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Triggers
Xylom Footman Wars v.15c.w3x
Variables
Map Installation
Map Start
Player Stuff (Win/Lose/Leave/Ect.)
No Attack Safe Zone
No Spell Safe Zone
Item Drops Normal
Item Drops Hero Mode
Tele To Recipe
Leave Recipe
Leave Recipe 2
Income
Check if Players Leave
Winners Declared 3v3v3v3
Winners Declared 6v6
Losers Declared
Multiboard
Create Multiboard
Update Kills
Hero Stuff/Spawns
Hero Glow
Hero Death
Rally Point
Spawns
No Enter Hero Choosing Area or Upgrade
No Enter TRRs
No Enter TLRs
No Enter BLRs
No Enter BRRs
Hero Is Bought
Random Hero Bought
Setup Random Heros
Modes
All Pick Mode
Hero Mode
All Tech Mode
All Random Mode
All Pick Mode 6v6
All Random Mode 6v6
Item Recipes/Other Item Stuff
Item Stacking 3
Item Stacking 2
Item Stacking 1
Recipes
Commands
Movement Speed Check
Match Up
Ping Upgrade
Custom Triggered Spells
Effects
Rigor Ignitus Effect
Impact Crator
Water Eruption
Phasing
Power Overload
Ground Tremble
Lightning Attack
Ability
Auto Cast Cripple
Auto Cast Fireball
Auto Cast Berserk
Auto Cast Taunt
Water Serpents Tidal Blast
Meltdown
Rigor Ignitus
Steroids
Mix Potions
Blackend Hour
Inferno
Enter map-specific custom script code below. This text will be included in the map script after variables are declared and before any trigger code.
Name
Type
is_array
initial_value
Blackend_Hour_Group
group
No
Players
force
No
RallyPoint
location
Yes
Random_Hero_Number
integer
No
Random_Heros
unitcode
Yes
Rigor_Ignitus_SE
location
No
Map Start
Events
Map initialization
Conditions
Actions
-------- Remove People Not Playing (Must be First). --------
For each (Integer A) from 1 to 12 , do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Player((Integer A))) slot status) Not equal to Is playing
Then - Actions
Player Group - Remove (Picked player) from (All players) .
Unit Group - Pick every unit in (Units owned by (Player((Integer A))).) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Else - Actions
Do nothing
-------- Quest and Music --------
Sound - Play SadMystery <gen>
Quest - Create a Required quest titled Credits... with the description Maker: Mtg22Clan: NoneChannel: Mtg's WorldSite(s): Epicwar.com, hiveworkshop.comHelpers/Idea Givers: LordForcystus, Don-Para-, Pandamanana, and Quack_Kills.Testers: Mordacity, Cwas, Julian., Zanmatozashi, Glycine, Don-Para-, LordForcystus and Pandamanana. , using icon path ReplaceableTextures\CommandButtons\BTNBookOfTheDead.blp
Quest - Create a Required quest titled Other... with the description Heroes:Max Level: 20 Units:Max Movement Speed: 522 , using icon path ReplaceableTextures\CommandButtons\BTNManual.blp
Quest - Create a Required quest titled How to Play... with the description First pick a hero or tech (Upgrade your main building to a better one). Then try and eliminate all other players by taking out there main bases. Once you eliminate all other players, you win. , using icon path ReplaceableTextures\CommandButtons\BTNBansheeAdept.blp
Quest - Create a Optional quest titled Updates... with the description Updates v.15c: Fixed Modes Portion of Quests and Credits Portion of Quests, Fixed Some Text on the Hints, Position of Bubble Armor Icon on Priest, Required Level for Heal and Inner Fire on Priest, Heal on Priest Description Text, Grave Robber's Devour Duration on Heroes and Damage, Ancient Warriors Lightning Attack AoE, Shadow Stalker's Clones Damage Percent, Removed Banish from the Shadow Stalker and Replaced it With Shadow Consumption, Fixed Phazers Ultimate, Added Gold Text Into Recipes, Mountain Giant Movment Speed, and Attack/Casting Spells From Safe Zone. , using icon path ReplaceableTextures\CommandButtons\BTNSorceressMaster.blp
Quest - Create a Optional quest titled Modes... with the description -Ap (All Pick Mode: All players are aloud to pick there hero or can tech)-Ar (All Random Mode: All players recieve a random hero as if every one has chosen random hero from the shop. You are also given a Hero Selector so if you want to buy another hero later.)-At (All Tech Mode: Every one is given 2000 gold and can only tech. No one can get a hero at all through out the whole game.)-Hm (Hero Mode: All players are to pick a hero and can get more later. The bases have been changed to make it more reasonable for a hero battle. Also every once in awhile a creep will spawn so you can kill it.)-ap6v6 (All Pick 6vs6 Mode: All players are aloud to pick there hero or can tech. Also it is 6vs6 instead of 3v3v3v3.)-ar6v6 (All Random 6vs6 Mode: All players recieve a random hero as if every one has chosen random hero from the shop. You are also given a Hero Selector so if you want to buy another hero later. Alsoit is 6vs6 instead of 3v3v3v3.) , using icon path ReplaceableTextures\CommandButtons\BTNNecromancerMaster.blp
Quest - Create a Optional quest titled Commands... with the description -Ms (Tells you the movement speed of all your heros.)-Ma (Tells you every hero on the map and what lvl they are and who there owned by.)-PingUpgrade (Pings the upgrade place for all people.) , using icon path ReplaceableTextures\CommandButtons\BTNSnazzyScrollPurple.blp
-------- Other Actions --------
Floating Text - Create floating text that reads Recipe Area at (Center of Recipe_Tele_1 <gen>) with Z offset 0 , using font size 7.50 , color ( 100 %, 100 %, 100 %), and 35.00 % transparency
Floating Text - Create floating text that reads Recipe Area at (Center of Recipe_Tele_2 <gen>) with Z offset 0 , using font size 7.50 , color ( 100 %, 100 %, 100 %), and 35.00 % transparency
Floating Text - Create floating text that reads Recipe Area at (Center of Recipe_Tele_3 <gen>) with Z offset 0 , using font size 7.50 , color ( 100 %, 100 %, 100 %), and 35.00 % transparency
Floating Text - Create floating text that reads Recipe Area at (Center of Recipe_Tele_4 <gen>) with Z offset 0 , using font size 7.50 , color ( 100 %, 100 %, 100 %), and 35.00 % transparency
Player Group - Add Player 1 (Red) to Players
Player Group - Add Player 2 (Blue) to Players
Player Group - Add Player 3 (Teal) to Players
Player Group - Add Player 4 (Purple) to Players
Player Group - Add Player 5 (Yellow) to Players
Player Group - Add Player 6 (Orange) to Players
Player Group - Add Player 7 (Green) to Players
Player Group - Add Player 8 (Pink) to Players
Player Group - Add Player 9 (Gray) to Players
Player Group - Add Player 10 (Light Blue) to Players
Player Group - Add Player 11 (Dark Green) to Players
Player Group - Add Player 12 (Brown) to Players
Game - Display to (All players) for 15.00 seconds the text: Red must choose a mode before the game can begin. ( Ap, Ar, At, Hm, Ap6v6, and Ar6v6. )
Game - Set the time of day to 12.00
Game - Turn the day/night cycle Off
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Top_Left <gen>
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across Top_Left <gen>
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across Top_Left <gen>
Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility across Top_Right <gen>
Visibility - Create an initially Enabled visibility modifier for Player 5 (Yellow) emitting Visibility across Top_Right <gen>
Visibility - Create an initially Enabled visibility modifier for Player 6 (Orange) emitting Visibility across Top_Right <gen>
Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility across Bottom_Right <gen>
Visibility - Create an initially Enabled visibility modifier for Player 8 (Pink) emitting Visibility across Bottom_Right <gen>
Visibility - Create an initially Enabled visibility modifier for Player 9 (Gray) emitting Visibility across Bottom_Right <gen>
Visibility - Create an initially Enabled visibility modifier for Player 10 (Light Blue) emitting Visibility across Bottom_Left <gen>
Visibility - Create an initially Enabled visibility modifier for Player 11 (Dark Green) emitting Visibility across Bottom_Left <gen>
Visibility - Create an initially Enabled visibility modifier for Player 12 (Brown) emitting Visibility across Bottom_Left <gen>
Set Variable Set RallyPoint[1] = (Player 1 (Red) start location)
Set Variable Set RallyPoint[2] = (Player 2 (Blue) start location)
Set Variable Set RallyPoint[3] = (Player 3 (Teal) start location)
Set Variable Set RallyPoint[4] = (Player 4 (Purple) start location)
Set Variable Set RallyPoint[5] = (Player 5 (Yellow) start location)
Set Variable Set RallyPoint[6] = (Player 6 (Orange) start location)
Set Variable Set RallyPoint[7] = (Player 7 (Green) start location)
Set Variable Set RallyPoint[8] = (Player 8 (Pink) start location)
Set Variable Set RallyPoint[9] = (Player 9 (Gray) start location)
Set Variable Set RallyPoint[10] = (Player 10 (Light Blue) start location)
Set Variable Set RallyPoint[11] = (Player 11 (Dark Green) start location)
Set Variable Set RallyPoint[12] = (Player 12 (Brown) start location)
Wait 2.50 seconds
Game - Display to (All players) the text: |c00ff0000Hint: This is were you upgrade your units. You also can upgrade summons/wards and heroes here. |r
Cinematic - Ping minimap for (All players) at (Center of Upgrade_Region <gen>) for 10.00 seconds
Wait 3.50 seconds
Game - Display to (All players) the text: |c00ff0000Hint: This is the recipe shop area.|r
Cinematic - Ping minimap for (All players) at (Center of Recipe <gen>) for 10.00 seconds
Wait 3.50 seconds
Game - Display to (All players) the text: |c00ff0000Hint: You get to the recipe shop by taking the teleport in your base.|r
Cinematic - Ping minimap for (All players) at (Center of Recipe_Tele_1 <gen>) for 10.00 seconds
Cinematic - Ping minimap for (All players) at (Center of Recipe_Tele_2 <gen>) for 10.00 seconds
Cinematic - Ping minimap for (All players) at (Center of Recipe_Tele_3 <gen>) for 10.00 seconds
Cinematic - Ping minimap for (All players) at (Center of Recipe_Tele_4 <gen>) for 10.00 seconds
Wait 3.50 seconds
Game - Display to (All players) the text: |c00ff0000Hint: Lastly when a unit on the map dies it has a chance to drop lumber, copper or thread. All of these things are used in some recipes or you can just sell them its your choice.|r
No Attack Safe Zone
Events
Unit - A unit Is attacked
Unit - A unit Begins casting an ability
Conditions
Or - Any (Conditions) are true
Conditions
(Recipe <gen> contains (Attacking unit)) Equal to True
Actions
Unit - Order (Attacking unit) to Stop .
No Spell Safe Zone
Events
Unit - A unit Begins casting an ability
Conditions
Or - Any (Conditions) are true
Conditions
(Recipe <gen> contains (Triggering unit)) Equal to True
Actions
Unit - Order (Triggering unit) to Stop .
Item Drops Normal
Events
Unit - A unit Dies
Conditions
Actions
Custom script: local itempool ip = CreateItemPool()
Unit - Move (Triggering unit) instantly to (Center of Recipe <gen>)
Unit - Make (Triggering unit) Invulnerable
Leave Recipe
Events
Unit - A unit enters Leave_Recipe_Tele <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Move (Triggering unit) instantly to ((Owner of (Triggering unit)) start location)
Unit - Make (Triggering unit) Vulnerable
Leave Recipe 2
Events
Unit - A unit leaves Recipe <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Make (Triggering unit) Vulnerable
Income
Events
Time - Every 12.50 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Add 7 to (Picked player).Current gold)
Check if Players Leave
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked player) slot status) Not equal to Is playing
Then - Actions
Game - Display to Players the text: ((Name of (Picked player)) + has left the game.)
If ((Picked player) Equal to Player 1 (Red)) then do (Set the text for (Last created multiboard) item in column 1, row 2 to ((Name of (Picked player)) + *Left*)) else do (Do nothing)
If ((Picked player) Equal to Player 2 (Blue)) then do (Set the text for (Last created multiboard) item in column 1, row 3 to ((Name of (Picked player)) + *Left*)) else do (Do nothing)
If ((Picked player) Equal to Player 3 (Teal)) then do (Set the text for (Last created multiboard) item in column 1, row 4 to ((Name of (Picked player)) + *Left*)) else do (Do nothing)
If ((Picked player) Equal to Player 4 (Purple)) then do (Set the text for (Last created multiboard) item in column 1, row 5 to ((Name of (Picked player)) + *Left*)) else do (Do nothing)
If ((Picked player) Equal to Player 5 (Yellow)) then do (Set the text for (Last created multiboard) item in column 1, row 6 to ((Name of (Picked player)) + *Left*)) else do (Do nothing)
If ((Picked player) Equal to Player 6 (Orange)) then do (Set the text for (Last created multiboard) item in column 1, row 7 to ((Name of (Picked player)) + *Left*)) else do (Do nothing)
If ((Picked player) Equal to Player 7 (Green)) then do (Set the text for (Last created multiboard) item in column 1, row 8 to ((Name of (Picked player)) + *Left*)) else do (Do nothing)
If ((Picked player) Equal to Player 8 (Pink)) then do (Set the text for (Last created multiboard) item in column 1, row 9 to ((Name of (Picked player)) + *Left*)) else do (Do nothing)
If ((Picked player) Equal to Player 9 (Gray)) then do (Set the text for (Last created multiboard) item in column 1, row 10 to ((Name of (Picked player)) + *Left*)) else do (Do nothing)
If ((Picked player) Equal to Player 10 (Light Blue)) then do (Set the text for (Last created multiboard) item in column 1, row 11 to ((Name of (Picked player)) + *Left*)) else do (Do nothing)
If ((Picked player) Equal to Player 11 (Dark Green)) then do (Set the text for (Last created multiboard) item in column 1, row 12 to ((Name of (Picked player)) + *Left*)) else do (Do nothing)
If ((Picked player) Equal to Player 12 (Brown)) then do (Set the text for (Last created multiboard) item in column 1, row 13 to ((Name of (Picked player)) + *Left*)) else do (Do nothing)
Unit Group - Pick every unit in (Units owned by (Picked player).) and do (Remove (Picked unit) from the game)
Player Group - Remove (Picked player) from (All players) .
Wait 7.50 seconds
Unit Group - Pick every unit in (Units owned by (Picked player).) and do (Remove (Picked unit) from the game)
Else - Actions
Do nothing
Winners Declared 3v3v3v3
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) is in (All players).) Equal to False
(Player 2 (Blue) is in (All players).) Equal to False
(Player 3 (Teal) is in (All players).) Equal to False
(Player 4 (Purple) is in (All players).) Equal to False
(Player 5 (Yellow) is in (All players).) Equal to False
(Player 6 (Orange) is in (All players).) Equal to False
(Player 8 (Pink) is in (All players).) Equal to False
(Player 7 (Green) is in (All players).) Equal to False
(Player 9 (Gray) is in (All players).) Equal to False
Then - Actions
Game - Victory Player 10 (Light Blue) ( Show dialogs, Show scores)
Game - Victory Player 12 (Brown) ( Show dialogs, Show scores)
Game - Victory Player 11 (Dark Green) ( Show dialogs, Show scores)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 10 (Light Blue) is in (All players).) Equal to False
(Player 7 (Green) is in (All players).) Equal to False
(Player 8 (Pink) is in (All players).) Equal to False
(Player 9 (Gray) is in (All players).) Equal to False
(Player 11 (Dark Green) is in (All players).) Equal to False
(Player 12 (Brown) is in (All players).) Equal to False
(Player 4 (Purple) is in (All players).) Equal to False
(Player 5 (Yellow) is in (All players).) Equal to False
(Player 6 (Orange) is in (All players).) Equal to False
Then - Actions
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Game - Victory Player 3 (Teal) ( Show dialogs, Show scores)
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 10 (Light Blue) is in (All players).) Equal to False
(Player 7 (Green) is in (All players).) Equal to False
(Player 8 (Pink) is in (All players).) Equal to False
(Player 9 (Gray) is in (All players).) Equal to False
(Player 11 (Dark Green) is in (All players).) Equal to False
(Player 12 (Brown) is in (All players).) Equal to False
(Player 1 (Red) is in (All players).) Equal to False
(Player 2 (Blue) is in (All players).) Equal to False
(Player 3 (Teal) is in (All players).) Equal to False
Then - Actions
Game - Victory Player 4 (Purple) ( Show dialogs, Show scores)
Game - Victory Player 5 (Yellow) ( Show dialogs, Show scores)
Game - Victory Player 6 (Orange) ( Show dialogs, Show scores)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 10 (Light Blue) is in (All players).) Equal to False
(Player 4 (Purple) is in (All players).) Equal to False
(Player 5 (Yellow) is in (All players).) Equal to False
(Player 6 (Orange) is in (All players).) Equal to False
(Player 11 (Dark Green) is in (All players).) Equal to False
(Player 12 (Brown) is in (All players).) Equal to False
(Player 1 (Red) is in (All players).) Equal to False
(Player 2 (Blue) is in (All players).) Equal to False
(Player 3 (Teal) is in (All players).) Equal to False
Then - Actions
Game - Victory Player 7 (Green) ( Show dialogs, Show scores)
Game - Victory Player 8 (Pink) ( Show dialogs, Show scores)
Game - Victory Player 9 (Gray) ( Show dialogs, Show scores)
Else - Actions
Do nothing
Winners Declared 6v6
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) is in (All players).) Equal to False
(Player 2 (Blue) is in (All players).) Equal to False
(Player 3 (Teal) is in (All players).) Equal to False
(Player 4 (Purple) is in (All players).) Equal to False
(Player 5 (Yellow) is in (All players).) Equal to False
(Player 6 (Orange) is in (All players).) Equal to False
Then - Actions
Game - Victory Player 7 (Green) ( Show dialogs, Show scores)
Game - Victory Player 8 (Pink) ( Show dialogs, Show scores)
Game - Victory Player 9 (Gray) ( Show dialogs, Show scores)
Game - Victory Player 10 (Light Blue) ( Show dialogs, Show scores)
Game - Victory Player 12 (Brown) ( Show dialogs, Show scores)
Game - Victory Player 11 (Dark Green) ( Show dialogs, Show scores)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) is in (All players).) Equal to False
(Player 8 (Pink) is in (All players).) Equal to False
(Player 9 (Gray) is in (All players).) Equal to False
(Player 10 (Light Blue) is in (All players).) Equal to False
(Player 11 (Dark Green) is in (All players).) Equal to False
(Player 12 (Brown) is in (All players).) Equal to False
Then - Actions
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
Game - Victory Player 3 (Teal) ( Show dialogs, Show scores)
Game - Victory Player 4 (Purple) ( Show dialogs, Show scores)
Game - Victory Player 5 (Yellow) ( Show dialogs, Show scores)
Game - Victory Player 6 (Orange) ( Show dialogs, Show scores)
Else - Actions
Do nothing
Losers Declared
Events
Unit - A unit Dies
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Triggering unit)) Equal to Hero Base (Spawns Nothing)
(Unit-type of (Triggering unit)) Equal to Barracks (Spawns Level 0 Footman)
(Unit-type of (Triggering unit)) Equal to Grunt Hutch (Spawns Level 1 Grunts)
(Unit-type of (Triggering unit)) Equal to Troll Hut (Spawns Level 2 Berserkers)
(Unit-type of (Triggering unit)) Equal to Beastiary (Spawns Level 3 Raiders)
(Unit-type of (Triggering unit)) Equal to Main Hall (Spawns Level 4 Brutes)
(Unit-type of (Triggering unit)) Equal to Lumber Mill (Spawns Level 1 Archers)
(Unit-type of (Triggering unit)) Equal to Arcane Sanctum (Spawns Level 2 Wizards)
(Unit-type of (Triggering unit)) Equal to Town Hall (Spawns Level 3 Knights)
(Unit-type of (Triggering unit)) Equal to Crusader's Altar (Spawns Level 4 Crusaders)
(Unit-type of (Triggering unit)) Equal to Crypt (Spawns Level 1 Ghouls)
(Unit-type of (Triggering unit)) Equal to Fiend Tower (Spawns Level 2 Crypt Fiends)
(Unit-type of (Triggering unit)) Equal to Abomination Buildery (Spawns Level 3 Abominations)
(Unit-type of (Triggering unit)) Equal to Phase Shifter (Spawns Level 4 Reapers)
(Unit-type of (Triggering unit)) Equal to Hunters Hall (Spawns Level 1 Huntresses)
(Unit-type of (Triggering unit)) Equal to Ancient of Lore (Spawns Level 2 Dryads)
(Unit-type of (Triggering unit)) Equal to Ancient of Stone (Spawns Level 3 Mountain Giants)
(Unit-type of (Triggering unit)) Equal to Living Tree Fort (Spawns Level 4 Elite Archers)
(Unit-type of (Triggering unit)) Equal to Coral Bed (Spawns Level 1 Mur'gul)
(Unit-type of (Triggering unit)) Equal to Spawning Grounds (Spawns Level 2 Snap Dragons)
(Unit-type of (Triggering unit)) Equal to Altar of the Depths (Spawns Level 3 Naga Royal Guards)
(Unit-type of (Triggering unit)) Equal to Temple of Tides (Spawns Level 4 Dragon Turtles)
(Unit-type of (Triggering unit)) Equal to Spirit Manipulator (Spawns Level 1 Shades)
(Unit-type of (Triggering unit)) Equal to Spirit Chamber (Spawns Level 2 Cripplifiers)
(Unit-type of (Triggering unit)) Equal to Banshee Hideout (Spawns Level 3 Banshees)
(Unit-type of (Triggering unit)) Equal to Spirit Castle (Spawns Level 4 Spirit Masters)
Actions
Game - Display to Players the text: ((Name of (Owner of (Triggering unit))) + |c000b00f3 |r|c000be40fh|r|c00efe40fa|r|c00e1590fs|r|c00ef000f |r|c00e1590fb|r|c00efe40fe|r|c000be40fe|r|c000b00f3n|r|c00690096 |r|c000b000fd|r|c000b000fe|r|c000b000ff|r|c000b000fe|r|c000b000fa|r|c000b000ft|r|c000b000fe|r|c000b000fd|r|c000b000f!|r)
Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit)).) and do (Remove (Picked unit) from the game)
Player Group - Remove (Owner of (Triggering unit)) from (All players) .
Player Group - Pick every player in (All players) and do (Make (Owner of (Triggering unit)) treat (Picked player) as an Enemy)
Player Group - Pick every player in (All players) and do (Make (Picked player) treat (Owner of (Triggering unit)) as an Enemy)
Visibility - Create an initially Enabled visibility modifier for (Owner of (Triggering unit)) emitting Visibility across (Playable map area)
workin on this, but im gonna replace it with leaderboard. its doin good.
Create Multiboard
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Trigger - Turn off (This trigger)
Multiboard - Create a multiboard with 2 columns and 13 rows, titled Xylom: Footman Wars *Kills* .
Multiboard - Set the text for (Last created multiboard) item in column 1 , row 1 to Player
Multiboard - Set the width for (Last created multiboard) item in column 1 , row 1 to 13.00 % of the total screen width
Multiboard - Set the display style for (Last created multiboard) item in column 1 , row 1 to Show text and Hide icons
Multiboard - Set the text for (Last created multiboard) item in column 1 , row 2 to (Name of Player 1 (Red))
Multiboard - Set the color for (Last created multiboard) item in column 1 , row 2 to ( 100 %, 0.00 %, 0.00 %) with 0 % transparency
Multiboard - Set the width for (Last created multiboard) item in column 1 , row 2 to 13.00 % of the total screen width
Multiboard - Set the display style for (Last created multiboard) item in column 1 , row 2 to Show text and Hide icons
Multiboard - Set the text for (Last created multiboard) item in column 1 , row 3 to (Name of Player 2 (Blue))
Multiboard - Set the color for (Last created multiboard) item in column 1 , row 3 to ( 0.00 %, 0.00 %, 100.00 %) with 0 % transparency
Multiboard - Set the width for (Last created multiboard) item in column 1 , row 3 to 13.00 % of the total screen width
Multiboard - Set the display style for (Last created multiboard) item in column 1 , row 3 to Show text and Hide icons
Multiboard - Set the text for (Last created multiboard) item in column 1 , row 4 to (Name of Player 3 (Teal))
Multiboard - Set the color for (Last created multiboard) item in column 1 , row 4 to ( 0.00 %, 100.00 %, 100.00 %) with 0 % transparency
Multiboard - Set the width for (Last created multiboard) item in column 1 , row 4 to 13.00 % of the total screen width
Multiboard - Set the display style for (Last created multiboard) item in column 1 , row 4 to Show text and Hide icons
Multiboard - Set the text for (Last created multiboard) item in column 1 , row 5 to (Name of Player 4 (Purple))
Multiboard - Set the color for (Last created multiboard) item in column 1 , row 5 to ( 50.00 %, 0.00 %, 100.00 %) with 0 % transparency
Multiboard - Set the width for (Last created multiboard) item in column 1 , row 5 to 13.00 % of the total screen width
Multiboard - Set the display style for (Last created multiboard) item in column 1 , row 5 to Show text and Hide icons
Multiboard - Set the text for (Last created multiboard) item in column 1 , row 6 to (Name of Player 5 (Yellow))
Multiboard - Set the color for (Last created multiboard) item in column 1 , row 6 to ( 100.00 %, 100.00 %, 0.00 %) with 0 % transparency
Multiboard - Set the width for (Last created multiboard) item in column 1 , row 6 to 13.00 % of the total screen width
Multiboard - Set the display style for (Last created multiboard) item in column 1 , row 6 to Show text and Hide icons
Multiboard - Set the text for (Last created multiboard) item in column 1 , row 7 to (Name of Player 6 (Orange))
Multiboard - Set the color for (Last created multiboard) item in column 1 , row 7 to ( 100.00 %, 50.00 %, 0.00 %) with 0 % transparency
Multiboard - Set the width for (Last created multiboard) item in column 1 , row 7 to 13.00 % of the total screen width
Multiboard - Set the display style for (Last created multiboard) item in column 1 , row 7 to Show text and Hide icons
Multiboard - Set the text for (Last created multiboard) item in column 1 , row 8 to (Name of Player 7 (Green))
Multiboard - Set the color for (Last created multiboard) item in column 1 , row 8 to ( 0.00 %, 100.00 %, 0.00 %) with 0 % transparency
Multiboard - Set the width for (Last created multiboard) item in column 1 , row 8 to 13.00 % of the total screen width
Multiboard - Set the display style for (Last created multiboard) item in column 1 , row 8 to Show text and Hide icons
Multiboard - Set the text for (Last created multiboard) item in column 1 , row 9 to (Name of Player 8 (Pink))
Multiboard - Set the color for (Last created multiboard) item in column 1 , row 9 to ( 100.00 %, 50.00 %, 100.00 %) with 0 % transparency
Multiboard - Set the width for (Last created multiboard) item in column 1 , row 9 to 13.00 % of the total screen width
Multiboard - Set the display style for (Last created multiboard) item in column 1 , row 9 to Show text and Hide icons
Multiboard - Set the text for (Last created multiboard) item in column 1 , row 10 to (Name of Player 9 (Gray))
Multiboard - Set the color for (Last created multiboard) item in column 1 , row 10 to ( 50.00 %, 50.00 %, 50.00 %) with 0 % transparency
Multiboard - Set the width for (Last created multiboard) item in column 1 , row 10 to 13.00 % of the total screen width
Multiboard - Set the display style for (Last created multiboard) item in column 1 , row 10 to Show text and Hide icons
Multiboard - Set the text for (Last created multiboard) item in column 1 , row 11 to (Name of Player 10 (Light Blue))
Multiboard - Set the color for (Last created multiboard) item in column 1 , row 11 to ( 60.00 %, 60.00 %, 100.00 %) with 0 % transparency
Multiboard - Set the width for (Last created multiboard) item in column 1 , row 11 to 13.00 % of the total screen width
Multiboard - Set the display style for (Last created multiboard) item in column 1 , row 11 to Show text and Hide icons
Multiboard - Set the text for (Last created multiboard) item in column 1 , row 12 to (Name of Player 11 (Dark Green))
Multiboard - Set the color for (Last created multiboard) item in column 1 , row 12 to ( 0.00 %, 50.00 %, 0.00 %) with 0 % transparency
Multiboard - Set the width for (Last created multiboard) item in column 1 , row 12 to 13.00 % of the total screen width
Multiboard - Set the display style for (Last created multiboard) item in column 1 , row 12 to Show text and Hide icons
Multiboard - Set the text for (Last created multiboard) item in column 1 , row 13 to (Name of Player 12 (Brown))
Multiboard - Set the color for (Last created multiboard) item in column 1 , row 13 to ( 50.00 %, 25.00 %, 0.00 %) with 0 % transparency
Multiboard - Set the width for (Last created multiboard) item in column 1 , row 13 to 13.00 % of the total screen width
Multiboard - Set the display style for (Last created multiboard) item in column 1 , row 13 to Show text and Hide icons
Multiboard - Set the text for (Last created multiboard) item in column 2 , row 1 to Kills
Multiboard - Set the width for (Last created multiboard) item in column 2 , row 1 to 6.00 % of the total screen width
Multiboard - Set the display style for (Last created multiboard) item in column 2 , row 1 to Show text and Hide icons
Multiboard - Set the width for (Last created multiboard) item in column 2 , row 2 to 6.00 % of the total screen width
Multiboard - Set the display style for (Last created multiboard) item in column 2 , row 2 to Show text and Hide icons
Multiboard - Set the width for (Last created multiboard) item in column 2 , row 3 to 6.00 % of the total screen width
Multiboard - Set the display style for (Last created multiboard) item in column 2 , row 3 to Show text and Hide icons
Multiboard - Set the width for (Last created multiboard) item in column 2 , row 4 to 6.00 % of the total screen width
Multiboard - Set the display style for (Last created multiboard) item in column 2 , row 4 to Show text and Hide icons
Multiboard - Set the width for (Last created multiboard) item in column 2 , row 5 to 6.00 % of the total screen width
Multiboard - Set the display style for (Last created multiboard) item in column 2 , row 5 to Show text and Hide icons
Multiboard - Set the width for (Last created multiboard) item in column 2 , row 6 to 6.00 % of the total screen width
Multiboard - Set the display style for (Last created multiboard) item in column 2 , row 6 to Show text and Hide icons
Multiboard - Set the width for (Last created multiboard) item in column 2 , row 7 to 6.00 % of the total screen width
Multiboard - Set the display style for (Last created multiboard) item in column 2 , row 7 to Show text and Hide icons
Multiboard - Set the width for (Last created multiboard) item in column 2 , row 8 to 6.00 % of the total screen width
Multiboard - Set the display style for (Last created multiboard) item in column 2 , row 8 to Show text and Hide icons
Multiboard - Set the width for (Last created multiboard) item in column 2 , row 9 to 6.00 % of the total screen width
Multiboard - Set the display style for (Last created multiboard) item in column 2 , row 9 to Show text and Hide icons
Multiboard - Set the width for (Last created multiboard) item in column 2 , row 10 to 6.00 % of the total screen width
Multiboard - Set the display style for (Last created multiboard) item in column 2 , row 10 to Show text and Hide icons
Multiboard - Set the width for (Last created multiboard) item in column 2 , row 11 to 6.00 % of the total screen width
Multiboard - Set the display style for (Last created multiboard) item in column 2 , row 11 to Show text and Hide icons
Multiboard - Set the width for (Last created multiboard) item in column 2 , row 12 to 6.00 % of the total screen width
Multiboard - Set the display style for (Last created multiboard) item in column 2 , row 12 to Show text and Hide icons
Multiboard - Set the width for (Last created multiboard) item in column 2 , row 13 to 6.00 % of the total screen width
Multiboard - Set the display style for (Last created multiboard) item in column 2 , row 13 to Show text and Hide icons
Multiboard - Show (Last created multiboard)
If ((Player 1 (Red) slot status) Not equal to Is playing) then do (Set the text for (Last created multiboard) item in column 1, row 2 to Unused) else do (Do nothing)
If ((Player 2 (Blue) slot status) Not equal to Is playing) then do (Set the text for (Last created multiboard) item in column 1, row 3 to Unused) else do (Do nothing)
If ((Player 3 (Teal) slot status) Not equal to Is playing) then do (Set the text for (Last created multiboard) item in column 1, row 4 to Unused) else do (Do nothing)
If ((Player 4 (Purple) slot status) Not equal to Is playing) then do (Set the text for (Last created multiboard) item in column 1, row 5 to Unused) else do (Do nothing)
If ((Player 5 (Yellow) slot status) Not equal to Is playing) then do (Set the text for (Last created multiboard) item in column 1, row 6 to Unused) else do (Do nothing)
If ((Player 6 (Orange) slot status) Not equal to Is playing) then do (Set the text for (Last created multiboard) item in column 1, row 7 to Unused) else do (Do nothing)
If ((Player 7 (Green) slot status) Not equal to Is playing) then do (Set the text for (Last created multiboard) item in column 1, row 8 to Unused) else do (Do nothing)
If ((Player 8 (Pink) slot status) Not equal to Is playing) then do (Set the text for (Last created multiboard) item in column 1, row 9 to Unused) else do (Do nothing)
If ((Player 9 (Gray) slot status) Not equal to Is playing) then do (Set the text for (Last created multiboard) item in column 1, row 10 to Unused) else do (Do nothing)
If ((Player 10 (Light Blue) slot status) Not equal to Is playing) then do (Set the text for (Last created multiboard) item in column 1, row 11 to Unused) else do (Do nothing)
If ((Player 11 (Dark Green) slot status) Not equal to Is playing) then do (Set the text for (Last created multiboard) item in column 1, row 12 to Unused) else do (Do nothing)
If ((Player 12 (Brown) slot status) Not equal to Is playing) then do (Set the text for (Last created multiboard) item in column 1, row 13 to Unused) else do (Do nothing)
Update Kills
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Multiboard - Set the text for (Last created multiboard) item in column 2 , row 2 to (String((Player 1 (Red) Units Killed)))
Multiboard - Set the text for (Last created multiboard) item in column 2 , row 3 to (String((Player 2 (Blue) Units Killed)))
Multiboard - Set the text for (Last created multiboard) item in column 2 , row 4 to (String((Player 3 (Teal) Units Killed)))
Multiboard - Set the text for (Last created multiboard) item in column 2 , row 5 to (String((Player 4 (Purple) Units Killed)))
Multiboard - Set the text for (Last created multiboard) item in column 2 , row 6 to (String((Player 5 (Yellow) Units Killed)))
Multiboard - Set the text for (Last created multiboard) item in column 2 , row 7 to (String((Player 6 (Orange) Units Killed)))
Multiboard - Set the text for (Last created multiboard) item in column 2 , row 8 to (String((Player 7 (Green) Units Killed)))
Multiboard - Set the text for (Last created multiboard) item in column 2 , row 9 to (String((Player 8 (Pink) Units Killed)))
Multiboard - Set the text for (Last created multiboard) item in column 2 , row 10 to (String((Player 9 (Gray) Units Killed)))
Multiboard - Set the text for (Last created multiboard) item in column 2 , row 11 to (String((Player 10 (Light Blue) Units Killed)))
Multiboard - Set the text for (Last created multiboard) item in column 2 , row 12 to (String((Player 11 (Dark Green) Units Killed)))
Multiboard - Set the text for (Last created multiboard) item in column 2 , row 13 to (String((Player 12 (Brown) Units Killed)))
Hero Glow
Events
Unit - A unit Finishes reviving
Unit - A unit Finishes casting an ability
Conditions
Actions
Unit - Change color of (Reviving Hero) to (Color of (Owner of (Reviving Hero)))
Unit Group - Pick every unit in (Units within 1000000000.00 of (Center of (Playable map area)) matching (((Matching unit) is A Hero) Equal to True).) and do (Change color of (Picked unit) to (Color of (Owner of (Picked unit))))
Hero Death
Events
Unit - A unit Dies
Conditions
((Triggering unit) is A Hero) Equal to True
(Owner of (Dying unit)) Not equal to (Owner of (Killing unit))
Actions
Game - Display to Players the text: (|c00ff0000 + ((Name of (Owner of (Dying unit))) + ('s + ((Name of (Dying unit)) + ( has been killed by + ((Name of (Owner of (Killing unit))) + ('s + (Name of (Killing unit)))))))))
Rally Point
Events
Unit - A unit Is issued an order targeting a point
Conditions
(Unit-type of (Ordered unit)) Not equal to Upgrade Station (Unit)
(Unit-type of (Ordered unit)) Not equal to Upgrade Station (Summoned)
(Unit-type of (Ordered unit)) Not equal to Upgrade Station (Hero)
Set Variable Set RallyPoint[(Player number of (Owner of (Ordered unit)))] = (Target point of issued order)
Spawns
Events
Time - Every 7.50 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players matching ((Number of units in (Units owned by (Matching player) matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is A Hero) Equal to False) and (((Matching unit) is Summoned) Equal to False))).)) Less than 200).) and do (Actions)
Loop - Actions
-------- Footie Spawns --------
If ((Number of living Barracks (Spawns Level 0 Footman) units owned by (Picked player)) Equal to 1) then do (Create 1.Footman (Level 0 Unit) for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing)
-------- Human Spawns --------
If ((Number of living Lumber Mill (Spawns Level 1 Archers) units owned by (Picked player)) Equal to 1) then do (Create 1.Archer (Human Level 1) for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing)
If ((Number of living Arcane Sanctum (Spawns Level 2 Wizards) units owned by (Picked player)) Equal to 1) then do (Create 1.Wizard (Human Level 2) for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing)
If ((Number of living Town Hall (Spawns Level 3 Knights) units owned by (Picked player)) Equal to 1) then do (Create 1.Knight (Human Level 3) for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing)
If ((Number of living Crusader's Altar (Spawns Level 4 Crusaders) units owned by (Picked player)) Equal to 1) then do (Create 1.Crusader (Human Level 4) for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing)
-------- Orc Spawns --------
If ((Number of living Grunt Hutch (Spawns Level 1 Grunts) units owned by (Picked player)) Equal to 1) then do (Create 1.Grunt (Orc Level 1) for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing)
If ((Number of living Troll Hut (Spawns Level 2 Berserkers) units owned by (Picked player)) Equal to 1) then do (Create 1.Berserker (Orc Level 2) for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing)
If ((Number of living Beastiary (Spawns Level 3 Raiders) units owned by (Picked player)) Equal to 1) then do (Create 1.Raider (Orc Level 3) for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing)
If ((Number of living Main Hall (Spawns Level 4 Brutes) units owned by (Picked player)) Equal to 1) then do (Create 1.Brute (Orc Level 4) for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing)
-------- Night Elf Spawns --------
If ((Number of living Hunters Hall (Spawns Level 1 Huntresses) units owned by (Picked player)) Equal to 1) then do (Create 1.Huntress (Night Elf Level 1) for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing)
If ((Number of living Ancient of Lore (Spawns Level 2 Dryads) units owned by (Picked player)) Equal to 1) then do (Create 1.Dryad (Night Elf Level 2) for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing)
If ((Number of living Ancient of Stone (Spawns Level 3 Mountain Giants) units owned by (Picked player)) Equal to 1) then do (Create 1.Mountain Giant (Night Elf Level 3) for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing)
If ((Number of living Living Tree Fort (Spawns Level 4 Elite Archers) units owned by (Picked player)) Equal to 1) then do (Create 1.Elite Archer (Night Elf Level 4) for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing)
-------- Undead Spawns --------
If ((Number of living Crypt (Spawns Level 1 Ghouls) units owned by (Picked player)) Equal to 1) then do (Create 1.Ghoul (Undead Level 1) for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing)
If ((Number of living Fiend Tower (Spawns Level 2 Crypt Fiends) units owned by (Picked player)) Equal to 1) then do (Create 1.Crypt Fiend (Undead Level 2) for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing)
If ((Number of living Abomination Buildery (Spawns Level 3 Abominations) units owned by (Picked player)) Equal to 1) then do (Create 1.Abomination (Undead Level 3) for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing)
If ((Number of living Phase Shifter (Spawns Level 4 Reapers) units owned by (Picked player)) Equal to 1) then do (Create 1.Reaper (Undead Level 4) for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing)
-------- Naga Spawns --------
If ((Number of living Coral Bed (Spawns Level 1 Mur'gul) units owned by (Picked player)) Equal to 1) then do (Create 1.Mur'gul (Naga Level 1) for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing)
If ((Number of living Spawning Grounds (Spawns Level 2 Snap Dragons) units owned by (Picked player)) Equal to 1) then do (Create 1.Snap Dragon (Naga Level 2) for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing)
If ((Number of living Altar of the Depths (Spawns Level 3 Naga Royal Guards) units owned by (Picked player)) Equal to 1) then do (Create 1.Naga Royal Guard (Naga Level 3) for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing)
If ((Number of living Temple of Tides (Spawns Level 4 Dragon Turtles) units owned by (Picked player)) Equal to 1) then do (Create 1.Dragon Turtle (Naga Level 4) for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing)
-------- Spirit Spawns --------
If ((Number of living Spirit Manipulator (Spawns Level 1 Shades) units owned by (Picked player)) Equal to 1) then do (Create 1.Shade (Spirit Level 1) for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing)
If ((Number of living Spirit Chamber (Spawns Level 2 Cripplifiers) units owned by (Picked player)) Equal to 1) then do (Create 1.Cripplifier (Spirit Level 2) for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing)
If ((Number of living Banshee Hideout (Spawns Level 3 Banshees) units owned by (Picked player)) Equal to 1) then do (Create 1.Banshee (Spirit Level 3) for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing)
If ((Number of living Spirit Castle (Spawns Level 4 Spirit Masters) units owned by (Picked player)) Equal to 1) then do (Create 1.Spirit Master (Spirit Level 4) for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing)
-------- Rally Point --------
Unit - Order (Last created unit) to Attack-Move To . RallyPoint[(Player number of (Owner of (Last created unit)))]
No Enter Hero Choosing Area or Upgrade
Events
Unit - A unit enters Hero_Region <gen>
Unit - A unit enters Upgrade_Region <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Move (Triggering unit) instantly to ((Owner of (Triggering unit)) start location)
No Enter TRRs
Events
Unit - A unit enters TRR_1 <gen>
Unit - A unit enters TRR_2 <gen>
Conditions
((Triggering unit) belongs to an ally of Player 4 (Purple).) Not equal to True
((Triggering unit) belongs to an ally of Player 5 (Yellow).) Not equal to True
((Triggering unit) belongs to an ally of Player 6 (Orange).) Not equal to True
Actions
Unit - Move (Triggering unit) instantly to (Center of Top_Right <gen>)
No Enter TLRs
Events
Unit - A unit enters TLR_1 <gen>
Unit - A unit enters TLR_2 <gen>
Conditions
((Triggering unit) belongs to an ally of Player 1 (Red).) Not equal to True
((Triggering unit) belongs to an ally of Player 2 (Blue).) Not equal to True
((Triggering unit) belongs to an ally of Player 3 (Teal).) Not equal to True
Actions
Unit - Move (Triggering unit) instantly to (Center of Top_Left <gen>)
No Enter BLRs
Events
Unit - A unit enters BLR_1 <gen>
Unit - A unit enters BLR_2 <gen>
Conditions
((Triggering unit) belongs to an ally of Player 10 (Light Blue).) Not equal to True
((Triggering unit) belongs to an ally of Player 11 (Dark Green).) Not equal to True
((Triggering unit) belongs to an ally of Player 12 (Brown).) Not equal to True
Actions
Unit - Move (Triggering unit) instantly to (Center of Bottom_Left <gen>)
No Enter BRRs
Events
Unit - A unit enters BRR_1 <gen>
Unit - A unit enters BRR_2 <gen>
Conditions
((Triggering unit) belongs to an ally of Player 7 (Green).) Not equal to True
((Triggering unit) belongs to an ally of Player 8 (Pink).) Not equal to True
((Triggering unit) belongs to an ally of Player 9 (Gray).) Not equal to True
Actions
Unit - Move (Triggering unit) instantly to (Center of Bottom_Right <gen>)
Hero Is Bought
Events
Unit - A unit Sells a unit
Conditions
((Sold unit) is A Hero) Equal to True
Actions
Unit - Change color of (Sold unit) to (Color of (Owner of (Sold unit)))
Unit - Move (Sold unit) instantly to ((Owner of (Sold unit)) start location)
Hero - Create Scroll of Town Portal and give it to (Sold unit)
Random Hero Bought
Events
Unit - A unit Sells a unit
Conditions
(Unit-type of (Sold unit)) Equal to Random Hero
Actions
Unit - Create 1 . Random_Heros[(Random integer number between 1 and Random_Hero_Number)] for (Owner of (Sold unit)) at ((Owner of (Sold unit)) start location) facing Default building facing degrees
Unit - Change color of (Last created unit) to (Color of (Owner of (Last created unit)))
Hero - Create Scroll of Town Portal and give it to (Last created unit)
Hero - Create Boots of Speed and give it to (Last created unit)
Unit - Remove (Sold unit) from the game
Setup Random Heros
Events
Map initialization
Conditions
Actions
Set Variable Set Random_Heros[1] = "Hpal"
Set Variable Set Random_Heros[2] = "Hamg"
Set Variable Set Random_Heros[3] = "Hmkg"
Set Variable Set Random_Heros[4] = "Hblm"
Set Variable Set Random_Heros[5] = "Obla"
Set Variable Set Random_Heros[6] = "Ofar"
Set Variable Set Random_Heros[7] = "Otch"
Set Variable Set Random_Heros[8] = "Oshd"
Set Variable Set Random_Heros[9] = "Udea"
Set Variable Set Random_Heros[10] = "Ulic"
Set Variable Set Random_Heros[11] = "Udre"
Set Variable Set Random_Heros[12] = "Ucrl"
Set Variable Set Random_Heros[13] = "Ekee"
Set Variable Set Random_Heros[14] = "Emoo"
Set Variable Set Random_Heros[15] = "Edem"
Set Variable Set Random_Heros[16] = "Ewar"
Set Variable Set Random_Heros[17] = "Nalc"
Set Variable Set Random_Heros[18] = "Nngs"
Set Variable Set Random_Heros[19] = "Ntin"
Set Variable Set Random_Heros[20] = "Nbst"
Set Variable Set Random_Heros[21] = "Nbrn"
Set Variable Set Random_Heros[22] = "Nfir"
Set Variable Set Random_Heros[23] = "Npbm"
Set Variable Set Random_Heros[24] = "Nplh"
Set Variable Set Random_Heros[25] = "U008"
Set Variable Set Random_Heros[26] = "E004"
Set Variable Set Random_Heros[27] = "H00S"
Set Variable Set Random_Heros[28] = "O008"
Set Variable Set Random_Heros[29] = "N00Y"
Set Variable Set Random_Heros[30] = "O00K"
Set Variable Set Random_Heros[31] = "H00U"
Set Variable Set Random_Heros[32] = "H010"
Set Variable Set Random_Heros[33] = "E005"
Set Variable Set Random_Heros[34] = "O00E"
Set Variable Set Random_Heros[35] = "U00E"
Set Variable Set Random_Heros[36] = "N014"
Set Variable Set Random_Heros[37] = "N015"
Set Variable Set Random_Heros[38] = "N016"
Set Variable Set Random_Heros[39] = "U00G"
Set Variable Set Random_Heros[40] = "U00H"
Set Variable Set Random_Heros[41] = "O00Q"
Set Variable Set Random_Hero_Number = "41"
All Pick Mode
Events
Player - Player 1 (Red) types a chat message containing -Ap (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) the text: |c00eb0013A|r|c00d70027l|r|c00c4003al|r|c00b0004e |r|c009c0062P|r|c00890075i|r|c00750089c|r|c0062009ck|r|c004e00b0 |r|c003a00c4M|r|c002700d7o|r|c001300ebd|r|c000000ffe|r
-------- Cancel All Other Modes That Cant Go With This One --------
Trigger - Turn off (This trigger)
Trigger - Turn off All_Random_Mode <gen>
Trigger - Turn off All_Tech_Mode <gen>
Trigger - Turn off Hero_Mode <gen>
Trigger - Turn off All_Pick_Mode_6v6 <gen>
Trigger - Turn off All_Random_Mode_6v6 <gen>
-------- Player Setup --------
Trigger - Turn off Item_Drops_Hero_Mode <gen>
Trigger - Turn on Winners_Declared_3v3v3v3 <gen>
Unit Group - Pick every unit in (Units in Recipe <gen> matching (((Matching unit) is A Hero) Equal to True)) and do (Remove (Picked unit) from the game)
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Camera - Pan camera for (Picked player) to (Center of Hero_Region <gen>) over 0 seconds
Player - Turn Gives bounty On for (Picked player)
Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Middle_Region <gen>
Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Hero_Region <gen>
Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Recipe <gen>
Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Upgrade_Region <gen>
Player Group - Pick every player in (All players) and do (Set (Picked player).Current gold to 1500)
Player Group - Pick every player in (All players) and do (Create 1.Hero Selector for (Picked player) at (Center of Hero_Region <gen>) facing Default building facing degrees)
-------- Turn On Spawns --------
Trigger - Turn on Spawns <gen>
Hero Mode
Events
Player - Player 1 (Red) types a chat message containing -Hm (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) the text: |c00e21c00H|r|c00c63800e|r|c00a95500r|r|c008d7100o|r|c00718d00 |r|c0054aa00M|r|c0038c600o|r|c001ce200d|r|c000ff00e|r
-------- Cancel All Other Modes That Cant Go With This One --------
Trigger - Turn off (This trigger)
Trigger - Turn off All_Random_Mode <gen>
Trigger - Turn off All_Tech_Mode <gen>
Trigger - Turn off All_Pick_Mode <gen>
Trigger - Turn off All_Pick_Mode_6v6 <gen>
Trigger - Turn off All_Random_Mode_6v6 <gen>
-------- Player Setup --------
Trigger - Turn off Item_Drops_Normal <gen>
Trigger - Turn on Winners_Declared_3v3v3v3 <gen>
Unit Group - Pick every unit in (Units in Recipe <gen> matching (((Matching unit) is A Hero) Equal to True)) and do (Remove (Picked unit) from the game)
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Camera - Pan camera for (Picked player) to (Center of Hero_Region <gen>) over 0 seconds
Player - Turn Gives bounty On for (Picked player)
Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Middle_Region <gen>
Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Hero_Region <gen>
Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Recipe <gen>
Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Upgrade_Region <gen>
Player Group - Pick every player in (All players) and do (Set (Picked player).Current gold to 1500)
Player Group - Pick every player in (All players) and do (Create 1.Hero Selector for (Picked player) at (Center of Hero_Region <gen>) facing Default building facing degrees)
Unit Group - Pick every unit in (Units of type Barracks (Spawns Level 0 Footman)) and do (Replace (Picked unit) with a Hero Base (Spawns Nothing) using The new unit's max life and mana)
All Tech Mode
Events
Player - Player 1 (Red) types a chat message containing -At (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) the text: |c000013ebA|r|c000027d7l|r|c00003ac4l|r|c00004eb0 |r|c0000629cT|r|c00007589e|r|c00008975c|r|c00009c62h|r|c0000b04e |r|c0000c43aM|r|c0000d727o|r|c0000eb13d|r|c0000ff00e|r
-------- Cancel All Other Modes That Cant Go With This One --------
Trigger - Turn off (This trigger)
Trigger - Turn off All_Random_Mode <gen>
Trigger - Turn off All_Pick_Mode <gen>
Trigger - Turn off Hero_Mode <gen>
Trigger - Turn off All_Pick_Mode_6v6 <gen>
Trigger - Turn off All_Random_Mode_6v6 <gen>
-------- Player Setup --------
Trigger - Turn off Item_Drops_Hero_Mode <gen>
Trigger - Turn off Item_Drops_Normal <gen>
Trigger - Turn on Winners_Declared_3v3v3v3 <gen>
Unit Group - Pick every unit in (Units in Recipe <gen> matching (((Matching unit) is A Hero) Equal to True)) and do (Remove (Picked unit) from the game)
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Player - Turn Gives bounty On for (Picked player)
Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Middle_Region <gen>
Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Upgrade_Region <gen>
Player Group - Pick every player in (All players) and do (Set (Picked player).Current gold to 1500)
-------- Turn On Spawns --------
Trigger - Turn on Spawns <gen>
All Random Mode
Events
Player - Player 1 (Red) types a chat message containing -Ar (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) the text: |c00111111A|r|c00222222l|r|c00333333l|r|c00444444 |r|c00555555R|r|c00666666a|r|c00777777n|r|c00888888d|r|c00999999o|r|c00aaaaaam|r|c00bbbbbb |r|c00ccccccM|r|c00ddddddo|r|c00eeeeeed|r|c00ffffffe|r
-------- Cancel All Other Modes That Cant Go With This One --------
Trigger - Turn off (This trigger)
Trigger - Turn off All_Pick_Mode <gen>
Trigger - Turn off All_Tech_Mode <gen>
Trigger - Turn off Hero_Mode <gen>
Trigger - Turn off All_Pick_Mode_6v6 <gen>
Trigger - Turn off All_Random_Mode_6v6 <gen>
-------- Player Setup --------
Trigger - Turn off Item_Drops_Hero_Mode <gen>
Trigger - Turn on Winners_Declared_3v3v3v3 <gen>
Player Group - Pick every player in (All players) and do (Pan camera for (Picked player) to ((Picked player) start location) over 0 seconds)
Player Group - Pick every player in (All players matching (((Matching player) slot status) Equal to Is playing).) and do (Actions)
Loop - Actions
Unit - Change ownership of (Random unit from (Units in Recipe <gen> owned by Neutral Hostile)) to (Picked player) and Change color
Unit - Move (Random unit from (Units in Recipe <gen> owned by (Picked player))) instantly to ((Picked player) start location)
Unit - Set mana of (Random unit from (Units owned by (Picked player) matching (((Matching unit) is A Hero) Equal to True).)) to 100 %
Unit - Create 1 . Hero Selector for (Picked player) at (Center of Hero_Region <gen>) facing Default building facing degrees
Player - Set (Picked player) . Current gold to 250
Unit Group - Pick every unit in (Units in Recipe <gen> matching (((Matching unit) is A Hero) Equal to True)) and do (Remove (Picked unit) from the game)
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Player - Turn Gives bounty On for (Picked player)
Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Middle_Region <gen>
Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Hero_Region <gen>
Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Recipe <gen>
Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Upgrade_Region <gen>
-------- Turn On Spawns --------
Trigger - Turn on Spawns <gen>
All Pick Mode 6v6
Events
Player - Player 1 (Red) types a chat message containing -Ap6v6 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) the text: |c0012ffecA|r|c0024ffdal|r|c0036ffc8l|r|c0048ffb6 |r|c005bffa3P|r|c006dff91i|r|c007fff7fc|r|c0091ff6dk|r|c00a3ff5b |r|c00b6ff48(|r|c00c8ff366|r|c00daff24v|r|c00ecff126|r|c00ffff00)|r
-------- Cancel All Other Modes That Cant Go With This One --------
Trigger - Turn off (This trigger)
Trigger - Turn off All_Pick_Mode <gen>
Trigger - Turn off All_Random_Mode <gen>
Trigger - Turn off All_Tech_Mode <gen>
Trigger - Turn off Hero_Mode <gen>
Trigger - Turn off All_Random_Mode_6v6 <gen>
-------- Player Setup --------
Trigger - Turn off Item_Drops_Hero_Mode <gen>
Trigger - Turn on Winners_Declared_6v6 <gen>
Unit Group - Pick every unit in (Units in Recipe <gen> matching (((Matching unit) is A Hero) Equal to True)) and do (Remove (Picked unit) from the game)
Player - Make Player 1 (Red) treat Player 4 (Purple) as an Ally with shared vision
Player - Make Player 1 (Red) treat Player 5 (Yellow) as an Ally with shared vision
Player - Make Player 1 (Red) treat Player 6 (Orange) 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 2 (Blue) treat Player 6 (Orange) 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 3 (Teal) treat Player 6 (Orange) as an Ally with shared vision
Player - Make Player 4 (Purple) treat Player 1 (Red) 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 1 (Red) 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
Player - Make Player 6 (Orange) treat Player 1 (Red) as an Ally with shared vision
Player - Make Player 6 (Orange) treat Player 2 (Blue) as an Ally with shared vision
Player - Make Player 6 (Orange) treat Player 3 (Teal) as an Ally with shared vision
Player - Make Player 7 (Green) treat Player 10 (Light Blue) as an Ally with shared vision
Player - Make Player 7 (Green) treat Player 11 (Dark Green) as an Ally with shared vision
Player - Make Player 7 (Green) treat Player 12 (Brown) as an Ally with shared vision
Player - Make Player 8 (Pink) treat Player 10 (Light Blue) as an Ally with shared vision
Player - Make Player 8 (Pink) treat Player 11 (Dark Green) as an Ally with shared vision
Player - Make Player 8 (Pink) treat Player 12 (Brown) as an Ally with shared vision
Player - Make Player 9 (Gray) treat Player 10 (Light Blue) as an Ally with shared vision
Player - Make Player 9 (Gray) treat Player 11 (Dark Green) as an Ally with shared vision
Player - Make Player 9 (Gray) treat Player 12 (Brown) as an Ally with shared vision
Player - Make Player 10 (Light Blue) treat Player 7 (Green) as an Ally with shared vision
Player - Make Player 10 (Light Blue) treat Player 8 (Pink) as an Ally with shared vision
Player - Make Player 10 (Light Blue) treat Player 9 (Gray) as an Ally with shared vision
Player - Make Player 11 (Dark Green) treat Player 7 (Green) as an Ally with shared vision
Player - Make Player 11 (Dark Green) treat Player 8 (Pink) as an Ally with shared vision
Player - Make Player 11 (Dark Green) treat Player 9 (Gray) as an Ally with shared vision
Player - Make Player 12 (Brown) treat Player 7 (Green) as an Ally with shared vision
Player - Make Player 12 (Brown) treat Player 8 (Pink) as an Ally with shared vision
Player - Make Player 12 (Brown) treat Player 9 (Gray) as an Ally with shared vision
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Camera - Pan camera for (Picked player) to (Center of Hero_Region <gen>) over 0 seconds
Player - Turn Gives bounty On for (Picked player)
Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Middle_Region <gen>
Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Hero_Region <gen>
Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Recipe <gen>
Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Upgrade_Region <gen>
Player Group - Pick every player in (All players) and do (Set (Picked player).Current gold to 1500)
Player Group - Pick every player in (All players) and do (Create 1.Hero Selector for (Picked player) at (Center of Hero_Region <gen>) facing Default building facing degrees)
-------- Turn On Spawns --------
Trigger - Turn on Spawns <gen>
All Random Mode 6v6
Events
Player - Player 1 (Red) types a chat message containing -Ar6v6 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) the text: |c00000fefA|r|c00001fdfl|r|c00002fcfl|r|c00003fbf |r|c00004fafR|r|c00005f9fa|r|c00006f8fn|r|c00007f7fd|r|c00008f6fo|r|c00009f5fm|r|c0000af4f |r|c0000bf3f(|r|c0000cf2f6|r|c0000df1fv|r|c0000ef0f6|r|c0000ff00)|r
-------- Cancel All Other Modes That Cant Go With This One --------
Trigger - Turn off (This trigger)
Trigger - Turn off All_Random_Mode <gen>
Trigger - Turn off All_Pick_Mode <gen>
Trigger - Turn off All_Tech_Mode <gen>
Trigger - Turn off Hero_Mode <gen>
Trigger - Turn off All_Pick_Mode_6v6 <gen>
-------- Player Setup --------
Trigger - Turn off Item_Drops_Hero_Mode <gen>
Trigger - Turn on Winners_Declared_6v6 <gen>
Player - Make Player 1 (Red) treat Player 4 (Purple) as an Ally with shared vision
Player - Make Player 1 (Red) treat Player 5 (Yellow) as an Ally with shared vision
Player - Make Player 1 (Red) treat Player 6 (Orange) 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 2 (Blue) treat Player 6 (Orange) 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 3 (Teal) treat Player 6 (Orange) as an Ally with shared vision
Player - Make Player 4 (Purple) treat Player 1 (Red) 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 1 (Red) 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
Player - Make Player 6 (Orange) treat Player 1 (Red) as an Ally with shared vision
Player - Make Player 6 (Orange) treat Player 2 (Blue) as an Ally with shared vision
Player - Make Player 6 (Orange) treat Player 3 (Teal) as an Ally with shared vision
Player - Make Player 7 (Green) treat Player 10 (Light Blue) as an Ally with shared vision
Player - Make Player 7 (Green) treat Player 11 (Dark Green) as an Ally with shared vision
Player - Make Player 7 (Green) treat Player 12 (Brown) as an Ally with shared vision
Player - Make Player 8 (Pink) treat Player 10 (Light Blue) as an Ally with shared vision
Player - Make Player 8 (Pink) treat Player 11 (Dark Green) as an Ally with shared vision
Player - Make Player 8 (Pink) treat Player 12 (Brown) as an Ally with shared vision
Player - Make Player 9 (Gray) treat Player 10 (Light Blue) as an Ally with shared vision
Player - Make Player 9 (Gray) treat Player 11 (Dark Green) as an Ally with shared vision
Player - Make Player 9 (Gray) treat Player 12 (Brown) as an Ally with shared vision
Player - Make Player 10 (Light Blue) treat Player 7 (Green) as an Ally with shared vision
Player - Make Player 10 (Light Blue) treat Player 8 (Pink) as an Ally with shared vision
Player - Make Player 10 (Light Blue) treat Player 9 (Gray) as an Ally with shared vision
Player - Make Player 11 (Dark Green) treat Player 7 (Green) as an Ally with shared vision
Player - Make Player 11 (Dark Green) treat Player 8 (Pink) as an Ally with shared vision
Player - Make Player 11 (Dark Green) treat Player 9 (Gray) as an Ally with shared vision
Player - Make Player 12 (Brown) treat Player 7 (Green) as an Ally with shared vision
Player - Make Player 12 (Brown) treat Player 8 (Pink) as an Ally with shared vision
Player - Make Player 12 (Brown) treat Player 9 (Gray) as an Ally with shared vision
Player Group - Pick every player in (All players) and do (Pan camera for (Picked player) to ((Picked player) start location) over 0 seconds)
Player Group - Pick every player in (All players matching (((Matching player) slot status) Equal to Is playing).) and do (Actions)
Loop - Actions
Unit - Change ownership of (Random unit from (Units in Recipe <gen> owned by Neutral Hostile)) to (Picked player) and Change color
Unit - Move (Random unit from (Units in Recipe <gen> owned by (Picked player))) instantly to ((Picked player) start location)
Unit - Set mana of (Random unit from (Units owned by (Picked player) matching (((Matching unit) is A Hero) Equal to True).)) to 100 %
Unit - Create 1 . Hero Selector for (Picked player) at (Center of Hero_Region <gen>) facing Default building facing degrees
Player - Set (Picked player) . Current gold to 250
Unit Group - Pick every unit in (Units in Recipe <gen> matching (((Matching unit) is A Hero) Equal to True)) and do (Remove (Picked unit) from the game)
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Player - Turn Gives bounty On for (Picked player)
Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Middle_Region <gen>
Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Hero_Region <gen>
Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Recipe <gen>
Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Upgrade_Region <gen>
-------- Turn On Spawns --------
Trigger - Turn on Spawns <gen>
Item Stacking 3
Events
Unit - A unit Acquires an item
Conditions
((Hero manipulating item) has an item of type (Item-type of (Item being manipulated))) Equal to True
Or - Any (Conditions) are true
Conditions
(Item-type of (Item being manipulated)) Equal to Anti-magic Potion
(Item-type of (Item being manipulated)) Equal to Potion of Healing
(Item-type of (Item being manipulated)) Equal to Potion of Mana
(Item-type of (Item being manipulated)) Equal to Potion of Greater Healing
(Item-type of (Item being manipulated)) Equal to Potion of Greater Mana
(Item-type of (Item being manipulated)) Equal to Sentry Wards
Actions
For each (Integer A) from 1 to 6 , do (If (((Item-type of (Item carried by (Hero manipulating item) in slot (Integer A))) Equal to (Item-type of (Item being manipulated))) and ((Item carried by (Hero manipulating item) in slot (Integer A)) Not equal to (Item being manipulated))) then do (Set charges remaining in (Item carried by (Hero manipulating item) in slot (Integer A)) to ((Charges remaining in (Item carried by (Hero manipulating item) in slot (Integer A))) + 3)) else do (Do nothing))
For each (Integer A) from 1 to 6 , do (If (((Item-type of (Item carried by (Hero manipulating item) in slot (Integer A))) Equal to (Item-type of (Item being manipulated))) and ((Item carried by (Hero manipulating item) in slot (Integer A)) Not equal to (Item being manipulated))) then do (Remove (Item being manipulated)) else do (Do nothing))
Item Stacking 2
Events
Unit - A unit Acquires an item
Conditions
((Hero manipulating item) has an item of type (Item-type of (Item being manipulated))) Equal to True
Or - Any (Conditions) are true
Conditions
(Item-type of (Item being manipulated)) Equal to Dust of Appearance
(Item-type of (Item being manipulated)) Equal to Scroll of Town Portal
Actions
For each (Integer A) from 1 to 6 , do (If (((Item-type of (Item carried by (Hero manipulating item) in slot (Integer A))) Equal to (Item-type of (Item being manipulated))) and ((Item carried by (Hero manipulating item) in slot (Integer A)) Not equal to (Item being manipulated))) then do (Set charges remaining in (Item carried by (Hero manipulating item) in slot (Integer A)) to ((Charges remaining in (Item carried by (Hero manipulating item) in slot (Integer A))) + 2)) else do (Do nothing))
For each (Integer A) from 1 to 6 , do (If (((Item-type of (Item carried by (Hero manipulating item) in slot (Integer A))) Equal to (Item-type of (Item being manipulated))) and ((Item carried by (Hero manipulating item) in slot (Integer A)) Not equal to (Item being manipulated))) then do (Remove (Item being manipulated)) else do (Do nothing))
Item Stacking 1
Events
Unit - A unit Acquires an item
Conditions
((Hero manipulating item) has an item of type (Item-type of (Item being manipulated))) Equal to True
Or - Any (Conditions) are true
Conditions
(Item-type of (Item being manipulated)) Equal to Scroll of Healing
(Item-type of (Item being manipulated)) Equal to Scroll of the Beast
(Item-type of (Item being manipulated)) Equal to Inferno Stone
Actions
For each (Integer A) from 1 to 6 , do (If (((Item-type of (Item carried by (Hero manipulating item) in slot (Integer A))) Equal to (Item-type of (Item being manipulated))) and ((Item carried by (Hero manipulating item) in slot (Integer A)) Not equal to (Item being manipulated))) then do (Set charges remaining in (Item carried by (Hero manipulating item) in slot (Integer A)) to ((Charges remaining in (Item carried by (Hero manipulating item) in slot (Integer A))) + 1)) else do (Do nothing))
For each (Integer A) from 1 to 6 , do (If (((Item-type of (Item carried by (Hero manipulating item) in slot (Integer A))) Equal to (Item-type of (Item being manipulated))) and ((Item carried by (Hero manipulating item) in slot (Integer A)) Not equal to (Item being manipulated))) then do (Remove (Item being manipulated)) else do (Do nothing))
Recipes
Events
Unit - A unit Acquires an item
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering unit) has an item of type Belt of Giant Strength +6) Equal to True
((Triggering unit) has an item of type Gauntlets of Ogre Strength +3) Equal to True
((Triggering unit) has an item of type |c00646400Copper|r) Equal to True
((Triggering unit) has an item of type Recipe: |c000000ffOgre Axe|r) Equal to True
Then - Actions
Item - Remove (Item carried by (Triggering unit) of type Belt of Giant Strength +6)
Item - Remove (Item carried by (Triggering unit) of type Gauntlets of Ogre Strength +3)
Item - Remove (Item carried by (Triggering unit) of type |c00646400Copper|r)
Item - Remove (Item carried by (Triggering unit) of type Recipe: |c000000ffOgre Axe|r)
Hero - Create |c000000ffOgre Axe|r and give it to (Triggering unit)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\Other\Charm\CharmTarget.mdl
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering unit) has an item of type Scroll of Town Portal) Equal to True
((Triggering unit) has an item of type |c0000ff00Lumber|r) Equal to True
((Triggering unit) has an item of type Recipe: |c000000ffStaff of Teleportation|r) Equal to True
Then - Actions
Item - Remove (Item carried by (Triggering unit) of type Scroll of Town Portal)
Item - Remove (Item carried by (Triggering unit) of type |c0000ff00Lumber|r)
Item - Remove (Item carried by (Triggering unit) of type Recipe: |c000000ffStaff of Teleportation|r)
Hero - Create |c000000ffStaff of Teleportation|r and give it to (Triggering unit)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\Other\Charm\CharmTarget.mdl
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering unit) has an item of type Mantle of Intelligence +3) Equal to True
((Triggering unit) has an item of type Robe of the Magi +6) Equal to True
((Triggering unit) has an item of type |c00646464Thread|r) Equal to True
((Triggering unit) has an item of type Recipe: |c000000ffMages Torso|r) Equal to True
Then - Actions
Item - Remove (Item carried by (Triggering unit) of type Mantle of Intelligence +3)
Item - Remove (Item carried by (Triggering unit) of type Robe of the Magi +6)
Item - Remove (Item carried by (Triggering unit) of type |c00646464Thread|r)
Item - Remove (Item carried by (Triggering unit) of type Recipe: |c000000ffMages Torso|r)
Hero - Create |c000000ffMages Torso|r and give it to (Triggering unit)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\Other\Charm\CharmTarget.mdl
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering unit) has an item of type Boots of Quel'Thalas +6) Equal to True
((Triggering unit) has an item of type Slippers of Agility +3) Equal to True
((Triggering unit) has an item of type |c00646464Thread|r) Equal to True
((Triggering unit) has an item of type Recipe: |c000000ffRogues Boots|r) Equal to True
Then - Actions
Item - Remove (Item carried by (Triggering unit) of type Boots of Quel'Thalas +6)
Item - Remove (Item carried by (Triggering unit) of type Slippers of Agility +3)
Item - Remove (Item carried by (Triggering unit) of type |c00646464Thread|r)
Item - Remove (Item carried by (Triggering unit) of type Recipe: |c000000ffRogues Boots|r)
Hero - Create |c000000ffRogues Boots|r and give it to (Triggering unit)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\Other\Charm\CharmTarget.mdl
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering unit) has an item of type Diamond of Summoning) Equal to True
((Triggering unit) has an item of type |c00646400Copper|r) Equal to True
((Triggering unit) has an item of type Recipe: |c000000ffSummoning Staff|r) Equal to True
Then - Actions
Item - Remove (Item carried by (Triggering unit) of type Diamond of Summoning)
Item - Remove (Item carried by (Triggering unit) of type |c00646400Copper|r)
Item - Remove (Item carried by (Triggering unit) of type Recipe: |c000000ffSummoning Staff|r)
Hero - Create |c000000ffSummoning Staff|r and give it to (Triggering unit)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\Other\Charm\CharmTarget.mdl
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering unit) has an item of type |c0000ff00Lumber|r) Equal to True
((Triggering unit) has an item of type |c00646400Copper|r) Equal to True
((Triggering unit) has an item of type |c00646464Thread|r) Equal to True
((Triggering unit) has an item of type Recipe:|c000000ff Copper Battlemace|r) Equal to True
Then - Actions
Item - Remove (Item carried by (Triggering unit) of type |c0000ff00Lumber|r)
Item - Remove (Item carried by (Triggering unit) of type |c00646400Copper|r)
Item - Remove (Item carried by (Triggering unit) of type |c00646464Thread|r)
Item - Remove (Item carried by (Triggering unit) of type Recipe:|c000000ff Copper Battlemace|r)
Hero - Create |c000000ffCopper Battlemace|r and give it to (Triggering unit)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\Other\Charm\CharmTarget.mdl
Else - Actions
Movement Speed Check
Events
Player - Player 1 (Red) types a chat message containing -Ms (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -Ms (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -Ms (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -Ms (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -Ms (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -Ms (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -Ms (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -Ms (Unexpected type: 'stringnoformat') as An exact match
Player - Player 9 (Gray) types a chat message containing -Ms (Unexpected type: 'stringnoformat') as An exact match
Player - Player 10 (Light Blue) types a chat message containing -Ms (Unexpected type: 'stringnoformat') as An exact match
Player - Player 11 (Dark Green) types a chat message containing -Ms (Unexpected type: 'stringnoformat') as An exact match
Player - Player 12 (Brown) types a chat message containing -Ms (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit Group - Pick every unit in (Units owned by (Triggering player) matching (((Matching unit) is A Hero) Equal to True).) and do (Display to (Player group((Triggering player))) the text: (|c007d00ff + ((Name of (Picked unit)) + ('s Movment Speed Is + (String((Current movement speed of (Picked unit))))))))
Match Up
Events
Player - Player 1 (Red) types a chat message containing -Ma (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -Ma (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -Ma (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -Ma (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -Ma (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -Ma (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -Ma (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -Ma (Unexpected type: 'stringnoformat') as An exact match
Player - Player 9 (Gray) types a chat message containing -Ma (Unexpected type: 'stringnoformat') as An exact match
Player - Player 10 (Light Blue) types a chat message containing -Ma (Unexpected type: 'stringnoformat') as An exact match
Player - Player 11 (Dark Green) types a chat message containing -Ma (Unexpected type: 'stringnoformat') as An exact match
Player - Player 12 (Brown) types a chat message containing -Ma (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Player Group - Pick every player in (All players) and do (Pick every unit in (Units owned by (Picked player) matching (((Matching unit) is A Hero) Equal to True).) and do (Display to (Player group((Triggering player))) the text: (|c007d00ff + ((Name of (Owner of (Picked unit))) + ( Owns A Level + ((String((Hero level of (Picked unit)))) + ( + (Name of (Picked unit)))))))))
Ping Upgrade
Events
Player - Player 1 (Red) types a chat message containing -PingUpgrade (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -PingUpgrade (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -PingUpgrade (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -PingUpgrade (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -PingUpgrade (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -PingUpgrade (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -PingUpgrade (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -PingUpgrade (Unexpected type: 'stringnoformat') as An exact match
Player - Player 9 (Gray) types a chat message containing -PingUpgrade (Unexpected type: 'stringnoformat') as An exact match
Player - Player 10 (Light Blue) types a chat message containing -PingUpgrade (Unexpected type: 'stringnoformat') as An exact match
Player - Player 11 (Dark Green) types a chat message containing -PingUpgrade (Unexpected type: 'stringnoformat') as An exact match
Player - Player 12 (Brown) types a chat message containing -PingUpgrade (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) the text: |c00ff0000This is were you upgrade your units! You also can upgrade summons/wards and heroes here! |r
Cinematic - Ping minimap for (All players) at (Center of Upgrade_Region <gen>) for 10.00 seconds
Effects of Spells
Rigor Ignitus Effect
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Grave Robber
(Level of Rigor Ignitus for (Dying unit)) Greater than or equal to 1
Actions
Set Variable Set Rigor_Ignitus_SE = (Position of (Dying unit))
Special Effect - Create a special effect at Rigor_Ignitus_SE using war3mapImported\DarkNova.mdx
Special Effect - Destroy (Last created special effect)
Environment - Create a 5.01 second Temporary crater deformation at (Position of (Casting unit)) with radius 450.00 and depth 100.00
Wait 0.50 seconds
Special Effect - Create a special effect at (Position of (Casting unit)) using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at ((Position of (Triggering unit)) offset by 150.00 towards 0.00 degrees.) using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at ((Position of (Triggering unit)) offset by 150.00 towards 60.00 degrees.) using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at ((Position of (Triggering unit)) offset by 150.00 towards 120.00 degrees.) using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at ((Position of (Triggering unit)) offset by 150.00 towards 180.00 degrees.) using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at ((Position of (Triggering unit)) offset by 150.00 towards 240.00 degrees.) using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at ((Position of (Triggering unit)) offset by 150.00 towards 300.00 degrees.) using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
Special Effect - Destroy (Last created special effect)
Water Eruption
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Water Eruption
Actions
Special Effect - Create a special effect at ((Position of (Triggering unit)) offset by 200.00 towards 0.00 degrees.) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at ((Position of (Triggering unit)) offset by 200.00 towards 60.00 degrees.) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at ((Position of (Triggering unit)) offset by 200.00 towards 120.00 degrees.) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at ((Position of (Triggering unit)) offset by 200.00 towards 180.00 degrees.) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at ((Position of (Triggering unit)) offset by 200.00 towards 240.00 degrees.) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at ((Position of (Triggering unit)) offset by 200.00 towards 300.00 degrees.) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
Special Effect - Destroy (Last created special effect)
Phasing
Events
Time - Every 2.50 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units of type Phaser) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Phasing for (Picked unit)) Equal to 1
Then - Actions
Animation - Change (Picked unit) 's vertex coloring to ( 80.00 %, 80.00 %, 80.00 %) with 15.00 % transparency
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Phasing for (Picked unit)) Equal to 2
Then - Actions
Animation - Change (Picked unit) 's vertex coloring to ( 60.00 %, 60.00 %, 60.00 %) with 30.00 % transparency
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Phasing for (Picked unit)) Equal to 3
Then - Actions
Animation - Change (Picked unit) 's vertex coloring to ( 40.00 %, 40.00 %, 40.00 %) with 45.00 % transparency
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Phasing for (Picked unit)) Equal to 4
Then - Actions
Animation - Change (Picked unit) 's vertex coloring to ( 20.00 %, 20.00 %, 20.00 %) with 60.00 % transparency
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Phasing for (Picked unit)) Equal to 5
Then - Actions
Animation - Change (Picked unit) 's vertex coloring to ( 5.00 %, 5.00 %, 5.00 %) with 75.00 % transparency
Else - Actions
Do nothing
Unit Group - Pick every unit in (Units of type Ethereal Soul) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Phasing for (Picked unit)) Equal to 1
Then - Actions
Animation - Change (Picked unit) 's vertex coloring to ( 80.00 %, 80.00 %, 80.00 %) with 15.00 % transparency
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Phasing for (Picked unit)) Equal to 2
Then - Actions
Animation - Change (Picked unit) 's vertex coloring to ( 60.00 %, 60.00 %, 60.00 %) with 30.00 % transparency
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Phasing for (Picked unit)) Equal to 3
Then - Actions
Animation - Change (Picked unit) 's vertex coloring to ( 40.00 %, 40.00 %, 40.00 %) with 45.00 % transparency
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Phasing for (Picked unit)) Equal to 4
Then - Actions
Animation - Change (Picked unit) 's vertex coloring to ( 20.00 %, 20.00 %, 20.00 %) with 60.00 % transparency
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Phasing for (Picked unit)) Equal to 5
Then - Actions
Animation - Change (Picked unit) 's vertex coloring to ( 5.00 %, 5.00 %, 5.00 %) with 75.00 % transparency
Else - Actions
Do nothing
Power Overload
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Power Overload
Actions
Animation - Change (Triggering unit) 's size to ( 250.00 %, 250.00 %, 250.00 %) of its original size
Animation - Change (Triggering unit) 's vertex coloring to ( 100.00 %, 25.00 %, 25.00 %) with 0.00 % transparency
Wait 60.50 seconds
Animation - Change (Triggering unit) 's size to ( 100.00 %, 100.00 %, 100.00 %) of its original size
Animation - Change (Triggering unit) 's vertex coloring to ( 100.00 %, 100.00 %, 100.00 %) with 0.00 % transparency
Ground Tremble
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Ground Tremble
Actions
Environment - Create a 3.00 second Normal ripple deformation at (Position of (Triggering unit)) with starting radius 1.00 , ending radius 550.00 , and depth 75.00 , using 1 second ripples spaced 275.00 apart
Lightning Attack
Events
Unit - A unit Learns a skill
Conditions
(Learned Hero Skill) Equal to Lightning Attack
Actions
If ((Level of Lightning Attack for (Triggering unit)) Equal to 1) then do (Add Lightning Attack Effects to (Triggering unit)) else do (Do nothing)
All Triggered Spells
Auto Cast Cripple
Events
Unit - A unit Is attacked
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Attacking unit)) Equal to Cripplifier (Spirit Level 2)
Actions
Unit - Order (Attacking unit) to Undead Necromancer - Cripple . (Attacked unit)
Auto Cast Fireball
Events
Unit - A unit Is attacked
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Attacking unit)) Equal to Wizard (Human Level 2)
Actions
Unit - Order (Attacking unit) to Neutral - Firebolt . (Attacked unit)
Auto Cast Berserk
Events
Unit - A unit Is attacked
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Attacking unit)) Equal to Berserker (Orc Level 2)
Actions
Unit - Order (Attacking unit) to Orc Troll Berserker - Berserk .
Auto Cast Taunt
Events
Unit - A unit Is attacked
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Attacking unit)) Equal to Mountain Giant (Night Elf Level 3)
Actions
Unit - Order (Attacking unit) to Night Elf Mountain Giant - Taunt .
Water Serpents Tidal Blast
Events
Unit - A unit Is attacked
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Attacking unit)) Equal to Water Serpent (Level 1)
(Unit-type of (Attacking unit)) Equal to Water Serpent (Level 2)
(Unit-type of (Attacking unit)) Equal to Water Serpent (Level 3)
(Unit-type of (Attacking unit)) Equal to Water Serpent (Level 4)
(Unit-type of (Attacking unit)) Equal to Water Serpent (Level 5)
Actions
Unit - Order (Attacking unit) to Orc Far Seer - Chain Lightning . (Attacked unit)
Meltdown
Events
Unit - A unit Learns a skill
Conditions
(Learned Hero Skill) Equal to Meltdown
Actions
If ((Level of Meltdown for (Triggering unit)) Equal to 1) then do (Add Meltdown (Fake) to (Triggering unit)) else do (Do nothing)
If ((Level of Meltdown for (Triggering unit)) Equal to 2) then do (Set level of Meltdown (Fake) for (Triggering unit) to 2) else do (Do nothing)
If ((Level of Meltdown for (Triggering unit)) Equal to 3) then do (Set level of Meltdown (Fake) for (Triggering unit) to 3) else do (Do nothing)
If ((Level of Meltdown for (Triggering unit)) Equal to 4) then do (Set level of Meltdown (Fake) for (Triggering unit) to 4) else do (Do nothing)
If ((Level of Meltdown for (Triggering unit)) Equal to 5) then do (Set level of Meltdown (Fake) for (Triggering unit) to 5) else do (Do nothing)
Rigor Ignitus
Events
Unit - A unit Learns a skill
Conditions
(Learned Hero Skill) Equal to Rigor Ignitus
Actions
If ((Level of Rigor Ignitus for (Triggering unit)) Equal to 1) then do (Add Rigor Ignitus (Fake) to (Triggering unit)) else do (Do nothing)
If ((Level of Rigor Ignitus for (Triggering unit)) Equal to 2) then do (Set level of Rigor Ignitus (Fake) for (Triggering unit) to 2) else do (Do nothing)
If ((Level of Rigor Ignitus for (Triggering unit)) Equal to 3) then do (Set level of Rigor Ignitus (Fake) for (Triggering unit) to 3) else do (Do nothing)
If ((Level of Rigor Ignitus for (Triggering unit)) Equal to 4) then do (Set level of Rigor Ignitus (Fake) for (Triggering unit) to 4) else do (Do nothing)
If ((Level of Rigor Ignitus for (Triggering unit)) Equal to 5) then do (Set level of Rigor Ignitus (Fake) for (Triggering unit) to 5) else do (Do nothing)
Steroids
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Steroids
Actions
Unit - Cause (Triggering unit) to damage (Triggering unit) , dealing 100.00 damage of attack type Spells and damage type Normal
Mix Potions
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Mix Potions
Actions
If ((Level of Mix Potions for (Triggering unit)) Equal to 1) then do (Cause (Triggering unit) to damage (Triggering unit), dealing 50.00 damage of attack type Spells and damage type Normal) else do (Do nothing)
If ((Level of Mix Potions for (Triggering unit)) Equal to 2) then do (Cause (Triggering unit) to damage (Triggering unit), dealing 75.00 damage of attack type Spells and damage type Normal) else do (Do nothing)
If ((Level of Mix Potions for (Triggering unit)) Equal to 3) then do (Cause (Triggering unit) to damage (Triggering unit), dealing 100.00 damage of attack type Spells and damage type Normal) else do (Do nothing)
If ((Level of Mix Potions for (Triggering unit)) Equal to 4) then do (Cause (Triggering unit) to damage (Triggering unit), dealing 125.00 damage of attack type Spells and damage type Normal) else do (Do nothing)
If ((Level of Mix Potions for (Triggering unit)) Equal to 5) then do (Cause (Triggering unit) to damage (Triggering unit), dealing 150.00 damage of attack type Spells and damage type Normal) else do (Do nothing)
Blackend Hour
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Blackend Hour
Actions
Trigger - Turn off Spawns <gen>
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Add (Picked unit) to Blackend_Hour_Group)
Unit Group - Remove (Triggering unit) from Blackend_Hour_Group .
Unit Group - Pick every unit in Blackend_Hour_Group and do (Actions)
Loop - Actions
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Picked unit) using war3mapImported\Cure.mdx
Special Effect - Destroy (Last created special effect)
Unit - Pause (Picked unit)
If ((Level of Blackend Hour for (Triggering unit)) Equal to 1) then do (Wait 7.00 seconds) else do (Do nothing)
If ((Level of Blackend Hour for (Triggering unit)) Equal to 2) then do (Wait 10.00 seconds) else do (Do nothing)
If ((Level of Blackend Hour for (Triggering unit)) Equal to 3) then do (Wait 13.00 seconds) else do (Do nothing)
Unit Group - Pick every unit in Blackend_Hour_Group and do (Actions)
Loop - Actions
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Picked unit) using war3mapImported\Cure.mdx
Special Effect - Destroy (Last created special effect)
Unit - Unpause (Picked unit)
Unit Group - Remove all units of Blackend_Hour_Group from Blackend_Hour_Group .
Trigger - Turn on Spawns <gen>
Inferno
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Inferno
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Inferno for (Triggering unit)) Equal to 1
Then - Actions
Unit - Create 1 . Inferno Fire (Level 1) for (Owner of (Casting unit)) at ((Position of (Casting unit)) offset by 100.00 towards (Facing of (Casting unit)) degrees.) facing Default building facing degrees
Unit - Add a 10.01 second Generic expiration timer to (Last created unit)
Unit - Create 1 . Inferno Fire (Level 1) for (Owner of (Casting unit)) at ((Position of (Casting unit)) offset by 200.00 towards (Facing of (Casting unit)) degrees.) facing Default building facing degrees
Unit - Add a 10.01 second Generic expiration timer to (Last created unit)
Unit - Create 1 . Inferno Fire (Level 1) for (Owner of (Casting unit)) at ((Position of (Casting unit)) offset by 300.00 towards (Facing of (Casting unit)) degrees.) facing Default building facing degrees
Unit - Add a 10.01 second Generic expiration timer to (Last created unit)
Unit - Create 1 . Inferno Fire (Level 1) for (Owner of (Casting unit)) at ((Position of (Casting unit)) offset by 400.00 towards (Facing of (Casting unit)) degrees.) facing Default building facing degrees
Unit - Add a 10.01 second Generic expiration timer to (Last created unit)
Unit - Create 1 . Inferno Fire (Level 1) for (Owner of (Casting unit)) at ((Position of (Casting unit)) offset by 500.00 towards (Facing of (Casting unit)) degrees.) facing Default building facing degrees
Unit - Add a 10.01 second Generic expiration timer to (Last created unit)
Unit - Create 1 . Inferno Fire (Level 1) for (Owner of (Casting unit)) at ((Position of (Casting unit)) offset by 600.00 towards (Facing of (Casting unit)) degrees.) facing Default building facing degrees
Unit - Add a 10.01 second Generic expiration timer to (Last created unit)
Unit - Create 1 . Inferno Fire (Level 1) for (Owner of (Casting unit)) at ((Position of (Casting unit)) offset by 700.00 towards (Facing of (Casting unit)) degrees.) facing Default building facing degrees
Unit - Add a 10.01 second Generic expiration timer to (Last created unit)
Unit - Create 1 . Inferno Fire (Level 1) for (Owner of (Casting unit)) at ((Position of (Casting unit)) offset by 800.00 towards (Facing of (Casting unit)) degrees.) facing Default building facing degrees
Unit - Add a 10.01 second Generic expiration timer to (Last created unit)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Inferno for (Triggering unit)) Equal to 2
Then - Actions
Unit - Create 1 . Inferno Fire (Level 2) for (Owner of (Casting unit)) at ((Position of (Casting unit)) offset by 100.00 towards (Facing of (Casting unit)) degrees.) facing Default building facing degrees
Unit - Add a 10.01 second Generic expiration timer to (Last created unit)
Unit - Create 1 . Inferno Fire (Level 2) for (Owner of (Casting unit)) at ((Position of (Casting unit)) offset by 200.00 towards (Facing of (Casting unit)) degrees.) facing Default building facing degrees
Unit - Add a 10.01 second Generic expiration timer to (Last created unit)
Unit - Create 1 . Inferno Fire (Level 2) for (Owner of (Casting unit)) at ((Position of (Casting unit)) offset by 300.00 towards (Facing of (Casting unit)) degrees.) facing Default building facing degrees
Unit - Add a 10.01 second Generic expiration timer to (Last created unit)
Unit - Create 1 . Inferno Fire (Level 2) for (Owner of (Casting unit)) at ((Position of (Casting unit)) offset by 400.00 towards (Facing of (Casting unit)) degrees.) facing Default building facing degrees
Unit - Add a 10.01 second Generic expiration timer to (Last created unit)
Unit - Create 1 . Inferno Fire (Level 2) for (Owner of (Casting unit)) at ((Position of (Casting unit)) offset by 500.00 towards (Facing of (Casting unit)) degrees.) facing Default building facing degrees
Unit - Add a 10.01 second Generic expiration timer to (Last created unit)
Unit - Create 1 . Inferno Fire (Level 2) for (Owner of (Casting unit)) at ((Position of (Casting unit)) offset by 600.00 towards (Facing of (Casting unit)) degrees.) facing Default building facing degrees
Unit - Add a 10.01 second Generic expiration timer to (Last created unit)
Unit - Create 1 . Inferno Fire (Level 2) for (Owner of (Casting unit)) at ((Position of (Casting unit)) offset by 700.00 towards (Facing of (Casting unit)) degrees.) facing Default building facing degrees
Unit - Add a 10.01 second Generic expiration timer to (Last created unit)
Unit - Create 1 . Inferno Fire (Level 2) for (Owner of (Casting unit)) at ((Position of (Casting unit)) offset by 800.00 towards (Facing of (Casting unit)) degrees.) facing Default building facing degrees
Unit - Add a 10.01 second Generic expiration timer to (Last created unit)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Inferno for (Triggering unit)) Equal to 3
Then - Actions
Unit - Create 1 . Inferno Fire (Level 3) for (Owner of (Casting unit)) at ((Position of (Casting unit)) offset by 100.00 towards (Facing of (Casting unit)) degrees.) facing Default building facing degrees
Unit - Add a 10.01 second Generic expiration timer to (Last created unit)
Unit - Create 1 . Inferno Fire (Level 3) for (Owner of (Casting unit)) at ((Position of (Casting unit)) offset by 200.00 towards (Facing of (Casting unit)) degrees.) facing Default building facing degrees
Unit - Add a 10.01 second Generic expiration timer to (Last created unit)
Unit - Create 1 . Inferno Fire (Level 3) for (Owner of (Casting unit)) at ((Position of (Casting unit)) offset by 300.00 towards (Facing of (Casting unit)) degrees.) facing Default building facing degrees
Unit - Add a 10.01 second Generic expiration timer to (Last created unit)
Unit - Create 1 . Inferno Fire (Level 3) for (Owner of (Casting unit)) at ((Position of (Casting unit)) offset by 400.00 towards (Facing of (Casting unit)) degrees.) facing Default building facing degrees
Unit - Add a 10.01 second Generic expiration timer to (Last created unit)
Unit - Create 1 . Inferno Fire (Level 3) for (Owner of (Casting unit)) at ((Position of (Casting unit)) offset by 500.00 towards (Facing of (Casting unit)) degrees.) facing Default building facing degrees
Unit - Add a 10.01 second Generic expiration timer to (Last created unit)
Unit - Create 1 . Inferno Fire (Level 3) for (Owner of (Casting unit)) at ((Position of (Casting unit)) offset by 600.00 towards (Facing of (Casting unit)) degrees.) facing Default building facing degrees
Unit - Add a 10.01 second Generic expiration timer to (Last created unit)
Unit - Create 1 . Inferno Fire (Level 3) for (Owner of (Casting unit)) at ((Position of (Casting unit)) offset by 700.00 towards (Facing of (Casting unit)) degrees.) facing Default building facing degrees
Unit - Add a 10.01 second Generic expiration timer to (Last created unit)
Unit - Create 1 . Inferno Fire (Level 3) for (Owner of (Casting unit)) at ((Position of (Casting unit)) offset by 800.00 towards (Facing of (Casting unit)) degrees.) facing Default building facing degrees
Unit - Add a 10.01 second Generic expiration timer to (Last created unit)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Inferno for (Triggering unit)) Equal to 4
Then - Actions
Unit - Create 1 . Inferno Fire (Level 4) for (Owner of (Casting unit)) at ((Position of (Casting unit)) offset by 100.00 towards (Facing of (Casting unit)) degrees.) facing Default building facing degrees
Unit - Add a 10.01 second Generic expiration timer to (Last created unit)
Unit - Create 1 . Inferno Fire (Level 4) for (Owner of (Casting unit)) at ((Position of (Casting unit)) offset by 200.00 towards (Facing of (Casting unit)) degrees.) facing Default building facing degrees
Unit - Add a 10.01 second Generic expiration timer to (Last created unit)
Unit - Create 1 . Inferno Fire (Level 4) for (Owner of (Casting unit)) at ((Position of (Casting unit)) offset by 300.00 towards (Facing of (Casting unit)) degrees.) facing Default building facing degrees
Unit - Add a 10.01 second Generic expiration timer to (Last created unit)
Unit - Create 1 . Inferno Fire (Level 4) for (Owner of (Casting unit)) at ((Position of (Casting unit)) offset by 400.00 towards (Facing of (Casting unit)) degrees.) facing Default building facing degrees
Unit - Add a 10.01 second Generic expiration timer to (Last created unit)
Unit - Create 1 . Inferno Fire (Level 4) for (Owner of (Casting unit)) at ((Position of (Casting unit)) offset by 500.00 towards (Facing of (Casting unit)) degrees.) facing Default building facing degrees
Unit - Add a 10.01 second Generic expiration timer to (Last created unit)
Unit - Create 1 . Inferno Fire (Level 4) for (Owner of (Casting unit)) at ((Position of (Casting unit)) offset by 600.00 towards (Facing of (Casting unit)) degrees.) facing Default building facing degrees
Unit - Add a 10.01 second Generic expiration timer to (Last created unit)
Unit - Create 1 . Inferno Fire (Level 4) for (Owner of (Casting unit)) at ((Position of (Casting unit)) offset by 700.00 towards (Facing of (Casting unit)) degrees.) facing Default building facing degrees
Unit - Add a 10.01 second Generic expiration timer to (Last created unit)
Unit - Create 1 . Inferno Fire (Level 4) for (Owner of (Casting unit)) at ((Position of (Casting unit)) offset by 800.00 towards (Facing of (Casting unit)) degrees.) facing Default building facing degrees
Unit - Add a 10.01 second Generic expiration timer to (Last created unit)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Inferno for (Triggering unit)) Equal to 5
Then - Actions
Unit - Create 1 . Inferno Fire (Level 5) for (Owner of (Casting unit)) at ((Position of (Casting unit)) offset by 100.00 towards (Facing of (Casting unit)) degrees.) facing Default building facing degrees
Unit - Add a 10.01 second Generic expiration timer to (Last created unit)
Unit - Create 1 . Inferno Fire (Level 5) for (Owner of (Casting unit)) at ((Position of (Casting unit)) offset by 200.00 towards (Facing of (Casting unit)) degrees.) facing Default building facing degrees
Unit - Add a 10.01 second Generic expiration timer to (Last created unit)
Unit - Create 1 . Inferno Fire (Level 5) for (Owner of (Casting unit)) at ((Position of (Casting unit)) offset by 300.00 towards (Facing of (Casting unit)) degrees.) facing Default building facing degrees
Unit - Add a 10.01 second Generic expiration timer to (Last created unit)
Unit - Create 1 . Inferno Fire (Level 5) for (Owner of (Casting unit)) at ((Position of (Casting unit)) offset by 400.00 towards (Facing of (Casting unit)) degrees.) facing Default building facing degrees
Unit - Add a 10.01 second Generic expiration timer to (Last created unit)
Unit - Create 1 . Inferno Fire (Level 5) for (Owner of (Casting unit)) at ((Position of (Casting unit)) offset by 500.00 towards (Facing of (Casting unit)) degrees.) facing Default building facing degrees
Unit - Add a 10.01 second Generic expiration timer to (Last created unit)
Unit - Create 1 . Inferno Fire (Level 5) for (Owner of (Casting unit)) at ((Position of (Casting unit)) offset by 600.00 towards (Facing of (Casting unit)) degrees.) facing Default building facing degrees
Unit - Add a 10.01 second Generic expiration timer to (Last created unit)
Unit - Create 1 . Inferno Fire (Level 5) for (Owner of (Casting unit)) at ((Position of (Casting unit)) offset by 700.00 towards (Facing of (Casting unit)) degrees.) facing Default building facing degrees
Unit - Add a 10.01 second Generic expiration timer to (Last created unit)
Unit - Create 1 . Inferno Fire (Level 5) for (Owner of (Casting unit)) at ((Position of (Casting unit)) offset by 800.00 towards (Facing of (Casting unit)) degrees.) facing Default building facing degrees
Unit - Add a 10.01 second Generic expiration timer to (Last created unit)
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