This trigger)
Else - Actions
Item - Remove (Item being manipulated)
Learn Bloodlust II
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Bloodlust II
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Hero manipulating item)) Equal to Troll Shaman
(Level of Bloodlust I for (Hero manipulating item)) Equal to 1
Then - Actions
Unit - Remove Bloodlust I from (Hero manipulating item)
Unit - Add Bloodlust II to (Hero manipulating item)
Item - Remove (Item being manipulated)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Neutral Building - Remove Bloodlust II from Tauren Elder Shaman 0033 <gen>
Trigger - Turn off (This trigger)
Else - Actions
Item - Remove (Item being manipulated)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Hero manipulating item)) Equal to Tauren Shaman
(Level of Bloodlust I for (Hero manipulating item)) Equal to 0
Then - Actions
Unit - Remove Bloodlust I from (Hero manipulating item)
Unit - Add Bloodlust II to (Hero manipulating item)
Item - Remove (Item being manipulated)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Neutral Building - Remove Bloodlust II from Tauren Elder Shaman 0033 <gen>
Trigger - Turn off (This trigger)
Else - Actions
Item - Remove (Item being manipulated)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Hero manipulating item)) Equal to Orc Shaman
(Level of Bloodlust I for (Hero manipulating item)) Equal to 0
Then - Actions
Unit - Remove Bloodlust I from (Hero manipulating item)
Unit - Add Bloodlust II to (Hero manipulating item)
Item - Remove (Item being manipulated)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Neutral Building - Remove Bloodlust II from Tauren Elder Shaman 0033 <gen>
Trigger - Turn off (This trigger)
Else - Actions
Item - Remove (Item being manipulated)
feed
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Feed
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Casting unit) has an item of type Small Raw Meat) Equal to True
Then - Actions
Unit - Set life of (Casting unit) to ((Real((Integer((Life of (Casting unit)))))) + 400.00)
Floating Text - Create floating text that reads 400 above (Casting unit) with Z offset 0 , using font size 9.00 , color ( 50.00 %, 100.00 %, 50.00 %), and 0 % transparency
Floating Text - Change (Last created floating text) : Disable permanence
Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
Item - Remove (Item carried by (Casting unit) of type Small Raw Meat)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Casting unit) has an item of type Large Raw Meat) Equal to True
Then - Actions
Unit - Set life of (Casting unit) to ((Real((Integer((Life of (Casting unit)))))) + 800.00)
Floating Text - Create floating text that reads 800 above (Casting unit) with Z offset 0 , using font size 9.00 , color ( 50.00 %, 100.00 %, 50.00 %), and 0 % transparency
Floating Text - Change (Last created floating text) : Disable permanence
Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
Item - Remove (Item carried by (Casting unit) of type Large Raw Meat)
Else - Actions
uClaw
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Claw Pet
Actions
Unit - Cause (Casting unit) to damage (Target unit of ability being cast) , dealing 50.00 damage of attack type Pierce and damage type Normal
Floating Text - Create floating text that reads 50 above (Target unit of ability being cast) with Z offset 0 , using font size 9.00 , color ( 100.00 %, 80.00 %, 50.00 %), and 0 % transparency
Floating Text - Change (Last created floating text) : Disable permanence
Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
uStun
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Stun Pet
Actions
Unit - Cause (Casting unit) to damage (Target unit of ability being cast) , dealing 40.00 damage of attack type Pierce and damage type Normal
Floating Text - Create floating text that reads 40 above (Target unit of ability being cast) with Z offset 0 , using font size 9.00 , color ( 100.00 %, 80.00 %, 50.00 %), and 0 % transparency
Floating Text - Change (Last created floating text) : Disable permanence
Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
Unit - Create 1 . Dummy for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Human Mountain King - Storm Bolt . (Target unit of ability being cast)
Unit - Add a 3.00 second Generic expiration timer to (Last created unit)
utaunt
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Taunt Pet
Actions
Unit - Cause (Casting unit) to damage (Target unit of ability being cast) , dealing 10.00 damage of attack type Pierce and damage type Normal
Unit - Order (Target unit of ability being cast) to Attack . (Casting unit)
Floating Text - Create floating text that reads 10 above (Target unit of ability being cast) with Z offset 0 , using font size 9.00 , color ( 100.00 %, 80.00 %, 50.00 %), and 0 % transparency
Floating Text - Change (Last created floating text) : Disable permanence
Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
ubite
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Bite (pet)
Actions
Unit - Cause (Casting unit) to damage (Target unit of ability being cast) , dealing 75.00 damage of attack type Pierce and damage type Normal
Floating Text - Create floating text that reads 75 above (Target unit of ability being cast) with Z offset 0 , using font size 9.00 , color ( 100.00 %, 80.00 %, 50.00 %), and 0 % transparency
Floating Text - Change (Last created floating text) : Disable permanence
Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
uslam
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Slam (pet)
Actions
Unit - Create 1 . Dummy for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Neutral - Slam .
Unit - Add a 3.00 second Generic expiration timer to (Last created unit)
ufirebreath
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Combat Statistics
Actions
Unit - Cause (Casting unit) to damage (Target unit of ability being cast) , dealing 100.00 damage of attack type Pierce and damage type Normal
Floating Text - Create floating text that reads 100 above (Target unit of ability being cast) with Z offset 0 , using font size 9.00 , color ( 100.00 %, 80.00 %, 50.00 %), and 0 % transparency
Floating Text - Change (Last created floating text) : Disable permanence
Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
Charge I
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Charge I
Actions
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Casting unit) using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
Unit - Order (Casting unit) to Attack . (Target unit of ability being cast)
Selection - Clear selection for (Owner of (Casting unit)) .
Unit - Turn collision for (Casting unit) Off .
Unit - Set (Casting unit) movement speed to 2000.00
Wait 1.00 game-time seconds
Unit - Cause (Casting unit) to damage (Target unit of ability being cast) , dealing (1.00 x (Real((Strength of (Casting unit) (Include bonuses))))) damage of attack type Pierce and damage type Universal
Floating Text - Create floating text that reads (String(((Integer((Real((Strength of (Casting unit) (Include bonuses)))))) x 1))) above (Casting unit) with Z offset 0 , using font size 9.00 , color ( 100.00 %, 100.00 %, 100.00 %), and 0 % transparency
Floating Text - Change (Last created floating text) : Disable permanence
Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
Selection - Select (Casting unit) for (Owner of (Casting unit))
Unit - Set (Casting unit) movement speed to 290.00
Unit - Turn collision for (Casting unit) On .
Special Effect - Destroy (Last created special effect)
Charge II
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Charge II
Actions
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Casting unit) using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
Unit - Order (Casting unit) to Attack . (Target unit of ability being cast)
Selection - Clear selection for (Owner of (Casting unit)) .
Unit - Turn collision for (Casting unit) Off .
Unit - Set (Casting unit) movement speed to 2000.00
Wait 1.00 game-time seconds
Unit - Cause (Casting unit) to damage (Target unit of ability being cast) , dealing (2.00 x (Real((Strength of (Casting unit) (Include bonuses))))) damage of attack type Pierce and damage type Universal
Floating Text - Create floating text that reads (String(((Integer((Real((Strength of (Casting unit) (Include bonuses)))))) x 2))) above (Casting unit) with Z offset 0 , using font size 9.00 , color ( 100.00 %, 100.00 %, 100.00 %), and 0 % transparency
Floating Text - Change (Last created floating text) : Disable permanence
Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
Selection - Select (Casting unit) for (Owner of (Casting unit))
Unit - Set (Casting unit) movement speed to 290.00
Unit - Turn collision for (Casting unit) On .
Special Effect - Destroy (Last created special effect)
Charge III
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Charge III
Actions
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Casting unit) using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
Unit - Order (Casting unit) to Attack . (Target unit of ability being cast)
Selection - Clear selection for (Owner of (Casting unit)) .
Unit - Turn collision for (Casting unit) Off .
Unit - Set (Casting unit) movement speed to 2000.00
Wait 1.00 game-time seconds
Unit - Cause (Casting unit) to damage (Target unit of ability being cast) , dealing (3.00 x (Real((Strength of (Casting unit) (Include bonuses))))) damage of attack type Pierce and damage type Universal
Floating Text - Create floating text that reads (String(((Integer((Real((Strength of (Casting unit) (Include bonuses)))))) x 3))) above (Casting unit) with Z offset 0 , using font size 9.00 , color ( 100.00 %, 100.00 %, 100.00 %), and 0 % transparency
Floating Text - Change (Last created floating text) : Disable permanence
Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
Selection - Select (Casting unit) for (Owner of (Casting unit))
Unit - Set (Casting unit) movement speed to 290.00
Unit - Turn collision for (Casting unit) On .
Special Effect - Destroy (Last created special effect)
Charge I move
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Charge I
Actions
Unit - Create 1 . Dummy for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Human Mountain King - Storm Bolt . (Target unit of ability being cast)
Unit - Add a 3.00 second Generic expiration timer to (Last created unit)
Charge II move
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Charge II
Actions
Unit - Create 1 . Dummy for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Human Mountain King - Storm Bolt . (Target unit of ability being cast)
Unit - Add a 3.00 second Generic expiration timer to (Last created unit)
Charge III move
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Charge III
Actions
Unit - Create 1 . Dummy for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Human Mountain King - Storm Bolt . (Target unit of ability being cast)
Unit - Add a 3.00 second Generic expiration timer to (Last created unit)
slam one hand
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Slam One Hand
Actions
Unit - Cause (Casting unit) to damage (Target unit of ability being cast) , dealing (2.00 x (Real((Strength of (Casting unit) (Include bonuses))))) damage of attack type Hero and damage type Normal
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Target unit of ability being cast) using war3mapImported\ShrapnelExplosionCone.mdx
Special Effect - Destroy (Last created special effect)
Floating Text - Create floating text that reads (String(((Integer((Real((Strength of (Casting unit) (Include bonuses)))))) x 2))) above (Target unit of ability being cast) with Z offset 0 , using font size 9.00 , color ( 100.00 %, 100.00 %, 100.00 %), and 0 % transparency
Floating Text - Change (Last created floating text) : Disable permanence
Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
Wait 0.50 game-time seconds
Unit - Order (Casting unit) to Attack . (Target unit of ability being cast)
Unit - Order (Target unit of ability being cast) to Stop .
Unit - Remove Wander from (Target unit of ability being cast)
slam dual wield
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Slam Dual Wield
Actions
Unit - Cause (Casting unit) to damage (Target unit of ability being cast) , dealing (3.00 x (Real((Strength of (Casting unit) (Include bonuses))))) damage of attack type Hero and damage type Normal
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Target unit of ability being cast) using war3mapImported\ShrapnelExplosionCone.mdx
Special Effect - Destroy (Last created special effect)
Floating Text - Create floating text that reads (String(((Integer((Real((Strength of (Casting unit) (Include bonuses)))))) x 3))) above (Target unit of ability being cast) with Z offset 0 , using font size 9.00 , color ( 100.00 %, 100.00 %, 100.00 %), and 0 % transparency
Floating Text - Change (Last created floating text) : Disable permanence
Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
Wait 0.50 game-time seconds
Unit - Order (Casting unit) to Attack . (Target unit of ability being cast)
Unit - Order (Target unit of ability being cast) to Stop .
Unit - Remove Wander from (Target unit of ability being cast)
slam two hand
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Slam Two Hand
Actions
Unit - Cause (Casting unit) to damage (Target unit of ability being cast) , dealing (3.00 x (Real((Strength of (Casting unit) (Include bonuses))))) damage of attack type Hero and damage type Normal
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Target unit of ability being cast) using war3mapImported\ShrapnelExplosionCone.mdx
Special Effect - Destroy (Last created special effect)
Floating Text - Create floating text that reads (String(((Integer((Real((Strength of (Casting unit) (Include bonuses)))))) x 3))) above (Target unit of ability being cast) with Z offset 0 , using font size 9.00 , color ( 100.00 %, 100.00 %, 100.00 %), and 0 % transparency
Floating Text - Change (Last created floating text) : Disable permanence
Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
Wait 0.50 game-time seconds
Unit - Remove Wander from (Target unit of ability being cast)
Unit - Order (Target unit of ability being cast) to Stop .
Unit - Order (Casting unit) to Attack . (Target unit of ability being cast)
slam Shield
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Slam Shield
Actions
Unit - Cause (Casting unit) to damage (Target unit of ability being cast) , dealing (2.00 x (Real((Strength of (Casting unit) (Include bonuses))))) damage of attack type Hero and damage type Normal
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Target unit of ability being cast) using war3mapImported\ShrapnelExplosionCone.mdx
Special Effect - Destroy (Last created special effect)
Floating Text - Create floating text that reads (String(((Integer((Real((Strength of (Casting unit) (Include bonuses)))))) x 2))) above (Target unit of ability being cast) with Z offset 0 , using font size 9.00 , color ( 100.00 %, 100.00 %, 100.00 %), and 0 % transparency
Floating Text - Change (Last created floating text) : Disable permanence
Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
Wait 0.50 game-time seconds
Unit - Remove Wander from (Target unit of ability being cast)
Unit - Order (Target unit of ability being cast) to Stop .
Unit - Order (Casting unit) to Attack . (Target unit of ability being cast)
heal I
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Ancestral Healing I
Actions
Wait 0.30 game-time seconds
Unit - Set life of (Target unit of ability being cast) to ((Real((Integer((Life of (Target unit of ability being cast)))))) + (2.00 x (Real((Intelligence of (Casting unit) (Include bonuses))))))
Floating Text - Create floating text that reads (String(((Integer((Real((Intelligence of (Casting unit) (Include bonuses)))))) x 2))) above (Target unit of ability being cast) with Z offset 0 , using font size 9.00 , color ( 50.00 %, 100.00 %, 50.00 %), and 0 % transparency
Floating Text - Change (Last created floating text) : Disable permanence
Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Target unit of ability being cast) using war3mapImported\Healing Surge.mdx
Special Effect - Destroy (Last created special effect)
heal II
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Ancestral Healing II
Actions
Wait 0.30 game-time seconds
Unit - Set life of (Target unit of ability being cast) to ((Real((Integer((Life of (Target unit of ability being cast)))))) + (3.00 x (Real((Intelligence of (Casting unit) (Include bonuses))))))
Floating Text - Create floating text that reads (String(((Integer((Real((Intelligence of (Casting unit) (Include bonuses)))))) x 3))) above (Target unit of ability being cast) with Z offset 0 , using font size 9.00 , color ( 50.00 %, 100.00 %, 50.00 %), and 0 % transparency
Floating Text - Change (Last created floating text) : Disable permanence
Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Target unit of ability being cast) using war3mapImported\Healing Surge.mdx
Special Effect - Destroy (Last created special effect)
heal III
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Ancestral Healing III
Actions
Wait 0.30 game-time seconds
Unit - Set life of (Target unit of ability being cast) to ((Real((Integer((Life of (Target unit of ability being cast)))))) + (4.00 x (Real((Intelligence of (Casting unit) (Include bonuses))))))
Floating Text - Create floating text that reads (String(((Integer((Real((Intelligence of (Casting unit) (Include bonuses)))))) x 4))) above (Target unit of ability being cast) with Z offset 0 , using font size 9.00 , color ( 50.00 %, 100.00 %, 50.00 %), and 0 % transparency
Floating Text - Change (Last created floating text) : Disable permanence
Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Target unit of ability being cast) using war3mapImported\Healing Surge.mdx
Special Effect - Destroy (Last created special effect)
WF I
Events
Unit - A unit owned by Neutral Hostile . Is attacked
Unit - A unit owned by Player 11 (Dark Green) . Is attacked
Conditions
((Attacking unit) has buff Windfury I) Equal to True
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random integer number between 1 and 4) Equal to 1
Then - Actions
Wait 0.50 game-time seconds
If ((Item-class of (Item carried by (Attacking unit) in slot 4)) Equal to Campaign) then do (Play (Attacking unit)'s attack channel animation) else do (Do nothing)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-class of (Item carried by (Attacking unit) in slot 4)) Equal to Permanent
(Item-class of (Item carried by (Attacking unit) in slot 5)) Not equal to Purchasable
(Item-class of (Item carried by (Attacking unit) in slot 5)) Not equal to Artifact
Then - Actions
Animation - Play (Attacking unit) 's attack alternate animation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-class of (Item carried by (Attacking unit) in slot 4)) Equal to Permanent
Then - Actions
If ((Item-class of (Item carried by (Attacking unit) in slot 5)) Equal to Purchasable) then do (Play (Attacking unit)'s attack gold animation) else do (Do nothing)
If ((Item-class of (Item carried by (Attacking unit) in slot 5)) Equal to Artifact) then do (Play (Attacking unit)'s attack defend animation) else do (Do nothing)
Else - Actions
Unit - Cause (Attacking unit) to damage (Attacked unit) , dealing (2.00 x (Real((Strength of (Attacking unit) (Include bonuses))))) damage of attack type Hero and damage type Universal
Floating Text - Create floating text that reads (String(((Integer((Real((Strength of (Attacking unit) (Include bonuses)))))) x 2))) above (Attacked unit) with Z offset 0 , using font size 9.00 , color ( 100.00 %, 100.00 %, 100.00 %), and 0 % transparency
Floating Text - Change (Last created floating text) : Disable permanence
Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
Else - Actions
WF II
Events
Unit - A unit owned by Neutral Hostile . Is attacked
Unit - A unit owned by Player 11 (Dark Green) . Is attacked
Conditions
((Attacking unit) has buff Windfury II) Equal to True
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random integer number between 1 and 4) Equal to 1
Then - Actions
Wait 0.50 game-time seconds
If ((Item-class of (Item carried by (Attacking unit) in slot 4)) Equal to Campaign) then do (Play (Attacking unit)'s attack channel animation) else do (Do nothing)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-class of (Item carried by (Attacking unit) in slot 4)) Equal to Permanent
(Item-class of (Item carried by (Attacking unit) in slot 5)) Not equal to Purchasable
(Item-class of (Item carried by (Attacking unit) in slot 5)) Not equal to Artifact
Then - Actions
Animation - Play (Attacking unit) 's attack alternate animation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-class of (Item carried by (Attacking unit) in slot 4)) Equal to Permanent
Then - Actions
If ((Item-class of (Item carried by (Attacking unit) in slot 5)) Equal to Purchasable) then do (Play (Attacking unit)'s attack gold animation) else do (Do nothing)
If ((Item-class of (Item carried by (Attacking unit) in slot 5)) Equal to Artifact) then do (Play (Attacking unit)'s attack defend animation) else do (Do nothing)
Else - Actions
Unit - Cause (Attacking unit) to damage (Attacked unit) , dealing (3.00 x (Real((Strength of (Attacking unit) (Include bonuses))))) damage of attack type Hero and damage type Universal
Floating Text - Create floating text that reads (String(((Integer((Real((Strength of (Attacking unit) (Include bonuses)))))) x 3))) above (Attacked unit) with Z offset 0 , using font size 9.00 , color ( 100.00 %, 100.00 %, 100.00 %), and 0 % transparency
Floating Text - Change (Last created floating text) : Disable permanence
Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
Else - Actions
WF III
Events
Unit - A unit owned by Neutral Hostile . Is attacked
Unit - A unit owned by Player 11 (Dark Green) . Is attacked
Conditions
((Attacking unit) has buff Windfury III) Equal to True
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random integer number between 1 and 4) Equal to 1
Then - Actions
Wait 0.50 game-time seconds
If ((Item-class of (Item carried by (Attacking unit) in slot 4)) Equal to Campaign) then do (Play (Attacking unit)'s attack channel animation) else do (Do nothing)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-class of (Item carried by (Attacking unit) in slot 4)) Equal to Permanent
(Item-class of (Item carried by (Attacking unit) in slot 5)) Not equal to Purchasable
(Item-class of (Item carried by (Attacking unit) in slot 5)) Not equal to Artifact
Then - Actions
Animation - Play (Attacking unit) 's attack alternate animation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-class of (Item carried by (Attacking unit) in slot 4)) Equal to Permanent
Then - Actions
If ((Item-class of (Item carried by (Attacking unit) in slot 5)) Equal to Purchasable) then do (Play (Attacking unit)'s attack gold animation) else do (Do nothing)
If ((Item-class of (Item carried by (Attacking unit) in slot 5)) Equal to Artifact) then do (Play (Attacking unit)'s attack defend animation) else do (Do nothing)
Else - Actions
Unit - Cause (Attacking unit) to damage (Attacked unit) , dealing (4.00 x (Real((Strength of (Attacking unit) (Include bonuses))))) damage of attack type Hero and damage type Universal
Floating Text - Create floating text that reads (String(((Integer((Real((Strength of (Attacking unit) (Include bonuses)))))) x 4))) above (Attacked unit) with Z offset 0 , using font size 9.00 , color ( 100.00 %, 100.00 %, 100.00 %), and 0 % transparency
Floating Text - Change (Last created floating text) : Disable permanence
Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
Else - Actions
Cleave I
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Cleave I
Actions
Custom script: set bj_wantDestroyGroup = true
Unit Group - Pick every unit in (Units in (Region centered at (Position of (Casting unit)) with size (400.00, 400.00)) owned by Neutral Hostile) and do (Cause (Casting unit) to damage (Picked unit), dealing (2.00 x (Real((Strength of (Casting unit) (Include bonuses))))) damage of attack type Hero and damage type Normal)
Custom script: set bj_wantDestroyGroup = true
Unit Group - Pick every unit in (Units in (Region centered at (Position of (Casting unit)) with size (400.00, 400.00)) owned by Player 11 (Dark Green)) and do (Cause (Casting unit) to damage (Picked unit), dealing (2.00 x (Real((Strength of (Casting unit) (Include bonuses))))) damage of attack type Hero and damage type Normal)
Floating Text - Create floating text that reads (String(((Integer((Real((Strength of (Casting unit) (Include bonuses)))))) x 2))) above (Casting unit) with Z offset 0 , using font size 15.00 , color ( 100.00 %, 100.00 %, 100.00 %), and 0 % transparency
Floating Text - Change (Last created floating text) : Disable permanence
Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
Unit - Remove Wander from (Target unit of ability being cast)
Unit - Order (Target unit of ability being cast) to Stop .
Unit - Order (Target unit of ability being cast) to Attack . (Casting unit)
If ((Item-class of (Item carried by (Casting unit) in slot 4)) Equal to Campaign) then do (Play (Casting unit)'s attack slam animation) else do (Do nothing)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-class of (Item carried by (Casting unit) in slot 4)) Equal to Permanent
(Item-class of (Item carried by (Casting unit) in slot 5)) Not equal to Purchasable
(Item-class of (Item carried by (Casting unit) in slot 5)) Not equal to Artifact
Then - Actions
Animation - Play (Casting unit) 's attack alternate animation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-class of (Item carried by (Casting unit) in slot 4)) Equal to Permanent
Then - Actions
If ((Item-class of (Item carried by (Casting unit) in slot 5)) Equal to Purchasable) then do (Play (Casting unit)'s spell slam animation) else do (Do nothing)
If ((Item-class of (Item carried by (Casting unit) in slot 5)) Equal to Artifact) then do (Play (Casting unit)'s attack channel animation) else do (Do nothing)
Else - Actions
Cleave II
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Cleave II
Actions
Custom script: set bj_wantDestroyGroup = true
Unit Group - Pick every unit in (Units in (Region centered at (Position of (Casting unit)) with size (400.00, 400.00)) owned by Neutral Hostile) and do (Cause (Casting unit) to damage (Picked unit), dealing (3.00 x (Real((Strength of (Casting unit) (Include bonuses))))) damage of attack type Hero and damage type Normal)
Custom script: set bj_wantDestroyGroup = true
Unit Group - Pick every unit in (Units in (Region centered at (Position of (Casting unit)) with size (400.00, 400.00)) owned by Player 11 (Dark Green)) and do (Cause (Casting unit) to damage (Picked unit), dealing (3.00 x (Real((Strength of (Casting unit) (Include bonuses))))) damage of attack type Hero and damage type Normal)
Floating Text - Create floating text that reads (String(((Integer((Real((Strength of (Casting unit) (Include bonuses)))))) x 3))) above (Casting unit) with Z offset 0 , using font size 20.00 , color ( 100.00 %, 100.00 %, 100.00 %), and 0 % transparency
Floating Text - Change (Last created floating text) : Disable permanence
Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
Unit - Remove Wander from (Target unit of ability being cast)
Unit - Order (Target unit of ability being cast) to Stop .
Unit - Order (Target unit of ability being cast) to Attack . (Casting unit)
If ((Item-class of (Item carried by (Casting unit) in slot 4)) Equal to Campaign) then do (Play (Casting unit)'s attack slam animation) else do (Do nothing)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-class of (Item carried by (Casting unit) in slot 4)) Equal to Permanent
(Item-class of (Item carried by (Casting unit) in slot 5)) Not equal to Purchasable
(Item-class of (Item carried by (Casting unit) in slot 5)) Not equal to Artifact
Then - Actions
Animation - Play (Casting unit) 's attack alternate animation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-class of (Item carried by (Casting unit) in slot 4)) Equal to Permanent
Then - Actions
If ((Item-class of (Item carried by (Casting unit) in slot 5)) Equal to Purchasable) then do (Play (Casting unit)'s spell slam animation) else do (Do nothing)
If ((Item-class of (Item carried by (Casting unit) in slot 5)) Equal to Artifact) then do (Play (Casting unit)'s attack channel animation) else do (Do nothing)
Else - Actions
Cleave III
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Cleave III
Actions
Custom script: set bj_wantDestroyGroup = true
Unit Group - Pick every unit in (Units in (Region centered at (Position of (Casting unit)) with size (400.00, 400.00)) owned by Neutral Hostile) and do (Cause (Casting unit) to damage (Picked unit), dealing (4.00 x (Real((Strength of (Casting unit) (Include bonuses))))) damage of attack type Hero and damage type Normal)
Custom script: set bj_wantDestroyGroup = true
Unit Group - Pick every unit in (Units in (Region centered at (Position of (Casting unit)) with size (400.00, 400.00)) owned by Player 11 (Dark Green)) and do (Cause (Casting unit) to damage (Picked unit), dealing (4.00 x (Real((Strength of (Casting unit) (Include bonuses))))) damage of attack type Hero and damage type Normal)
Floating Text - Create floating text that reads (String(((Integer((Real((Strength of (Casting unit) (Include bonuses)))))) x 4))) above (Casting unit) with Z offset 0 , using font size 20.00 , color ( 100.00 %, 100.00 %, 100.00 %), and 0 % transparency
Floating Text - Change (Last created floating text) : Disable permanence
Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
Unit - Remove Wander from (Target unit of ability being cast)
Unit - Order (Target unit of ability being cast) to Stop .
Unit - Order (Target unit of ability being cast) to Attack . (Casting unit)
If ((Item-class of (Item carried by (Casting unit) in slot 4)) Equal to Campaign) then do (Play (Casting unit)'s attack slam animation) else do (Do nothing)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-class of (Item carried by (Casting unit) in slot 4)) Equal to Permanent
(Item-class of (Item carried by (Casting unit) in slot 5)) Not equal to Purchasable
(Item-class of (Item carried by (Casting unit) in slot 5)) Not equal to Artifact
Then - Actions
Animation - Play (Casting unit) 's attack alternate animation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-class of (Item carried by (Casting unit) in slot 4)) Equal to Permanent
Then - Actions
If ((Item-class of (Item carried by (Casting unit) in slot 5)) Equal to Purchasable) then do (Play (Casting unit)'s spell slam animation) else do (Do nothing)
If ((Item-class of (Item carried by (Casting unit) in slot 5)) Equal to Artifact) then do (Play (Casting unit)'s attack channel animation) else do (Do nothing)
Else - Actions
Lightning Bolt I
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Lightning Bolt I
Actions
Unit - Cause (Casting unit) to damage (Target unit of ability being cast) , dealing (1.00 x (Real((1 x (Integer((Real((Intelligence of (Casting unit) (Include bonuses)))))))))) damage of attack type Hero and damage type Magic
Special Effect - Create a special effect at (Position of (Target unit of ability being cast)) using Abilities\Weapons\FarseerMissile\FarseerMissile.mdl
Special Effect - Destroy (Last created special effect)
Floating Text - Create floating text that reads (String(((Integer((Real((Intelligence of (Casting unit) (Include bonuses)))))) x 1))) above (Target unit of ability being cast) with Z offset 0 , using font size 9.00 , color ( 100.00 %, 100.00 %, 100.00 %), and 0 % transparency
Floating Text - Change (Last created floating text) : Disable permanence
Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
Lightning - Create a Chain Lightning - Secondary lightning effect from source ((Position of (Casting unit)) offset by 150.00 towards (Facing of (Casting unit)) degrees.) to target (Position of (Target unit of ability being cast))
Wait 0.50 game-time seconds
Lightning - Destroy (Last created lightning effect)
Unit - Remove Wander from (Target unit of ability being cast)
Unit - Order (Target unit of ability being cast) to Stop .
Unit - Order (Target unit of ability being cast) to Attack . (Casting unit)
Lightning Bolt II
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Lightning Bolt II
Actions
Unit - Cause (Casting unit) to damage (Target unit of ability being cast) , dealing (2.00 x (Real((1 x (Integer((Real((Intelligence of (Casting unit) (Include bonuses)))))))))) damage of attack type Hero and damage type Magic
Special Effect - Create a special effect at (Position of (Target unit of ability being cast)) using Abilities\Weapons\FarseerMissile\FarseerMissile.mdl
Special Effect - Destroy (Last created special effect)
Floating Text - Create floating text that reads (String(((Integer((Real((Intelligence of (Casting unit) (Include bonuses)))))) x 2))) above (Target unit of ability being cast) with Z offset 0 , using font size 9.00 , color ( 100.00 %, 100.00 %, 100.00 %), and 0 % transparency
Floating Text - Change (Last created floating text) : Disable permanence
Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
Lightning - Create a Chain Lightning - Secondary lightning effect from source ((Position of (Casting unit)) offset by 150.00 towards (Facing of (Casting unit)) degrees.) to target (Position of (Target unit of ability being cast))
Wait 0.50 game-time seconds
Lightning - Destroy (Last created lightning effect)
Unit - Remove Wander from (Target unit of ability being cast)
Unit - Order (Target unit of ability being cast) to Stop .
Unit - Order (Target unit of ability being cast) to Attack . (Casting unit)
Lightning Bolt III
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Lightning Bolt III
Actions
Unit - Cause (Casting unit) to damage (Target unit of ability being cast) , dealing (3.00 x (Real((1 x (Integer((Real((Intelligence of (Casting unit) (Include bonuses)))))))))) damage of attack type Hero and damage type Magic
Special Effect - Create a special effect at (Position of (Target unit of ability being cast)) using Abilities\Weapons\FarseerMissile\FarseerMissile.mdl
Special Effect - Destroy (Last created special effect)
Floating Text - Create floating text that reads (String(((Integer((Real((Intelligence of (Casting unit) (Include bonuses)))))) x 3))) above (Target unit of ability being cast) with Z offset 0 , using font size 9.00 , color ( 100.00 %, 100.00 %, 100.00 %), and 0 % transparency
Floating Text - Change (Last created floating text) : Disable permanence
Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
Lightning - Create a Chain Lightning - Secondary lightning effect from source ((Position of (Casting unit)) offset by 150.00 towards (Facing of (Casting unit)) degrees.) to target (Position of (Target unit of ability being cast))
Wait 0.50 game-time seconds
Lightning - Destroy (Last created lightning effect)
Unit - Remove Wander from (Target unit of ability being cast)
Unit - Order (Target unit of ability being cast) to Stop .
Unit - Order (Target unit of ability being cast) to Attack . (Casting unit)
Reckless I
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Reckless I
Actions
Unit - Add Critical Strike (Reckless) to (Casting unit)
Wait 5.00 game-time seconds
Unit - Remove Critical Strike (Reckless) from (Triggering unit)
Reckless II
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Reckless II
Actions
Unit - Add Critical Strike (Reckless) to (Casting unit)
Wait 5.00 game-time seconds
Unit - Remove Critical Strike (Reckless) from (Triggering unit)
herb
Events
Unit - A unit owned by Player 7 (Green) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to Herb
Actions
If ((Random integer number between 1 and 10) Equal to 1) then do (Create Goldthorns at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 10) Equal to 1) then do (Create Kingsblood at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 10) Equal to 1) then do (Create Morrowgrain at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 7) Equal to 1) then do (Create Peacebloom at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 7) Equal to 1) then do (Create Shimmerweed at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 10) Equal to 1) then do (Create Steelbloom at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 10) Equal to 1) then do (Create Sungrass at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 20) Equal to 1) then do (Create Rune of Healing at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 20) Equal to 1) then do (Create Rune of Mana at (Position of (Dying unit))) else do (Do nothing)
Mechanic
Events
Unit - A unit owned by Player 7 (Green) . Dies
Conditions
(Owner of (Killing unit)) Not equal to Player 12 (Brown)
((Dying unit) is Mechanical) Equal to True
Actions
If ((Random integer number between 1 and 60) Equal to 1) then do (Create Commander Armor at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 60) Equal to 1) then do (Create Bone Sword at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 60) Equal to 1) then do (Create Iron Longsword at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 60) Equal to 1) then do (Create Attack Claw at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 60) Equal to 1) then do (Create Shaman Headress at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 60) Equal to 1) then do (Create Bardiche at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 60) Equal to 1) then do (Create Wooden Buckler at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 60) Equal to 1) then do (Create Hand Axe at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 60) Equal to 1) then do (Create Belted Cape at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 60) Equal to 1) then do (Create Fillet Knife at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 60) Equal to 1) then do (Create Simple Cleaver at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 60) Equal to 1) then do (Create Tauren Warclub at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 12) Equal to 1) then do (Create Small Raw Meat at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 12) Equal to 1) then do (Create Large Raw Meat at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 10) Equal to 1) then do (Create Cloth at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 10) Equal to 1) then do (Create Empty Vial at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 20) Equal to 1) then do (Create Spiked Barricade at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 20) Equal to 1) then do (Create Voodoo Wards at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 20) Equal to 1) then do (Create Peacebloom at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 20) Equal to 1) then do (Create Sungrass at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 4) Equal to 1) then do (Create 15 Gold Coins at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 4) Equal to 1) then do (Create 25 Gold Coins at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 4) Equal to 1) then do (Create 60 Gold Coins at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 40) Equal to 1) then do (Create Scroll of Animate Dead at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 40) Equal to 1) then do (Create Scroll of Healing at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 40) Equal to 1) then do (Create Scroll of Mana at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 40) Equal to 1) then do (Create Scroll of Protection at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 40) Equal to 1) then do (Create Scroll of Restoration at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 40) Equal to 1) then do (Create Scroll of Speed at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 40) Equal to 1) then do (Create Scroll of the Beast at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 40) Equal to 1) then do (Create Rune of Mana at (Position of (Dying unit))) else do (Do nothing)
summoned
Events
Unit - A unit owned by Neutral Hostile . Dies
Conditions
(Owner of (Killing unit)) Not equal to Player 12 (Brown)
((Dying unit) is Summoned) Equal to True
Actions
If ((Random integer number between 1 and 60) Equal to 1) then do (Create Wooden Shield at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 60) Equal to 1) then do (Create Wooden Buckler at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 60) Equal to 1) then do (Create Crude Sword at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 60) Equal to 1) then do (Create Hand Axe at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 60) Equal to 1) then do (Create Belted Cape at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 60) Equal to 1) then do (Create Apprentice Vest at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 60) Equal to 1) then do (Create Bone Knife at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 60) Equal to 1) then do (Create Fillet Knife at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 60) Equal to 1) then do (Create Simple Cleaver at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 60) Equal to 1) then do (Create Claymore at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 8) Equal to 1) then do (Create Small Raw Meat at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 15) Equal to 1) then do (Create Cloth at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 15) Equal to 1) then do (Create Empty Vial at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Create 15 Gold Coins at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 4) Equal to 1) then do (Create 25 Gold Coins at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 40) Equal to 1) then do (Create Scroll of Animate Dead at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 40) Equal to 1) then do (Create Scroll of Healing at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 40) Equal to 1) then do (Create Scroll of Mana at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 40) Equal to 1) then do (Create Scroll of Protection at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 40) Equal to 1) then do (Create Scroll of Restoration at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 40) Equal to 1) then do (Create Scroll of Speed at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 40) Equal to 1) then do (Create Scroll of the Beast at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 40) Equal to 1) then do (Create Tome of Agility at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 40) Equal to 1) then do (Create Tome of Intelligence at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 40) Equal to 1) then do (Create Tome of Strength at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 40) Equal to 1) then do (Create Rune of Healing at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 40) Equal to 1) then do (Create Rune of Mana at (Position of (Dying unit))) else do (Do nothing)
undead
Events
Unit - A unit owned by Neutral Hostile . Dies
Conditions
(Owner of (Killing unit)) Not equal to Player 12 (Brown)
((Dying unit) is Undead) Equal to True
Actions
If ((Random integer number between 1 and 60) Equal to 1) then do (Create Cutlass at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 60) Equal to 1) then do (Create Mace at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 60) Equal to 1) then do (Create Leather Shoulder at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 60) Equal to 1) then do (Create Shaman Headress at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 60) Equal to 1) then do (Create Sturdy Shield at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 60) Equal to 1) then do (Create Metal Kite Shield at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 60) Equal to 1) then do (Create Kitchen Knife at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 60) Equal to 1) then do (Create Combat Knife at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 60) Equal to 1) then do (Create Bardiche at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 60) Equal to 1) then do (Create Axe at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 60) Equal to 1) then do (Create Voodoo Covers at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 8) Equal to 1) then do (Create Small Raw Meat at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 15) Equal to 1) then do (Create Cloth at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 15) Equal to 1) then do (Create Empty Vial at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Create 35 Gold Coins at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 4) Equal to 1) then do (Create 40 Gold Coins at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 40) Equal to 1) then do (Create Scroll of Animate Dead at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 40) Equal to 1) then do (Create Scroll of Healing at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 40) Equal to 1) then do (Create Scroll of Mana at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 40) Equal to 1) then do (Create Scroll of Protection at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 40) Equal to 1) then do (Create Scroll of Restoration at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 40) Equal to 1) then do (Create Scroll of Speed at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 40) Equal to 1) then do (Create Scroll of the Beast at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 40) Equal to 1) then do (Create Tome of Agility at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 40) Equal to 1) then do (Create Tome of Intelligence at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 40) Equal to 1) then do (Create Tome of Strength at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 40) Equal to 1) then do (Create Rune of Healing at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 40) Equal to 1) then do (Create Rune of Mana at (Position of (Dying unit))) else do (Do nothing)
ancient
Events
Unit - A unit owned by Neutral Hostile . Dies
Conditions
(Owner of (Killing unit)) Not equal to Player 12 (Brown)
((Dying unit) is An Ancient) Equal to True
Actions
If ((Random integer number between 1 and 60) Equal to 1) then do (Create Iron Longsword at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 60) Equal to 1) then do (Create Short Axe at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 60) Equal to 1) then do (Create Red Plate Armor at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 60) Equal to 1) then do (Create Warrior Helm at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 60) Equal to 1) then do (Create Bone Shoulder at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 60) Equal to 1) then do (Create Metal Shield at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 60) Equal to 1) then do (Create Orc Shield at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 60) Equal to 1) then do (Create Attack Claw at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 60) Equal to 1) then do (Create Blood Elf Dagger at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 60) Equal to 1) then do (Create Greathammer at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 60) Equal to 1) then do (Create Pole Arm at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 60) Equal to 1) then do (Create Rune Sword at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 60) Equal to 1) then do (Create Voodoo Covers at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 8) Equal to 1) then do (Create Large Raw Meat at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 15) Equal to 1) then do (Create Cloth at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 15) Equal to 1) then do (Create Empty Vial at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Create 45 Gold Coins at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 4) Equal to 1) then do (Create 50 Gold Coins at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 40) Equal to 1) then do (Create Scroll of Animate Dead at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 40) Equal to 1) then do (Create Scroll of Healing at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 40) Equal to 1) then do (Create Scroll of Mana at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 40) Equal to 1) then do (Create Scroll of Protection at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 40) Equal to 1) then do (Create Scroll of Restoration at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 40) Equal to 1) then do (Create Scroll of Speed at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 40) Equal to 1) then do (Create Scroll of the Beast at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 40) Equal to 1) then do (Create Tome of Agility at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 40) Equal to 1) then do (Create Tome of Intelligence at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 40) Equal to 1) then do (Create Tome of Strength at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 40) Equal to 1) then do (Create Rune of Healing at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 40) Equal to 1) then do (Create Rune of Mana at (Position of (Dying unit))) else do (Do nothing)
suicidal
Events
Unit - A unit owned by Neutral Hostile . Dies
Conditions
(Owner of (Killing unit)) Not equal to Player 12 (Brown)
((Dying unit) is A sapper) Equal to True
Actions
If ((Random integer number between 1 and 60) Equal to 1) then do (Create Bone Sword at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 60) Equal to 1) then do (Create Brute Hammer at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 60) Equal to 1) then do (Create Butchers Axe at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 60) Equal to 1) then do (Create Commander Armor at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 60) Equal to 1) then do (Create Molten Shoulder at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 60) Equal to 1) then do (Create Shaman Vest at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 60) Equal to 1) then do (Create Eternium Shield at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 60) Equal to 1) then do (Create Serrated Dagger at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 60) Equal to 1) then do (Create Golden Claw at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 60) Equal to 1) then do (Create Bludgeon at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 60) Equal to 1) then do (Create The Spine at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 60) Equal to 1) then do (Create Tiki Hexer Rod at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 60) Equal to 1) then do (Create Tauren Warclub at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 8) Equal to 1) then do (Create Large Raw Meat at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 15) Equal to 1) then do (Create Cloth at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 15) Equal to 1) then do (Create Empty Vial at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Create 60 Gold Coins at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 4) Equal to 1) then do (Create 65 Gold Coins at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 40) Equal to 1) then do (Create Scroll of Animate Dead at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 40) Equal to 1) then do (Create Scroll of Healing at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 40) Equal to 1) then do (Create Scroll of Mana at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 40) Equal to 1) then do (Create Scroll of Protection at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 40) Equal to 1) then do (Create Scroll of Restoration at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 40) Equal to 1) then do (Create Scroll of Speed at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 40) Equal to 1) then do (Create Scroll of the Beast at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 40) Equal to 1) then do (Create Tome of Agility at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 40) Equal to 1) then do (Create Tome of Intelligence at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 40) Equal to 1) then do (Create Tome of Strength at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 40) Equal to 1) then do (Create Rune of Healing at (Position of (Dying unit))) else do (Do nothing)
If ((Random integer number between 1 and 40) Equal to 1) then do (Create Rune of Mana at (Position of (Dying unit))) else do (Do nothing)
mill
Events
Unit - A unit owned by Neutral Hostile . Dies
Conditions
(Unit-type of (Dying unit)) Equal to Kobold Foreman
Actions
Item - Create Mill at (Position of (Dying unit))
P1 Tame Red Raptor
Events
Unit - A unit owned by Player 1 (Red) . Begins channeling an ability
Conditions
(Real((Player 1 (Red) Food used))) Equal to 5.00
(Ability being cast) Equal to Tame Beast
(Unit-type of (Target unit of ability being cast)) Equal to Red Raptor
Actions
Unit - Remove Wander from (Target unit of ability being cast)
Unit - Order (Target unit of ability being cast) to Attack . (Casting unit)
Unit - Set (Target unit of ability being cast) movement speed to 270.00
Wait 2 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Real((Level of (Target unit of ability being cast)))) Less than or equal to (Real((Level of (Casting unit))))
((Casting unit) has an item of type Small Raw Meat) Equal to True
(Integer((Percentage life of (Target unit of ability being cast)))) Less than or equal to 50
Then - Actions
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Claw Pet to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Critical Strike (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory I (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory II (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory III (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory IIII (pet) to (Target unit of ability being cast)) else do (Do nothing)
Unit - Add Feed to (Target unit of ability being cast)
Unit - Add Thick Hide (Pet) to (Target unit of ability being cast)
Unit - Change ownership of (Target unit of ability being cast) to Player 1 (Red) and Retain color
Unit - Set (Target unit of ability being cast) acquisition range to 400.00
Unit - Order (Target unit of ability being cast) to Follow . (Casting unit)
Special Effect - Create a special effect at (Position of (Random unit from (Units owned by Player 1 (Red) of type Red Raptor))) using Abilities\Spells\Items\AIem\AIemTarget.mdl
Special Effect - Destroy (Last created special effect)
Game - Display to Player Group - Player 1 (Red) for 3.00 seconds the text: Tame Succes!
Item - Remove (Item carried by (Casting unit) of type Small Raw Meat)
Else - Actions
Game - Display to Player Group - Player 1 (Red) for 3.00 seconds the text: Tame Failed!
Do nothing
P1 Tame Black Raptor
Events
Unit - A unit owned by Player 1 (Red) . Begins channeling an ability
Conditions
(Real((Player 1 (Red) Food used))) Equal to 5.00
(Ability being cast) Equal to Tame Beast
(Unit-type of (Target unit of ability being cast)) Equal to Black Raptor
Actions
Unit - Remove Wander from (Target unit of ability being cast)
Unit - Order (Target unit of ability being cast) to Attack . (Casting unit)
Unit - Set (Target unit of ability being cast) movement speed to 270.00
Wait 2 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Real((Level of (Target unit of ability being cast)))) Less than or equal to (Real((Level of (Casting unit))))
((Casting unit) has an item of type Small Raw Meat) Equal to True
(Integer((Percentage life of (Target unit of ability being cast)))) Less than or equal to 50
Then - Actions
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Claw Pet to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Critical Strike (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory I (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory II (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory III (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory IIII (pet) to (Target unit of ability being cast)) else do (Do nothing)
Unit - Add Feed to (Target unit of ability being cast)
Unit - Add Thick Hide (Pet) to (Target unit of ability being cast)
Unit - Change ownership of (Target unit of ability being cast) to Player 1 (Red) and Retain color
Unit - Set (Target unit of ability being cast) acquisition range to 400.00
Unit - Order (Target unit of ability being cast) to Follow . (Casting unit)
Special Effect - Create a special effect at (Position of (Random unit from (Units owned by Player 1 (Red) of type Black Raptor))) using Abilities\Spells\Items\AIem\AIemTarget.mdl
Special Effect - Destroy (Last created special effect)
Game - Display to Player Group - Player 1 (Red) for 3.00 seconds the text: Tame Succes!
Item - Remove (Item carried by (Casting unit) of type Small Raw Meat)
Else - Actions
Game - Display to Player Group - Player 1 (Red) for 3.00 seconds the text: Tame Failed!
Do nothing
P1 Tame Wolf
Events
Unit - A unit owned by Player 1 (Red) . Begins channeling an ability
Conditions
(Real((Player 1 (Red) Food used))) Equal to 5.00
(Ability being cast) Equal to Tame Beast
(Unit-type of (Target unit of ability being cast)) Equal to Starving Wolf
Actions
Unit - Remove Wander from (Target unit of ability being cast)
Unit - Order (Target unit of ability being cast) to Attack . (Casting unit)
Unit - Set (Target unit of ability being cast) movement speed to 270.00
Wait 2 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Real((Level of (Target unit of ability being cast)))) Less than or equal to (Real((Level of (Casting unit))))
((Casting unit) has an item of type Small Raw Meat) Equal to True
(Integer((Percentage life of (Target unit of ability being cast)))) Less than or equal to 50
Then - Actions
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Claw Pet to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Evasion (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory I (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory II (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory III (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory IIII (pet) to (Target unit of ability being cast)) else do (Do nothing)
Unit - Add Feed to (Target unit of ability being cast)
Unit - Add Thick Hide (Pet) to (Target unit of ability being cast)
Unit - Change ownership of (Target unit of ability being cast) to Player 1 (Red) and Retain color
Unit - Set (Target unit of ability being cast) acquisition range to 400.00
Unit - Order (Target unit of ability being cast) to Follow . (Casting unit)
Special Effect - Create a special effect at (Position of (Random unit from (Units owned by Player 1 (Red) of type Starving Wolf))) using Abilities\Spells\Items\AIem\AIemTarget.mdl
Special Effect - Destroy (Last created special effect)
Game - Display to Player Group - Player 1 (Red) for 3.00 seconds the text: Tame Succes!
Item - Remove (Item carried by (Casting unit) of type Small Raw Meat)
Else - Actions
Game - Display to Player Group - Player 1 (Red) for 3.00 seconds the text: Tame Failed!
Do nothing
P1 Tame Owl
Events
Unit - A unit owned by Player 1 (Red) . Begins channeling an ability
Conditions
(Real((Player 1 (Red) Food used))) Equal to 5.00
(Ability being cast) Equal to Tame Beast
(Unit-type of (Target unit of ability being cast)) Equal to Owl
Actions
Unit - Remove Wander from (Target unit of ability being cast)
Unit - Order (Target unit of ability being cast) to Attack . (Casting unit)
Unit - Set (Target unit of ability being cast) movement speed to 270.00
Wait 2 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Real((Level of (Target unit of ability being cast)))) Less than or equal to (Real((Level of (Casting unit))))
((Casting unit) has an item of type Small Raw Meat) Equal to True
(Integer((Percentage life of (Target unit of ability being cast)))) Less than or equal to 50
Then - Actions
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Stun Pet to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Evasion (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory I (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory II (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory III (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory IIII (pet) to (Target unit of ability being cast)) else do (Do nothing)
Unit - Add Feed to (Target unit of ability being cast)
Unit - Add Thick Hide (Pet) to (Target unit of ability being cast)
Unit - Change ownership of (Target unit of ability being cast) to Player 1 (Red) and Retain color
Unit - Set (Target unit of ability being cast) acquisition range to 400.00
Unit - Order (Target unit of ability being cast) to Follow . (Casting unit)
Special Effect - Create a special effect at (Position of (Random unit from (Units owned by Player 1 (Red) of type Owl))) using Abilities\Spells\Items\AIem\AIemTarget.mdl
Special Effect - Destroy (Last created special effect)
Game - Display to Player Group - Player 1 (Red) for 3.00 seconds the text: Tame Succes!
Item - Remove (Item carried by (Casting unit) of type Small Raw Meat)
Else - Actions
Game - Display to Player Group - Player 1 (Red) for 3.00 seconds the text: Tame Failed!
Do nothing
P1 Tame Serpent
Events
Unit - A unit owned by Player 1 (Red) . Begins channeling an ability
Conditions
(Real((Player 1 (Red) Food used))) Equal to 5.00
(Ability being cast) Equal to Tame Beast
(Unit-type of (Target unit of ability being cast)) Equal to Serpent
Actions
Unit - Remove Wander from (Target unit of ability being cast)
Unit - Order (Target unit of ability being cast) to Attack . (Casting unit)
Unit - Set (Target unit of ability being cast) movement speed to 270.00
Wait 2 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Real((Level of (Target unit of ability being cast)))) Less than or equal to (Real((Level of (Casting unit))))
((Casting unit) has an item of type Small Raw Meat) Equal to True
(Integer((Percentage life of (Target unit of ability being cast)))) Less than or equal to 50
Then - Actions
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Poison (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Evasion (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory I (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory II (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory III (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory IIII (pet) to (Target unit of ability being cast)) else do (Do nothing)
Unit - Add Feed to (Target unit of ability being cast)
Unit - Add Thick Hide (Pet) to (Target unit of ability being cast)
Unit - Change ownership of (Target unit of ability being cast) to Player 1 (Red) and Retain color
Unit - Set (Target unit of ability being cast) acquisition range to 400.00
Unit - Order (Target unit of ability being cast) to Follow . (Casting unit)
Special Effect - Create a special effect at (Position of (Random unit from (Units owned by Player 1 (Red) of type Serpent))) using Abilities\Spells\Items\AIem\AIemTarget.mdl
Special Effect - Destroy (Last created special effect)
Game - Display to Player Group - Player 1 (Red) for 3.00 seconds the text: Tame Succes!
Item - Remove (Item carried by (Casting unit) of type Small Raw Meat)
Else - Actions
Game - Display to Player Group - Player 1 (Red) for 3.00 seconds the text: Tame Failed!
Do nothing
P1 Tame LionF
Events
Unit - A unit owned by Player 1 (Red) . Begins channeling an ability
Conditions
(Real((Player 1 (Red) Food used))) Equal to 5.00
(Ability being cast) Equal to Tame Beast
(Unit-type of (Target unit of ability being cast)) Equal to Lion Female
Actions
Unit - Remove Wander from (Target unit of ability being cast)
Unit - Order (Target unit of ability being cast) to Attack . (Casting unit)
Unit - Set (Target unit of ability being cast) movement speed to 270.00
Wait 2 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Real((Level of (Target unit of ability being cast)))) Less than or equal to (Real((Level of (Casting unit))))
((Casting unit) has an item of type Large Raw Meat) Equal to True
(Integer((Percentage life of (Target unit of ability being cast)))) Less than or equal to 50
Then - Actions
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Bite (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Critical Strike (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory I (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory II (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory III (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory IIII (pet) to (Target unit of ability being cast)) else do (Do nothing)
Unit - Add Feed to (Target unit of ability being cast)
Unit - Add Thick Hide (Pet) to (Target unit of ability being cast)
Unit - Remove classification of An Ancient from (Target unit of ability being cast)
Unit - Change ownership of (Target unit of ability being cast) to Player 1 (Red) and Retain color
Unit - Set (Target unit of ability being cast) acquisition range to 400.00
Unit - Order (Target unit of ability being cast) to Follow . (Casting unit)
Special Effect - Create a special effect at (Position of (Random unit from (Units owned by Player 1 (Red) of type Lion Female))) using Abilities\Spells\Items\AIem\AIemTarget.mdl
Special Effect - Destroy (Last created special effect)
Game - Display to Player Group - Player 1 (Red) for 3.00 seconds the text: Tame Succes!
Item - Remove (Item carried by (Casting unit) of type Large Raw Meat)
Else - Actions
Game - Display to Player Group - Player 1 (Red) for 3.00 seconds the text: Tame Failed!
Do nothing
P1 Tame LionM
Events
Unit - A unit owned by Player 1 (Red) . Begins channeling an ability
Conditions
(Real((Player 1 (Red) Food used))) Equal to 5.00
(Ability being cast) Equal to Tame Beast
(Unit-type of (Target unit of ability being cast)) Equal to Lion Male
Actions
Unit - Remove Wander from (Target unit of ability being cast)
Unit - Order (Target unit of ability being cast) to Attack . (Casting unit)
Unit - Set (Target unit of ability being cast) movement speed to 270.00
Wait 2 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Real((Level of (Target unit of ability being cast)))) Less than or equal to (Real((Level of (Casting unit))))
((Casting unit) has an item of type Large Raw Meat) Equal to True
(Integer((Percentage life of (Target unit of ability being cast)))) Less than or equal to 50
Then - Actions
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Bite (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Critical Strike (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory I (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory II (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory III (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory IIII (pet) to (Target unit of ability being cast)) else do (Do nothing)
Unit - Add Feed to (Target unit of ability being cast)
Unit - Add Thick Hide (Pet) to (Target unit of ability being cast)
Unit - Remove classification of An Ancient from (Target unit of ability being cast)
Unit - Change ownership of (Target unit of ability being cast) to Player 1 (Red) and Retain color
Unit - Set (Target unit of ability being cast) acquisition range to 400.00
Unit - Order (Target unit of ability being cast) to Follow . (Casting unit)
Special Effect - Create a special effect at (Position of (Random unit from (Units owned by Player 1 (Red) of type Lion Male))) using Abilities\Spells\Items\AIem\AIemTarget.mdl
Special Effect - Destroy (Last created special effect)
Game - Display to Player Group - Player 1 (Red) for 3.00 seconds the text: Tame Succes!
Item - Remove (Item carried by (Casting unit) of type Large Raw Meat)
Else - Actions
Game - Display to Player Group - Player 1 (Red) for 3.00 seconds the text: Tame Failed!
Do nothing
P1 Tame Bear
Events
Unit - A unit owned by Player 1 (Red) . Begins channeling an ability
Conditions
(Real((Player 1 (Red) Food used))) Equal to 5.00
(Ability being cast) Equal to Tame Beast
(Unit-type of (Target unit of ability being cast)) Equal to Bear
Actions
Unit - Remove Wander from (Target unit of ability being cast)
Unit - Order (Target unit of ability being cast) to Attack . (Casting unit)
Unit - Set (Target unit of ability being cast) movement speed to 270.00
Wait 2 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Real((Level of (Target unit of ability being cast)))) Less than or equal to (Real((Level of (Casting unit))))
((Casting unit) has an item of type Large Raw Meat) Equal to True
(Integer((Percentage life of (Target unit of ability being cast)))) Less than or equal to 50
Then - Actions
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Stun Pet to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Cleaving Attack (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory I (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory II (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory III (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory IIII (pet) to (Target unit of ability being cast)) else do (Do nothing)
Unit - Add Feed to (Target unit of ability being cast)
Unit - Add Thick Hide (Pet) to (Target unit of ability being cast)
Unit - Remove classification of An Ancient from (Target unit of ability being cast)
Unit - Change ownership of (Target unit of ability being cast) to Player 1 (Red) and Retain color
Unit - Set (Target unit of ability being cast) acquisition range to 400.00
Unit - Order (Target unit of ability being cast) to Follow . (Casting unit)
Special Effect - Create a special effect at (Position of (Random unit from (Units owned by Player 1 (Red) of type Bear))) using Abilities\Spells\Items\AIem\AIemTarget.mdl
Special Effect - Destroy (Last created special effect)
Game - Display to Player Group - Player 1 (Red) for 3.00 seconds the text: Tame Succes!
Item - Remove (Item carried by (Casting unit) of type Large Raw Meat)
Else - Actions
Game - Display to Player Group - Player 1 (Red) for 3.00 seconds the text: Tame Failed!
Do nothing
P1 Tame Scorpid
Events
Unit - A unit owned by Player 1 (Red) . Begins channeling an ability
Conditions
(Real((Player 1 (Red) Food used))) Equal to 5.00
(Ability being cast) Equal to Tame Beast
(Unit-type of (Target unit of ability being cast)) Equal to Scorpid
Actions
Unit - Remove Wander from (Target unit of ability being cast)
Unit - Order (Target unit of ability being cast) to Attack . (Casting unit)
Unit - Set (Target unit of ability being cast) movement speed to 270.00
Wait 2 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Real((Level of (Target unit of ability being cast)))) Less than or equal to (Real((Level of (Casting unit))))
((Casting unit) has an item of type Large Raw Meat) Equal to True
(Integer((Percentage life of (Target unit of ability being cast)))) Less than or equal to 50
Then - Actions
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Poison (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Cleaving Attack (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory I (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory II (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory III (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory IIII (pet) to (Target unit of ability being cast)) else do (Do nothing)
Unit - Add Feed to (Target unit of ability being cast)
Unit - Add Thick Hide (Pet) to (Target unit of ability being cast)
Unit - Remove classification of An Ancient from (Target unit of ability being cast)
Unit - Change ownership of (Target unit of ability being cast) to Player 1 (Red) and Retain color
Unit - Set (Target unit of ability being cast) acquisition range to 400.00
Unit - Order (Target unit of ability being cast) to Follow . (Casting unit)
Special Effect - Create a special effect at (Position of (Random unit from (Units owned by Player 1 (Red) of type Scorpid))) using Abilities\Spells\Items\AIem\AIemTarget.mdl
Special Effect - Destroy (Last created special effect)
Game - Display to Player Group - Player 1 (Red) for 3.00 seconds the text: Tame Succes!
Item - Remove (Item carried by (Casting unit) of type Large Raw Meat)
Else - Actions
Game - Display to Player Group - Player 1 (Red) for 3.00 seconds the text: Tame Failed!
Do nothing
P1 Tame Primal black
Events
Unit - A unit owned by Player 1 (Red) . Begins channeling an ability
Conditions
(Real((Player 1 (Red) Food used))) Equal to 5.00
(Ability being cast) Equal to Tame Beast
(Unit-type of (Target unit of ability being cast)) Equal to Black Primal Raptor
Actions
Unit - Remove Wander from (Target unit of ability being cast)
Unit - Order (Target unit of ability being cast) to Attack . (Casting unit)
Unit - Set (Target unit of ability being cast) movement speed to 270.00
Wait 2 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Real((Level of (Target unit of ability being cast)))) Less than or equal to (Real((Level of (Casting unit))))
((Casting unit) has an item of type Large Raw Meat) Equal to True
(Integer((Percentage life of (Target unit of ability being cast)))) Less than or equal to 50
Then - Actions
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Bite (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Critical Strike (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory I (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory II (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory III (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory IIII (pet) to (Target unit of ability being cast)) else do (Do nothing)
Unit - Add Feed to (Target unit of ability being cast)
Unit - Add Thick Hide (Pet) to (Target unit of ability being cast)
Unit - Remove classification of An Ancient from (Target unit of ability being cast)
Unit - Change ownership of (Target unit of ability being cast) to Player 1 (Red) and Retain color
Unit - Set (Target unit of ability being cast) acquisition range to 400.00
Unit - Order (Target unit of ability being cast) to Follow . (Casting unit)
Special Effect - Create a special effect at (Position of (Random unit from (Units owned by Player 1 (Red) of type Black Primal Raptor))) using Abilities\Spells\Items\AIem\AIemTarget.mdl
Special Effect - Destroy (Last created special effect)
Game - Display to Player Group - Player 1 (Red) for 3.00 seconds the text: Tame Succes!
Item - Remove (Item carried by (Casting unit) of type Large Raw Meat)
Else - Actions
Game - Display to Player Group - Player 1 (Red) for 3.00 seconds the text: Tame Failed!
Do nothing
P1 Tame Primal red
Events
Unit - A unit owned by Player 1 (Red) . Begins channeling an ability
Conditions
(Real((Player 1 (Red) Food used))) Equal to 5.00
(Ability being cast) Equal to Tame Beast
(Unit-type of (Target unit of ability being cast)) Equal to Red Primal Raptor
Actions
Unit - Remove Wander from (Target unit of ability being cast)
Unit - Order (Target unit of ability being cast) to Attack . (Casting unit)
Unit - Set (Target unit of ability being cast) movement speed to 270.00
Wait 2 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Real((Level of (Target unit of ability being cast)))) Less than or equal to (Real((Level of (Casting unit))))
((Casting unit) has an item of type Large Raw Meat) Equal to True
(Integer((Percentage life of (Target unit of ability being cast)))) Less than or equal to 50
Then - Actions
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Bite (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Critical Strike (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory I (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory II (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory III (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory IIII (pet) to (Target unit of ability being cast)) else do (Do nothing)
Unit - Add Feed to (Target unit of ability being cast)
Unit - Add Thick Hide (Pet) to (Target unit of ability being cast)
Unit - Remove classification of An Ancient from (Target unit of ability being cast)
Unit - Change ownership of (Target unit of ability being cast) to Player 1 (Red) and Retain color
Unit - Set (Target unit of ability being cast) acquisition range to 400.00
Unit - Order (Target unit of ability being cast) to Follow . (Casting unit)
Special Effect - Create a special effect at (Position of (Random unit from (Units owned by Player 1 (Red) of type Red Primal Raptor))) using Abilities\Spells\Items\AIem\AIemTarget.mdl
Special Effect - Destroy (Last created special effect)
Game - Display to Player Group - Player 1 (Red) for 3.00 seconds the text: Tame Succes!
Item - Remove (Item carried by (Casting unit) of type Large Raw Meat)
Else - Actions
Game - Display to Player Group - Player 1 (Red) for 3.00 seconds the text: Tame Failed!
Do nothing
P1 Tame Kodo
Events
Unit - A unit owned by Player 1 (Red) . Begins channeling an ability
Conditions
(Real((Player 1 (Red) Food used))) Equal to 5.00
(Ability being cast) Equal to Tame Beast
(Unit-type of (Target unit of ability being cast)) Equal to Kodo
Actions
Unit - Remove Wander from (Target unit of ability being cast)
Unit - Order (Target unit of ability being cast) to Attack . (Casting unit)
Unit - Set (Target unit of ability being cast) movement speed to 270.00
Wait 2 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Real((Level of (Target unit of ability being cast)))) Less than or equal to (Real((Level of (Casting unit))))
((Casting unit) has an item of type Large Raw Meat) Equal to True
(Integer((Percentage life of (Target unit of ability being cast)))) Less than or equal to 50
Then - Actions
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Slam (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Evasion (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory I (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory II (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory III (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory IIII (pet) to (Target unit of ability being cast)) else do (Do nothing)
Unit - Add Feed to (Target unit of ability being cast)
Unit - Add Thick Hide (Pet) to (Target unit of ability being cast)
Unit - Change ownership of (Target unit of ability being cast) to Player 1 (Red) and Retain color
Unit - Set (Target unit of ability being cast) acquisition range to 400.00
Unit - Order (Target unit of ability being cast) to Follow . (Casting unit)
Special Effect - Create a special effect at (Position of (Random unit from (Units owned by Player 1 (Red) of type Kodo))) using Abilities\Spells\Items\AIem\AIemTarget.mdl
Special Effect - Destroy (Last created special effect)
Game - Display to Player Group - Player 1 (Red) for 3.00 seconds the text: Tame Succes!
Item - Remove (Item carried by (Casting unit) of type Large Raw Meat)
Else - Actions
Game - Display to Player Group - Player 1 (Red) for 3.00 seconds the text: Tame Failed!
Do nothing
P1 Tame Whelp
Events
Unit - A unit owned by Player 1 (Red) . Begins channeling an ability
Conditions
(Real((Player 1 (Red) Food used))) Equal to 5.00
(Ability being cast) Equal to Tame Beast
(Unit-type of (Target unit of ability being cast)) Equal to Bronze Dragon Whelp
Actions
Unit - Remove Wander from (Target unit of ability being cast)
Unit - Order (Target unit of ability being cast) to Attack . (Casting unit)
Unit - Set (Target unit of ability being cast) movement speed to 270.00
Wait 2 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Real((Level of (Target unit of ability being cast)))) Less than or equal to (Real((Level of (Casting unit))))
((Casting unit) has an item of type Large Raw Meat) Equal to True
(Integer((Percentage life of (Target unit of ability being cast)))) Less than or equal to 50
Then - Actions
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Bite (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Evasion (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory I (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory II (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory III (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory IIII (pet) to (Target unit of ability being cast)) else do (Do nothing)
Unit - Add Feed to (Target unit of ability being cast)
Unit - Add Thick Hide (Pet) to (Target unit of ability being cast)
Unit - Change ownership of (Target unit of ability being cast) to Player 1 (Red) and Retain color
Unit - Set (Target unit of ability being cast) acquisition range to 400.00
Unit - Order (Target unit of ability being cast) to Follow . (Casting unit)
Special Effect - Create a special effect at (Position of (Random unit from (Units owned by Player 1 (Red) of type Bronze Dragon Whelp))) using Abilities\Spells\Items\AIem\AIemTarget.mdl
Special Effect - Destroy (Last created special effect)
Game - Display to Player Group - Player 1 (Red) for 3.00 seconds the text: Tame Succes!
Item - Remove (Item carried by (Casting unit) of type Large Raw Meat)
Else - Actions
Game - Display to Player Group - Player 1 (Red) for 3.00 seconds the text: Tame Failed!
Do nothing
P1 Tame Drake
Events
Unit - A unit owned by Player 1 (Red) . Begins channeling an ability
Conditions
(Real((Player 1 (Red) Food used))) Equal to 5.00
(Ability being cast) Equal to Tame Beast
(Unit-type of (Target unit of ability being cast)) Equal to Bronze Drake
Actions
Unit - Remove Wander from (Target unit of ability being cast)
Unit - Order (Target unit of ability being cast) to Attack . (Casting unit)
Unit - Set (Target unit of ability being cast) movement speed to 270.00
Wait 2 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Real((Level of (Target unit of ability being cast)))) Less than or equal to (Real((Level of (Casting unit))))
((Casting unit) has an item of type Large Raw Meat) Equal to True
(Integer((Percentage life of (Target unit of ability being cast)))) Less than or equal to 50
Then - Actions
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Breath of Fire (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Cleaving Attack (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory I (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory II (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory III (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory IIII (pet) to (Target unit of ability being cast)) else do (Do nothing)
Unit - Add Feed to (Target unit of ability being cast)
Unit - Add Thick Hide (Pet) to (Target unit of ability being cast)
Unit - Change ownership of (Target unit of ability being cast) to Player 1 (Red) and Retain color
Unit - Set (Target unit of ability being cast) acquisition range to 400.00
Unit - Order (Target unit of ability being cast) to Follow . (Casting unit)
Special Effect - Create a special effect at (Position of (Random unit from (Units owned by Player 1 (Red) of type Bronze Drake))) using Abilities\Spells\Items\AIem\AIemTarget.mdl
Special Effect - Destroy (Last created special effect)
Game - Display to Player Group - Player 1 (Red) for 3.00 seconds the text: Tame Succes!
Item - Remove (Item carried by (Casting unit) of type Large Raw Meat)
Else - Actions
Game - Display to Player Group - Player 1 (Red) for 3.00 seconds the text: Tame Failed!
Do nothing
P1 Tame Red Raptor Copy
Events
Unit - A unit owned by Player 2 (Blue) . Begins channeling an ability
Conditions
(Real((Player 2 (Blue) Food used))) Equal to 5.00
(Ability being cast) Equal to Tame Beast
(Unit-type of (Target unit of ability being cast)) Equal to Red Raptor
Actions
Unit - Remove Wander from (Target unit of ability being cast)
Unit - Order (Target unit of ability being cast) to Attack . (Casting unit)
Unit - Set (Target unit of ability being cast) movement speed to 270.00
Wait 2 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Real((Level of (Target unit of ability being cast)))) Less than or equal to (Real((Level of (Casting unit))))
((Casting unit) has an item of type Small Raw Meat) Equal to True
(Integer((Percentage life of (Target unit of ability being cast)))) Less than or equal to 50
Then - Actions
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Claw Pet to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Critical Strike (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory I (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory II (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory III (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory IIII (pet) to (Target unit of ability being cast)) else do (Do nothing)
Unit - Add Feed to (Target unit of ability being cast)
Unit - Add Thick Hide (Pet) to (Target unit of ability being cast)
Unit - Change ownership of (Target unit of ability being cast) to Player 2 (Blue) and Retain color
Unit - Set (Target unit of ability being cast) acquisition range to 400.00
Unit - Order (Target unit of ability being cast) to Follow . (Casting unit)
Special Effect - Create a special effect at (Position of (Random unit from (Units owned by Player 2 (Blue) of type Red Raptor))) using Abilities\Spells\Items\AIem\AIemTarget.mdl
Special Effect - Destroy (Last created special effect)
Game - Display to Player Group - Player 2 (Blue) for 3.00 seconds the text: Tame Succes!
Item - Remove (Item carried by (Casting unit) of type Small Raw Meat)
Else - Actions
Game - Display to Player Group - Player 2 (Blue) for 3.00 seconds the text: Tame Failed!
Do nothing
P1 Tame Black Raptor Copy
Events
Unit - A unit owned by Player 2 (Blue) . Begins channeling an ability
Conditions
(Real((Player 2 (Blue) Food used))) Equal to 5.00
(Ability being cast) Equal to Tame Beast
(Unit-type of (Target unit of ability being cast)) Equal to Black Raptor
Actions
Unit - Remove Wander from (Target unit of ability being cast)
Unit - Order (Target unit of ability being cast) to Attack . (Casting unit)
Unit - Set (Target unit of ability being cast) movement speed to 270.00
Wait 2 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Real((Level of (Target unit of ability being cast)))) Less than or equal to (Real((Level of (Casting unit))))
((Casting unit) has an item of type Small Raw Meat) Equal to True
(Integer((Percentage life of (Target unit of ability being cast)))) Less than or equal to 50
Then - Actions
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Claw Pet to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Critical Strike (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory I (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory II (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory III (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory IIII (pet) to (Target unit of ability being cast)) else do (Do nothing)
Unit - Add Feed to (Target unit of ability being cast)
Unit - Add Thick Hide (Pet) to (Target unit of ability being cast)
Unit - Change ownership of (Target unit of ability being cast) to Player 2 (Blue) and Retain color
Unit - Set (Target unit of ability being cast) acquisition range to 400.00
Unit - Order (Target unit of ability being cast) to Follow . (Casting unit)
Special Effect - Create a special effect at (Position of (Random unit from (Units owned by Player 2 (Blue) of type Black Raptor))) using Abilities\Spells\Items\AIem\AIemTarget.mdl
Special Effect - Destroy (Last created special effect)
Game - Display to Player Group - Player 2 (Blue) for 3.00 seconds the text: Tame Succes!
Item - Remove (Item carried by (Casting unit) of type Small Raw Meat)
Else - Actions
Game - Display to Player Group - Player 2 (Blue) for 3.00 seconds the text: Tame Failed!
Do nothing
P1 Tame Wolf Copy
Events
Unit - A unit owned by Player 2 (Blue) . Begins channeling an ability
Conditions
(Real((Player 2 (Blue) Food used))) Equal to 5.00
(Ability being cast) Equal to Tame Beast
(Unit-type of (Target unit of ability being cast)) Equal to Starving Wolf
Actions
Unit - Remove Wander from (Target unit of ability being cast)
Unit - Order (Target unit of ability being cast) to Attack . (Casting unit)
Unit - Set (Target unit of ability being cast) movement speed to 270.00
Wait 2 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Real((Level of (Target unit of ability being cast)))) Less than or equal to (Real((Level of (Casting unit))))
((Casting unit) has an item of type Small Raw Meat) Equal to True
(Integer((Percentage life of (Target unit of ability being cast)))) Less than or equal to 50
Then - Actions
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Claw Pet to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Evasion (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory I (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory II (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory III (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory IIII (pet) to (Target unit of ability being cast)) else do (Do nothing)
Unit - Add Feed to (Target unit of ability being cast)
Unit - Add Thick Hide (Pet) to (Target unit of ability being cast)
Unit - Change ownership of (Target unit of ability being cast) to Player 2 (Blue) and Retain color
Unit - Set (Target unit of ability being cast) acquisition range to 400.00
Unit - Order (Target unit of ability being cast) to Follow . (Casting unit)
Special Effect - Create a special effect at (Position of (Random unit from (Units owned by Player 2 (Blue) of type Starving Wolf))) using Abilities\Spells\Items\AIem\AIemTarget.mdl
Special Effect - Destroy (Last created special effect)
Game - Display to Player Group - Player 2 (Blue) for 3.00 seconds the text: Tame Succes!
Item - Remove (Item carried by (Casting unit) of type Small Raw Meat)
Else - Actions
Game - Display to Player Group - Player 2 (Blue) for 3.00 seconds the text: Tame Failed!
Do nothing
P1 Tame Owl Copy
Events
Unit - A unit owned by Player 2 (Blue) . Begins channeling an ability
Conditions
(Real((Player 2 (Blue) Food used))) Equal to 5.00
(Ability being cast) Equal to Tame Beast
(Unit-type of (Target unit of ability being cast)) Equal to Owl
Actions
Unit - Remove Wander from (Target unit of ability being cast)
Unit - Order (Target unit of ability being cast) to Attack . (Casting unit)
Unit - Set (Target unit of ability being cast) movement speed to 270.00
Wait 2 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Real((Level of (Target unit of ability being cast)))) Less than or equal to (Real((Level of (Casting unit))))
((Casting unit) has an item of type Small Raw Meat) Equal to True
(Integer((Percentage life of (Target unit of ability being cast)))) Less than or equal to 50
Then - Actions
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Stun Pet to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Evasion (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory I (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory II (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory III (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory IIII (pet) to (Target unit of ability being cast)) else do (Do nothing)
Unit - Add Feed to (Target unit of ability being cast)
Unit - Add Thick Hide (Pet) to (Target unit of ability being cast)
Unit - Change ownership of (Target unit of ability being cast) to Player 2 (Blue) and Retain color
Unit - Set (Target unit of ability being cast) acquisition range to 400.00
Unit - Order (Target unit of ability being cast) to Follow . (Casting unit)
Special Effect - Create a special effect at (Position of (Random unit from (Units owned by Player 2 (Blue) of type Owl))) using Abilities\Spells\Items\AIem\AIemTarget.mdl
Special Effect - Destroy (Last created special effect)
Game - Display to Player Group - Player 2 (Blue) for 3.00 seconds the text: Tame Succes!
Item - Remove (Item carried by (Casting unit) of type Small Raw Meat)
Else - Actions
Game - Display to Player Group - Player 2 (Blue) for 3.00 seconds the text: Tame Failed!
Do nothing
P1 Tame Serpent Copy
Events
Unit - A unit owned by Player 2 (Blue) . Begins channeling an ability
Conditions
(Real((Player 2 (Blue) Food used))) Equal to 5.00
(Ability being cast) Equal to Tame Beast
(Unit-type of (Target unit of ability being cast)) Equal to Serpent
Actions
Unit - Remove Wander from (Target unit of ability being cast)
Unit - Order (Target unit of ability being cast) to Attack . (Casting unit)
Unit - Set (Target unit of ability being cast) movement speed to 270.00
Wait 2 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Real((Level of (Target unit of ability being cast)))) Less than or equal to (Real((Level of (Casting unit))))
((Casting unit) has an item of type Small Raw Meat) Equal to True
(Integer((Percentage life of (Target unit of ability being cast)))) Less than or equal to 50
Then - Actions
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Poison (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Evasion (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory I (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory II (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory III (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory IIII (pet) to (Target unit of ability being cast)) else do (Do nothing)
Unit - Add Feed to (Target unit of ability being cast)
Unit - Add Thick Hide (Pet) to (Target unit of ability being cast)
Unit - Change ownership of (Target unit of ability being cast) to Player 2 (Blue) and Retain color
Unit - Set (Target unit of ability being cast) acquisition range to 400.00
Unit - Order (Target unit of ability being cast) to Follow . (Casting unit)
Special Effect - Create a special effect at (Position of (Random unit from (Units owned by Player 2 (Blue) of type Serpent))) using Abilities\Spells\Items\AIem\AIemTarget.mdl
Special Effect - Destroy (Last created special effect)
Game - Display to Player Group - Player 2 (Blue) for 3.00 seconds the text: Tame Succes!
Item - Remove (Item carried by (Casting unit) of type Small Raw Meat)
Else - Actions
Game - Display to Player Group - Player 2 (Blue) for 3.00 seconds the text: Tame Failed!
Do nothing
P1 Tame LionF Copy
Events
Unit - A unit owned by Player 2 (Blue) . Begins channeling an ability
Conditions
(Real((Player 2 (Blue) Food used))) Equal to 5.00
(Ability being cast) Equal to Tame Beast
(Unit-type of (Target unit of ability being cast)) Equal to Lion Female
Actions
Unit - Remove Wander from (Target unit of ability being cast)
Unit - Order (Target unit of ability being cast) to Attack . (Casting unit)
Unit - Set (Target unit of ability being cast) movement speed to 270.00
Wait 2 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Real((Level of (Target unit of ability being cast)))) Less than or equal to (Real((Level of (Casting unit))))
((Casting unit) has an item of type Large Raw Meat) Equal to True
(Integer((Percentage life of (Target unit of ability being cast)))) Less than or equal to 50
Then - Actions
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Bite (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Critical Strike (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory I (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory II (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory III (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory IIII (pet) to (Target unit of ability being cast)) else do (Do nothing)
Unit - Add Feed to (Target unit of ability being cast)
Unit - Add Thick Hide (Pet) to (Target unit of ability being cast)
Unit - Remove classification of An Ancient from (Target unit of ability being cast)
Unit - Change ownership of (Target unit of ability being cast) to Player 2 (Blue) and Retain color
Unit - Set (Target unit of ability being cast) acquisition range to 400.00
Unit - Order (Target unit of ability being cast) to Follow . (Casting unit)
Special Effect - Create a special effect at (Position of (Random unit from (Units owned by Player 2 (Blue) of type Lion Female))) using Abilities\Spells\Items\AIem\AIemTarget.mdl
Special Effect - Destroy (Last created special effect)
Game - Display to Player Group - Player 2 (Blue) for 3.00 seconds the text: Tame Succes!
Item - Remove (Item carried by (Casting unit) of type Large Raw Meat)
Else - Actions
Game - Display to Player Group - Player 2 (Blue) for 3.00 seconds the text: Tame Failed!
Do nothing
P1 Tame LionM Copy
Events
Unit - A unit owned by Player 2 (Blue) . Begins channeling an ability
Conditions
(Real((Player 2 (Blue) Food used))) Equal to 5.00
(Ability being cast) Equal to Tame Beast
(Unit-type of (Target unit of ability being cast)) Equal to Lion Male
Actions
Unit - Remove Wander from (Target unit of ability being cast)
Unit - Order (Target unit of ability being cast) to Attack . (Casting unit)
Unit - Set (Target unit of ability being cast) movement speed to 270.00
Wait 2 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Real((Level of (Target unit of ability being cast)))) Less than or equal to (Real((Level of (Casting unit))))
((Casting unit) has an item of type Large Raw Meat) Equal to True
(Integer((Percentage life of (Target unit of ability being cast)))) Less than or equal to 50
Then - Actions
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Bite (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Critical Strike (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory I (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory II (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory III (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory IIII (pet) to (Target unit of ability being cast)) else do (Do nothing)
Unit - Add Feed to (Target unit of ability being cast)
Unit - Add Thick Hide (Pet) to (Target unit of ability being cast)
Unit - Remove classification of An Ancient from (Target unit of ability being cast)
Unit - Change ownership of (Target unit of ability being cast) to Player 2 (Blue) and Retain color
Unit - Set (Target unit of ability being cast) acquisition range to 400.00
Unit - Order (Target unit of ability being cast) to Follow . (Casting unit)
Special Effect - Create a special effect at (Position of (Random unit from (Units owned by Player 2 (Blue) of type Lion Male))) using Abilities\Spells\Items\AIem\AIemTarget.mdl
Special Effect - Destroy (Last created special effect)
Game - Display to Player Group - Player 2 (Blue) for 3.00 seconds the text: Tame Succes!
Item - Remove (Item carried by (Casting unit) of type Large Raw Meat)
Else - Actions
Game - Display to Player Group - Player 2 (Blue) for 3.00 seconds the text: Tame Failed!
Do nothing
P1 Tame Bear Copy
Events
Unit - A unit owned by Player 2 (Blue) . Begins channeling an ability
Conditions
(Real((Player 2 (Blue) Food used))) Equal to 5.00
(Ability being cast) Equal to Tame Beast
(Unit-type of (Target unit of ability being cast)) Equal to Bear
Actions
Unit - Remove Wander from (Target unit of ability being cast)
Unit - Order (Target unit of ability being cast) to Attack . (Casting unit)
Unit - Set (Target unit of ability being cast) movement speed to 270.00
Wait 2 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Real((Level of (Target unit of ability being cast)))) Less than or equal to (Real((Level of (Casting unit))))
((Casting unit) has an item of type Large Raw Meat) Equal to True
(Integer((Percentage life of (Target unit of ability being cast)))) Less than or equal to 50
Then - Actions
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Stun Pet to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Cleaving Attack (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory I (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory II (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory III (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory IIII (pet) to (Target unit of ability being cast)) else do (Do nothing)
Unit - Add Feed to (Target unit of ability being cast)
Unit - Add Thick Hide (Pet) to (Target unit of ability being cast)
Unit - Remove classification of An Ancient from (Target unit of ability being cast)
Unit - Change ownership of (Target unit of ability being cast) to Player 2 (Blue) and Retain color
Unit - Set (Target unit of ability being cast) acquisition range to 400.00
Unit - Order (Target unit of ability being cast) to Follow . (Casting unit)
Special Effect - Create a special effect at (Position of (Random unit from (Units owned by Player 2 (Blue) of type Bear))) using Abilities\Spells\Items\AIem\AIemTarget.mdl
Special Effect - Destroy (Last created special effect)
Game - Display to Player Group - Player 2 (Blue) for 3.00 seconds the text: Tame Succes!
Item - Remove (Item carried by (Casting unit) of type Large Raw Meat)
Else - Actions
Game - Display to Player Group - Player 2 (Blue) for 3.00 seconds the text: Tame Failed!
Do nothing
P1 Tame Scorpid Copy
Events
Unit - A unit owned by Player 2 (Blue) . Begins channeling an ability
Conditions
(Real((Player 2 (Blue) Food used))) Equal to 5.00
(Ability being cast) Equal to Tame Beast
(Unit-type of (Target unit of ability being cast)) Equal to Scorpid
Actions
Unit - Remove Wander from (Target unit of ability being cast)
Unit - Order (Target unit of ability being cast) to Attack . (Casting unit)
Unit - Set (Target unit of ability being cast) movement speed to 270.00
Wait 2 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Real((Level of (Target unit of ability being cast)))) Less than or equal to (Real((Level of (Casting unit))))
((Casting unit) has an item of type Large Raw Meat) Equal to True
(Integer((Percentage life of (Target unit of ability being cast)))) Less than or equal to 50
Then - Actions
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Poison (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Cleaving Attack (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory I (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory II (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory III (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory IIII (pet) to (Target unit of ability being cast)) else do (Do nothing)
Unit - Add Feed to (Target unit of ability being cast)
Unit - Add Thick Hide (Pet) to (Target unit of ability being cast)
Unit - Remove classification of An Ancient from (Target unit of ability being cast)
Unit - Change ownership of (Target unit of ability being cast) to Player 2 (Blue) and Retain color
Unit - Set (Target unit of ability being cast) acquisition range to 400.00
Unit - Order (Target unit of ability being cast) to Follow . (Casting unit)
Special Effect - Create a special effect at (Position of (Random unit from (Units owned by Player 2 (Blue) of type Scorpid))) using Abilities\Spells\Items\AIem\AIemTarget.mdl
Special Effect - Destroy (Last created special effect)
Game - Display to Player Group - Player 2 (Blue) for 3.00 seconds the text: Tame Succes!
Item - Remove (Item carried by (Casting unit) of type Large Raw Meat)
Else - Actions
Game - Display to Player Group - Player 2 (Blue) for 3.00 seconds the text: Tame Failed!
Do nothing
P1 Tame Primal black Copy
Events
Unit - A unit owned by Player 2 (Blue) . Begins channeling an ability
Conditions
(Real((Player 2 (Blue) Food used))) Equal to 5.00
(Ability being cast) Equal to Tame Beast
(Unit-type of (Target unit of ability being cast)) Equal to Black Primal Raptor
Actions
Unit - Remove Wander from (Target unit of ability being cast)
Unit - Order (Target unit of ability being cast) to Attack . (Casting unit)
Unit - Set (Target unit of ability being cast) movement speed to 270.00
Wait 2 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Real((Level of (Target unit of ability being cast)))) Less than or equal to (Real((Level of (Casting unit))))
((Casting unit) has an item of type Large Raw Meat) Equal to True
(Integer((Percentage life of (Target unit of ability being cast)))) Less than or equal to 50
Then - Actions
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Bite (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Critical Strike (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory I (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory II (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory III (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory IIII (pet) to (Target unit of ability being cast)) else do (Do nothing)
Unit - Add Feed to (Target unit of ability being cast)
Unit - Add Thick Hide (Pet) to (Target unit of ability being cast)
Unit - Remove classification of An Ancient from (Target unit of ability being cast)
Unit - Change ownership of (Target unit of ability being cast) to Player 2 (Blue) and Retain color
Unit - Set (Target unit of ability being cast) acquisition range to 400.00
Unit - Order (Target unit of ability being cast) to Follow . (Casting unit)
Special Effect - Create a special effect at (Position of (Random unit from (Units owned by Player 2 (Blue) of type Black Primal Raptor))) using Abilities\Spells\Items\AIem\AIemTarget.mdl
Special Effect - Destroy (Last created special effect)
Game - Display to Player Group - Player 2 (Blue) for 3.00 seconds the text: Tame Succes!
Item - Remove (Item carried by (Casting unit) of type Large Raw Meat)
Else - Actions
Game - Display to Player Group - Player 2 (Blue) for 3.00 seconds the text: Tame Failed!
Do nothing
P1 Tame Primal red Copy
Events
Unit - A unit owned by Player 2 (Blue) . Begins channeling an ability
Conditions
(Real((Player 2 (Blue) Food used))) Equal to 5.00
(Ability being cast) Equal to Tame Beast
(Unit-type of (Target unit of ability being cast)) Equal to Red Primal Raptor
Actions
Unit - Remove Wander from (Target unit of ability being cast)
Unit - Order (Target unit of ability being cast) to Attack . (Casting unit)
Unit - Set (Target unit of ability being cast) movement speed to 270.00
Wait 2 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Real((Level of (Target unit of ability being cast)))) Less than or equal to (Real((Level of (Casting unit))))
((Casting unit) has an item of type Large Raw Meat) Equal to True
(Integer((Percentage life of (Target unit of ability being cast)))) Less than or equal to 50
Then - Actions
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Bite (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Critical Strike (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory I (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory II (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory III (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory IIII (pet) to (Target unit of ability being cast)) else do (Do nothing)
Unit - Add Feed to (Target unit of ability being cast)
Unit - Add Thick Hide (Pet) to (Target unit of ability being cast)
Unit - Remove classification of An Ancient from (Target unit of ability being cast)
Unit - Change ownership of (Target unit of ability being cast) to Player 2 (Blue) and Retain color
Unit - Set (Target unit of ability being cast) acquisition range to 400.00
Unit - Order (Target unit of ability being cast) to Follow . (Casting unit)
Special Effect - Create a special effect at (Position of (Random unit from (Units owned by Player 2 (Blue) of type Red Primal Raptor))) using Abilities\Spells\Items\AIem\AIemTarget.mdl
Special Effect - Destroy (Last created special effect)
Game - Display to Player Group - Player 2 (Blue) for 3.00 seconds the text: Tame Succes!
Item - Remove (Item carried by (Casting unit) of type Large Raw Meat)
Else - Actions
Game - Display to Player Group - Player 2 (Blue) for 3.00 seconds the text: Tame Failed!
Do nothing
P1 Tame Kodo Copy
Events
Unit - A unit owned by Player 2 (Blue) . Begins channeling an ability
Conditions
(Real((Player 2 (Blue) Food used))) Equal to 5.00
(Ability being cast) Equal to Tame Beast
(Unit-type of (Target unit of ability being cast)) Equal to Kodo
Actions
Unit - Remove Wander from (Target unit of ability being cast)
Unit - Order (Target unit of ability being cast) to Attack . (Casting unit)
Unit - Set (Target unit of ability being cast) movement speed to 270.00
Wait 2 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Real((Level of (Target unit of ability being cast)))) Less than or equal to (Real((Level of (Casting unit))))
((Casting unit) has an item of type Large Raw Meat) Equal to True
(Integer((Percentage life of (Target unit of ability being cast)))) Less than or equal to 50
Then - Actions
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Slam (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Evasion (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory I (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory II (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory III (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory IIII (pet) to (Target unit of ability being cast)) else do (Do nothing)
Unit - Add Feed to (Target unit of ability being cast)
Unit - Add Thick Hide (Pet) to (Target unit of ability being cast)
Unit - Change ownership of (Target unit of ability being cast) to Player 2 (Blue) and Retain color
Unit - Set (Target unit of ability being cast) acquisition range to 400.00
Unit - Order (Target unit of ability being cast) to Follow . (Casting unit)
Special Effect - Create a special effect at (Position of (Random unit from (Units owned by Player 2 (Blue) of type Kodo))) using Abilities\Spells\Items\AIem\AIemTarget.mdl
Special Effect - Destroy (Last created special effect)
Game - Display to Player Group - Player 2 (Blue) for 3.00 seconds the text: Tame Succes!
Item - Remove (Item carried by (Casting unit) of type Large Raw Meat)
Else - Actions
Game - Display to Player Group - Player 2 (Blue) for 3.00 seconds the text: Tame Failed!
Do nothing
P1 Tame Whelp Copy
Events
Unit - A unit owned by Player 2 (Blue) . Begins channeling an ability
Conditions
(Real((Player 2 (Blue) Food used))) Equal to 5.00
(Ability being cast) Equal to Tame Beast
(Unit-type of (Target unit of ability being cast)) Equal to Bronze Dragon Whelp
Actions
Unit - Remove Wander from (Target unit of ability being cast)
Unit - Order (Target unit of ability being cast) to Attack . (Casting unit)
Unit - Set (Target unit of ability being cast) movement speed to 270.00
Wait 2 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Real((Level of (Target unit of ability being cast)))) Less than or equal to (Real((Level of (Casting unit))))
((Casting unit) has an item of type Large Raw Meat) Equal to True
(Integer((Percentage life of (Target unit of ability being cast)))) Less than or equal to 50
Then - Actions
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Bite (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Evasion (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory I (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory II (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory III (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory IIII (pet) to (Target unit of ability being cast)) else do (Do nothing)
Unit - Add Feed to (Target unit of ability being cast)
Unit - Add Thick Hide (Pet) to (Target unit of ability being cast)
Unit - Change ownership of (Target unit of ability being cast) to Player 2 (Blue) and Retain color
Unit - Set (Target unit of ability being cast) acquisition range to 400.00
Unit - Order (Target unit of ability being cast) to Follow . (Casting unit)
Special Effect - Create a special effect at (Position of (Random unit from (Units owned by Player 2 (Blue) of type Bronze Dragon Whelp))) using Abilities\Spells\Items\AIem\AIemTarget.mdl
Special Effect - Destroy (Last created special effect)
Game - Display to Player Group - Player 2 (Blue) for 3.00 seconds the text: Tame Succes!
Item - Remove (Item carried by (Casting unit) of type Large Raw Meat)
Else - Actions
Game - Display to Player Group - Player 2 (Blue) for 3.00 seconds the text: Tame Failed!
Do nothing
P1 Tame Drake Copy
Events
Unit - A unit owned by Player 2 (Blue) . Begins channeling an ability
Conditions
(Real((Player 2 (Blue) Food used))) Equal to 5.00
(Ability being cast) Equal to Tame Beast
(Unit-type of (Target unit of ability being cast)) Equal to Bronze Drake
Actions
Unit - Remove Wander from (Target unit of ability being cast)
Unit - Order (Target unit of ability being cast) to Attack . (Casting unit)
Unit - Set (Target unit of ability being cast) movement speed to 270.00
Wait 2 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Real((Level of (Target unit of ability being cast)))) Less than or equal to (Real((Level of (Casting unit))))
((Casting unit) has an item of type Large Raw Meat) Equal to True
(Integer((Percentage life of (Target unit of ability being cast)))) Less than or equal to 50
Then - Actions
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Breath of Fire (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Cleaving Attack (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory I (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory II (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory III (pet) to (Target unit of ability being cast)) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Add Inventory IIII (pet) to (Target unit of ability being cast)) else do (Do nothing)
Unit - Add Feed to (Target unit of ability being cast)
Unit - Add Thick Hide (Pet) to (Target unit of ability being cast)
Unit - Change ownership of (Target unit of ability being cast) to Player 2 (Blue) and Retain color
Unit - Set (Target unit of ability being cast) acquisition range to 400.00
Unit - Order (Target unit of ability being cast) to Follow . (Casting unit)
Special Effect - Create a special effect at (Position of (Random unit from (Units owned by Player 2 (Blue) of type Bronze Drake))) using Abilities\Spells\Items\AIem\AIemTarget.mdl
Special Effect - Destroy (Last created special effect)
Game - Display to Player Group - Player 2 (Blue) for 3.00 seconds the text: Tame Succes!
Item - Remove (Item carried by (Casting unit) of type Large Raw Meat)
Else - Actions
Game - Display to Player Group - Player 2 (Blue) for 3.00 seconds the text: Tame Failed!
Do nothing
p1 cage enter
Events
Unit - A unit owned by Player 1 (Red) . Starts the effect of an ability
Conditions
(Ability being cast) Equal to Store Beast
((Target unit of ability being cast) is A structure) Equal to False
((Target unit of ability being cast) is A Hero) Equal to False
(Owner of (Target unit of ability being cast)) Equal to Player 1 (Red)
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Pen1 <gen> owned by Player 12 (Brown))) Less than 1
Then - Actions
Unit - Move (Target unit of ability being cast) instantly to (Center of Pen1 <gen>)
Unit - Make (Target unit of ability being cast) Invulnerable
Unit - Change ownership of (Target unit of ability being cast) to Player 12 (Brown) and Retain color
Else - Actions
Game - Display to Player Group - Player 1 (Red) for 3.00 seconds the text: Your cage is full.
p1 pull beast
Events
Unit - A unit owned by Player 1 (Red) . Starts the effect of an ability
Conditions
(Ability being cast) Equal to Release Beast
(Real((Player 1 (Red) Food used))) Equal to 5.00
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Pen1 <gen>)) Not equal to 0
Then - Actions
Unit - Change ownership of (Random unit from (Units in Pen1 <gen> owned by Player 12 (Brown))) to Player 1 (Red) and Retain color
Unit - Move (Random unit from (Units in Pen1 <gen> owned by Player 1 (Red))) instantly to (Position of (Casting unit))
Unit - Make (Ownership-changed unit) Vulnerable
Else - Actions
Game - Display to Player Group - Player 1 (Red) for 3.00 seconds the text: Your cage is empty or you're already controlling a tamed beast.
p2 cage enter
Events
Unit - A unit owned by Player 2 (Blue) . Starts the effect of an ability
Conditions
(Ability being cast) Equal to Store Beast
((Target unit of ability being cast) is A structure) Equal to False
((Target unit of ability being cast) is A Hero) Equal to False
(Owner of (Target unit of ability being cast)) Equal to Player 2 (Blue)
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Pen2 <gen> owned by Player 12 (Brown))) Less than 1
Then - Actions
Unit - Move (Target unit of ability being cast) instantly to (Center of Pen2 <gen>)
Unit - Make (Target unit of ability being cast) Invulnerable
Unit - Change ownership of (Target unit of ability being cast) to Player 12 (Brown) and Retain color
Else - Actions
Game - Display to Player Group - Player 2 (Blue) for 3.00 seconds the text: Your cage is full.
p2 pull beast
Events
Unit - A unit owned by Player 2 (Blue) . Starts the effect of an ability
Conditions
(Ability being cast) Equal to Release Beast
(Real((Player 2 (Blue) Food used))) Equal to 5.00
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Pen2 <gen>)) Not equal to 0
Then - Actions
Unit - Change ownership of (Random unit from (Units in Pen2 <gen> owned by Player 12 (Brown))) to Player 1 (Red) and Retain color
Unit - Move (Random unit from (Units in Pen2 <gen> owned by Player 2 (Blue))) instantly to (Position of (Casting unit))
Unit - Make (Ownership-changed unit) Vulnerable
Else - Actions
Game - Display to Player Group - Player 2 (Blue) for 3.00 seconds the text: Your cage is empty or you're already controlling a tamed beast.
horde movement p1
Events
Time - Every 5.00 seconds of game time
Conditions
(Number of units in (Units owned by Player 1 (Red) of type Hut)) Equal to 0
Actions
Unit Group - Pick every unit in (Units owned by Player 11 (Dark Green).) and do (Order (Picked unit) to Attack-Move To.(Position of (Random unit from (Units owned by Player 1 (Red) matching (((Matching unit) is An Ancient) Equal to True).))))
Custom script: set bj_wantDestroyGroup = true
Init furbolg p1
Events
Unit - A unit owned by Player 1 (Red) . Gains a level
Conditions
(Hero level of (Leveling Hero)) Equal to 6
Actions
Wait 2.00 game-time seconds
Quest - Display to Player Group - Player 1 (Red) the Warning message: The Local Furbolgs have declared war on you! They will send troops to attack you every nightfall!
Cinematic - Ping minimap for Player Group - Player 1 (Red) at (Center of Furbolg_spawn <gen>) for 5.00 seconds, using a Warning ping of color ( 100 %, 100 %, 100 %)
Trigger - Turn on lvl_6_waves_p1 <gen>
Trigger - Turn off (This trigger)
lvl 6 waves p1
Events
Game - The in-game time of day becomes Equal to 22.00
Conditions
Actions
Unit - Create 2 . Furbolg for Player 11 (Dark Green) at (Center of Furbolg_spawn <gen>) facing Default building facing degrees
Unit - Create 2 . Furbolg Tracker for Player 11 (Dark Green) at (Center of Furbolg_spawn <gen>) facing Default building facing degrees
Unit - Create 1 . Furbolg Shaman for Player 11 (Dark Green) at (Center of Furbolg_spawn <gen>) facing Default building facing degrees
Custom script: set bj_wantDestroyGroup = true
If ((Number of units in (Units owned by Player 1 (Red) of type Hut)) Greater than or equal to 1) then do (Order (Units in Furbolg_spawn <gen> owned by Player 11 (Dark Green)) to Attack-Move To.(Position of (Random unit from (Units owned by Player 1 (Red) of type Hut)))) else do (Order (Units in Furbolg_spawn <gen> owned by Player 11 (Dark Green)) to Attack-Move To.(Position of (Random unit from (Units owned by Player 1 (Red) matching (((Matching unit) is An Ancient) Equal to True).))))
Custom script: set bj_wantDestroyGroup = true
Unit Group - Pick every unit in (Units owned by Player 11 (Dark Green).) and do (Set (Picked unit) movement speed to 270.00)
off furbolg p1
Events
Unit - A unit owned by Player 1 (Red) . Gains a level
Conditions
(Hero level of (Leveling Hero)) Equal to 11
Actions
Quest - Display to Player Group - Player 1 (Red) the Hint message: The Local Furbolgs are no longer at war with you, they will no longer assault your base.
Trigger - Turn off lvl_6_waves_p1 <gen>
Wait 0.50 game-time seconds
Trigger - Turn off (This trigger)
Init razormane p1
Events
Unit - A unit owned by Player 1 (Red) . Gains a level
Conditions
(Hero level of (Leveling Hero)) Equal to 11
Actions
Wait 2.00 game-time seconds
Quest - Display to Player Group - Player 1 (Red) the Warning message: The Local Razormane have declared war on you! They will send troops to attack you every nightfall!
Cinematic - Ping minimap for Player Group - Player 1 (Red) at (Center of Razormane_spawn <gen>) for 5.00 seconds, using a Warning ping of color ( 100 %, 100 %, 100 %)
Trigger - Turn on lvl_12_waves_p1 <gen>
Trigger - Turn off (This trigger)
lvl 12 waves p1
Events
Game - The in-game time of day becomes Equal to 22.00
Conditions
Actions
Unit - Create 2 . Quilboar Scout for Player 11 (Dark Green) at (Center of Razormane_spawn <gen>) facing Default building facing degrees
Unit - Create 2 . Quilboar Brute for Player 11 (Dark Green) at (Center of Razormane_spawn <gen>) facing Default building facing degrees
Unit - Create 1 . Quilboar Medicine Man for Player 11 (Dark Green) at (Center of Razormane_spawn <gen>) facing Default building facing degrees
Custom script: set bj_wantDestroyGroup = true
If ((Number of units in (Units owned by Player 1 (Red) of type Hut)) Greater than or equal to 1) then do (Order (Units in Razormane_spawn <gen> owned by Player 11 (Dark Green)) to Attack-Move To.(Position of (Random unit from (Units owned by Player 1 (Red) of type Hut)))) else do (Order (Units in Razormane_spawn <gen> owned by Player 11 (Dark Green)) to Attack-Move To.(Position of (Random unit from (Units owned by Player 1 (Red) matching (((Matching unit) is An Ancient) Equal to True).))))
Custom script: set bj_wantDestroyGroup = true
Unit Group - Pick every unit in (Units owned by Player 11 (Dark Green).) and do (Set (Picked unit) movement speed to 270.00)
off Razormane p1
Events
Unit - A unit owned by Player 1 (Red) . Gains a level
Conditions
(Hero level of (Leveling Hero)) Equal to 17
Actions
Quest - Display to Player Group - Player 1 (Red) the Hint message: The Local Razormane are no longer at war with you, they will no longer assault your base.
Trigger - Turn off lvl_12_waves_p1 <gen>
Wait 0.50 game-time seconds
Trigger - Turn off (This trigger)
Init ogre p1
Events
Unit - A unit owned by Player 1 (Red) . Gains a level
Conditions
(Hero level of (Leveling Hero)) Equal to 17
Actions
Wait 2.00 game-time seconds
Quest - Display to Player Group - Player 1 (Red) the Warning message: The Ogre Clan has declared war on you! They will send troops to attack you every nightfall!
Cinematic - Ping minimap for Player Group - Player 1 (Red) at (Center of Ogre_spawn <gen>) for 5.00 seconds, using a Warning ping of color ( 100 %, 100 %, 100 %)
Trigger - Turn on lvl_17_waves_p1 <gen>
Trigger - Turn off (This trigger)
lvl 17 waves p1
Events
Game - The in-game time of day becomes Equal to 22.00
Conditions
Actions
Unit - Create 2 . Ogre for Player 11 (Dark Green) at (Center of Ogre_spawn <gen>) facing Default building facing degrees
Unit - Create 2 . Ogre Mauler for Player 11 (Dark Green) at (Center of Ogre_spawn <gen>) facing Default building facing degrees
Unit - Create 1 . Ogre Magi for Player 11 (Dark Green) at (Center of Ogre_spawn <gen>) facing Default building facing degrees
Custom script: set bj_wantDestroyGroup = true
If ((Number of units in (Units owned by Player 1 (Red) of type Hut)) Greater than or equal to 1) then do (Order (Units in Ogre_spawn <gen> owned by Player 11 (Dark Green)) to Attack-Move To.(Position of (Random unit from (Units owned by Player 1 (Red) of type Hut)))) else do (Order (Units in Ogre_spawn <gen> owned by Player 11 (Dark Green)) to Attack-Move To.(Position of (Random unit from (Units owned by Player 1 (Red) matching (((Matching unit) is An Ancient) Equal to True).))))
Custom script: set bj_wantDestroyGroup = true
Unit Group - Pick every unit in (Units owned by Player 11 (Dark Green).) and do (Set (Picked unit) movement speed to 270.00)
horde movement p2
Events
Time - Every 5.00 seconds of game time
Conditions
(Number of units in (Units owned by Player 2 (Blue) of type Hut)) Equal to 0
Actions
Unit Group - Pick every unit in (Units owned by Player 9 (Gray).) and do (Order (Picked unit) to Attack-Move To.(Position of (Random unit from (Units owned by Player 2 (Blue) matching (((Matching unit) is An Ancient) Equal to True).))))
Custom script: set bj_wantDestroyGroup = true
Init furbolg p1 Copy
Events
Unit - A unit owned by Player 2 (Blue) . Gains a level
Conditions
(Hero level of (Leveling Hero)) Equal to 6
Actions
Wait 2.00 game-time seconds
Quest - Display to Player Group - Player 2 (Blue) the Warning message: The Local Furbolgs have declared war on you! They will send troops to attack you every nightfall!
Cinematic - Ping minimap for Player Group - Player 2 (Blue) at (Center of Furbolg_spawn <gen>) for 5.00 seconds, using a Warning ping of color ( 100 %, 100 %, 100 %)
Trigger - Turn on lvl_6_waves_p1_Copy <gen>
Trigger - Turn off (This trigger)
lvl 6 waves p1 Copy
Events
Game - The in-game time of day becomes Equal to 22.00
Conditions
Actions
Unit - Create 2 . Furbolg for Player 9 (Gray) at (Center of Furbolg_spawn <gen>) facing Default building facing degrees
Unit - Create 2 . Furbolg Tracker for Player 9 (Gray) at (Center of Furbolg_spawn <gen>) facing Default building facing degrees
Unit - Create 1 . Furbolg Shaman for Player 9 (Gray) at (Center of Furbolg_spawn <gen>) facing Default building facing degrees
Custom script: set bj_wantDestroyGroup = true
If ((Number of units in (Units owned by Player 2 (Blue) of type Hut)) Greater than or equal to 1) then do (Order (Units in Furbolg_spawn <gen> owned by Player 9 (Gray)) to Attack-Move To.(Position of (Random unit from (Units owned by Player 2 (Blue) of type Hut)))) else do (Order (Units in Furbolg_spawn <gen> owned by Player 9 (Gray)) to Attack-Move To.(Position of (Random unit from (Units owned by Player 2 (Blue) matching (((Matching unit) is An Ancient) Equal to True).))))
Custom script: set bj_wantDestroyGroup = true
Unit Group - Pick every unit in (Units owned by Player 9 (Gray).) and do (Set (Picked unit) movement speed to 270.00)
off furbolg p1 Copy
Events
Unit - A unit owned by Player 2 (Blue) . Gains a level
Conditions
(Hero level of (Leveling Hero)) Equal to 11
Actions
Quest - Display to Player Group - Player 2 (Blue) the Hint message: The Local Furbolgs are no longer at war with you, they will no longer assault your base.
Trigger - Turn off lvl_6_waves_p1_Copy <gen>
Wait 0.50 game-time seconds
Trigger - Turn off (This trigger)
Init razormane p1 Copy
Events
Unit - A unit owned by Player 2 (Blue) . Gains a level
Conditions
(Hero level of (Leveling Hero)) Equal to 11
Actions
Wait 2.00 game-time seconds
Quest - Display to Player Group - Player 2 (Blue) the Warning message: The Local Razormane have declared war on you! They will send troops to attack you every nightfall!
Cinematic - Ping minimap for Player Group - Player 2 (Blue) at (Center of Ogre_spawn <gen>) for 5.00 seconds, using a Warning ping of color ( 100 %, 100 %, 100 %)
Trigger - Turn on lvl_12_waves_p1_Copy <gen>
Trigger - Turn off (This trigger)
lvl 12 waves p1 Copy
Events
Game - The in-game time of day becomes Equal to 22.45
Conditions
Actions
Unit - Create 2 . Quilboar Scout for Player 9 (Gray) at (Center of Razormane_spawn <gen>) facing Default building facing degrees
Unit - Create 2 . Quilboar Brute for Player 9 (Gray) at (Center of Razormane_spawn <gen>) facing Default building facing degrees
Unit - Create 1 . Quilboar Medicine Man for Player 9 (Gray) at (Center of Razormane_spawn <gen>) facing Default building facing degrees
Custom script: set bj_wantDestroyGroup = true
If ((Number of units in (Units owned by Player 2 (Blue) of type Hut)) Greater than or equal to 1) then do (Order (Units in Razormane_spawn <gen> owned by Player 9 (Gray)) to Attack-Move To.(Position of (Random unit from (Units owned by Player 2 (Blue) of type Hut)))) else do (Order (Units in Razormane_spawn <gen> owned by Player 9 (Gray)) to Attack-Move To.(Position of (Random unit from (Units owned by Player 2 (Blue) matching (((Matching unit) is An Ancient) Equal to True).))))
Custom script: set bj_wantDestroyGroup = true
Unit Group - Pick every unit in (Units owned by Player 9 (Gray).) and do (Set (Picked unit) movement speed to 270.00)
off Razormane p1 Copy
Events
Unit - A unit owned by Player 2 (Blue) . Gains a level
Conditions
(Hero level of (Leveling Hero)) Equal to 17
Actions
Quest - Display to Player Group - Player 2 (Blue) the Hint message: The Local Furbolgs are no longer at war with you, they will no longer assault your base.
Trigger - Turn off lvl_12_waves_p1_Copy <gen>
Wait 0.50 game-time seconds
Trigger - Turn off (This trigger)
Init ogre p1 Copy
Events
Unit - A unit owned by Player 2 (Blue) . Gains a level
Conditions
(Hero level of (Leveling Hero)) Equal to 17
Actions
Wait 2.00 game-time seconds
Quest - Display to Player Group - Player 2 (Blue) the Warning message: The Ogre Clan has declared war on you! They will send troops to attack you every nightfall!
Cinematic - Ping minimap for Player Group - Player 2 (Blue) at (Center of Ogre_spawn <gen>) for 5.00 seconds, using a Warning ping of color ( 100 %, 100 %, 100 %)
Trigger - Turn on lvl_17_waves_p1_Copy <gen>
Trigger - Turn off (This trigger)
lvl 17 waves p1 Copy
Events
Game - The in-game time of day becomes Equal to 22.45
Conditions
Actions
Unit - Create 2 . Ogre for Player 9 (Gray) at (Center of Ogre_spawn <gen>) facing Default building facing degrees
Unit - Create 2 . Ogre Mauler for Player 9 (Gray) at (Center of Ogre_spawn <gen>) facing Default building facing degrees
Unit - Create 1 . Ogre Magi for Player 9 (Gray) at (Center of Ogre_spawn <gen>) facing Default building facing degrees
Custom script: set bj_wantDestroyGroup = true
If ((Number of units in (Units owned by Player 2 (Blue) of type Hut)) Greater than or equal to 1) then do (Order (Units in Ogre_spawn <gen> owned by Player 9 (Gray)) to Attack-Move To.(Position of (Random unit from (Units owned by Player 2 (Blue) of type Hut)))) else do (Order (Units in Ogre_spawn <gen> owned by Player 9 (Gray)) to Attack-Move To.(Position of (Random unit from (Units owned by Player 2 (Blue) matching (((Matching unit) is An Ancient) Equal to True).))))
Custom script: set bj_wantDestroyGroup = true
Unit Group - Pick every unit in (Units owned by Player 9 (Gray).) and do (Set (Picked unit) movement speed to 270.00)
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.