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Triggers
WoG CCW vB.0.0.w3x
Variables
Initialization
Cheats
Intalization other
Intalization 24 sec
Loading Initialization
Melee Initialization
one sec stuff
Attachments
one second attach
Sargent glowything
Rocketeer
Gyrospeeder caster attach
Units Stats @ mid
Corps Droid
Tracker Team
Slayer
Sargent
Grengler Police
Milita
Rocketeer stats
Iron Soilder
Warp Killer
Sniper Commander
Ork
Pesant Sell
Win/defeat
Loose Gen
Mass Attack
Create more
Attack 700
Force Attack
Complete stop
Rightclick 700 ground
Quests
Units
Choose A Side
Start Invuln
Kill Entering Units
Kill Entering Units Copy
Choose Gundra
Choose DL
Game Modes
one min gamemode trig
East vs West
North vs South
Regular
FFA
Funny things
FIRE
FIRE 2
Auto-cast
Auto Police
Lumber to Gold
Lumber to Gold red
Lumber to Gold red2
Lumber to Gold blue
Lumber to Gold blue2
Lumber to Gold teal
Lumber to Gold teal2
Lumber to Gold purple
Lumber to Gold purple2
Lumber to Gold yellow
Lumber to Gold yellow2
Lumber to Gold orange
Lumber to Gold orange2
Lumber to Gold green
Lumber to Gold green2
Lumber to Gold pink
Lumber to Gold pink2
Units movewhenbuilt triggs
Red vehicle Area
SEcity build
Unit Price Reductions
Slayer reduc
Gundra AI Factory
Ai Factory
Name
Type
is_array
initial_value
host
player
No
LumberMills
unitcode
Yes
hlum
Mass_Attack
unitcode
No
h00Q
Trees
destructablecode
No
YTct
walls
unitcode
No
hwtw
WarpKiller
unitcode
No
h00F
Cheats
Events
Player - Player 1 (Red) types a chat message containing goldy goldy goldy (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Player - Set Player 1 (Red) . Current gold to 100000
Intalization other
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Floating Text - Create floating text that reads Command a Gundran Crops army! at (Center of Gundran_Corps_Choose <gen>) with Z offset 0 , using font size 15.00 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads Liberate Gundra! Join the Dwarven Liberators! at (Center of Dwarven_Liberators_Choose <gen>) with Z offset 0 , using font size 15.00 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads Quickly choose and get started already! at (Center of Middle <gen>) with Z offset 0 , using font size 15.00 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Unit - Make Citizen 0023 <gen> Invulnerable
Unit - Make Citizen 0153 <gen> Invulnerable
Floating Text - Create floating text that reads East vs West at (Center of EVW <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads North vs South at (Center of NVS <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads FFA (|c00FF0000Un-Recommended!!!|r) at (Center of FFA <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads Regular (Teams of 2) at (Center of Regular <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads Unit Stats Area at (Center of Right_units <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads Unit Stats Area at (Center of left_units <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Countdown Timer - Create a timer window for (Last started timer) with title Mode Timelimit
Countdown Timer - Start (Last started timer) as a One-shot timer that will expire in 60.00 seconds
Intalization 24 sec
Events
Time - Elapsed game time is 24.00 seconds
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Neutral Passive of type Medical and Repair Hut) and do (Actions)
Loop - Actions
Unit - Add Select Unit to (Picked unit)
Loading Initialization
Events
Map initialization
Conditions
Actions
Game - Set Visibility - Map Explored to On
Player - Set the current research level of R001 (Unexpected type: 'techcode') to 1 for Neutral Hostile
Player - Set the current research level of R003 (Unexpected type: 'techcode') to 1 for Neutral Hostile
Player - Set the current research level of R006 (Unexpected type: 'techcode') to 1 for Neutral Hostile
Player - Set the current research level of R007 (Unexpected type: 'techcode') to 1 for Neutral Hostile
Player - Set the current research level of R008 (Unexpected type: 'techcode') to 1 for Neutral Hostile
Player - Set the current research level of R000 (Unexpected type: 'techcode') to 1 for Neutral Hostile
Player - Set the current research level of R005 (Unexpected type: 'techcode') to 1 for Neutral Hostile
Player Group - Pick every player in (All players controlled by a User player) and do (Actions)
Loop - Actions
Player - Turn Gives bounty On for (Picked player)
Player Group - Pick every player in (All players controlled by a Computer player) and do (Actions)
Loop - Actions
Player - Turn Gives bounty On for (Picked player)
Default melee game initialization for all players
Melee Initialization
Events
Map initialization
Conditions
Actions
Melee Game - Use melee time of day (for all players)
Melee Game - Give trained Heroes a Scroll of Town Portal (for all players)
Melee Game - Set starting resources (for all players)
one sec stuff
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Animation - Play Citizen 0023 <gen> 's stand work animation
Animation - Play Citizen 0153 <gen> 's stand work animation
one second attach
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Unit Group - Pick every unit in (Units of type Rocketeer) and do (Create a special effect attached to the right hand (Unexpected type: 'attachpoint') of (Picked unit) using Konstrukt_ShotgunAttachmentfix.MDX)
Unit Group - Pick every unit in (Units of type Corps Sargent) and do (Create a special effect attached to the right hand (Unexpected type: 'attachpoint') of (Picked unit) using Abilities\Weapons\WitchDoctorMissile\WitchDoctorMissile.mdl)
Sargent glowything
Events
Unit - A unit Finishes training a unit
Conditions
(Unit-type of (Trained unit)) Equal to Corps Sargent
Actions
Special Effect - Create a special effect attached to the right hand (Unexpected type: 'attachpoint') of (Trained unit) using Abilities\Weapons\WitchDoctorMissile\WitchDoctorMissile.mdl
Rocketeer
Events
Unit - A unit Finishes training a unit
Conditions
(Unit-type of (Trained unit)) Equal to Rocketeer
Actions
Special Effect - Create a special effect attached to the right hand (Unexpected type: 'attachpoint') of (Trained unit) using Konstrukt_ShotgunAttachmentfix.MDX
Gyrospeeder caster attach
Events
Unit - A unit Finishes training a unit
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Trained unit)) Equal to Technician of Elements
Actions
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of (Trained unit) using Abilities\Weapons\ShadowHunterMissile\ShadowHunterMissile.mdl
Corps Droid
Events
Unit - A unit comes within 25.00 of Circle of Power 0205 <gen>
Conditions
Actions
Game - Display to (All players) for 20.00 seconds the text: |c0000FF00Corps Droid|r|c00FFFF0040 Gold|r; |c000000FF200 Hp|r; |c00FF0000600 Range/20dmg/1 second/Chaos/Medium Armor|r
Tracker Team
Events
Unit - A unit comes within 25.00 of Circle of Power 0212 <gen>
Conditions
Actions
Game - Display to (All players) for 20.00 seconds the text: |c0000FF00Tracker Team|r|c00FFFF00120 gold|r; |c000000FF400 Hp|r; |c00FF0000800 Range/150dmg/4 Second/Siege/Light|r
Slayer
Events
Unit - A unit comes within 25.00 of Circle of Power 0214 <gen>
Conditions
Actions
Game - Display to (All players) for 20.00 seconds the text: |c0000FF00Slayer|r|c00FFFF00120 gold|r; |c000000FF350 Hp|r; |c00FF0000650 Range/4-5dmg/1 Second/9 Targets/Pierce|r
Sargent
Events
Unit - A unit comes within 25.00 of Circle of Power 0207 <gen>
Conditions
Actions
Game - Display to (All players) for 20.00 seconds the text: |c0000FF00Sargent|r|c00FFFF0070 Gold|r; |c000000FF300 Hp|r; |c00FF0000850 Range/19-20dmg/1.5 Second/Pierce/Light Armor|r
Grengler Police
Events
Unit - A unit comes within 25.00 of Circle of Power 0204 <gen>
Conditions
Actions
Game - Display to (All players) for 20.00 seconds the text: |c0000FF00Grengler Police|r|c00FFFF0070 Gold|r; |c000000FF500 Hp|r; |c00FF0000300 Range/50dmg/2 second/Siege/Heavy Armor|r
Milita
Events
Unit - A unit comes within 25.00 of Circle of Power 0259 <gen>
Conditions
Actions
Game - Display to (All players) for 20.00 seconds the text: |c0000FF00Milita|r|c00FFFF0020 Gold|r; |c000000FF100 Hp|r; |c00FF0000600 Range/5dmg/.75 Second/Pierce/Medium Armor|r
Rocketeer stats
Events
Unit - A unit comes within 25.00 of Circle of Power 0260 <gen>
Conditions
Actions
Game - Display to (All players) for 20.00 seconds the text: |c0000FF00Rocketeer|r|c00FFFF0060 Gold|r; |c000000FF240 Hp|r; |c00FF0000700 Range/85dmg/3 Second/Siege/Light Armor|r
Iron Soilder
Events
Unit - A unit comes within 25.00 of Circle of Power 0402 <gen>
Conditions
Actions
Game - Display to (All players) for 20.00 seconds the text: |c0000FF00Iron Soilder|r|c00FFFF0060 Gold|r; |c000000FF400 Hp|r; |c00FF0000Melee/10dmg/1 Second/Chaos/Heavy Armor|r
Warp Killer
Events
Unit - A unit comes within 25.00 of Circle of Power 0258 <gen>
Conditions
Actions
Game - Display to (All players) for 20.00 seconds the text: |c0000FF00Warp Killer|r|c00FFFF00130 Gold|r; |c000000FF200 Hp|r; |c00FF0000Melee/250dmg/5 Second/Chaos/Light->Medium Armor|r
Sniper Commander
Events
Unit - A unit comes within 25.00 of Circle of Power 0401 <gen>
Conditions
Actions
Game - Display to (All players) for 20.00 seconds the text: |c0000FF00Sniper Commander|r|c00FFFF00120 Gold|r; |c000000FF450 Hp|r; |c00FF00001200 Range/40dmg/2 Second/Pierce/Light Armor|r
Pesant Sell
Events
Unit - A unit Sells a unit
Conditions
((Unit-type of (Selling unit)) Equal to Medical and Repair Hut) or ((Unit-type of (Selling unit)) Equal to Research Center)
(Unit-type of (Sold unit)) Equal to Citizen
(((Owner of (Sold unit)) Equal to Player 9 (Gray)) or ((Owner of (Sold unit)) Equal to Player 10 (Light Blue))) or (((Owner of (Sold unit)) Equal to Player 11 (Dark Green)) or ((Owner of (Sold unit)) Equal to Player 12 (Brown)))
Actions
Unit - Remove (Sold unit) from the game
Unit - Create 1 . Repair Ork for (Owner of (Sold unit)) at (Position of (Selling unit)) facing Default building facing degrees
Loose Gen
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Not equal to Mass Attack
(Unit-type of (Triggering unit)) Not equal to Peasant
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(All units of (Units owned by (Triggering player) of type Citizen) are dead) Equal to True
(All units of (Units owned by (Triggering player) of type Corps Droid) are dead) Equal to True
(All units of (Units owned by (Triggering player) of type Police Grengler) are dead) Equal to True
(All units of (Units owned by (Triggering player) of type Corps Sargent) are dead) Equal to True
(All units of (Units owned by (Triggering player) of type Corps Slayer) are dead) Equal to True
(All units of (Units owned by (Triggering player) of type Corps Tracker Team) are dead) Equal to True
(All units of (Units owned by (Triggering player) of type Fortified City) are dead) Equal to True
(All units of (Units owned by (Triggering player) of type Scout Outpost) are dead) Equal to True
(All units of (Units owned by (Triggering player) of type Medical and Repair Hut) are dead) Equal to True
(All units of (Units owned by (Triggering player) of type AI Factory) are dead) Equal to True
(All units of (Units owned by (Triggering player) of type New Barracks) are dead) Equal to True
(All units of (Units owned by (Triggering player) of type Steam Factory) are dead) Equal to True
(All units of (Units owned by (Triggering player) of type Iron Soilder) are dead) Equal to True
(All units of (Units owned by (Triggering player) of type Milita) are dead) Equal to True
(All units of (Units owned by (Triggering player) of type Rocketeer) are dead) Equal to True
(All units of (Units owned by (Triggering player) of type Sniper Commander) are dead) Equal to True
(All units of (Units owned by (Triggering player) of type Warp Killer) are dead) Equal to True
(All units of (Units owned by (Triggering player) of type Great Fortress) are dead) Equal to True
(All units of (Units owned by (Triggering player) of type Town Fort) are dead) Equal to True
(All units of (Units owned by (Triggering player) of type Heavy Training Facility) are dead) Equal to True
(All units of (Units owned by (Triggering player) of type Recruitement Centre) are dead) Equal to True
(All units of (Units owned by (Triggering player) of type Vehicle Domain) are dead) Equal to True
(All units of (Units owned by (Triggering player) of type Research Center) are dead) Equal to True
(All units of (Units owned by (Triggering player) of type Scout Tower) are dead) Equal to True
(All units of (Units owned by (Triggering player) of type Cannon Tower) are dead) Equal to True
(All units of (Units owned by (Triggering player) of type Battle Medic) are dead) Equal to True
(All units of (Units owned by (Triggering player) of type Ork Marine) are dead) Equal to True
(All units of (Units owned by (Triggering player) of type Ork Rocket Hunter) are dead) Equal to True
(All units of (Units owned by (Triggering player) of type Repair Ork) are dead) Equal to True
(All units of (Units owned by (Triggering player) of type Ork High Commander) are dead) Equal to True
Then - Actions
Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit)) of type Peasant) and do (Actions)
Loop - Actions
Unit - Kill (Picked unit)
Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit)) of type Mass Attack) and do (Actions)
Loop - Actions
Unit - Kill (Picked unit)
Game - Display to (All players) for 20.00 seconds the text: (Oh No! + ((Name of (Triggering player)) + has lost the game! How unfourtunate...))
Else - Actions
Create more
Events
Unit - A unit Begins casting an ability
Conditions
(Unit-type of (Triggering unit)) Equal to Mass Attack
(Ability being cast) Equal to Create More Mass-attacks
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units owned by (Owner of (Triggering unit)) of type Mass Attack)) Equal to 4
Then - Actions
Do nothing
Else - Actions
Unit - Create 1 . Mass Attack for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
Attack 700
Events
Unit - A unit Begins casting an ability
Conditions
(Unit-type of (Triggering unit)) Equal to Mass Attack
(Ability being cast) Equal to Mass Attack
Actions
Unit Group - Pick every unit in (Units within 700.00 of (Position of (Triggering unit)).) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Mass Attack
(Owner of (Picked unit)) Equal to (Owner of (Triggering unit))
((Picked unit) is A structure) Equal to False
(Unit-type of (Picked unit)) Not equal to Mass Attack
(Unit-type of (Picked unit)) Not equal to Citizen
Then - Actions
Unit - Order (Picked unit) to Attack-Move To . (Target point of ability being cast)
Unit - Order (Picked unit) to Attack-Move To . (Target point of ability being cast)
Else - Actions
Do nothing
Force Attack
Events
Unit - A unit Begins casting an ability
Conditions
(Unit-type of (Triggering unit)) Equal to Mass Attack
(Ability being cast) Equal to Force-Attack
Actions
Unit Group - Pick every unit in (Units within 700.00 of (Position of (Triggering unit)).) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Force-Attack
(Owner of (Picked unit)) Equal to (Owner of (Triggering unit))
((Picked unit) is A structure) Equal to False
(Unit-type of (Picked unit)) Not equal to Mass Attack
(Unit-type of (Picked unit)) Not equal to Citizen
Then - Actions
Unit - Order (Picked unit) to Attack . (Target unit of ability being cast)
Else - Actions
Do nothing
Complete stop
Events
Unit - A unit Begins casting an ability
Conditions
(Unit-type of (Triggering unit)) Equal to Mass Attack
(Ability being cast) Equal to Complete Stop
Actions
Unit Group - Pick every unit in (Units within 700.00 of (Position of (Triggering unit)).) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Complete Stop
(Owner of (Picked unit)) Equal to (Owner of (Triggering unit))
((Picked unit) is A structure) Equal to False
(Unit-type of (Picked unit)) Not equal to Mass Attack
(Unit-type of (Picked unit)) Not equal to Citizen
Then - Actions
Unit - Order (Picked unit) to Stop .
Else - Actions
Do nothing
Rightclick 700 ground
Events
Unit - A unit Begins casting an ability
Conditions
(Unit-type of (Triggering unit)) Equal to Mass Attack
(Ability being cast) Equal to Right Click Order
Actions
Unit Group - Pick every unit in (Units within 700.00 of (Position of (Triggering unit)).) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Right Click Order
(Owner of (Picked unit)) Equal to (Owner of (Triggering unit))
((Picked unit) is A structure) Equal to False
(Unit-type of (Picked unit)) Not equal to Mass Attack
(Unit-type of (Picked unit)) Not equal to Citizen
Then - Actions
Unit - Order (Picked unit) to Move To . (Target point of ability being cast)
Else - Actions
Do nothing
Unit Group - Pick every unit in (Units within 700.00 of (Position of (Triggering unit)).) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Right Click Order
(Owner of (Picked unit)) Equal to (Owner of (Triggering unit))
((Picked unit) is A structure) Equal to False
(Unit-type of (Picked unit)) Not equal to Mass Attack
(Unit-type of (Picked unit)) Not equal to Citizen
Then - Actions
Unit - Order (Picked unit) to Right-Click . (Position of (Target destructible of ability being cast))
Else - Actions
Do nothing
Unit Group - Pick every unit in (Units within 700.00 of (Position of (Triggering unit)).) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Right Click Order
(Owner of (Picked unit)) Equal to (Owner of (Triggering unit))
((Picked unit) is A structure) Equal to False
(Unit-type of (Picked unit)) Not equal to Mass Attack
(Unit-type of (Picked unit)) Not equal to Citizen
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Target unit of ability being cast)) Equal to Neutral Passive
And - All (Conditions) are true
Conditions
((Target unit of ability being cast) belongs to an enemy of (Owner of (Triggering unit)).) Equal to True
((Target unit of ability being cast) is A structure) Equal to True
((Target unit of ability being cast) belongs to an ally of (Owner of (Triggering unit)).) Equal to True
((Target unit of ability being cast) belongs to an enemy of (Owner of (Triggering unit)).) Equal to True
Then - Actions
Unit - Order (Picked unit) to Right-Click . (Target unit of ability being cast)
Else - Actions
Do nothing
Else - Actions
Do nothing
Units
Events
Map initialization
Conditions
Actions
Quest - Create a Required quest titled Welcome! with the description Welcome to the Warcraft 3 map, Warriors of Gundra: Chaotic Civil Warfare!THIS MAP IS PROTECTED!Firstly, when you start this map, pick a side in the central area (where your camera started). If you do not pick a side, then you won't be able to do anything!To get gold, there are two ways: the f , using icon path ReplaceableTextures\CommandButtons\BTNBerserkForTrolls.blp
Quest - Create a Required quest titled Thanks & Credits! with the description Corps Droid-Using rober artua's BRON-fixed6 modelThe following 3 models are by Mr. Bob:AI Sprayer Tank-Using Dwarf Flame TankCorps Heavy APC-Dwarf Heacy APCCargo Defender-Using Dwarven Anti-airDL Desicrator Tank-Using Kitabatakes CrazyTankSniper Commander-Using General Frank , using icon path ReplaceableTextures\CommandButtons\BTNScrollOfHaste.blp
Quest - Create a Optional quest titled The Mass Attack with the description The "Mass Attack" is a special unit/trigger system made by me. To use it, you can either:a) Make your units follow it, then move it to where you want them to go, orb) Put it over a group of your units, then use one of its commands to move them.It is a simple tool to use, yet very powerful whe , using icon path ReplaceableTextures\WorldEditUI\StartingLocation.blp
Quest - Create a Optional quest titled Reviews with the description Redmarine: "I've just tested this map in singleplayer and this map seems pretty cool. Though I presume it would be a hell of a map online with millions of units running around and getting slaughtered."eMp-Jee & sley: " tried out with a mate the Warriors of gundra map. what I liked is that so far , using icon path ReplaceableTextures\CommandButtons\BTNBansheeAdept.blp
Quest - Create a Required quest titled Modes with the description Regular: In this mode, there are 4 teams of two. No allying still.FFA: No alliances, this mode is un-recommended.North Versus South: All four northern players ally against the Southern Players.East Versus West: The Western Forces against the Eastern Forces. , using icon path ReplaceableTextures\CommandButtons\BTNSnazzyScrollPurple.blp
Game - Display to (All players) for 60.00 seconds the text: Welcome to RoughneckLeader's "Warriors of Gundra: Chaotic Civil Warfare" map!|c00FFFF00Important Things to Know:|r-Pick a race first! They are different units & different stradegies.-Gold & lumber both give you money.-Use the "Mass Attack" & its abilities! Your army gets quite big!-Move
Start Invuln
Events
Time - Elapsed game time is 0.10 seconds
Conditions
Actions
Unit Group - Pick every unit in (Units in Centreal_Area <gen>) and do (Make (Picked unit) Invulnerable)
Kill Entering Units
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Warp (1)
(Centreal_Area <gen> contains (Target point of ability being cast)) Equal to True
Actions
Unit - Kill (Triggering unit)
Game - Display to (All players) for 30.00 seconds the text: Please, you cannot control both the Gundran Corps and the Dwarven Liberators at the same time; somebody just tried to cast the Warp spell from the DL. That triggering unit has now been killed.
Kill Entering Units Copy
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Warp (2)
(Centreal_Area <gen> contains (Target point of ability being cast)) Equal to True
Actions
Unit - Kill (Triggering unit)
Game - Display to (All players) for 30.00 seconds the text: Please, you cannot control both the Gundran Corps and the Dwarven Liberators at the same time; somebody just tried to cast the Warp spell from the DL. That triggering unit has now been killed.
Choose Gundra
Events
Unit - A unit enters Gundran_Corps_Choose <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Peasant
Actions
Player - Set the current research level of R004 (Unexpected type: 'techcode') to 1 for (Owner of (Triggering unit))
Player - Make Corps Droid Available for training/construction by (Owner of (Triggering unit))
Player - Make Police Grengler Available for training/construction by (Owner of (Triggering unit))
Player - Make Corps Sargent Available for training/construction by (Owner of (Triggering unit))
Player - Make Corps Slayer Available for training/construction by (Owner of (Triggering unit))
Player - Make Corps Tracker Team Available for training/construction by (Owner of (Triggering unit))
Player - Make Scout Outpost Available for training/construction by (Owner of (Triggering unit))
Player - Make New Barracks Available for training/construction by (Owner of (Triggering unit))
Player - Make AI Factory Available for training/construction by (Owner of (Triggering unit))
Player - Set the max research level of R000 (Unexpected type: 'techcode') to 0 for (Owner of (Triggering unit))
Player - Set the max research level of R005 (Unexpected type: 'techcode') to 0 for (Owner of (Triggering unit))
Player - Set the max research level of R009 (Unexpected type: 'techcode') to 0 for (Owner of (Triggering unit))
Player - Set the max research level of R00A (Unexpected type: 'techcode') to 0 for (Owner of (Triggering unit))
Player - Set the max research level of R00B (Unexpected type: 'techcode') to 0 for (Owner of (Triggering unit))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Then - Actions
Trigger - Turn off Lumber_to_Gold_red <gen>
Trigger - Turn on Lumber_to_Gold_red2 <gen>
Unit - Create 1 . Scout Outpost for Player 1 (Red) at (Center of Reds_town_hall <gen>) facing Default building facing degrees
Unit - Create 18 . Citizen for Player 1 (Red) at (Center of Reds_town_hall <gen>) facing Default building facing degrees
Camera - Pan camera for Player 1 (Red) to (Center of Reds_town_hall <gen>) over 0 seconds
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 8 (Pink)
Then - Actions
Trigger - Turn off Lumber_to_Gold_pink <gen>
Trigger - Turn on Lumber_to_Gold_pink2 <gen>
Unit - Create 1 . Scout Outpost for Player 8 (Pink) at (Center of Pinks_town_hall <gen>) facing Default building facing degrees
Unit - Create 18 . Citizen for Player 8 (Pink) at (Center of Pinks_town_hall <gen>) facing Default building facing degrees
Camera - Pan camera for Player 8 (Pink) to (Center of Pinks_town_hall <gen>) over 0 seconds
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
Then - Actions
Trigger - Turn off Lumber_to_Gold_blue <gen>
Trigger - Turn on Lumber_to_Gold_blue2 <gen>
Unit - Create 1 . Scout Outpost for Player 2 (Blue) at (Center of blues_town_hall <gen>) facing Default building facing degrees
Unit - Create 12 . Citizen for Player 2 (Blue) at (Center of blues_town_hall <gen>) facing Default building facing degrees
Unit - Create 6 . Citizen for Player 2 (Blue) at (Center of blue_lumber <gen>) facing Default building facing degrees
Camera - Pan camera for Player 2 (Blue) to (Center of blues_town_hall <gen>) over 0 seconds
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 3 (Teal)
Then - Actions
Trigger - Turn off Lumber_to_Gold_teal <gen>
Trigger - Turn on Lumber_to_Gold_teal2 <gen>
Unit - Create 1 . Scout Outpost for Player 3 (Teal) at (Center of Teals_town_hall <gen>) facing Default building facing degrees
Unit - Create 18 . Citizen for Player 3 (Teal) at (Center of Teals_town_hall <gen>) facing Default building facing degrees
Camera - Pan camera for Player 3 (Teal) to (Center of Teals_town_hall <gen>) over 0 seconds
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 4 (Purple)
Then - Actions
Trigger - Turn off Lumber_to_Gold_purple <gen>
Trigger - Turn on Lumber_to_Gold_purple2 <gen>
Unit - Create 1 . Scout Outpost for Player 4 (Purple) at (Center of purples_town_hall <gen>) facing Default building facing degrees
Unit - Create 15 . Citizen for Player 4 (Purple) at (Center of purples_town_hall <gen>) facing Default building facing degrees
Unit - Create 3 . Citizen for Player 4 (Purple) at (Center of Purple_Pesant_2 <gen>) facing Default building facing degrees
Camera - Pan camera for Player 4 (Purple) to (Center of purples_town_hall <gen>) over 0 seconds
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 5 (Yellow)
Then - Actions
Trigger - Turn off Lumber_to_Gold_yellow <gen>
Trigger - Turn on Lumber_to_Gold_yellow2 <gen>
Unit - Create 1 . Scout Outpost for Player 5 (Yellow) at (Center of yellows_town_hall <gen>) facing Default building facing degrees
Unit - Create 18 . Citizen for Player 5 (Yellow) at (Center of yellows_town_hall <gen>) facing Default building facing degrees
Camera - Pan camera for Player 5 (Yellow) to (Center of yellows_town_hall <gen>) over 0 seconds
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 6 (Orange)
Then - Actions
Trigger - Turn off Lumber_to_Gold_orange <gen>
Trigger - Turn on Lumber_to_Gold_orange2 <gen>
Unit - Create 1 . Scout Outpost for Player 6 (Orange) at (Center of oranges_town_hall <gen>) facing Default building facing degrees
Unit - Create 18 . Citizen for Player 6 (Orange) at (Center of oranges_town_hall <gen>) facing Default building facing degrees
Camera - Pan camera for Player 6 (Orange) to (Center of oranges_town_hall <gen>) over 0 seconds
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 7 (Green)
Then - Actions
Trigger - Turn off Lumber_to_Gold_green <gen>
Trigger - Turn on Lumber_to_Gold_green2 <gen>
Unit - Create 1 . Scout Outpost for Player 7 (Green) at (Center of greens_town_hall <gen>) facing Default building facing degrees
Unit - Create 18 . Citizen for Player 7 (Green) at (Center of greens_town_hall <gen>) facing Default building facing degrees
Camera - Pan camera for Player 7 (Green) to (Center of greens_town_hall <gen>) over 0 seconds
Else - Actions
Unit - Kill (Triggering unit)
Choose DL
Events
Unit - A unit enters Dwarven_Liberators_Choose <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Peasant
Actions
Player - Set the current research level of R002 (Unexpected type: 'techcode') to 1 for (Owner of (Triggering unit))
Player - Make Iron Soilder Available for training/construction by (Owner of (Triggering unit))
Player - Make Milita Available for training/construction by (Owner of (Triggering unit))
Player - Make Rocketeer Available for training/construction by (Owner of (Triggering unit))
Player - Make Sniper Commander Available for training/construction by (Owner of (Triggering unit))
Player - Make Warp Killer Available for training/construction by (Owner of (Triggering unit))
Player - Make Heavy Training Facility Available for training/construction by (Owner of (Triggering unit))
Player - Make Recruitement Centre Available for training/construction by (Owner of (Triggering unit))
Player - Make Town Fort Available for training/construction by (Owner of (Triggering unit))
Player - Make Heavy Training Facility Available for training/construction by (Owner of (Triggering unit))
Player - Make Great Fortress Available for training/construction by (Owner of (Triggering unit))
Player - Set the max research level of R001 (Unexpected type: 'techcode') to 0 for (Owner of (Triggering unit))
Player - Set the max research level of R003 (Unexpected type: 'techcode') to 0 for (Owner of (Triggering unit))
Player - Set the max research level of R006 (Unexpected type: 'techcode') to 0 for (Owner of (Triggering unit))
Player - Set the max research level of R007 (Unexpected type: 'techcode') to 0 for (Owner of (Triggering unit))
Player - Set the max research level of R008 (Unexpected type: 'techcode') to 0 for (Owner of (Triggering unit))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Then - Actions
Unit - Create 1 . Town Fort for Player 1 (Red) at (Center of Reds_town_hall <gen>) facing Default building facing degrees
Unit - Create 18 . Citizen for Player 1 (Red) at (Center of Reds_town_hall <gen>) facing Default building facing degrees
Camera - Pan camera for Player 1 (Red) to (Center of Reds_town_hall <gen>) over 0 seconds
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 8 (Pink)
Then - Actions
Unit - Create 1 . Town Fort for Player 8 (Pink) at (Center of Pinks_town_hall <gen>) facing Default building facing degrees
Unit - Create 18 . Citizen for Player 8 (Pink) at (Center of Pinks_town_hall <gen>) facing Default building facing degrees
Camera - Pan camera for Player 8 (Pink) to (Center of Pinks_town_hall <gen>) over 0 seconds
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
Then - Actions
Unit - Create 1 . Town Fort for Player 2 (Blue) at (Center of blues_town_hall <gen>) facing Default building facing degrees
Unit - Create 12 . Citizen for Player 2 (Blue) at (Center of blues_town_hall <gen>) facing Default building facing degrees
Unit - Create 6 . Citizen for Player 2 (Blue) at (Center of blue_lumber <gen>) facing Default building facing degrees
Camera - Pan camera for Player 2 (Blue) to (Center of blues_town_hall <gen>) over 0 seconds
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 3 (Teal)
Then - Actions
Unit - Create 1 . Town Fort for Player 3 (Teal) at (Center of Teals_town_hall <gen>) facing Default building facing degrees
Unit - Create 18 . Citizen for Player 3 (Teal) at (Center of Teals_town_hall <gen>) facing Default building facing degrees
Camera - Pan camera for Player 3 (Teal) to (Center of Teals_town_hall <gen>) over 0 seconds
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 4 (Purple)
Then - Actions
Unit - Create 1 . Town Fort for Player 4 (Purple) at (Center of purples_town_hall <gen>) facing Default building facing degrees
Unit - Create 15 . Citizen for Player 4 (Purple) at (Center of purples_town_hall <gen>) facing Default building facing degrees
Unit - Create 3 . Citizen for Player 4 (Purple) at (Center of Purple_Pesant_2 <gen>) facing Default building facing degrees
Camera - Pan camera for Player 4 (Purple) to (Center of purples_town_hall <gen>) over 0 seconds
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 5 (Yellow)
Then - Actions
Unit - Create 1 . Town Fort for Player 5 (Yellow) at (Center of yellows_town_hall <gen>) facing Default building facing degrees
Unit - Create 18 . Citizen for Player 5 (Yellow) at (Center of yellows_town_hall <gen>) facing Default building facing degrees
Camera - Pan camera for Player 5 (Yellow) to (Center of yellows_town_hall <gen>) over 0 seconds
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 6 (Orange)
Then - Actions
Unit - Create 1 . Town Fort for Player 6 (Orange) at (Center of oranges_town_hall <gen>) facing Default building facing degrees
Unit - Create 18 . Citizen for Player 6 (Orange) at (Center of oranges_town_hall <gen>) facing Default building facing degrees
Camera - Pan camera for Player 6 (Orange) to (Center of oranges_town_hall <gen>) over 0 seconds
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 7 (Green)
Then - Actions
Unit - Create 1 . Town Fort for Player 7 (Green) at (Center of greens_town_hall <gen>) facing Default building facing degrees
Unit - Create 18 . Citizen for Player 7 (Green) at (Center of greens_town_hall <gen>) facing Default building facing degrees
Camera - Pan camera for Player 7 (Green) to (Center of greens_town_hall <gen>) over 0 seconds
Else - Actions
Unit - Kill (Triggering unit)
one min gamemode trig
Events
Time - Elapsed game time is 60.00 seconds
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Rifleman 0138 <gen> is dead) Equal to False
Then - Actions
Unit - Kill Rifleman 0138 <gen>
Unit - Create 1 . Rifleman for Player 1 (Red) at (Center of Regular <gen>) facing Default building facing degrees
Countdown Timer - Destroy (Last created timer window)
Else - Actions
Do nothing
East vs West
Events
Unit - A unit enters EVW <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Rifleman
Actions
Game - Display to (All players) for 20.00 seconds the text: |c0000FF00East Versus West|r
Unit - Kill (Triggering unit)
Countdown Timer - Destroy (Last created timer window)
Wait 5.00 seconds
Player - Make Player 1 (Red) treat Player 2 (Blue) as an Ally with shared vision
Player - Make Player 8 (Pink) treat Player 2 (Blue) as an Ally with shared vision
Player - Make Player 1 (Red) treat Player 3 (Teal) as an Ally with shared vision
Player - Make Player 8 (Pink) treat Player 3 (Teal) as an Ally with shared vision
Player - Make Player 2 (Blue) treat Player 1 (Red) as an Ally with shared vision
Player - Make Player 2 (Blue) treat Player 8 (Pink) as an Ally with shared vision
Player - Make Player 3 (Teal) treat Player 1 (Red) as an Ally with shared vision
Player - Make Player 3 (Teal) treat Player 8 (Pink) as an Ally with shared vision
Player - Make Player 4 (Purple) treat Player 6 (Orange) as an Ally with shared vision
Player - Make Player 4 (Purple) treat Player 7 (Green) as an Ally with shared vision
Player - Make Player 5 (Yellow) treat Player 6 (Orange) as an Ally with shared vision
Player - Make Player 5 (Yellow) treat Player 7 (Green) as an Ally with shared vision
Player - Make Player 6 (Orange) treat Player 5 (Yellow) as an Ally with shared vision
Player - Make Player 6 (Orange) treat Player 4 (Purple) as an Ally with shared vision
Player - Make Player 7 (Green) treat Player 4 (Purple) as an Ally with shared vision
Player - Make Player 7 (Green) treat Player 5 (Yellow) as an Ally with shared vision
North vs South
Events
Unit - A unit enters NVS <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Rifleman
Actions
Game - Display to (All players) for 20.00 seconds the text: |c0000FF00North Versus South|r
Unit - Kill (Triggering unit)
Countdown Timer - Destroy (Last created timer window)
Wait 5.00 seconds
Player - Make Player 1 (Red) treat Player 6 (Orange) as an Ally with shared vision
Player - Make Player 8 (Pink) treat Player 6 (Orange) as an Ally with shared vision
Player - Make Player 1 (Red) treat Player 7 (Green) as an Ally with shared vision
Player - Make Player 8 (Pink) treat Player 7 (Green) as an Ally with shared vision
Player - Make Player 6 (Orange) treat Player 1 (Red) as an Ally with shared vision
Player - Make Player 7 (Green) treat Player 1 (Red) as an Ally with shared vision
Player - Make Player 6 (Orange) treat Player 8 (Pink) as an Ally with shared vision
Player - Make Player 7 (Green) treat Player 8 (Pink) as an Ally with shared vision
Player - Make Player 2 (Blue) treat Player 4 (Purple) as an Ally with shared vision
Player - Make Player 2 (Blue) treat Player 5 (Yellow) as an Ally with shared vision
Player - Make Player 3 (Teal) treat Player 4 (Purple) as an Ally with shared vision
Player - Make Player 3 (Teal) treat Player 5 (Yellow) as an Ally with shared vision
Player - Make Player 4 (Purple) treat Player 2 (Blue) as an Ally with shared vision
Player - Make Player 4 (Purple) treat Player 3 (Teal) as an Ally with shared vision
Player - Make Player 5 (Yellow) treat Player 2 (Blue) as an Ally with shared vision
Player - Make Player 5 (Yellow) treat Player 3 (Teal) as an Ally with shared vision
Regular
Events
Unit - A unit enters Regular <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Rifleman
Actions
Game - Display to (All players) for 20.00 seconds the text: |c0000FF00Regular Mode|r*Note that nothing changes*
Unit - Kill (Triggering unit)
Countdown Timer - Destroy (Last created timer window)
FFA
Events
Unit - A unit enters FFA <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Rifleman
Actions
Game - Display to (All players) for 20.00 seconds the text: |c0000FF00Free for All|r
Unit - Kill (Triggering unit)
Countdown Timer - Destroy (Last created timer window)
Wait 5.00 seconds
Player - Make Player 1 (Red) treat Player 8 (Pink) as an Enemy
Player - Make Player 8 (Pink) treat Player 1 (Red) as an Enemy
Player - Make Player 2 (Blue) treat Player 3 (Teal) as an Enemy
Player - Make Player 3 (Teal) treat Player 2 (Blue) as an Enemy
Player - Make Player 4 (Purple) treat Player 5 (Yellow) as an Enemy
Player - Make Player 5 (Yellow) treat Player 4 (Purple) as an Enemy
Player - Make Player 6 (Orange) treat Player 7 (Green) as an Enemy
Player - Make Player 7 (Green) treat Player 6 (Orange) as an Enemy
FIRE
Events
Time - Elapsed game time is 10.00 seconds
Conditions
Actions
Unit - Make Peasant 0004 <gen> Invulnerable
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of Peasant 0004 <gen> using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
Unit - Make Peasant 0007 <gen> Invulnerable
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of Peasant 0007 <gen> using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
Unit - Make Peasant 0006 <gen> Invulnerable
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of Peasant 0006 <gen> using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
FIRE 2
Events
Time - Elapsed game time is 4.00 seconds
Conditions
Actions
Animation - Play Peasant 0004 <gen> 's stand work animation
Animation - Play Peasant 0007 <gen> 's stand work animation
Animation - Play Peasant 0006 <gen> 's stand work animation
Wait 1.00 seconds
Floating Text - Create floating text that reads Why isn't the tavern on fire? at (Center of water <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Auto Police
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Triggering unit)) Equal to Police Grengler
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Attacked unit)) Equal to Corps Sargent
(Unit-type of (Attacked unit)) Equal to Corps Slayer
(Unit-type of (Attacked unit)) Equal to Milita
(Unit-type of (Attacked unit)) Equal to Sniper Commander
Then - Actions
Unit - Order (Attacked unit) to Human Footman - Defend .
Unit - Order (Attacked unit) to Human Footman - Defend .
Else - Actions
Do nothing
10 lumber = 1 gold
Lumber to Gold red
Events
Player - Player 1 (Red) 's Current lumber becomes Greater than or equal to 10.00
Conditions
Actions
Player - Add -10 to Player 1 (Red) . Current lumber
Player - Add 2 to Player 1 (Red) . Current gold
10 lumber = 1 gold
Lumber to Gold red2
Events
Player - Player 1 (Red) 's Current lumber becomes Greater than or equal to 10.00
Conditions
Actions
Player - Add -10 to Player 1 (Red) . Current lumber
Player - Add 4 to Player 1 (Red) . Current gold
10 lumber = 1 gold
Lumber to Gold blue
Events
Player - Player 2 (Blue) 's Current lumber becomes Greater than or equal to 10.00
Conditions
Actions
Player - Add -10 to Player 2 (Blue) . Current lumber
Player - Add 2 to Player 2 (Blue) . Current gold
10 lumber = 1 gold
Lumber to Gold blue2
Events
Player - Player 2 (Blue) 's Current lumber becomes Greater than or equal to 10.00
Conditions
Actions
Player - Add -10 to Player 2 (Blue) . Current lumber
Player - Add 4 to Player 2 (Blue) . Current gold
10 lumber = 1 gold
Lumber to Gold teal
Events
Player - Player 3 (Teal) 's Current lumber becomes Greater than or equal to 10.00
Conditions
Actions
Player - Add -10 to Player 3 (Teal) . Current lumber
Player - Add 2 to Player 3 (Teal) . Current gold
10 lumber = 1 gold
Lumber to Gold teal2
Events
Player - Player 3 (Teal) 's Current lumber becomes Greater than or equal to 10.00
Conditions
Actions
Player - Add -10 to Player 3 (Teal) . Current lumber
Player - Add 4 to Player 3 (Teal) . Current gold
10 lumber = 1 gold
Lumber to Gold purple
Events
Player - Player 4 (Purple) 's Current lumber becomes Greater than or equal to 10.00
Conditions
Actions
Player - Add -10 to Player 4 (Purple) . Current lumber
Player - Add 2 to Player 4 (Purple) . Current gold
10 lumber = 1 gold
Lumber to Gold purple2
Events
Player - Player 4 (Purple) 's Current lumber becomes Greater than or equal to 10.00
Conditions
Actions
Player - Add -10 to Player 4 (Purple) . Current lumber
Player - Add 4 to Player 4 (Purple) . Current gold
10 lumber = 1 gold
Lumber to Gold yellow
Events
Player - Player 5 (Yellow) 's Current lumber becomes Greater than or equal to 10.00
Conditions
Actions
Player - Add -10 to Player 5 (Yellow) . Current lumber
Player - Add 2 to Player 5 (Yellow) . Current gold
10 lumber = 1 gold
Lumber to Gold yellow2
Events
Player - Player 5 (Yellow) 's Current lumber becomes Greater than or equal to 10.00
Conditions
Actions
Player - Add -10 to Player 5 (Yellow) . Current lumber
Player - Add 4 to Player 5 (Yellow) . Current gold
10 lumber = 1 gold
Lumber to Gold orange
Events
Player - Player 6 (Orange) 's Current lumber becomes Greater than or equal to 10.00
Conditions
Actions
Player - Add -10 to Player 6 (Orange) . Current lumber
Player - Add 2 to Player 6 (Orange) . Current gold
10 lumber = 1 gold
Lumber to Gold orange2
Events
Player - Player 6 (Orange) 's Current lumber becomes Greater than or equal to 10.00
Conditions
Actions
Player - Add -10 to Player 6 (Orange) . Current lumber
Player - Add 4 to Player 6 (Orange) . Current gold
10 lumber = 1 gold
Lumber to Gold green
Events
Player - Player 7 (Green) 's Current lumber becomes Greater than or equal to 10.00
Conditions
Actions
Player - Add -10 to Player 7 (Green) . Current lumber
Player - Add 2 to Player 7 (Green) . Current gold
10 lumber = 1 gold
Lumber to Gold green2
Events
Player - Player 7 (Green) 's Current lumber becomes Greater than or equal to 10.00
Conditions
Actions
Player - Add -10 to Player 7 (Green) . Current lumber
Player - Add 4 to Player 7 (Green) . Current gold
10 lumber = 1 gold
Lumber to Gold pink
Events
Player - Player 8 (Pink) 's Current lumber becomes Greater than or equal to 10.00
Conditions
Actions
Player - Add -10 to Player 8 (Pink) . Current lumber
Player - Add 2 to Player 8 (Pink) . Current gold
10 lumber = 1 gold
Lumber to Gold pink2
Events
Player - Player 8 (Pink) 's Current lumber becomes Greater than or equal to 10.00
Conditions
Actions
Player - Add -10 to Player 8 (Pink) . Current lumber
Player - Add 4 to Player 8 (Pink) . Current gold
Red vehicle Area
Events
Unit - A unit Finishes training a unit
Conditions
(Vehicle_Build_Area <gen> contains (Triggering unit)) Equal to True
Actions
Unit - Move (Trained unit) instantly to (Center of Vehicle_Middle <gen>) , facing 0.00 degrees
SEcity build
Events
Unit - A unit Finishes training a unit
Conditions
(SEcity_outskirts_buildings <gen> contains (Triggering unit)) Equal to True
Actions
Unit - Move (Trained unit) instantly to (Center of SEcity_outskirts_build <gen>) , facing 135.00 degrees
Slayer reduc
Events
Unit - A unit Finishes research
Conditions
(Researched tech-type) Equal to R006 (Unexpected type: 'techcode')
Actions
Player - Make [U] Corps Slayer (Upgraded) Available for training/construction by (Triggering player)
Player - Make Corps Slayer Unavailable for training/construction by (Triggering player)
Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit)) of type Corps Slayer) and do (Actions)
Loop - Actions
Unit - Replace (Picked unit) with a [U] Corps Slayer (Upgraded) using The old unit's relative life and mana
Ai Factory
Events
Unit - A unit Begins construction
Conditions
(Unit-type of (Constructing structure)) Equal to AI Factory
Actions
Wait 2 seconds
Animation - Play (Constructing structure) 's stand animation
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