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Triggers
X - Wars 3.w3x
Variables
Spawnings
Spawning
Helden wählen
Choosing
Respawnings
Red Team
Red 10
Orange 10
Blue 10
Teal 10
Green 10
Darkgreen 10
Pink 10
Purple 10
Gold
Creep Gold
All Players
Modes & messages
ar
ap
nm
Ini
Skills
Heroes
Selias Last Will
Armageddon
Throwing Skin
Disappear
Goldrush
Golden Rain
Froggy Splash
Flying Coin
Ashenvales Bless
Call of Swamp
Items
Legendary Scroll
Defeat
Defeat
Win
Leave
Items
Helmet of the Gods
Death Shield
Ring of Destruction
Ring of Malfurion
Ancient Gloves
Kartenspezifischen eigenen Skript-Code unten eingeben. Dieser Text wird in das Karten-Skript nach der Deklaration der Variablen und vor jeglichem Auslöser-Code eingefügt.
Name
Type
is_array
initial_value
Spawning
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units of type Creep Tier 1) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Picked unit)) slot status) Equal to Is playing
Then - Actions
Unit - Create 1 . Murloc Warrior for (Owner of (Picked unit)) at (Position of (Picked unit)) facing Default building facing degrees
Else - Actions
Unit Group - Pick every unit in (Units of type Creep Tier 2) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Picked unit)) slot status) Equal to Is playing
Then - Actions
Unit - Create 1 . Water Keeper for (Owner of (Picked unit)) at (Position of (Picked unit)) facing Default building facing degrees
Else - Actions
Unit Group - Pick every unit in (Units of type Human Tier 1) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Picked unit)) slot status) Equal to Is playing
Then - Actions
Unit - Create 1 . Footman for (Owner of (Picked unit)) at (Position of (Picked unit)) facing Default building facing degrees
Else - Actions
Unit Group - Pick every unit in (Units of type Human Tier 2) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Picked unit)) slot status) Equal to Is playing
Then - Actions
Unit - Create 1 . Elite Footman for (Owner of (Picked unit)) at (Position of (Picked unit)) facing Default building facing degrees
Else - Actions
Unit Group - Pick every unit in (Units of type Nightelf Tier 1) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Picked unit)) slot status) Equal to Is playing
Then - Actions
Unit - Create 1 . Treant for (Owner of (Picked unit)) at (Position of (Picked unit)) facing Default building facing degrees
Else - Actions
Unit Group - Pick every unit in (Units of type Nightelf Tier 2) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Picked unit)) slot status) Equal to Is playing
Then - Actions
Unit - Create 1 . Assasin for (Owner of (Picked unit)) at (Position of (Picked unit)) facing Default building facing degrees
Else - Actions
Unit Group - Pick every unit in (Units of type Orc Tier 1) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Picked unit)) slot status) Equal to Is playing
Then - Actions
Unit - Create 1 . Shaman for (Owner of (Picked unit)) at (Position of (Picked unit)) facing Default building facing degrees
Else - Actions
Unit Group - Pick every unit in (Units of type Orc Tier 2) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Picked unit)) slot status) Equal to Is playing
Then - Actions
Unit - Create 1 . Berserker for (Owner of (Picked unit)) at (Position of (Picked unit)) facing Default building facing degrees
Else - Actions
Unit Group - Pick every unit in (Units of type Undead Tier 1) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Picked unit)) slot status) Equal to Is playing
Then - Actions
Unit - Create 1 . Skeleton for (Owner of (Picked unit)) at (Position of (Picked unit)) facing Default building facing degrees
Else - Actions
Unit Group - Pick every unit in (Units of type Undead Tier 2) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Picked unit)) slot status) Equal to Is playing
Then - Actions
Unit - Create 1 . Bone Archer for (Owner of (Picked unit)) at (Position of (Picked unit)) facing Default building facing degrees
Else - Actions
Choosing
Events
Unit - A unit enters Taverns <gen>
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Random Hero
Then - Actions
Unit - Remove (Entering unit) from the game
Unit - Create 1 . (Unit-type of (Random unit from (Units in Random <gen>))) for Player 1 (Red) at (Center of Taverns <gen>) facing Default building facing degrees
Unit - Remove (Random unit from (Units in Random <gen> matching ((Unit-type of (Matching unit)) Equal to (Unit-type of (Last created unit))))) from the game
Skip remaining actions
Else - Actions
Unit - Move (Triggering unit) instantly to (Center of Red_Spawning <gen>)
Unit - Remove (Random unit from (Units in Taverns <gen> owned by Player 1 (Red))) from the game
Trigger - Turn on Spawning <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Random Hero
Then - Actions
Unit - Remove (Entering unit) from the game
Unit - Create 1 . (Unit-type of (Random unit from (Units in Random <gen>))) for Player 2 (Blue) at (Center of Taverns <gen>) facing Default building facing degrees
Unit - Remove (Random unit from (Units in Random <gen> matching ((Unit-type of (Matching unit)) Equal to (Unit-type of (Last created unit))))) from the game
Skip remaining actions
Else - Actions
Unit - Move (Triggering unit) instantly to (Center of Blue_Spawning <gen>)
Unit - Remove (Random unit from (Units in Taverns <gen> owned by Player 2 (Blue))) from the game
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
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Random Hero
Then - Actions
Unit - Remove (Entering unit) from the game
Unit - Create 1 . (Unit-type of (Random unit from (Units in Random <gen>))) for Player 3 (Teal) at (Center of Taverns <gen>) facing Default building facing degrees
Unit - Remove (Random unit from (Units in Random <gen> matching ((Unit-type of (Matching unit)) Equal to (Unit-type of (Last created unit))))) from the game
Skip remaining actions
Else - Actions
Unit - Move (Triggering unit) instantly to (Center of Teal_Spawning <gen>)
Unit - Remove (Random unit from (Units in Taverns <gen> owned by Player 3 (Teal))) from the game
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
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Random Hero
Then - Actions
Unit - Remove (Entering unit) from the game
Unit - Create 1 . (Unit-type of (Random unit from (Units in Random <gen>))) for Player 4 (Purple) at (Center of Taverns <gen>) facing Default building facing degrees
Unit - Remove (Random unit from (Units in Random <gen> matching ((Unit-type of (Matching unit)) Equal to (Unit-type of (Last created unit))))) from the game
Skip remaining actions
Else - Actions
Unit - Move (Triggering unit) instantly to (Center of Purple_Spawning <gen>)
Unit - Remove (Random unit from (Units in Taverns <gen> owned by Player 4 (Purple))) from the game
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
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Random Hero
Then - Actions
Unit - Remove (Entering unit) from the game
Unit - Create 1 . (Unit-type of (Random unit from (Units in Random <gen>))) for Player 6 (Orange) at (Center of Taverns <gen>) facing Default building facing degrees
Unit - Remove (Random unit from (Units in Random <gen> matching ((Unit-type of (Matching unit)) Equal to (Unit-type of (Last created unit))))) from the game
Skip remaining actions
Else - Actions
Unit - Move (Triggering unit) instantly to (Center of Orange_Spawning <gen>)
Unit - Remove (Random unit from (Units in Taverns <gen> owned by Player 6 (Orange))) from the game
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
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Random Hero
Then - Actions
Unit - Remove (Entering unit) from the game
Unit - Create 1 . (Unit-type of (Random unit from (Units in Random <gen>))) for Player 7 (Green) at (Center of Taverns <gen>) facing Default building facing degrees
Unit - Remove (Random unit from (Units in Random <gen> matching ((Unit-type of (Matching unit)) Equal to (Unit-type of (Last created unit))))) from the game
Skip remaining actions
Else - Actions
Unit - Move (Triggering unit) instantly to (Center of Green_Spawning <gen>)
Unit - Remove (Random unit from (Units in Taverns <gen> owned by Player 7 (Green))) from the game
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
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Random Hero
Then - Actions
Unit - Remove (Entering unit) from the game
Unit - Create 1 . (Unit-type of (Random unit from (Units in Random <gen>))) for Player 8 (Pink) at (Center of Taverns <gen>) facing Default building facing degrees
Unit - Remove (Random unit from (Units in Random <gen> matching ((Unit-type of (Matching unit)) Equal to (Unit-type of (Last created unit))))) from the game
Skip remaining actions
Else - Actions
Unit - Move (Triggering unit) instantly to (Center of Pink_Spawning <gen>)
Unit - Remove (Random unit from (Units in Taverns <gen> owned by Player 8 (Pink))) from the game
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Random Hero
Then - Actions
Unit - Remove (Entering unit) from the game
Unit - Create 1 . (Unit-type of (Random unit from (Units in Random <gen>))) for Player 11 (Dark Green) at (Center of Taverns <gen>) facing Default building facing degrees
Unit - Remove (Random unit from (Units in Random <gen> matching ((Unit-type of (Matching unit)) Equal to (Unit-type of (Last created unit))))) from the game
Skip remaining actions
Else - Actions
Unit - Move (Triggering unit) instantly to (Center of Darkgreen_Spawning <gen>)
Unit - Remove (Random unit from (Units in Taverns <gen> owned by Player 11 (Dark Green))) from the game
Else - Actions
Red 10
Events
Unit - A unit Dies
Conditions
((Dying unit) is A Hero) Equal to True
(Owner of (Dying unit)) Equal to Player 1 (Red)
(Player 1 (Red) slot status) Equal to Is playing
Actions
Wait 20.00 seconds
Hero - Instantly revive (Dying unit) at (Center of Red_Spawning <gen>) , Hide revival graphics
Orange 10
Events
Unit - A unit Dies
Conditions
((Dying unit) is A Hero) Equal to True
(Owner of (Dying unit)) Equal to Player 6 (Orange)
(Player 6 (Orange) slot status) Equal to Is playing
Actions
Wait 20.00 seconds
Hero - Instantly revive (Dying unit) at (Center of Orange_Spawning <gen>) , Hide revival graphics
Blue 10
Events
Unit - A unit Dies
Conditions
((Dying unit) is A Hero) Equal to True
(Owner of (Dying unit)) Equal to Player 2 (Blue)
(Player 2 (Blue) slot status) Equal to Is playing
Actions
Wait 20.00 seconds
Hero - Instantly revive (Dying unit) at (Center of Blue_Spawning <gen>) , Hide revival graphics
Teal 10
Events
Unit - A unit Dies
Conditions
((Dying unit) is A Hero) Equal to True
(Owner of (Dying unit)) Equal to Player 3 (Teal)
(Player 3 (Teal) slot status) Equal to Is playing
Actions
Wait 20.00 seconds
Hero - Instantly revive (Dying unit) at (Center of Teal_Spawning <gen>) , Hide revival graphics
Green 10
Events
Unit - A unit Dies
Conditions
((Dying unit) is A Hero) Equal to True
(Owner of (Dying unit)) Equal to Player 7 (Green)
(Player 7 (Green) slot status) Equal to Is playing
Actions
Wait 20.00 seconds
Hero - Instantly revive (Dying unit) at (Center of Green_Spawning <gen>) , Hide revival graphics
Darkgreen 10
Events
Unit - A unit Dies
Conditions
((Dying unit) is A Hero) Equal to True
(Owner of (Dying unit)) Equal to Player 11 (Dark Green)
(Player 11 (Dark Green) slot status) Equal to Is playing
Actions
Wait 20.00 seconds
Hero - Instantly revive (Dying unit) at (Center of Darkgreen_Spawning <gen>) , Hide revival graphics
Pink 10
Events
Unit - A unit Dies
Conditions
((Dying unit) is A Hero) Equal to True
(Owner of (Dying unit)) Equal to Player 8 (Pink)
(Player 8 (Pink) slot status) Equal to Is playing
Actions
Wait 20.00 seconds
Hero - Instantly revive (Dying unit) at (Center of Pink_Spawning <gen>) , Hide revival graphics
Purple 10
Events
Unit - A unit Dies
Conditions
((Dying unit) is A Hero) Equal to True
(Owner of (Dying unit)) Equal to Player 4 (Purple)
(Player 4 (Purple) slot status) Equal to Is playing
Actions
Wait 20.00 seconds
Hero - Instantly revive (Dying unit) at (Center of Purple_Spawning <gen>) , Hide revival graphics
All Players
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Player - Turn Gives bounty On for Player 1 (Red)
Player - Turn Gives bounty On for Player 2 (Blue)
Player - Turn Gives bounty On for Player 3 (Teal)
Player - Turn Gives bounty On for Player 4 (Purple)
Player - Turn Gives bounty On for Player 5 (Yellow)
Player - Turn Gives bounty On for Player 6 (Orange)
Player - Turn Gives bounty On for Player 7 (Green)
Player - Turn Gives bounty On for Player 8 (Pink)
Player - Turn Gives bounty On for Player 9 (Gray)
Player - Turn Gives bounty On for Player 10 (Light Blue)
Player - Turn Gives bounty On for Player 11 (Dark Green)
Player - Turn Gives bounty On for Player 12 (Brown)
Player - Set Player 1 (Red) . Current lumber to 1
Player - Set Player 1 (Red) . Current gold to 50
Player - Set Player 2 (Blue) . Current lumber to 1
Player - Set Player 2 (Blue) . Current gold to 50
Player - Set Player 3 (Teal) . Current lumber to 1
Player - Set Player 3 (Teal) . Current gold to 50
Player - Set Player 4 (Purple) . Current lumber to 1
Player - Set Player 4 (Purple) . Current gold to 50
Player - Set Player 5 (Yellow) . Current lumber to 1
Player - Set Player 5 (Yellow) . Current gold to 50
Player - Set Player 6 (Orange) . Current lumber to 1
Player - Set Player 6 (Orange) . Current gold to 50
Player - Set Player 7 (Green) . Current lumber to 1
Player - Set Player 7 (Green) . Current gold to 50
Player - Set Player 8 (Pink) . Current lumber to 1
Player - Set Player 8 (Pink) . Current gold to 50
Player - Set Player 9 (Gray) . Current lumber to 1
Player - Set Player 9 (Gray) . Current gold to 50
Player - Set Player 10 (Light Blue) . Current lumber to 1
Player - Set Player 10 (Light Blue) . Current gold to 50
Player - Set Player 11 (Dark Green) . Current lumber to 1
Player - Set Player 11 (Dark Green) . Current gold to 50
Player - Set Player 12 (Brown) . Current lumber to 1
Player - Set Player 12 (Brown) . Current gold to 50
Quest - Create a Required quest titled Modes with the description Since [v93] you can use different modes.You have to use a mode, or it will be set to normal mode!You have to chose the modes in the first 15 seconds of game time.Modes:-ar => All Random-ap => All Pick-nm =>Normal Mode , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Required quest titled Credits with the description This map is made by D.a.r.k.s.t.a.r from clan CBS. Clan CBS presents this map as one of theirs. You can visit us at |c0040ff40www.clancbs.com|r !Credits to other people:-Ghost276Thanks for doing so many tests with me!-RagingspeedhornThanks for playing and balancing the giant turtle! , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Required quest titled Changelog with the description Changelog:-removed bonus mode-removed normal mode bug-added a new hero to the agility tavern, the mutant frog-decreased footmen base armor-increased footmen base damage-decreased murloc base hit points-minor balance fixes-added the "demonic mask" to the personal shop-added the " , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Wait 160.00 seconds
Quest - Display to (All players) the Hint message: |c0040ff50Game Notice:|r You can always download the newest version of |c000000ff X-Wars 3|r at |c00ff5050www.clancbs.com|r !
Wait 220.00 seconds
Quest - Display to (All players) the Hint message: |c0040ff50Game Notice:|r If you have any new hero ideas or suggestions, bugs or anything else that is about |c000000ff X-Wars 3|r post it in our forum at |c00ff5050www.clancbs.com|r !
Wait 360.00 seconds
Quest - Display to (All players) the Hint message: |c0040ff50Game Notice:|r This map is made by D.a.r.k.s.t.a.r from clan "CBS"! If you need information for |c000000ff X-Wars 3|r ask for it in our forum at |c00ff5050www.clancbs.com|r !
ar
Events
Player - Player 1 (Red) types a chat message containing -ar (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Quest - Display to (All players) the Hint message: |c0040ff50Game Notice:|r Player 1 has chosen |c000000ff "All Random"|r as the main mode ! Each player will have a random hero.
Unit - Remove Tavern of Strength 0049 <gen> from the game
Unit - Remove Tavern of Agility 0036 <gen> from the game
Unit - Remove Tavern of Intelligence 0052 <gen> from the game
Player - Set Player 1 (Red) . Current lumber to 0
Player - Set Player 2 (Blue) . Current lumber to 0
Player - Set Player 3 (Teal) . Current lumber to 0
Player - Set Player 4 (Purple) . Current lumber to 0
Player - Set Player 6 (Orange) . Current lumber to 0
Player - Set Player 7 (Green) . Current lumber to 0
Player - Set Player 8 (Pink) . Current lumber to 0
Player - Set Player 11 (Dark Green) . Current lumber to 0
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Unit - Create 1 . (Unit-type of (Random unit from (Units in Random <gen>))) for Player 1 (Red) at (Center of Taverns <gen>) facing Default building facing degrees
Unit - Remove (Random unit from (Units in Random <gen> matching ((Unit-type of (Matching unit)) Equal to (Unit-type of (Last created unit))))) from the game
Else - Actions
Wait 0.20 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Unit - Create 1 . (Unit-type of (Random unit from (Units in Random <gen>))) for Player 2 (Blue) at (Center of Taverns <gen>) facing Default building facing degrees
Unit - Remove (Random unit from (Units in Random <gen> matching ((Unit-type of (Matching unit)) Equal to (Unit-type of (Last created unit))))) from the game
Else - Actions
Wait 0.20 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Unit - Create 1 . (Unit-type of (Random unit from (Units in Random <gen>))) for Player 3 (Teal) at (Center of Taverns <gen>) facing Default building facing degrees
Unit - Remove (Random unit from (Units in Random <gen> matching ((Unit-type of (Matching unit)) Equal to (Unit-type of (Last created unit))))) from the game
Else - Actions
Wait 0.20 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Unit - Create 1 . (Unit-type of (Random unit from (Units in Random <gen>))) for Player 4 (Purple) at (Center of Taverns <gen>) facing Default building facing degrees
Unit - Remove (Random unit from (Units in Random <gen> matching ((Unit-type of (Matching unit)) Equal to (Unit-type of (Last created unit))))) from the game
Else - Actions
Wait 0.20 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Unit - Create 1 . (Unit-type of (Random unit from (Units in Random <gen>))) for Player 6 (Orange) at (Center of Taverns <gen>) facing Default building facing degrees
Unit - Remove (Random unit from (Units in Random <gen> matching ((Unit-type of (Matching unit)) Equal to (Unit-type of (Last created unit))))) from the game
Else - Actions
Wait 0.20 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Unit - Create 1 . (Unit-type of (Random unit from (Units in Random <gen>))) for Player 7 (Green) at (Center of Taverns <gen>) facing Default building facing degrees
Unit - Remove (Random unit from (Units in Random <gen> matching ((Unit-type of (Matching unit)) Equal to (Unit-type of (Last created unit))))) from the game
Else - Actions
Wait 0.20 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 8 (Pink) slot status) Equal to Is playing
Then - Actions
Unit - Create 1 . (Unit-type of (Random unit from (Units in Random <gen>))) for Player 8 (Pink) at (Center of Taverns <gen>) facing Default building facing degrees
Unit - Remove (Random unit from (Units in Random <gen> matching ((Unit-type of (Matching unit)) Equal to (Unit-type of (Last created unit))))) from the game
Else - Actions
Wait 0.20 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 11 (Dark Green) slot status) Equal to Is playing
Then - Actions
Unit - Create 1 . (Unit-type of (Random unit from (Units in Random <gen>))) for Player 11 (Dark Green) at (Center of Taverns <gen>) facing Default building facing degrees
Unit - Remove (Random unit from (Units in Random <gen> matching ((Unit-type of (Matching unit)) Equal to (Unit-type of (Last created unit))))) from the game
Else - Actions
Trigger - Turn off ap <gen>
Trigger - Turn off ar <gen>
Trigger - Turn off nm <gen>
ap
Events
Player - Player 1 (Red) types a chat message containing -ap (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Quest - Display to (All players) the Hint message: |c0040ff50Game Notice:|r Player 1 has chosen |c000000ff "All Pick"|r as the main mode ! Each player will have a picked hero.
Neutral Building - Remove Random Hero from Tavern of Strength 0049 <gen>
Neutral Building - Remove Random Hero from Tavern of Intelligence 0052 <gen>
Neutral Building - Remove Random Hero from Tavern of Agility 0036 <gen>
Trigger - Turn off ap <gen>
Trigger - Turn off ar <gen>
Trigger - Turn off nm <gen>
nm
Events
Player - Player 1 (Red) types a chat message containing -nm (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Quest - Display to (All players) the Hint message: |c0040ff50Game Notice:|r Player 1 has chosen |c000000ff "Normal Mode"|r as the main mode ! Each player will be able to chose from normal or random hero.
Trigger - Turn off ap <gen>
Trigger - Turn off ar <gen>
Trigger - Turn off nm <gen>
Ini
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Unit Group - Pick every unit in (Units of type Creep Tier 1) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Picked unit)) slot status) Not equal to Is playing
Then - Actions
Unit - Kill (Picked unit)
Else - Actions
Wait 15.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(ap <gen> is on) Equal to True
(ar <gen> is on) Equal to True
(nm <gen> is on) Equal to True
Then - Actions
Quest - Display to (All players) the Hint message: |c0040ff50Game Notice:|r Player 1 hasn't selected a mode, so it will be set to |c00ff5050Normal Mode|r !
Else - Actions
Trigger - Turn off ar <gen>
Trigger - Turn off ap <gen>
Trigger - Turn off nm <gen>
Selias Last Will
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Selia's Last Will
Actions
Unit - Set life of (Triggering unit) to 34.00 %
Armageddon
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Armageddon
(Unit-type of (Casting unit)) Equal to Fire Eater
Actions
Wait 1.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Level of Armageddon for (Casting unit)) Equal to 2
(Level of Armageddon for (Casting unit)) Equal to 1
Then - Actions
Unit - Create 1 . Armageddon Flame for (Owner of (Casting unit)) at (Random point in Disappear <gen>) facing Default building facing degrees
Unit - Create 1 . Armageddon Flame for (Owner of (Casting unit)) at (Random point in Disappear <gen>) facing Default building facing degrees
Unit - Create 1 . Armageddon Flame for (Owner of (Casting unit)) at (Random point in Disappear <gen>) facing Default building facing degrees
Unit - Create 1 . Armageddon Flame for (Owner of (Casting unit)) at (Random point in Disappear <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Level of Armageddon for (Casting unit)) Equal to 3
(Level of Armageddon for (Casting unit)) Equal to 4
Then - Actions
Unit - Create 1 . Armageddon Flame for (Owner of (Casting unit)) at (Random point in Disappear <gen>) facing Default building facing degrees
Unit - Create 1 . Armageddon Flame for (Owner of (Casting unit)) at (Random point in Disappear <gen>) facing Default building facing degrees
Unit - Create 1 . Armageddon Flame for (Owner of (Casting unit)) at (Random point in Disappear <gen>) facing Default building facing degrees
Unit - Create 1 . Armageddon Flame for (Owner of (Casting unit)) at (Random point in Disappear <gen>) facing Default building facing degrees
Unit - Create 1 . Armageddon Flame for (Owner of (Casting unit)) at (Random point in Disappear <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Level of Armageddon for (Casting unit)) Equal to 5
(Level of Armageddon for (Casting unit)) Equal to 6
Then - Actions
Unit - Create 1 . Armageddon Flame for (Owner of (Casting unit)) at (Random point in Disappear <gen>) facing Default building facing degrees
Unit - Create 1 . Armageddon Flame for (Owner of (Casting unit)) at (Random point in Disappear <gen>) facing Default building facing degrees
Unit - Create 1 . Armageddon Flame for (Owner of (Casting unit)) at (Random point in Disappear <gen>) facing Default building facing degrees
Unit - Create 1 . Armageddon Flame for (Owner of (Casting unit)) at (Random point in Disappear <gen>) facing Default building facing degrees
Unit - Create 1 . Armageddon Flame for (Owner of (Casting unit)) at (Random point in Disappear <gen>) facing Default building facing degrees
Unit - Create 1 . Armageddon Flame for (Owner of (Casting unit)) at (Random point in Disappear <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Level of Armageddon for (Casting unit)) Equal to 7
(Level of Armageddon for (Casting unit)) Equal to 8
Then - Actions
Unit - Create 1 . Armageddon Flame for (Owner of (Casting unit)) at (Random point in Disappear <gen>) facing Default building facing degrees
Unit - Create 1 . Armageddon Flame for (Owner of (Casting unit)) at (Random point in Disappear <gen>) facing Default building facing degrees
Unit - Create 1 . Armageddon Flame for (Owner of (Casting unit)) at (Random point in Disappear <gen>) facing Default building facing degrees
Unit - Create 1 . Armageddon Flame for (Owner of (Casting unit)) at (Random point in Disappear <gen>) facing Default building facing degrees
Unit - Create 1 . Armageddon Flame for (Owner of (Casting unit)) at (Random point in Disappear <gen>) facing Default building facing degrees
Unit - Create 1 . Armageddon Flame for (Owner of (Casting unit)) at (Random point in Disappear <gen>) facing Default building facing degrees
Unit - Create 1 . Armageddon Flame for (Owner of (Casting unit)) at (Random point in Disappear <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Level of Armageddon for (Casting unit)) Equal to 9
(Level of Armageddon for (Casting unit)) Equal to 10
Then - Actions
Unit - Create 1 . Armageddon Flame for (Owner of (Casting unit)) at (Random point in Disappear <gen>) facing Default building facing degrees
Unit - Create 1 . Armageddon Flame for (Owner of (Casting unit)) at (Random point in Disappear <gen>) facing Default building facing degrees
Unit - Create 1 . Armageddon Flame for (Owner of (Casting unit)) at (Random point in Disappear <gen>) facing Default building facing degrees
Unit - Create 1 . Armageddon Flame for (Owner of (Casting unit)) at (Random point in Disappear <gen>) facing Default building facing degrees
Unit - Create 1 . Armageddon Flame for (Owner of (Casting unit)) at (Random point in Disappear <gen>) facing Default building facing degrees
Unit - Create 1 . Armageddon Flame for (Owner of (Casting unit)) at (Random point in Disappear <gen>) facing Default building facing degrees
Unit - Create 1 . Armageddon Flame for (Owner of (Casting unit)) at (Random point in Disappear <gen>) facing Default building facing degrees
Unit - Create 1 . Armageddon Flame for (Owner of (Casting unit)) at (Random point in Disappear <gen>) facing Default building facing degrees
Else - Actions
Wait 15.00 seconds
Unit Group - Pick every unit in (Units of type Armageddon Flame) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Throwing Skin
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Reskin
Actions
Unit - Create 1 . Egypt Scarab (Done) for Neutral Passive at (Position of (Casting unit)) facing Default building facing degrees
Unit - Change color of (Last created unit) to (Color of (Owner of (Casting unit)))
Wait 6.00 seconds
Unit Group - Pick every unit in (Units owned by Neutral Passive of type Egypt Scarab (Done)) and do (Actions)
Loop - Actions
Unit - Kill (Picked unit)
Disappear
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Dissappear
Actions
Unit - Move (Triggering unit) instantly to (Random point in Disappear <gen>)
Goldrush
Events
Unit - A unit Is attacked
Conditions
(Owner of (Attacked unit)) Not equal to (Owner of (Attacking unit))
(Unit-type of (Attacking unit)) Equal to Goldminer (Done)
Actions
Player - Add 2 to (Owner of (Attacking unit)) . Current gold
Golden Rain
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Golden Rain
Actions
Player - Set (Owner of (Triggering unit)) . Current gold to (((Owner of (Triggering unit)) Current gold) - 50)
Froggy Splash
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Froggy Splash
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Froggy Splash for (Casting unit)) Equal to 1
Then - Actions
Unit - Cause (Casting unit) to damage (Target unit of ability being cast) , dealing (30.00 x (Real((Level of (Target unit of ability being cast))))) damage of attack type Spells and damage type Normal
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Froggy Splash for (Casting unit)) Equal to 2
Then - Actions
Unit - Cause (Casting unit) to damage (Target unit of ability being cast) , dealing (32.00 x (Real((Level of (Target unit of ability being cast))))) damage of attack type Spells and damage type Normal
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Froggy Splash for (Casting unit)) Equal to 3
Then - Actions
Unit - Cause (Casting unit) to damage (Target unit of ability being cast) , dealing (34.00 x (Real((Level of (Target unit of ability being cast))))) damage of attack type Spells and damage type Normal
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Froggy Splash for (Casting unit)) Equal to 4
Then - Actions
Unit - Cause (Casting unit) to damage (Target unit of ability being cast) , dealing (36.00 x (Real((Level of (Target unit of ability being cast))))) damage of attack type Spells and damage type Normal
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Froggy Splash for (Casting unit)) Equal to 5
Then - Actions
Unit - Cause (Casting unit) to damage (Target unit of ability being cast) , dealing (38.00 x (Real((Level of (Target unit of ability being cast))))) damage of attack type Spells and damage type Normal
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Froggy Splash for (Casting unit)) Equal to 6
Then - Actions
Unit - Cause (Casting unit) to damage (Target unit of ability being cast) , dealing (40.00 x (Real((Level of (Target unit of ability being cast))))) damage of attack type Spells and damage type Normal
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Froggy Splash for (Casting unit)) Equal to 8
Then - Actions
Unit - Cause (Casting unit) to damage (Target unit of ability being cast) , dealing (44.00 x (Real((Level of (Target unit of ability being cast))))) damage of attack type Spells and damage type Normal
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Froggy Splash for (Casting unit)) Equal to 9
Then - Actions
Unit - Cause (Casting unit) to damage (Target unit of ability being cast) , dealing (46.00 x (Real((Level of (Target unit of ability being cast))))) damage of attack type Spells and damage type Normal
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Froggy Splash for (Casting unit)) Equal to 10
Then - Actions
Unit - Cause (Casting unit) to damage (Target unit of ability being cast) , dealing (50.00 x (Real((Level of (Target unit of ability being cast))))) damage of attack type Spells and damage type Normal
Else - Actions
Flying Coin
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Flying Coin
Actions
Player - Set (Owner of (Triggering unit)) . Current gold to (((Owner of (Triggering unit)) Current gold) - 50)
Wait 0.80 seconds
Item - Create Gold Coin at (Position of (Target unit of ability being cast))
Ashenvales Bless
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Ashenvale's Bless
(Unit-type of (Casting unit)) Equal to Druid (Done)
Actions
Wait 1.00 seconds
Unit - Create 1 . Blessed Tree for Neutral Passive at (Position of (Target unit of ability being cast)) facing Default building facing degrees
Unit - Create 1 . Blessed Tree for Neutral Passive at (Position of (Target unit of ability being cast)) facing Default building facing degrees
Unit - Create 1 . Blessed Tree for Neutral Passive at (Position of (Target unit of ability being cast)) facing Default building facing degrees
Unit - Create 1 . Blessed Tree for Neutral Passive at (Position of (Target unit of ability being cast)) facing Default building facing degrees
Unit - Create 1 . Blessed Tree for Neutral Passive at (Position of (Target unit of ability being cast)) facing Default building facing degrees
Unit - Set life of (Target unit of ability being cast) to 100 %
If ((Level of (Ability being cast) for (Casting unit)) Equal to 1) then do (Wait 12.00 seconds) else do (Do nothing)
If ((Level of (Ability being cast) for (Casting unit)) Equal to 2) then do (Wait 11.70 seconds) else do (Do nothing)
If ((Level of (Ability being cast) for (Casting unit)) Equal to 3) then do (Wait 11.40 seconds) else do (Do nothing)
If ((Level of (Ability being cast) for (Casting unit)) Equal to 4) then do (Wait 11.10 seconds) else do (Do nothing)
If ((Level of (Ability being cast) for (Casting unit)) Equal to 5) then do (Wait 10.80 seconds) else do (Do nothing)
If ((Level of (Ability being cast) for (Casting unit)) Equal to 6) then do (Wait 10.50 seconds) else do (Do nothing)
If ((Level of (Ability being cast) for (Casting unit)) Equal to 7) then do (Wait 10.20 seconds) else do (Do nothing)
If ((Level of (Ability being cast) for (Casting unit)) Equal to 8) then do (Wait 9.90 seconds) else do (Do nothing)
If ((Level of (Ability being cast) for (Casting unit)) Equal to 9) then do (Wait 9.50 seconds) else do (Do nothing)
If ((Level of (Ability being cast) for (Casting unit)) Equal to 10) then do (Wait 9.00 seconds) else do (Do nothing)
Unit Group - Pick every unit in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Blessed Tree)) and do (Actions)
Loop - Actions
Unit - Kill (Picked unit)
Call of Swamp
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Call of the Swamp
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Casting unit)) Equal to Player 1 (Red)
Then - Actions
Unit - Move (Casting unit) instantly to (Center of Red_Spawning <gen>)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Casting unit)) Equal to Player 2 (Blue)
Then - Actions
Unit - Move (Casting unit) instantly to (Center of Blue_Spawning <gen>)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Casting unit)) Equal to Player 3 (Teal)
Then - Actions
Unit - Move (Casting unit) instantly to (Center of Teal_Spawning <gen>)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Casting unit)) Equal to Player 4 (Purple)
Then - Actions
Unit - Move (Casting unit) instantly to (Center of Purple_Spawning <gen>)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Casting unit)) Equal to Player 6 (Orange)
Then - Actions
Unit - Move (Casting unit) instantly to (Center of Orange_Spawning <gen>)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Casting unit)) Equal to Player 7 (Green)
Then - Actions
Unit - Move (Casting unit) instantly to (Center of Green_Spawning <gen>)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Casting unit)) Equal to Player 8 (Pink)
Then - Actions
Unit - Move (Casting unit) instantly to (Center of Pink_Spawning <gen>)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Casting unit)) Equal to Player 11 (Dark Green)
Then - Actions
Unit - Move (Casting unit) instantly to (Center of Darkgreen_Spawning <gen>)
Else - Actions
Cinematic - Fade in over 2.00 seconds using texture White Mask and color ( 0.00 %, 100.00 %, 100.00 %) with 0.00 % transparency
Legendary Scroll
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Cooldown Reset
Actions
Unit - Reset ability cooldowns for (Triggering unit) .
Defeat
Events
Unit - A unit Dies
Conditions
((Dying unit) is A structure) Equal to True
(Unit-type of (Dying unit)) Not equal to Protect Tower 1
(Unit-type of (Dying unit)) Not equal to Protect Tower 2
(Unit-type of (Dying unit)) Not equal to Protect Tower 3
Actions
Game - Defeat (Owner of (Dying unit)) with the message: You Lost. Please host this map as often as you can.D.a.r.k.s.t.a.r & Clan CBS
Win
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Creep Tier 1 0000 <gen> is dead) Equal to True
(Creep Tier 1 0009 <gen> is dead) Equal to True
(Creep Tier 1 0010 <gen> is dead) Equal to True
(Creep Tier 1 0011 <gen> is dead) Equal to True
(Creep Tier 1 0012 <gen> is dead) Equal to True
(Creep Tier 1 0013 <gen> is dead) Equal to True
Then - Actions
Game - Victory Player 7 (Green) ( Show dialogs, Show scores)
Game - Victory Player 11 (Dark Green) ( Show dialogs, Show scores)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Creep Tier 1 0000 <gen> is dead) Equal to True
(Creep Tier 1 0009 <gen> is dead) Equal to True
(Creep Tier 1 0010 <gen> is dead) Equal to True
(Creep Tier 1 0011 <gen> is dead) Equal to True
(Creep Tier 1 0014 <gen> is dead) Equal to True
(Creep Tier 1 0015 <gen> is dead) Equal to True
Then - Actions
Game - Victory Player 4 (Purple) ( Show dialogs, Show scores)
Game - Victory Player 8 (Pink) ( Show dialogs, Show scores)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Creep Tier 1 0010 <gen> is dead) Equal to True
(Creep Tier 1 0011 <gen> is dead) Equal to True
(Creep Tier 1 0012 <gen> is dead) Equal to True
(Creep Tier 1 0013 <gen> is dead) Equal to True
(Creep Tier 1 0014 <gen> is dead) Equal to True
(Creep Tier 1 0015 <gen> is dead) Equal to True
Then - Actions
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Game - Victory Player 6 (Orange) ( Show dialogs, Show scores)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Creep Tier 1 0000 <gen> is dead) Equal to True
(Creep Tier 1 0009 <gen> is dead) Equal to True
(Creep Tier 1 0012 <gen> is dead) Equal to True
(Creep Tier 1 0013 <gen> is dead) Equal to True
(Creep Tier 1 0014 <gen> is dead) Equal to True
(Creep Tier 1 0015 <gen> is dead) Equal to True
Then - Actions
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
Game - Victory Player 3 (Teal) ( Show dialogs, Show scores)
Else - Actions
Leave
Events
Player - Player 1 (Red) leaves the game
Player - Player 2 (Blue) leaves the game
Player - Player 3 (Teal) leaves the game
Player - Player 4 (Purple) leaves the game
Player - Player 6 (Orange) leaves the game
Player - Player 7 (Green) leaves the game
Player - Player 8 (Pink) leaves the game
Player - Player 11 (Dark Green) leaves the game
Conditions
Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + has left the game!)
Helmet of the Gods
Events
Unit - A unit Acquires an item
Conditions
Or - Any (Conditions) are true
Conditions
(Item-type of (Item carried by (Triggering unit) in slot 1)) Equal to Ultra Helmet
(Item-type of (Item carried by (Triggering unit) in slot 2)) Equal to Ultra Helmet
(Item-type of (Item carried by (Triggering unit) in slot 3)) Equal to Ultra Helmet
(Item-type of (Item carried by (Triggering unit) in slot 4)) Equal to Ultra Helmet
(Item-type of (Item carried by (Triggering unit) in slot 5)) Equal to Ultra Helmet
(Item-type of (Item carried by (Triggering unit) in slot 6)) Equal to Ultra Helmet
Or - Any (Conditions) are true
Conditions
(Item-type of (Item carried by (Triggering unit) in slot 1)) Equal to -Ring of Legends-
(Item-type of (Item carried by (Triggering unit) in slot 2)) Equal to -Ring of Legends-
(Item-type of (Item carried by (Triggering unit) in slot 3)) Equal to -Ring of Legends-
(Item-type of (Item carried by (Triggering unit) in slot 4)) Equal to -Ring of Legends-
(Item-type of (Item carried by (Triggering unit) in slot 5)) Equal to -Ring of Legends-
(Item-type of (Item carried by (Triggering unit) in slot 6)) Equal to -Ring of Legends-
Actions
Item - Remove (Item carried by (Triggering unit) of type Ultra Helmet)
Item - Remove (Item carried by (Triggering unit) of type -Ring of Legends-)
Hero - Create Helmet of the Gods and give it to (Triggering unit)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Hero manipulating item) has an item of type Ultra Helmet) Equal to True
((Hero manipulating item) has an item of type -Ring of Legends-) Equal to True
Then - Actions
Else - Actions
Death Shield
Events
Unit - A unit Acquires an item
Conditions
Or - Any (Conditions) are true
Conditions
(Item-type of (Item carried by (Triggering unit) in slot 1)) Equal to Ultra Shield
(Item-type of (Item carried by (Triggering unit) in slot 2)) Equal to Ultra Shield
(Item-type of (Item carried by (Triggering unit) in slot 3)) Equal to Ultra Shield
(Item-type of (Item carried by (Triggering unit) in slot 4)) Equal to Ultra Shield
(Item-type of (Item carried by (Triggering unit) in slot 5)) Equal to Ultra Shield
(Item-type of (Item carried by (Triggering unit) in slot 6)) Equal to Ultra Shield
Or - Any (Conditions) are true
Conditions
(Item-type of (Item carried by (Triggering unit) in slot 1)) Equal to Ring of Damage
(Item-type of (Item carried by (Triggering unit) in slot 2)) Equal to Ring of Damage
(Item-type of (Item carried by (Triggering unit) in slot 3)) Equal to Ring of Damage
(Item-type of (Item carried by (Triggering unit) in slot 4)) Equal to Ring of Damage
(Item-type of (Item carried by (Triggering unit) in slot 5)) Equal to Ring of Damage
(Item-type of (Item carried by (Triggering unit) in slot 6)) Equal to Ring of Damage
Or - Any (Conditions) are true
Conditions
(Item-type of (Item carried by (Triggering unit) in slot 1)) Equal to Death Shield
(Item-type of (Item carried by (Triggering unit) in slot 2)) Equal to Death Shield
(Item-type of (Item carried by (Triggering unit) in slot 3)) Equal to Death Shield
(Item-type of (Item carried by (Triggering unit) in slot 4)) Equal to Death Shield
(Item-type of (Item carried by (Triggering unit) in slot 5)) Equal to Death Shield
(Item-type of (Item carried by (Triggering unit) in slot 6)) Equal to Death Shield
Actions
Item - Remove (Item carried by (Triggering unit) of type Ultra Shield)
Item - Remove (Item carried by (Triggering unit) of type Ring of Damage)
Item - Remove (Item carried by (Triggering unit) of type Death Shield)
Hero - Create Death Shield and give it to (Triggering unit)
Ring of Destruction
Events
Unit - A unit Acquires an item
Conditions
Or - Any (Conditions) are true
Conditions
(Item-type of (Item carried by (Triggering unit) in slot 1)) Equal to -Ring of Legends-
(Item-type of (Item carried by (Triggering unit) in slot 2)) Equal to -Ring of Legends-
(Item-type of (Item carried by (Triggering unit) in slot 3)) Equal to -Ring of Legends-
(Item-type of (Item carried by (Triggering unit) in slot 4)) Equal to -Ring of Legends-
(Item-type of (Item carried by (Triggering unit) in slot 5)) Equal to -Ring of Legends-
(Item-type of (Item carried by (Triggering unit) in slot 6)) Equal to -Ring of Legends-
Or - Any (Conditions) are true
Conditions
(Item-type of (Item carried by (Triggering unit) in slot 1)) Equal to Ring of Damage
(Item-type of (Item carried by (Triggering unit) in slot 2)) Equal to Ring of Damage
(Item-type of (Item carried by (Triggering unit) in slot 3)) Equal to Ring of Damage
(Item-type of (Item carried by (Triggering unit) in slot 4)) Equal to Ring of Damage
(Item-type of (Item carried by (Triggering unit) in slot 5)) Equal to Ring of Damage
(Item-type of (Item carried by (Triggering unit) in slot 6)) Equal to Ring of Damage
Or - Any (Conditions) are true
Conditions
(Item-type of (Item carried by (Triggering unit) in slot 1)) Equal to Ring of Armor
(Item-type of (Item carried by (Triggering unit) in slot 2)) Equal to Ring of Armor
(Item-type of (Item carried by (Triggering unit) in slot 3)) Equal to Ring of Armor
(Item-type of (Item carried by (Triggering unit) in slot 4)) Equal to Ring of Armor
(Item-type of (Item carried by (Triggering unit) in slot 5)) Equal to Ring of Armor
(Item-type of (Item carried by (Triggering unit) in slot 6)) Equal to Ring of Armor
Actions
Item - Remove (Item carried by (Triggering unit) of type -Ring of Legends-)
Item - Remove (Item carried by (Triggering unit) of type Ring of Damage)
Item - Remove (Item carried by (Triggering unit) of type Ring of Armor)
Hero - Create Ring of Destruction and give it to (Triggering unit)
Ring of Malfurion
Events
Unit - A unit Acquires an item
Conditions
((Hero manipulating item) has an item of type Ring of Mana) Equal to True
((Hero manipulating item) has an item of type Ring of Intelligence) Equal to True
Actions
Item - Remove (Item carried by (Triggering unit) of type Ring of Intelligence)
Item - Remove (Item carried by (Triggering unit) of type Ring of Mana)
Hero - Create Ring of Malfurion and give it to (Triggering unit)
Ancient Gloves
Events
Unit - A unit Acquires an item
Conditions
((Hero manipulating item) has an item of type Ultra Gloves) Equal to True
((Hero manipulating item) has an item of type Mask of Regeneration) Equal to True
Actions
Item - Remove (Item carried by (Triggering unit) of type Ultra Gloves)
Item - Remove (Item carried by (Triggering unit) of type Mask of Regeneration)
Hero - Create Ancient Gloves and give it to (Triggering unit)
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