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Triggers
Zombie Hunter I Update 0.6.w3x
Variables
Initialization
Melee Initialization
Quest Create
Custom Trigger
Spawn Trigger
Spawn Day
Spawn Night
Spawn Survivor Guard
Spawn Survivor Guard 2
Spawn Government Militia
Spawn Government Militia 2
Spawn Zombie
Spawn Zombie 2
Spawn Survivor Guard Night
Spawn Survivor Guard 2 Night
Spawn Government Militia Night
Spawn Government Militia 2 Night
Spawn Zombie Night
Spawn Zombie 2 Night
Spawn Fallen
Spawn Fallen 2
Spawn Zombie Riot Gear
Spawn Zombie Riot Gear 2
Spawn Witch
Witch Check
Spawn Witch 2
Witch Check 2
Spawn Witch 3
Witch Check 3
Spawn Witch 4
Witch Check 4
Spawn Witch Night
Spawn Wandering Witch
Wandering Witch Check
Spawn Plague
Spawn Plague 2
Zombie Invasion
Spawn Zombie Invasion
Spawn Ended
Move Trigger
Human Up
Human Down
Undead Up
Fallen Up
Fallen Up 2
Undead Down
Fallen Down
Fallen Down 2
Plague Up
Plague Down
Up Left 1
Up Left 1 2
Up Left 2
Up Left 2 2
Up Left 3
Up Left 3 2
Down Left 1
Down Left 1 2
Down Left 2
Down Left 2 2
Down Left 3
Down Left 3 2
Down Right 1
Down Right 1 2
Down Right 2
Down Right 2 2
Down Right 3
Down Right 3 2
Up Right 1
Up Right 1 2
Up Right 2
Up Right 2 2
Up Right 3
Up Right 3 2
Up Right In 1
Up Right In 1 2
Up Right In 2
Up Right In 2 2
Up Right In 3
Up Right In 3 2
Up Right In 4
Up Right In 4 2
Up Right In 5
Up Right In 5 2
Up Left In 1
Up Left In 1 2
Up Left In 2
Up Left In 2 2
Up Left In 3
Up Left In 3 2
Up Left In 4
Up Left In 4 2
Up Left In 5
Up Left In 5 2
Down Left In 1
Down Left In 1 2
Down Left In 2
Down Left In 2 2
Down Left In 3
Down Left In 3 2
Down Left In 4
Down Left In 4 2
Down Left In 5
Down Left In 5 2
Down Right In 1
Down Right In 1 2
Down Right In 2
Down Right In 2 2
Down Right In 3
Down Right In 3 2
Down Right In 4
Down Right In 4 2
Down Right In 5
Down Right In 5 2
Center 1
Center 1 2
Center 2
Center 2 2
Center 3
Center 3 2
Center 4
Center 4 2
Center 5
Center 5 2
Center 6
Center 6 2
Center 7
Center 7 2
Center 8
Center 8 2
River Up 1
River Up 1 2
River Up 2
River Up 2 2
River Up 3
River Up 3 2
River Up 4
River Up 4 2
River Up 5
River Up 5 2
River Left 1
River Left 1 2
River Left 2
River Left 2 2
River Left 3
River Left 3 2
River Left 4
River Left 4 2
River Left 5
River Left 5 2
River Right 1
River Right 1 2
River Right 2
River Right 2 2
River Right 3
River Right 3 2
River Right 4
River Right 4 2
River Right 5
River Right 5 2
River Down 1
River Down 1 2
River Down 2
River Down 2 2
River Down 3
River Down 3 2
River Down 4
River Down 4 2
River Down 5
River Down 5 2
Zombie Invasion Up
Zombie Invasion Down
Light Blue
Dark Green
Player Computer Trigger
Com Create Surgae
Com Create Blue Eye
Com Create Grenn
Com Create Striker
Com Create Grim
Com Create Druke
Com Create Joey
Com Create Ray
Com Create Elli
Com Create Bill
Com Create Willy
Com Create Boomer
Com Create Hunter
Com Create Smoker
Com Create Tanker
Com Create Spitter
Com Create Jockey
Com Create Charger
Com Create Leaker
Com Create Skipper
Com Create Screamer
Com Create Burner
Com Create Drainer
Com Create Faker
Com Create Riddle
Com Create Spike
Com Create Venomer
Uncreate Com
Human Com Share Vision
Undead Com Share Vision
Skill Trigger
Surgae
Surgae Actions
Blue Eye
Blue Eye 2
Blue Eye Actions
Blue Eye Actions 2
Grenn
Grenn Actions
Grim
Grim Actions
Grim 2
Grim 2 Actions
Druke
Druke Actions
Druke 2
Druke 2 Actions
Druke 3
Druke 3 Actions
Bill
Bill Actions
Ray
Ray Actions
Willy
Willy Actions
Boomer
Boomer Actions
Hunter
Hunter Actions
Hunter 2
Hunter 2 Actions
Hunter 3
Hunter 3 Actions
Smoker
Smoker Actions
Tanker
Tanker Actions
Spitter
Spitter Actions
Spitter 2
Spitter 2 Actions
Jockey
Jockey Actions
Jockey 2
Jockey 2 Actions
Jockey 3
Jockey 3 Actions
Charger
Charger Actions
Charger 2
Charger 2 Actions
Leaker
Leaker Actions
Skipper
Skipper Actions
Screamer
Screamer Actions
Burner
Burner Actions
Drainer
Drainer Actions
Faker
Faker Actions
Riddle
Riddle Actions
Spike
Spike Actions
Spike 2
Spike 2 Actions
Venomer
Venomer Actions
Retrigger When Dies
Special Effect Trigger
Surgae Hammer Out
Surgae Hammer Fill
Blue Eye Knife Out
Blue Eye Knife Out 2
Blue Eye Knife Fill
Striker Suicide
Grim Died
Druke Bottle Out
Druke Bottle Fill
Zombie
Zombie Riot Gear
Fallen
Plague
Plague Died
Boomer Vomit
Boomer Died
Hunter Fled
Hunter Dash
Hunter Died
Smoker Pull
Smoker Died
Smoker Died 2
Smoker Died 3
Tanker Attack
Tanker Attacked
Tanker Died
Tanker Died 2
Jockey Steer
Jockey Steer 2
Jockey Died
Jockey Died 2
Charger Slam
Charger Rush
Charger Rush Taker
Charger Taker
Charger Died
Spitter Poison Field
Spitter Died
Leaker Goo
Leaker Died
Skipper Dash
Skipper Detonate
Skipper Detonate 2
Skipper Detonate 3
Skipper Vulnereble
Skipper Detonate Cooldown
Skipper Died
Screamer Sound
Burner Died
Drainer Died
Life Stream Explode
Faker Transformation
Faker Change Color
Faker Died
Riddle Died
Spike Died
Venomer Died
Witch Died
Jump
Jump Human
Revive Trigger
Player 1 Unit Died
Player 2 Unit Died
Player 3 Unit Died
Player 4 Unit Died
Player 5 Unit Died
Player 6 Unit Died
Player 7 Unit Died
Player 8 Unit Died
Player 9 Unit Died
Player 10 Unit Died
Player 11 Unit Died
Create Trigger
Create Surgae
Create Blue Eye
Create Grenn
Create Striker
Create Grim
Create Druke
Create Joey
Create Ray
Create Elli
Create Bill
Create Willy
Create Boomer
Create Hunter
Create Smoker
Create Tanker
Create Spitter
Create Jockey
Create Charger
Create Leaker
Create Skipper
Create Screamer
Create Burner
Create Drainer
Create Faker
Create Riddle
Create Spike
Create Venomer
Turn Off Create
Notice Trigger
Die Notice
Color Trigger
Unit Enter Life Start
Item Trigger
Unit Purchase Item
Unit Enter Shop Purchase
Sound Trigger
Smoker Warning
Smoker Warning 2
Hunter Warning
Hunter Warning 2
Tanker Yell 1
Tanker Yell 2
Boomer Warning 1
Boomer Warning 2
Charger Warning
Charger Warning 2
Jockey Warning
Jockey Warning 2
Spitter Warning
Spitter Warning 2
Leaker Warning
Leaker Warning 2
Screamer Warning
Skipper Warning
Burner Warning
Drainer Warning
Faker Warning
Faker Warning 2
Riddle Warning
Spike Warning
Venomer Warning
Venomer Warning 2
Kill Sound Trigger
First Blood
Other Trigger
Life Send Unit to Com
Dead Life Send Unit to Com
Red Unstuck
Red Unstuck Trigger
Blue Unstuck
Blue Unstuck Trigger
Teal Unstuck
Teal Unstuck Trigger
Purple Unstuck
Purple Unstuck Trigger
Yellow Unstuck
Yellow Unstuck Trigger
Orange Unstuck
Orange Unstuck Trigger
Green Unstuck
Green Unstuck Trigger
Pink Unstuck
Pink Unstuck Trigger
Rest at Northsine Hotel
Rest at Northsine Hotel Action
Rest at Southpark Hotel
Rest at Southpark Hotel Action
Close Northsine Hotel
Close Southpark Hotel
Open Northsine Hotel
Open Southpark Hotel
Prevent Fire Riot Gear
Prevent Burning Bullet Riot Gear
Prevent Fire Burner
Prevent Burning Bullet Burner
Regrow Trees Setup
RegrowTrees
Block Black Space 1
Block Black Space 2
Block Black Space 3
Block Black Space 4
Block Archer Shell
Block Archer Shell Check
Item Uses
Item Cure Disease
Item Cure Flesh Damage
Item Pouch
Block Shop
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
Melee Initialization
Events
Map initialization
Conditions
Actions
Sound - Set music volume to 0.00 %
Game - Set time of day speed to 20.00 % of the default speed
Game - Set the time of day to 6.00
Player - Set name of Player 10 (Light Blue) to Survivors
Player - Set name of Player 11 (Dark Green) to Infected
Player - Change color of Player 1 (Red) to Gray , Changing color of existing units
Player - Change color of Player 2 (Blue) to Gray , Changing color of existing units
Player - Change color of Player 3 (Teal) to Gray , Changing color of existing units
Player - Change color of Player 4 (Purple) to Gray , Changing color of existing units
Player - Change color of Player 5 (Yellow) to Brown , Changing color of existing units
Player - Change color of Player 6 (Orange) to Brown , Changing color of existing units
Player - Change color of Player 7 (Green) to Brown , Changing color of existing units
Player - Change color of Player 8 (Pink) to Brown , Changing color of existing units
Player - Change color of Player 10 (Light Blue) to Gray , Changing color of existing units
Player - Change color of Player 11 (Dark Green) to Brown , Changing color of existing units
Player - Make Player 1 (Red) treat Player 10 (Light Blue) as an Ally with shared vision
Player - Make Player 2 (Blue) treat Player 10 (Light Blue) as an Ally with shared vision
Player - Make Player 3 (Teal) treat Player 10 (Light Blue) as an Ally with shared vision
Player - Make Player 4 (Purple) treat Player 10 (Light Blue) as an Ally with shared vision
Player - Make Player 5 (Yellow) treat Player 11 (Dark Green) as an Ally with shared vision
Player - Make Player 6 (Orange) treat Player 11 (Dark Green) 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 8 (Pink) treat Player 11 (Dark Green) as an Ally with shared vision
Player - Make Player 9 (Gray) treat Player 10 (Light Blue) as an Ally
Player - Make Player 10 (Light Blue) treat Player 1 (Red) as an Ally
Player - Make Player 10 (Light Blue) treat Player 2 (Blue) as an Ally
Player - Make Player 10 (Light Blue) treat Player 3 (Teal) as an Ally
Player - Make Player 10 (Light Blue) treat Player 4 (Purple) as an Ally
Player - Make Player 10 (Light Blue) treat Player 9 (Gray) as an Ally
Player - Make Player 11 (Dark Green) treat Player 5 (Yellow) as an Ally
Player - Make Player 11 (Dark Green) treat Player 6 (Orange) as an Ally
Player - Make Player 11 (Dark Green) treat Player 7 (Green) as an Ally
Player - Make Player 11 (Dark Green) treat Player 8 (Pink) as an Ally
Player - Make Player 11 (Dark Green) treat Player 12 (Brown) as an Ally
Player - Make Player 12 (Brown) treat Player 11 (Dark Green) as an Ally
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Lighting_Human <gen>
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across Lighting_Human <gen>
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across Lighting_Human <gen>
Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility across Lighting_Human <gen>
Visibility - Create an initially Enabled visibility modifier for Player 5 (Yellow) emitting Visibility across Lighting_Undead <gen>
Visibility - Create an initially Enabled visibility modifier for Player 6 (Orange) emitting Visibility across Lighting_Undead <gen>
Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility across Lighting_Undead <gen>
Visibility - Create an initially Enabled visibility modifier for Player 8 (Pink) emitting Visibility across Lighting_Undead <gen>
Visibility - Create an initially Enabled visibility modifier for Player 9 (Gray) emitting Visibility across Lighting_Human <gen>
Visibility - Create an initially Enabled visibility modifier for Player 10 (Light Blue) emitting Visibility across Lighting_Human <gen>
Visibility - Create an initially Enabled visibility modifier for Player 11 (Dark Green) emitting Visibility across Lighting_Undead <gen>
Visibility - Create an initially Enabled visibility modifier for Player 12 (Brown) emitting Visibility across Lighting_Undead <gen>
Quest Create
Events
Map initialization
Conditions
Actions
Quest - Create a Required quest titled Welcome with the description Welcome to Zombie Hunter New EditionEpisode 1 : Death PitchAfter, a long update in the old version. Map maker want to restart version of Zombie Hunter but left all of data like the old version. Then, this episode was lay out.In this Episode, Captain Surgae and his crew are ready for the huge war with Infected. He and his crew train a lot for fighting with Infected greater than old time. , using icon path ReplaceableTextures\CommandButtons\BTNCrystalBall.blp
Quest - Create a Required quest titled Survivors Create with the description Create Command for Survivors-createsurgae-createblueeye-creategrenn-createstriker-creategrim-createdruke-createjoey-createray-createelli-createbill-createwilly , using icon path ReplaceableTextures\CommandButtons\BTNSnazzyScroll.blp
Quest - Create a Optional quest titled Survivors with the description The survivor that alive after the Infected attack the camp of survivors who run away from their old home to safety place- Captain SurgaeSpecially in short range battle. He can throw his tough hammer that he always pick with him at once in the battle.- (Special Forces / Great Killer) Blue EyeSpecially in long range battle. Can throw his own knife for damage a far target enemy. His real name was unknown but everyone call him Blue Eye.- Uncle GrennHe is strongest survivors who decide to use plasma gun for shoot Shockwave to clear the line of his friend for walk around.- StrikerHold bomb in his arm to make him suicide when he die. , using icon path ReplaceableTextures\CommandButtons\BTNRifleman.blp
Quest - Create a Optional quest titled Survivors (Episode 1) with the description Survivors that come to this camp after the first group. These Survivors move over from the city or small village in some where for find the safety homeland. Then they meet again this camp that safety enought for everyone.- (Old Commander) GrimElectriccity is his favor then he always take Electrical Gun with him. He can shoot lightning that chain one to one for damage in group.- DrukeSurvivors Druke who like in alcoholism. He can throw his bottle that fill with alcohol to target make them can't see well and then shoot his wave of fire for burn the enemy immidately. , using icon path ReplaceableTextures\CommandButtons\BTNRifleman.blp
Quest - Create a Optional quest titled Survivors (Episode 5) with the description Survivors that meet again Surgae at this episode. They walk over from country to country for find they new home until them walk to this homeland of Surgae Camp.- Teenager JoeyJoey who live in the big city for a long time. He enjoy with his teenager life so much. Then, Infect was sprout around and take over his teenager life away. He take the gun from his house and walk along the street that full with Infected for his freedom life.- (Archer) RayShe was the Archer from a far side of country. She make her own arrows that can burning enemy with its fire. In combat she can control or order her friend for move well that make her ally stronger.- (Archer) ElliA younger sister of Ray, Elli. She make her own arrows that can slow enemy with freeze shard. She can hide in the night as well as Infected doesn't see her.- BillThe Survivors who has the Frozen Gun that can send out a cone of freeze. He can shoot Wave of Freeze that can make Infected move slowly and shot a shard of ice that can stun the enemy for a while. , using icon path ReplaceableTextures\CommandButtons\BTNRifleman.blp
Quest - Create a Optional quest titled Survivors (Episode 6) with the description People that come to the camp for helping the Survivors. In this episode, Government was found and want to help the Survivors's camp all of way they can do. Some people that want to help this camp too, Bring themself to this last Survivors camp.- Government Teenager WillyWilly who want to help the twin sisters from the terrible. Come to this camp with his mind. Don't listen to Captain Surgae who he doesn't interest in and do all the ways to protect the twin sisters of this last Survivors camp. , using icon path ReplaceableTextures\CommandButtons\BTNRifleman.blp
Quest - Create a Optional quest titled Survivors Ally with the description Survivors was fight with themself as long as they can. After, the year of this warfair. The Government found this last Survivors camp. Then, they send out the military to protect everyone in this camp.- Survivors GuardThe normal guard who can protect the camp little. Don't great enought to face Infected Boss but don't bad for take off the other Infected.- Government MilitiaGovernment Militia who has sent from The Government. Can fight best than Survivors Guard and can face of some Infected Boss like Screamer or Faker. , using icon path ReplaceableTextures\CommandButtons\BTNRifleman.blp
Quest - Create a Required quest titled Infected Create with the description Create Command for Infected-createboomer-createhunter-createsmoker-createtanker-createspitter-createjockey-createcharger-createleaker-createskipper-createscreamer-createburner-createdrainer-createfaker-createriddle-createspike-createvenomer , using icon path ReplaceableTextures\CommandButtons\BTNSnazzyScrollGreen.blp
Quest - Create a Optional quest titled Infected with the description Infected are the people who catch in infect and turn themself into the monster that survivors call Zombie.In normal time of one day Zombie will birth in map and walk around for find the liver who unlucky.- The BoomerA bloated Infected whose vomit and bile (which may be released at will and upon death) booms the Survivors health.- The HunterAn agile Infected that can pounce on survivors from great distances.- The SmokerAn Infected that can ensnare Survivors from a distance with its long tongue and, upon death, releases a cloud of smoke that obscures vision.- The TankerA gigantic, muscular Infected that is powerful and difficult to kill. It can dealing massive damage, or attack from afar by throwing a lump of debris. , using icon path ReplaceableTextures\CommandButtons\BTNZombie.blp
Quest - Create a Optional quest titled Infected (Episode 1) with the description After a long week has pass. Infected was improve themself into the strongest infected. Have some ability to destroy or attack the target well from the old type can.- The SpitterAn Infected who can project balls of stomach acid that splatter across an area, quickly eroding the Survivors's health as long as they remain within it.- The JockeyAn Infected who can jump onto a Survivors and steer them into other Infected or region traps such as enemy spawn point set by the Map Maker.- The ChargerAn Infected with a mutated, oversized arm, able to move quickly and knock Survivors in its path off their feet. It can also grab Survivors and smash them against the ground to deal major damage. , using icon path ReplaceableTextures\CommandButtons\BTNZombie.blp
Quest - Create a Optional quest titled Infected (Episode 2) with the description In the Episode 2 : Deadly Troll. Their have some special Infected create for make Survivors more difficult to alive with out death. The Second Episode Infected are most likely but don't like the Infected that ever meet the Survivors in the past.- The LeakerThe Infected that when having taken damage, would shoot out spouts of goo at the Survivors, and then would be able to self-detonate like the Boomer.- The SkipperInfected who can dash pass the void of air space for place to place and deal a major damage when he get out of the space. He can pull enemy into the void with him that make the enemy damage after they out of void and make himself immune for the attack or ability for a while. , using icon path ReplaceableTextures\CommandButtons\BTNZombie.blp
Quest - Create a Optional quest titled Infected (Episode 3) with the description Episode 3 : Dead Center introduce to Survivors that they move far to near farm that they need to change it into their camp. At this farm their have the Infected who have the special ability like Hunter , Boomer or anyone that special.- The ScreamerAn Infected let out a loud, high-pitched scream when it sighted the Survivors, thus forcing the Survivors to find and kill it before it screamed. , using icon path ReplaceableTextures\CommandButtons\BTNZombie.blp
Quest - Create a Optional quest titled Infected (Episode 5) with the description Episode 5 : Dark Carnival was the hardest episode for the Survivors to live without any dead. When the sky was black and everywhere were dark and had a lot of fog. In this episode, Map Maker will lead Survivors to face again the new Infected that can damage more vicious to Survivors or had some ability that make Survivors hard to defense.- The BurnerInfected who has the fire around him. Everywhere he go will bright and hot by his skin of flames. He can send out the ball of flame that can do damages to Survivors and stun Survivors for a while.- The DrainerInfected who can drain the enemy life for fill his health point. After, he dies he will send out the life stream that can regenerate the Infected health if them stand near the stream.- The FakerInfected who can transformation into the enemy for trick or kill. Can use all of ability that the real unit can use and his other status will change like the real unit perfectly. , using icon path ReplaceableTextures\CommandButtons\BTNZombie.blp
Quest - Create a Optional quest titled Infected (Episode 6) with the description Episode 6 : The Parish, after the join of Government from the world Survivors's camp. Infected was disappear more than two hundred in one day. Then, Infected was improve their ability for attack the Survivors and fight again the Government military.- The RiddleInfected who can make himself invisible for a while. When, he appear can take more damage in a massive special damage at his target.- The SpikeInfected who has the sharped spikes around his body. Can walk faster if they see the Survivors and engulf the Survivors with his spikes that can do huge damages to Survivors. Can spit the spike to the target at long range that can slow the target and cause some damage. , using icon path ReplaceableTextures\CommandButtons\BTNZombie.blp
Quest - Create a Optional quest titled Infected (New Edition) with the description Episode 1 : Death Pitch was present the player about the effect of Zombie Hunter, such as sound effect, weather effect and other. That show about the new look of Zombie Hunter from Battle Arena to Survival.After, the join of Government Militia. Infected was unable to attack Survivors easy like before time. Then, some Infected was improve themself into the ranged creatures.- The VenomerThis Infected can spit out the venom that can do damages to Survivors a lot. He also the once Infected who can attack in long ranged for bring Survivors down. , using icon path ReplaceableTextures\CommandButtons\BTNZombie.blp
Quest - Create a Optional quest titled Infected Ally with the description Infected are anyone who plague with the disease cloud that come from even know place. Infected are all over the world and corrupt the live of Human from they eat , kill or destroy.- ZombieNot anything special like they name. Zombie are the most number of Infected group that change into. Don't think anything even eat and eat meat or Human.- Zombie (wear Riot Gear)Infected that wear Riot Gear for make them especially defend gun bullet that make from fire. You can see them in the Morning to Evening.- The FallenLike Zombie but most dangerous and more fast. Fallen are the Infected who improve themself a little from Zombie make them speed all the time and can damage in a huge massive damage over than normally Zombie. Fallen walk around in Night time and their line always end up in Survivors camp.- The WitchInfected who can take down the Survivors with one hit. In the normal game of Zombie Hunter at Episode 1 : Blood Harvest, Witch don't move but she always rest at some place in the map. Wait for take down the Survivors that walk near to her much. But in Episode 2 : Deadly Troll, Witch can move and attack everyone who in her way. Definitely, change her name into Wandering Witch. Appear in the long night of this homeland. , using icon path ReplaceableTextures\CommandButtons\BTNZombie.blp
Quest - Create a Optional quest titled Infected Ally 2 with the description In this Episode 3 : Dead Center. We have some specially Infected more than the last two episodes. Some of them introduce to Survivors when this Episode is start but some don't show or see by Survivors as soon now.- Plague (Infected with Disease)Infected who have a terrible smoke around them. This smoke have disease that Survivors can't smell, it's mean Survivors will kill them before them stand in front of the Survivors or take damages by disease. , using icon path ReplaceableTextures\CommandButtons\BTNZombie.blp
Quest - Create a Optional quest titled The Witch with the description - The WitchA female Infected, who, when provoked by loud sounds, or proximity of survivors, will attack her provoker. She is able to incapacitate or kill the provoker in one hit. Since Zombie Hunter second episode, the Witch now has the ability to wander aimlessly. , using icon path ReplaceableTextures\CommandButtons\BTNBanshee.blp
Quest - Create a Required quest titled Useful Command with the description This topic tell you about some special command for help you in your early gameOrder to stop create character for computer-uncomOrder for unstuck unit in the map-unstuck , using icon path ReplaceableTextures\CommandButtons\BTNManual3.blp
Quest - Create a Required quest titled Useful Tips with the description This topic tell you about some special tips for help you in your early game- Some Infected like Zombie can wear some cloths that give them some special ability. In this second episode, their have some new Zombie that can protect fire damage with their cloths. Then you will see thier name seriously for prevent the worse battle that you can fell but enemy not.- Their have the call 'Infected Call' that Infected were attack Survivors's camp, Infected can hear the voice that was the sign of this attack.- Survivors can sent item like Aids Vaccine or Disease Vaccine to ally for help them regain health points or other. After, you send your item to your ally if them can use, your ally will use them immediately. , using icon path ReplaceableTextures\CommandButtons\BTNTome.blp
Spawn Day
Events
Game - The in-game time of day becomes Equal to 6.00
Conditions
Actions
Trigger - Turn on Spawn_Survivor_Guard <gen>
Trigger - Turn on Spawn_Government_Militia <gen>
Trigger - Turn on Spawn_Zombie <gen>
Trigger - Turn on Spawn_Zombie_Riot_Gear <gen>
Trigger - Turn off Spawn_Survivor_Guard_2 <gen>
Trigger - Turn off Spawn_Survivor_Guard_Night <gen>
Trigger - Turn off Spawn_Survivor_Guard_2_Night <gen>
Trigger - Turn off Spawn_Government_Militia_2 <gen>
Trigger - Turn off Spawn_Government_Militia_Night <gen>
Trigger - Turn off Spawn_Government_Militia_2_Night <gen>
Trigger - Turn off Spawn_Zombie_2 <gen>
Trigger - Turn off Spawn_Zombie_Night <gen>
Trigger - Turn off Spawn_Zombie_2_Night <gen>
Trigger - Turn off Spawn_Fallen <gen>
Trigger - Turn off Spawn_Fallen_2 <gen>
Trigger - Turn off Spawn_Zombie_Riot_Gear_2 <gen>
Trigger - Turn off Spawn_Wandering_Witch <gen>
Trigger - Turn off Wandering_Witch_Check <gen>
Spawn Night
Events
Game - The in-game time of day becomes Equal to 18.00
Conditions
Actions
Trigger - Turn on Spawn_Survivor_Guard_Night <gen>
Trigger - Turn on Spawn_Government_Militia_Night <gen>
Trigger - Turn on Spawn_Zombie_Night <gen>
Trigger - Turn on Spawn_Fallen <gen>
Trigger - Turn off Spawn_Survivor_Guard <gen>
Trigger - Turn off Spawn_Survivor_Guard_2 <gen>
Trigger - Turn off Spawn_Survivor_Guard_2_Night <gen>
Trigger - Turn off Spawn_Government_Militia <gen>
Trigger - Turn off Spawn_Government_Militia_2 <gen>
Trigger - Turn off Spawn_Government_Militia_2_Night <gen>
Trigger - Turn off Spawn_Zombie <gen>
Trigger - Turn off Spawn_Zombie_2 <gen>
Trigger - Turn off Spawn_Zombie_2_Night <gen>
Trigger - Turn off Spawn_Fallen_2 <gen>
Trigger - Turn off Spawn_Zombie_Riot_Gear <gen>
Trigger - Turn off Spawn_Zombie_Riot_Gear_2 <gen>
Spawn Survivor Guard
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Trigger - Turn on Spawn_Survivor_Guard_2 <gen>
Unit - Create 1 . Survivors Guard for Player 10 (Light Blue) at (Center of Human_Spawn_Up <gen>) facing Default building facing degrees
Trigger - Turn off (This trigger)
Spawn Survivor Guard 2
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Trigger - Turn on Spawn_Survivor_Guard <gen>
Unit - Create 1 . Survivors Guard for Player 10 (Light Blue) at (Center of Human_Spawn_Down <gen>) facing Default building facing degrees
Trigger - Turn off (This trigger)
Spawn Government Militia
Events
Time - Every 50.00 seconds of game time
Conditions
Actions
Trigger - Turn on Spawn_Government_Militia_2 <gen>
Unit - Create 1 . Government Militia for Player 10 (Light Blue) at (Center of Human_Spawn_Up <gen>) facing Default building facing degrees
Trigger - Turn off (This trigger)
Spawn Government Militia 2
Events
Time - Every 100.00 seconds of game time
Conditions
Actions
Trigger - Turn on Spawn_Government_Militia <gen>
Unit - Create 1 . Government Militia for Player 10 (Light Blue) at (Center of Human_Spawn_Down <gen>) facing Default building facing degrees
Trigger - Turn off (This trigger)
Spawn Zombie
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
Trigger - Turn on Spawn_Zombie_2 <gen>
Unit - Create 1 . Zombie for Player 11 (Dark Green) at (Center of Zombie_Spawn_Down <gen>) facing Default building facing degrees
Trigger - Turn off (This trigger)
Spawn Zombie 2
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
Trigger - Turn on Spawn_Zombie <gen>
Unit - Create 1 . Zombie for Player 11 (Dark Green) at (Center of Zombie_Spawn_Up <gen>) facing Default building facing degrees
Trigger - Turn off (This trigger)
Spawn Survivor Guard Night
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
Trigger - Turn on Spawn_Survivor_Guard_2_Night <gen>
Unit - Create 1 . Survivors Guard for Player 10 (Light Blue) at (Center of Human_Spawn_Up <gen>) facing Default building facing degrees
Trigger - Turn off (This trigger)
Spawn Survivor Guard 2 Night
Events
Time - Every 20.00 seconds of game time
Conditions
Actions
Trigger - Turn on Spawn_Survivor_Guard_2 <gen>
Unit - Create 1 . Survivors Guard for Player 10 (Light Blue) at (Center of Human_Spawn_Down <gen>) facing Default building facing degrees
Trigger - Turn off (This trigger)
Spawn Government Militia Night
Events
Time - Every 60.00 seconds of game time
Conditions
Actions
Trigger - Turn on Spawn_Government_Militia_2_Night <gen>
Unit - Create 1 . Government Militia for Player 10 (Light Blue) at (Center of Human_Spawn_Up <gen>) facing Default building facing degrees
Trigger - Turn off (This trigger)
Spawn Government Militia 2 Night
Events
Time - Every 120.00 seconds of game time
Conditions
Actions
Trigger - Turn on Spawn_Government_Militia_Night <gen>
Unit - Create 1 . Government Militia for Player 10 (Light Blue) at (Center of Human_Spawn_Down <gen>) facing Default building facing degrees
Trigger - Turn off (This trigger)
Spawn Zombie Night
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
Trigger - Turn on Spawn_Zombie_2_Night <gen>
Unit - Create 1 . Zombie for Player 11 (Dark Green) at (Center of Zombie_Spawn_Down <gen>) facing Default building facing degrees
Trigger - Turn off (This trigger)
Spawn Zombie 2 Night
Events
Time - Every 20.00 seconds of game time
Conditions
Actions
Trigger - Turn on Spawn_Zombie_Night <gen>
Unit - Create 1 . Zombie for Player 11 (Dark Green) at (Center of Zombie_Spawn_Up <gen>) facing Default building facing degrees
Trigger - Turn off (This trigger)
Spawn Fallen
Events
Time - Every 60.00 seconds of game time
Conditions
Actions
Trigger - Turn on Spawn_Fallen_2 <gen>
Unit - Create 1 . Fallen for Player 11 (Dark Green) at (Center of Zombie_Spawn_Down <gen>) facing Default building facing degrees
Unit - Create 1 . Fallen for Player 11 (Dark Green) at (Center of Fallen_Spawn_Down <gen>) facing Default building facing degrees
Trigger - Turn off (This trigger)
Spawn Fallen 2
Events
Time - Every 120.00 seconds of game time
Conditions
Actions
Trigger - Turn on Spawn_Fallen <gen>
Unit - Create 1 . Fallen for Player 11 (Dark Green) at (Center of Zombie_Spawn_Up <gen>) facing Default building facing degrees
Unit - Create 1 . Fallen for Player 11 (Dark Green) at (Center of Fallen_Spawn_Up <gen>) facing Default building facing degrees
Trigger - Turn off (This trigger)
Spawn Zombie Riot Gear
Events
Time - Every 20.00 seconds of game time
Conditions
Actions
Trigger - Turn on Spawn_Zombie_Riot_Gear_2 <gen>
Unit - Create 1 . Zombie (Riot Gear) for Player 11 (Dark Green) at (Center of Zombie_Spawn_Up <gen>) facing Default building facing degrees
Trigger - Turn off (This trigger)
Spawn Zombie Riot Gear 2
Events
Time - Every 40.00 seconds of game time
Conditions
Actions
Trigger - Turn on Spawn_Zombie_Riot_Gear <gen>
Unit - Create 1 . Zombie (Riot Gear) for Player 11 (Dark Green) at (Center of Zombie_Spawn_Down <gen>) facing Default building facing degrees
Trigger - Turn off (This trigger)
Spawn Witch
Events
Time - Every 600.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Witch for Player 11 (Dark Green) at (Center of Witch_Appear_Plateau <gen>) facing Default building facing degrees
Trigger - Turn on Witch_Check <gen>
Trigger - Turn off (This trigger)
Witch Check
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Banshee
Actions
Trigger - Turn off (This trigger)
Trigger - Turn on Spawn_Witch_2 <gen>
Spawn Witch 2
Events
Time - Every 1200.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Witch for Player 11 (Dark Green) at (Center of Witch_Appear_Farm <gen>) facing Default building facing degrees
Trigger - Turn on Witch_Check_2 <gen>
Trigger - Turn off (This trigger)
Witch Check 2
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Banshee
Actions
Trigger - Turn off (This trigger)
Trigger - Turn on Spawn_Witch_3 <gen>
Spawn Witch 3
Events
Time - Every 1800.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Witch for Player 11 (Dark Green) at (Center of Witch_Appear_Forest <gen>) facing Default building facing degrees
Trigger - Turn on Witch_Check_3 <gen>
Trigger - Turn off (This trigger)
Witch Check 3
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Banshee
Actions
Trigger - Turn off (This trigger)
Trigger - Turn on Spawn_Witch_4 <gen>
Spawn Witch 4
Events
Time - Every 2400.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Witch for Player 11 (Dark Green) at (Center of Witch_Appear_Center <gen>) facing Default building facing degrees
Trigger - Turn on Witch_Check_4 <gen>
Trigger - Turn off (This trigger)
Witch Check 4
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Banshee
Actions
Trigger - Turn off (This trigger)
Trigger - Turn on Spawn_Witch <gen>
Spawn Witch Night
Events
Game - The in-game time of day becomes Equal to 18.00
Conditions
Actions
Trigger - Turn on Spawn_Wandering_Witch <gen>
Spawn Wandering Witch
Events
Time - Every 200.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Wandering Witch for Player 11 (Dark Green) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Trigger - Turn on Wandering_Witch_Check <gen>
Trigger - Turn off (This trigger)
Wandering Witch Check
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Wandering Witch
Actions
Trigger - Turn off (This trigger)
Trigger - Turn on Spawn_Wandering_Witch <gen>
Spawn Plague
Events
Time - Every 50.00 seconds of game time
Conditions
Actions
Trigger - Turn on Spawn_Plague_2 <gen>
Unit - Create 1 . Plague for Player 11 (Dark Green) at (Center of Plague_Spawn_Up <gen>) facing Default building facing degrees
Trigger - Turn off (This trigger)
Spawn Plague 2
Events
Time - Every 100.00 seconds of game time
Conditions
Actions
Trigger - Turn on Spawn_Plague <gen>
Unit - Create 1 . Plague for Player 11 (Dark Green) at (Center of Plague_Spawn_Down <gen>) facing Default building facing degrees
Trigger - Turn off (This trigger)
Zombie Invasion
Events
Time - Every 200.00 seconds of game time
Conditions
Actions
Sound - Play InvasionWarning <gen>
Trigger - Turn off (This trigger)
Wait 5.00 seconds
Trigger - Turn on Spawn_Zombie_Invasion <gen>
Trigger - Run Spawn_Ended <gen> (ignoring conditions)
Spawn Zombie Invasion
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Zombie for Player 11 (Dark Green) at (Center of Zombie_Invasion_Up <gen>) facing Default building facing degrees
Unit - Create 1 . Zombie for Player 11 (Dark Green) at (Center of Zombie_Invasion_Up <gen>) facing Default building facing degrees
Unit - Create 1 . Zombie for Player 11 (Dark Green) at (Center of Zombie_Invasion_Down <gen>) facing Default building facing degrees
Unit - Create 1 . Zombie for Player 11 (Dark Green) at (Center of Zombie_Invasion_Down <gen>) facing Default building facing degrees
Spawn Ended
Events
Conditions
Actions
Sound - Play Invasion <gen>
Game - Display to (All allies of Player 11 (Dark Green).) for 10.00 seconds the text: The Infected are attacking now.
Wait 11.50 seconds
Sound - Stop Invasion <gen> After fading
Wait 3.00 seconds
Trigger - Turn off Spawn_Zombie_Invasion <gen>
Trigger - Turn on Zombie_Invasion <gen>
Game - Display to (All allies of Player 11 (Dark Green).) for 10.00 seconds the text: The Infected are ending the attack.
Human Up
Events
Unit - A unit enters Human_Spawn_Up <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Up_Right <gen>)
Human Down
Events
Unit - A unit enters Human_Spawn_Down <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Up_Right <gen>)
Undead Up
Events
Unit - A unit enters Zombie_Spawn_Up <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
(Unit-type of (Triggering unit)) Not equal to Fallen
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Down_Left <gen>)
Fallen Up
Events
Unit - A unit enters Zombie_Spawn_Up <gen>
Conditions
And - All (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
(Unit-type of (Triggering unit)) Equal to Fallen
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Up_Left <gen>)
Fallen Up 2
Events
Unit - A unit enters Fallen_Spawn_Up <gen>
Conditions
And - All (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
(Unit-type of (Triggering unit)) Equal to Fallen
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Up_Right <gen>)
Undead Down
Events
Unit - A unit enters Zombie_Spawn_Down <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
(Unit-type of (Triggering unit)) Not equal to Fallen
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Down_Left <gen>)
Fallen Down
Events
Unit - A unit enters Zombie_Spawn_Down <gen>
Conditions
And - All (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
(Unit-type of (Triggering unit)) Equal to Fallen
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Down_Right <gen>)
Fallen Down 2
Events
Unit - A unit enters Fallen_Spawn_Down <gen>
Conditions
And - All (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
(Unit-type of (Triggering unit)) Equal to Fallen
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Up_Right <gen>)
Plague Up
Events
Unit - A unit enters Plague_Spawn_Up <gen>
Conditions
And - All (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
(Unit-type of (Triggering unit)) Equal to Plague
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Center <gen>)
Plague Down
Events
Unit - A unit enters Plague_Spawn_Down <gen>
Conditions
And - All (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
(Unit-type of (Triggering unit)) Equal to Plague
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Up_Right_In <gen>)
Up Left 1
Events
Unit - A unit enters Up_Left <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of River_Up <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Up_Left_2 <gen>
Up Left 1 2
Events
Unit - A unit enters Up_Left <gen>
Conditions
And - All (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
(Unit-type of (Triggering unit)) Not equal to Banshee
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of River_Up <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Up_Left_2_2 <gen>
Up Left 2
Events
Unit - A unit enters Up_Left <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Up_Left_In <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Up_Left_3 <gen>
Up Left 2 2
Events
Unit - A unit enters Up_Left <gen>
Conditions
And - All (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
(Unit-type of (Triggering unit)) Not equal to Banshee
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Up_Left_In <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Up_Left_3_2 <gen>
Up Left 3
Events
Unit - A unit enters Up_Left <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of River_Left <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Up_Left_1 <gen>
Up Left 3 2
Events
Unit - A unit enters Up_Left <gen>
Conditions
And - All (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
(Unit-type of (Triggering unit)) Not equal to Banshee
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of River_Left <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Up_Left_1_2 <gen>
Down Left 1
Events
Unit - A unit enters Down_Left <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of River_Left <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Down_Left_2 <gen>
Down Left 1 2
Events
Unit - A unit enters Down_Left <gen>
Conditions
And - All (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
(Unit-type of (Triggering unit)) Not equal to Banshee
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of River_Left <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Down_Left_2_2 <gen>
Down Left 2
Events
Unit - A unit enters Down_Left <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Down_Left_In <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Down_Left_3 <gen>
Down Left 2 2
Events
Unit - A unit enters Down_Left <gen>
Conditions
And - All (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
(Unit-type of (Triggering unit)) Not equal to Banshee
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Down_Left_In <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Down_Left_3_2 <gen>
Down Left 3
Events
Unit - A unit enters Down_Left <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of River_Down <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Down_Left_1 <gen>
Down Left 3 2
Events
Unit - A unit enters Down_Left <gen>
Conditions
And - All (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
(Unit-type of (Triggering unit)) Not equal to Banshee
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of River_Down <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Down_Left_1_2 <gen>
Down Right 1
Events
Unit - A unit enters Down_Right <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of River_Right <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Down_Right_2 <gen>
Down Right 1 2
Events
Unit - A unit enters Down_Right <gen>
Conditions
And - All (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
(Unit-type of (Triggering unit)) Not equal to Banshee
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of River_Right <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Down_Right_2_2 <gen>
Down Right 2
Events
Unit - A unit enters Down_Right <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Down_Right_In <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Down_Right_3 <gen>
Down Right 2 2
Events
Unit - A unit enters Down_Right <gen>
Conditions
And - All (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
(Unit-type of (Triggering unit)) Not equal to Banshee
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Down_Right_In <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Down_Right_3_2 <gen>
Down Right 3
Events
Unit - A unit enters Down_Right <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of River_Down <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Down_Right_1 <gen>
Down Right 3 2
Events
Unit - A unit enters Down_Right <gen>
Conditions
And - All (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
(Unit-type of (Triggering unit)) Not equal to Banshee
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of River_Down <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Down_Right_1_2 <gen>
Up Right 1
Events
Unit - A unit enters Up_Right <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of River_Up <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Up_Right_2 <gen>
Up Right 1 2
Events
Unit - A unit enters Up_Right <gen>
Conditions
And - All (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
(Unit-type of (Triggering unit)) Not equal to Banshee
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of River_Up <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Up_Right_2_2 <gen>
Up Right 2
Events
Unit - A unit enters Up_Right <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Up_Right_In <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Up_Right_3 <gen>
Up Right 2 2
Events
Unit - A unit enters Up_Right <gen>
Conditions
And - All (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
(Unit-type of (Triggering unit)) Not equal to Banshee
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Up_Right_In <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Up_Right_3_2 <gen>
Up Right 3
Events
Unit - A unit enters Up_Right <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of River_Right <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Up_Right_1 <gen>
Up Right 3 2
Events
Unit - A unit enters Up_Right <gen>
Conditions
And - All (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
(Unit-type of (Triggering unit)) Not equal to Banshee
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of River_Right <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Up_Right_1_2 <gen>
Up Right In 1
Events
Unit - A unit enters Up_Right_In <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Up_Right <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Up_Right_In_2 <gen>
Up Right In 1 2
Events
Unit - A unit enters Up_Right_In <gen>
Conditions
And - All (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
(Unit-type of (Triggering unit)) Not equal to Banshee
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Up_Right <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Up_Right_In_2_2 <gen>
Up Right In 2
Events
Unit - A unit enters Up_Right_In <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Center <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Up_Right_In_3 <gen>
Up Right In 2 2
Events
Unit - A unit enters Up_Right_In <gen>
Conditions
And - All (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
(Unit-type of (Triggering unit)) Not equal to Banshee
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Center <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Up_Right_In_3_2 <gen>
Up Right In 3
Events
Unit - A unit enters Up_Right_In <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Down_Right_In <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Up_Right_In_4 <gen>
Up Right In 3 2
Events
Unit - A unit enters Up_Right_In <gen>
Conditions
And - All (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
(Unit-type of (Triggering unit)) Not equal to Banshee
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Down_Right_In <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Up_Right_In_4_2 <gen>
Up Right In 4
Events
Unit - A unit enters Up_Right_In <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of River_Up <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Up_Right_In_5 <gen>
Up Right In 4 2
Events
Unit - A unit enters Up_Right_In <gen>
Conditions
And - All (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
(Unit-type of (Triggering unit)) Not equal to Banshee
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of River_Up <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Up_Right_In_5_2 <gen>
Up Right In 5
Events
Unit - A unit enters Up_Right_In <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of River_Right <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Up_Right_In_1 <gen>
Up Right In 5 2
Events
Unit - A unit enters Up_Right_In <gen>
Conditions
And - All (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
(Unit-type of (Triggering unit)) Not equal to Banshee
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of River_Right <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Up_Right_In_1_2 <gen>
Up Left In 1
Events
Unit - A unit enters Up_Left_In <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Up_Left <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Up_Left_In_2 <gen>
Up Left In 1 2
Events
Unit - A unit enters Up_Left_In <gen>
Conditions
And - All (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
(Unit-type of (Triggering unit)) Not equal to Banshee
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Up_Left <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Up_Left_In_2_2 <gen>
Up Left In 2
Events
Unit - A unit enters Up_Left_In <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Center <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Up_Left_In_3 <gen>
Up Left In 2 2
Events
Unit - A unit enters Up_Left_In <gen>
Conditions
And - All (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
(Unit-type of (Triggering unit)) Not equal to Banshee
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Center <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Up_Left_In_3_2 <gen>
Up Left In 3
Events
Unit - A unit enters Up_Left_In <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Down_Left_In <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Up_Left_In_4 <gen>
Up Left In 3 2
Events
Unit - A unit enters Up_Left_In <gen>
Conditions
And - All (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
(Unit-type of (Triggering unit)) Not equal to Banshee
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Down_Left_In <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Up_Left_In_4_2 <gen>
Up Left In 4
Events
Unit - A unit enters Up_Left_In <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of River_Up <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Up_Left_In_5 <gen>
Up Left In 4 2
Events
Unit - A unit enters Up_Left_In <gen>
Conditions
And - All (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
(Unit-type of (Triggering unit)) Not equal to Banshee
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of River_Up <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Up_Left_In_5_2 <gen>
Up Left In 5
Events
Unit - A unit enters Up_Left_In <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of River_Left <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Up_Left_In_1 <gen>
Up Left In 5 2
Events
Unit - A unit enters Up_Left_In <gen>
Conditions
And - All (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
(Unit-type of (Triggering unit)) Not equal to Banshee
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of River_Left <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Up_Left_In_1_2 <gen>
Down Left In 1
Events
Unit - A unit enters Down_Left_In <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Up_Right_In <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Down_Left_In_2 <gen>
Down Left In 1 2
Events
Unit - A unit enters Down_Left_In <gen>
Conditions
And - All (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
(Unit-type of (Triggering unit)) Not equal to Banshee
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Up_Right_In <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Down_Left_In_2_2 <gen>
Down Left In 2
Events
Unit - A unit enters Down_Left_In <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Center <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Down_Left_In_3 <gen>
Down Left In 2 2
Events
Unit - A unit enters Down_Left_In <gen>
Conditions
And - All (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
(Unit-type of (Triggering unit)) Not equal to Banshee
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Center <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Down_Left_In_3_2 <gen>
Down Left In 3
Events
Unit - A unit enters Down_Left_In <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Down_Left <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Down_Left_In_4 <gen>
Down Left In 3 2
Events
Unit - A unit enters Down_Left_In <gen>
Conditions
And - All (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
(Unit-type of (Triggering unit)) Not equal to Banshee
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Down_Left <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Down_Left_In_4_2 <gen>
Down Left In 4
Events
Unit - A unit enters Down_Left_In <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of River_Left <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Down_Left_In_5 <gen>
Down Left In 4 2
Events
Unit - A unit enters Down_Left_In <gen>
Conditions
And - All (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
(Unit-type of (Triggering unit)) Not equal to Banshee
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of River_Left <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Down_Left_In_5_2 <gen>
Down Left In 5
Events
Unit - A unit enters Down_Left_In <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of River_Down <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Down_Left_In_1 <gen>
Down Left In 5 2
Events
Unit - A unit enters Down_Left_In <gen>
Conditions
And - All (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
(Unit-type of (Triggering unit)) Not equal to Banshee
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of River_Down <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Down_Left_In_1_2 <gen>
Down Right In 1
Events
Unit - A unit enters Down_Right_In <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Up_Left_In <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Down_Right_In_2 <gen>
Down Right In 1 2
Events
Unit - A unit enters Down_Right_In <gen>
Conditions
And - All (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
(Unit-type of (Triggering unit)) Not equal to Banshee
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Up_Left_In <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Down_Right_In_2_2 <gen>
Down Right In 2
Events
Unit - A unit enters Down_Right_In <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Center <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Down_Right_In_3 <gen>
Down Right In 2 2
Events
Unit - A unit enters Down_Right_In <gen>
Conditions
And - All (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
(Unit-type of (Triggering unit)) Not equal to Banshee
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Center <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Down_Right_In_3_2 <gen>
Down Right In 3
Events
Unit - A unit enters Down_Right_In <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Down_Right <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Down_Right_In_4 <gen>
Down Right In 3 2
Events
Unit - A unit enters Down_Right_In <gen>
Conditions
And - All (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
(Unit-type of (Triggering unit)) Not equal to Banshee
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Down_Right <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Down_Right_In_4_2 <gen>
Down Right In 4
Events
Unit - A unit enters Down_Right_In <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of River_Right <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Down_Right_In_5 <gen>
Down Right In 4 2
Events
Unit - A unit enters Down_Right_In <gen>
Conditions
And - All (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
(Unit-type of (Triggering unit)) Not equal to Banshee
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of River_Right <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Down_Right_In_5_2 <gen>
Down Right In 5
Events
Unit - A unit enters Down_Right_In <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of River_Down <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Down_Right_In_1 <gen>
Down Right In 5 2
Events
Unit - A unit enters Down_Right_In <gen>
Conditions
And - All (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
(Unit-type of (Triggering unit)) Not equal to Banshee
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of River_Down <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Down_Right_In_1_2 <gen>
Center 1
Events
Unit - A unit enters Center <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Up_Left_In <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Center_2 <gen>
Center 1 2
Events
Unit - A unit enters Center <gen>
Conditions
And - All (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
(Unit-type of (Triggering unit)) Not equal to Banshee
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Up_Left_In <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Center_2_2 <gen>
Center 2
Events
Unit - A unit enters Center <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Down_Left_In <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Center_3 <gen>
Center 2 2
Events
Unit - A unit enters Center <gen>
Conditions
And - All (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
(Unit-type of (Triggering unit)) Not equal to Banshee
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Down_Left_In <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Center_3_2 <gen>
Center 3
Events
Unit - A unit enters Center <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Down_Right_In <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Center_4 <gen>
Center 3 2
Events
Unit - A unit enters Center <gen>
Conditions
And - All (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
(Unit-type of (Triggering unit)) Not equal to Banshee
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Down_Right_In <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Center_4_2 <gen>
Center 4
Events
Unit - A unit enters Center <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Up_Right_In <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Center_5 <gen>
Center 4 2
Events
Unit - A unit enters Center <gen>
Conditions
And - All (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
(Unit-type of (Triggering unit)) Not equal to Banshee
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Up_Right_In <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Center_5_2 <gen>
Center 5
Events
Unit - A unit enters Center <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of River_Up <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Center_6 <gen>
Center 5 2
Events
Unit - A unit enters Center <gen>
Conditions
And - All (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
(Unit-type of (Triggering unit)) Not equal to Banshee
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of River_Up <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Center_6_2 <gen>
Center 6
Events
Unit - A unit enters Center <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of River_Left <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Center_7 <gen>
Center 6 2
Events
Unit - A unit enters Center <gen>
Conditions
And - All (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
(Unit-type of (Triggering unit)) Not equal to Banshee
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of River_Left <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Center_7_2 <gen>
Center 7
Events
Unit - A unit enters Center <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of River_Right <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Center_8 <gen>
Center 7 2
Events
Unit - A unit enters Center <gen>
Conditions
And - All (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
(Unit-type of (Triggering unit)) Not equal to Banshee
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of River_Right <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Center_8_2 <gen>
Center 8
Events
Unit - A unit enters Center <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of River_Down <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Center_1 <gen>
Center 8 2
Events
Unit - A unit enters Center <gen>
Conditions
And - All (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
(Unit-type of (Triggering unit)) Not equal to Banshee
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of River_Down <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Center_1_2 <gen>
River Up 1
Events
Unit - A unit enters River_Up <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Up_Left <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on River_Up_2 <gen>
River Up 1 2
Events
Unit - A unit enters River_Up <gen>
Conditions
And - All (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
(Unit-type of (Triggering unit)) Not equal to Banshee
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Up_Left <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on River_Up_2_2 <gen>
River Up 2
Events
Unit - A unit enters River_Up <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Up_Left_In <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on River_Up_3 <gen>
River Up 2 2
Events
Unit - A unit enters River_Up <gen>
Conditions
And - All (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
(Unit-type of (Triggering unit)) Not equal to Banshee
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Up_Left_In <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on River_Up_3_2 <gen>
River Up 3
Events
Unit - A unit enters River_Up <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Center <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on River_Up_4 <gen>
River Up 3 2
Events
Unit - A unit enters River_Up <gen>
Conditions
And - All (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
(Unit-type of (Triggering unit)) Not equal to Banshee
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Center <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on River_Up_4_2 <gen>
River Up 4
Events
Unit - A unit enters River_Up <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Up_Right_In <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on River_Up_5 <gen>
River Up 4 2
Events
Unit - A unit enters River_Up <gen>
Conditions
And - All (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
(Unit-type of (Triggering unit)) Not equal to Banshee
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Up_Right_In <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on River_Up_5_2 <gen>
River Up 5
Events
Unit - A unit enters River_Up <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Up_Right <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on River_Up_1 <gen>
River Up 5 2
Events
Unit - A unit enters River_Up <gen>
Conditions
And - All (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
(Unit-type of (Triggering unit)) Not equal to Banshee
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Up_Right <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on River_Up_1_2 <gen>
River Left 1
Events
Unit - A unit enters River_Left <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Up_Left <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on River_Left_2 <gen>
River Left 1 2
Events
Unit - A unit enters River_Left <gen>
Conditions
And - All (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
(Unit-type of (Triggering unit)) Not equal to Banshee
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Up_Left <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on River_Left_2_2 <gen>
River Left 2
Events
Unit - A unit enters River_Left <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Up_Left_In <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on River_Left_3 <gen>
River Left 2 2
Events
Unit - A unit enters River_Left <gen>
Conditions
And - All (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
(Unit-type of (Triggering unit)) Not equal to Banshee
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Up_Left_In <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on River_Left_3_2 <gen>
River Left 3
Events
Unit - A unit enters River_Left <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Center <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on River_Left_4 <gen>
River Left 3 2
Events
Unit - A unit enters River_Left <gen>
Conditions
And - All (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
(Unit-type of (Triggering unit)) Not equal to Banshee
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Center <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on River_Left_4_2 <gen>
River Left 4
Events
Unit - A unit enters River_Left <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Down_Left_In <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on River_Left_5 <gen>
River Left 4 2
Events
Unit - A unit enters River_Left <gen>
Conditions
And - All (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
(Unit-type of (Triggering unit)) Not equal to Banshee
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Down_Left_In <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on River_Left_5_2 <gen>
River Left 5
Events
Unit - A unit enters River_Left <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Down_Left <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on River_Left_1 <gen>
River Left 5 2
Events
Unit - A unit enters River_Left <gen>
Conditions
And - All (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
(Unit-type of (Triggering unit)) Not equal to Banshee
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Down_Left <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on River_Left_1_2 <gen>
River Right 1
Events
Unit - A unit enters River_Right <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Up_Right <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on River_Right_2 <gen>
River Right 1 2
Events
Unit - A unit enters River_Right <gen>
Conditions
And - All (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
(Unit-type of (Triggering unit)) Not equal to Banshee
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Up_Right <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on River_Right_2_2 <gen>
River Right 2
Events
Unit - A unit enters River_Right <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Up_Right_In <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on River_Right_3 <gen>
River Right 2 2
Events
Unit - A unit enters River_Right <gen>
Conditions
And - All (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
(Unit-type of (Triggering unit)) Not equal to Banshee
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Up_Right_In <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on River_Right_3_2 <gen>
River Right 3
Events
Unit - A unit enters River_Right <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Center <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on River_Right_4 <gen>
River Right 3 2
Events
Unit - A unit enters River_Right <gen>
Conditions
And - All (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
(Unit-type of (Triggering unit)) Not equal to Banshee
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Center <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on River_Right_4_2 <gen>
River Right 4
Events
Unit - A unit enters River_Right <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Down_Right_In <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on River_Right_5 <gen>
River Right 4 2
Events
Unit - A unit enters River_Right <gen>
Conditions
And - All (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
(Unit-type of (Triggering unit)) Not equal to Banshee
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Down_Right_In <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on River_Right_5_2 <gen>
River Right 5
Events
Unit - A unit enters River_Right <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Down_Right <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on River_Right_1 <gen>
River Right 5 2
Events
Unit - A unit enters River_Right <gen>
Conditions
And - All (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
(Unit-type of (Triggering unit)) Not equal to Banshee
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Down_Right <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on River_Right_1_2 <gen>
River Down 1
Events
Unit - A unit enters River_Down <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Down_Left <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on River_Down_2 <gen>
River Down 1 2
Events
Unit - A unit enters River_Down <gen>
Conditions
And - All (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
(Unit-type of (Triggering unit)) Not equal to Banshee
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Down_Left <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on River_Down_2_2 <gen>
River Down 2
Events
Unit - A unit enters River_Down <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Down_Left_In <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on River_Down_3 <gen>
River Down 2 2
Events
Unit - A unit enters River_Down <gen>
Conditions
And - All (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
(Unit-type of (Triggering unit)) Not equal to Banshee
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Down_Left_In <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on River_Down_3_2 <gen>
River Down 3
Events
Unit - A unit enters River_Down <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Center <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on River_Down_4 <gen>
River Down 3 2
Events
Unit - A unit enters River_Down <gen>
Conditions
And - All (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
(Unit-type of (Triggering unit)) Not equal to Banshee
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Center <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on River_Down_4_2 <gen>
River Down 4
Events
Unit - A unit enters River_Down <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Down_Right_In <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on River_Down_5 <gen>
River Down 4 2
Events
Unit - A unit enters River_Down <gen>
Conditions
And - All (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
(Unit-type of (Triggering unit)) Not equal to Banshee
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Down_Right_In <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on River_Down_5_2 <gen>
River Down 5
Events
Unit - A unit enters River_Down <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Down_Right <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on River_Down_1 <gen>
River Down 5 2
Events
Unit - A unit enters River_Down <gen>
Conditions
And - All (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
(Unit-type of (Triggering unit)) Not equal to Banshee
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Down_Right <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on River_Down_1_2 <gen>
Zombie Invasion Up
Events
Unit - A unit enters Zombie_Invasion_Up <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
Actions
Unit - Set (Triggering unit) movement speed to 300.00
Unit - Order (Triggering unit) to Attack-Move To . (Center of Up_Right <gen>)
Zombie Invasion Down
Events
Unit - A unit enters Zombie_Invasion_Down <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
Actions
Unit - Set (Triggering unit) movement speed to 300.00
Unit - Order (Triggering unit) to Attack-Move To . (Center of Up_Right <gen>)
Light Blue
Events
Unit - A unit enters Life_Start <gen>
Conditions
And - All (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Up_Right <gen>)
Dark Green
Events
Unit - A unit enters Dead_Life_Start <gen>
Conditions
And - All (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Down_Left <gen>)
Com Create Surgae
Events
Time - Elapsed game time is 50.00 seconds
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Number of living Captain Surgae units owned by Player 1 (Red)) Equal to 0
(Number of living Captain Surgae units owned by Player 2 (Blue)) Equal to 0
(Number of living Captain Surgae units owned by Player 3 (Teal)) Equal to 0
(Number of living Captain Surgae units owned by Player 4 (Purple)) Equal to 0
Then - Actions
Unit - Create 1 . Captain Surgae for Player 10 (Light Blue) at (Center of Life_Start <gen>) facing Default building facing degrees
Else - Actions
Do nothing
Com Create Blue Eye
Events
Time - Elapsed game time is 50.00 seconds
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Number of living Blue Eye units owned by Player 1 (Red)) Equal to 0
(Number of living Blue Eye units owned by Player 2 (Blue)) Equal to 0
(Number of living Blue Eye units owned by Player 3 (Teal)) Equal to 0
(Number of living Blue Eye units owned by Player 4 (Purple)) Equal to 0
Then - Actions
Unit - Create 1 . Blue Eye for Player 10 (Light Blue) at (Center of Life_Start <gen>) facing Default building facing degrees
Else - Actions
Do nothing
Com Create Grenn
Events
Time - Elapsed game time is 50.00 seconds
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Number of living Grenn units owned by Player 1 (Red)) Equal to 0
(Number of living Grenn units owned by Player 2 (Blue)) Equal to 0
(Number of living Grenn units owned by Player 3 (Teal)) Equal to 0
(Number of living Grenn units owned by Player 4 (Purple)) Equal to 0
Then - Actions
Unit - Create 1 . Grenn for Player 10 (Light Blue) at (Center of Life_Start <gen>) facing Default building facing degrees
Else - Actions
Do nothing
Com Create Striker
Events
Time - Elapsed game time is 50.00 seconds
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Number of living Striker units owned by Player 1 (Red)) Equal to 0
(Number of living Striker units owned by Player 2 (Blue)) Equal to 0
(Number of living Striker units owned by Player 3 (Teal)) Equal to 0
(Number of living Striker units owned by Player 4 (Purple)) Equal to 0
Then - Actions
Unit - Create 1 . Striker for Player 10 (Light Blue) at (Center of Life_Start <gen>) facing Default building facing degrees
Else - Actions
Do nothing
Com Create Grim
Events
Time - Elapsed game time is 50.00 seconds
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Number of living Grim units owned by Player 1 (Red)) Equal to 0
(Number of living Grim units owned by Player 2 (Blue)) Equal to 0
(Number of living Grim units owned by Player 3 (Teal)) Equal to 0
(Number of living Grim units owned by Player 4 (Purple)) Equal to 0
Then - Actions
Unit - Create 1 . Grim for Player 10 (Light Blue) at (Center of Life_Start <gen>) facing Default building facing degrees
Else - Actions
Do nothing
Com Create Druke
Events
Time - Elapsed game time is 50.00 seconds
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Number of living Druke units owned by Player 1 (Red)) Equal to 0
(Number of living Druke units owned by Player 2 (Blue)) Equal to 0
(Number of living Druke units owned by Player 3 (Teal)) Equal to 0
(Number of living Druke units owned by Player 4 (Purple)) Equal to 0
Then - Actions
Unit - Create 1 . Druke for Player 10 (Light Blue) at (Center of Life_Start <gen>) facing Default building facing degrees
Else - Actions
Do nothing
Com Create Joey
Events
Time - Elapsed game time is 50.00 seconds
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Number of living Joey units owned by Player 1 (Red)) Equal to 0
(Number of living Joey units owned by Player 2 (Blue)) Equal to 0
(Number of living Joey units owned by Player 3 (Teal)) Equal to 0
(Number of living Joey units owned by Player 4 (Purple)) Equal to 0
Then - Actions
Unit - Create 1 . Joey for Player 10 (Light Blue) at (Center of Life_Start <gen>) facing Default building facing degrees
Else - Actions
Do nothing
Com Create Ray
Events
Time - Elapsed game time is 50.00 seconds
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Number of living Ray units owned by Player 1 (Red)) Equal to 0
(Number of living Ray units owned by Player 2 (Blue)) Equal to 0
(Number of living Ray units owned by Player 3 (Teal)) Equal to 0
(Number of living Ray units owned by Player 4 (Purple)) Equal to 0
Then - Actions
Unit - Create 1 . Ray for Player 10 (Light Blue) at (Center of Life_Start <gen>) facing Default building facing degrees
Else - Actions
Do nothing
Com Create Elli
Events
Time - Elapsed game time is 50.00 seconds
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Number of living Elli units owned by Player 1 (Red)) Equal to 0
(Number of living Elli units owned by Player 2 (Blue)) Equal to 0
(Number of living Elli units owned by Player 3 (Teal)) Equal to 0
(Number of living Elli units owned by Player 4 (Purple)) Equal to 0
Then - Actions
Unit - Create 1 . Elli for Player 10 (Light Blue) at (Center of Life_Start <gen>) facing Default building facing degrees
Else - Actions
Do nothing
Com Create Bill
Events
Time - Elapsed game time is 50.00 seconds
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Number of living Bill units owned by Player 1 (Red)) Equal to 0
(Number of living Bill units owned by Player 2 (Blue)) Equal to 0
(Number of living Bill units owned by Player 3 (Teal)) Equal to 0
(Number of living Bill units owned by Player 4 (Purple)) Equal to 0
Then - Actions
Unit - Create 1 . Bill for Player 10 (Light Blue) at (Center of Life_Start <gen>) facing Default building facing degrees
Else - Actions
Do nothing
Com Create Willy
Events
Time - Elapsed game time is 50.00 seconds
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Number of living Willy units owned by Player 1 (Red)) Equal to 0
(Number of living Willy units owned by Player 2 (Blue)) Equal to 0
(Number of living Willy units owned by Player 3 (Teal)) Equal to 0
(Number of living Willy units owned by Player 4 (Purple)) Equal to 0
Then - Actions
Unit - Create 1 . Willy for Player 10 (Light Blue) at (Center of Life_Start <gen>) facing Default building facing degrees
Else - Actions
Do nothing
Com Create Boomer
Events
Time - Elapsed game time is 50.00 seconds
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Number of living Boomer units owned by Player 5 (Yellow)) Equal to 0
(Number of living Boomer units owned by Player 6 (Orange)) Equal to 0
(Number of living Boomer units owned by Player 7 (Green)) Equal to 0
(Number of living Boomer units owned by Player 8 (Pink)) Equal to 0
Then - Actions
Unit - Create 1 . Boomer for Player 11 (Dark Green) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Else - Actions
Do nothing
Com Create Hunter
Events
Time - Elapsed game time is 50.00 seconds
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Number of living Hunter units owned by Player 5 (Yellow)) Equal to 0
(Number of living Hunter units owned by Player 6 (Orange)) Equal to 0
(Number of living Hunter units owned by Player 7 (Green)) Equal to 0
(Number of living Hunter units owned by Player 8 (Pink)) Equal to 0
Then - Actions
Unit - Create 1 . Hunter for Player 11 (Dark Green) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Else - Actions
Do nothing
Com Create Smoker
Events
Time - Elapsed game time is 50.00 seconds
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Number of living Smoker units owned by Player 5 (Yellow)) Equal to 0
(Number of living Smoker units owned by Player 6 (Orange)) Equal to 0
(Number of living Smoker units owned by Player 7 (Green)) Equal to 0
(Number of living Smoker units owned by Player 8 (Pink)) Equal to 0
Then - Actions
Unit - Create 1 . Smoker for Player 11 (Dark Green) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Else - Actions
Do nothing
Com Create Tanker
Events
Time - Elapsed game time is 50.00 seconds
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Number of living Tanker units owned by Player 5 (Yellow)) Equal to 0
(Number of living Tanker units owned by Player 6 (Orange)) Equal to 0
(Number of living Tanker units owned by Player 7 (Green)) Equal to 0
(Number of living Tanker units owned by Player 8 (Pink)) Equal to 0
Then - Actions
Unit - Create 1 . Tanker for Player 11 (Dark Green) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Else - Actions
Do nothing
Com Create Spitter
Events
Time - Elapsed game time is 50.00 seconds
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Number of living Spitter units owned by Player 5 (Yellow)) Equal to 0
(Number of living Spitter units owned by Player 6 (Orange)) Equal to 0
(Number of living Spitter units owned by Player 7 (Green)) Equal to 0
(Number of living Spitter units owned by Player 8 (Pink)) Equal to 0
Then - Actions
Unit - Create 1 . Spitter for Player 11 (Dark Green) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Else - Actions
Do nothing
Com Create Jockey
Events
Time - Elapsed game time is 50.00 seconds
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Number of living Jockey units owned by Player 5 (Yellow)) Equal to 0
(Number of living Jockey units owned by Player 6 (Orange)) Equal to 0
(Number of living Jockey units owned by Player 7 (Green)) Equal to 0
(Number of living Jockey units owned by Player 8 (Pink)) Equal to 0
Then - Actions
Unit - Create 1 . Jockey for Player 11 (Dark Green) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Else - Actions
Do nothing
Com Create Charger
Events
Time - Elapsed game time is 50.00 seconds
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Number of living Charger units owned by Player 5 (Yellow)) Equal to 0
(Number of living Charger units owned by Player 6 (Orange)) Equal to 0
(Number of living Charger units owned by Player 7 (Green)) Equal to 0
(Number of living Charger units owned by Player 8 (Pink)) Equal to 0
Then - Actions
Unit - Create 1 . Charger for Player 11 (Dark Green) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Else - Actions
Do nothing
Com Create Leaker
Events
Time - Elapsed game time is 50.00 seconds
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Number of living Leaker units owned by Player 5 (Yellow)) Equal to 0
(Number of living Leaker units owned by Player 6 (Orange)) Equal to 0
(Number of living Leaker units owned by Player 7 (Green)) Equal to 0
(Number of living Leaker units owned by Player 8 (Pink)) Equal to 0
Then - Actions
Unit - Create 1 . Leaker for Player 11 (Dark Green) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Else - Actions
Do nothing
Com Create Skipper
Events
Time - Elapsed game time is 50.00 seconds
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Number of living Skipper units owned by Player 5 (Yellow)) Equal to 0
(Number of living Skipper units owned by Player 6 (Orange)) Equal to 0
(Number of living Skipper units owned by Player 7 (Green)) Equal to 0
(Number of living Skipper units owned by Player 8 (Pink)) Equal to 0
Then - Actions
Unit - Create 1 . Skipper for Player 11 (Dark Green) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Else - Actions
Do nothing
Com Create Screamer
Events
Time - Elapsed game time is 50.00 seconds
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Number of living Screamer units owned by Player 5 (Yellow)) Equal to 0
(Number of living Screamer units owned by Player 6 (Orange)) Equal to 0
(Number of living Screamer units owned by Player 7 (Green)) Equal to 0
(Number of living Screamer units owned by Player 8 (Pink)) Equal to 0
Then - Actions
Unit - Create 1 . Screamer for Player 11 (Dark Green) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Else - Actions
Do nothing
Com Create Burner
Events
Time - Elapsed game time is 50.00 seconds
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Number of living Burner units owned by Player 5 (Yellow)) Equal to 0
(Number of living Burner units owned by Player 6 (Orange)) Equal to 0
(Number of living Burner units owned by Player 7 (Green)) Equal to 0
(Number of living Burner units owned by Player 8 (Pink)) Equal to 0
Then - Actions
Unit - Create 1 . Burner for Player 11 (Dark Green) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Else - Actions
Do nothing
Com Create Drainer
Events
Time - Elapsed game time is 50.00 seconds
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Number of living Drainer units owned by Player 5 (Yellow)) Equal to 0
(Number of living Drainer units owned by Player 6 (Orange)) Equal to 0
(Number of living Drainer units owned by Player 7 (Green)) Equal to 0
(Number of living Drainer units owned by Player 8 (Pink)) Equal to 0
Then - Actions
Unit - Create 1 . Drainer for Player 11 (Dark Green) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Else - Actions
Do nothing
Com Create Faker
Events
Time - Elapsed game time is 50.00 seconds
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Number of living Faker units owned by Player 5 (Yellow)) Equal to 0
(Number of living Faker units owned by Player 6 (Orange)) Equal to 0
(Number of living Faker units owned by Player 7 (Green)) Equal to 0
(Number of living Faker units owned by Player 8 (Pink)) Equal to 0
Then - Actions
Unit - Create 1 . Faker for Player 11 (Dark Green) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Else - Actions
Do nothing
Com Create Riddle
Events
Time - Elapsed game time is 50.00 seconds
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Number of living Riddle units owned by Player 5 (Yellow)) Equal to 0
(Number of living Riddle units owned by Player 6 (Orange)) Equal to 0
(Number of living Riddle units owned by Player 7 (Green)) Equal to 0
(Number of living Riddle units owned by Player 8 (Pink)) Equal to 0
Then - Actions
Unit - Create 1 . Riddle for Player 11 (Dark Green) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Else - Actions
Do nothing
Com Create Spike
Events
Time - Elapsed game time is 50.00 seconds
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Number of living Spike units owned by Player 5 (Yellow)) Equal to 0
(Number of living Spike units owned by Player 6 (Orange)) Equal to 0
(Number of living Spike units owned by Player 7 (Green)) Equal to 0
(Number of living Spike units owned by Player 8 (Pink)) Equal to 0
Then - Actions
Unit - Create 1 . Spike for Player 11 (Dark Green) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Else - Actions
Do nothing
Com Create Venomer
Events
Time - Elapsed game time is 50.00 seconds
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Number of living Venomer units owned by Player 5 (Yellow)) Equal to 0
(Number of living Venomer units owned by Player 6 (Orange)) Equal to 0
(Number of living Venomer units owned by Player 7 (Green)) Equal to 0
(Number of living Venomer units owned by Player 8 (Pink)) Equal to 0
Then - Actions
Unit - Create 1 . Venomer for Player 11 (Dark Green) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Else - Actions
Do nothing
Uncreate Com
Events
Player - Player 1 (Red) types a chat message containing -uncom (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn off Com_Create_Surgae <gen>
Trigger - Turn off Com_Create_Blue_Eye <gen>
Trigger - Turn off Com_Create_Grenn <gen>
Trigger - Turn off Com_Create_Striker <gen>
Trigger - Turn off Com_Create_Grim <gen>
Trigger - Turn off Com_Create_Druke <gen>
Trigger - Turn off Com_Create_Joey <gen>
Trigger - Turn off Com_Create_Ray <gen>
Trigger - Turn off Com_Create_Elli <gen>
Trigger - Turn off Com_Create_Bill <gen>
Trigger - Turn off Com_Create_Willy <gen>
Trigger - Turn off Com_Create_Boomer <gen>
Trigger - Turn off Com_Create_Hunter <gen>
Trigger - Turn off Com_Create_Smoker <gen>
Trigger - Turn off Com_Create_Tanker <gen>
Trigger - Turn off Com_Create_Spitter <gen>
Trigger - Turn off Com_Create_Jockey <gen>
Trigger - Turn off Com_Create_Charger <gen>
Trigger - Turn off Com_Create_Leaker <gen>
Trigger - Turn off Com_Create_Skipper <gen>
Trigger - Turn off Com_Create_Screamer <gen>
Trigger - Turn off Com_Create_Burner <gen>
Trigger - Turn off Com_Create_Drainer <gen>
Trigger - Turn off Com_Create_Faker <gen>
Trigger - Turn off Com_Create_Riddle <gen>
Trigger - Turn off Com_Create_Spike <gen>
Trigger - Turn off Com_Create_Venomer <gen>
Trigger - Turn off Life_Send_Unit_to_Com <gen>
Trigger - Turn off Dead_Life_Send_Unit_to_Com <gen>
Game - Display to (All players) for 10.00 seconds the text: (Host + turn off Computer Players)
Human Com Share Vision
Events
Unit - A unit enters Life_Start <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Grant shared vision of (Triggering unit) to Player 1 (Red)
Unit - Grant shared vision of (Triggering unit) to Player 2 (Blue)
Unit - Grant shared vision of (Triggering unit) to Player 3 (Teal)
Unit - Grant shared vision of (Triggering unit) to Player 4 (Purple)
Undead Com Share Vision
Events
Unit - A unit enters Dead_Life_Start <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
Actions
Unit - Grant shared vision of (Triggering unit) to Player 5 (Yellow)
Unit - Grant shared vision of (Triggering unit) to Player 6 (Orange)
Unit - Grant shared vision of (Triggering unit) to Player 7 (Green)
Unit - Grant shared vision of (Triggering unit) to Player 8 (Pink)
Surgae
Events
Unit - A unit Is attacked
Conditions
And - All (Conditions) are true
Conditions
((Owner of (Triggering unit)) controller) Not equal to User
(Unit-type of (Triggering unit)) Equal to Captain Surgae
(Unit-type of (Attacking unit)) Not equal to Zombie
(Unit-type of (Attacking unit)) Not equal to Fallen
(Unit-type of (Attacking unit)) Not equal to Zombie (Riot Gear)
(Unit-type of (Attacking unit)) Not equal to Plague
Actions
Trigger - Turn off (This trigger)
Unit - Order (Triggering unit) to Human Mountain King - Storm Bolt . (Attacking unit)
Trigger - Run Surgae_Actions <gen> (ignoring conditions)
Surgae Actions
Events
Conditions
Actions
Wait 1.00 seconds
Unit - Order (Triggering unit) to Attack-Move To . (Center of Down_Left <gen>)
Blue Eye
Events
Unit - A unit Is attacked
Conditions
And - All (Conditions) are true
Conditions
((Owner of (Triggering unit)) controller) Not equal to User
(Unit-type of (Triggering unit)) Equal to Blue Eye
(Unit-type of (Attacking unit)) Not equal to Zombie
(Unit-type of (Attacking unit)) Not equal to Fallen
(Unit-type of (Attacking unit)) Not equal to Zombie (Riot Gear)
(Unit-type of (Attacking unit)) Not equal to Plague
Actions
Trigger - Turn off (This trigger)
Unit - Order (Triggering unit) to Human Mountain King - Storm Bolt . (Attacking unit)
Trigger - Run Blue_Eye_Actions <gen> (ignoring conditions)
Blue Eye 2
Events
Unit - A unit Is attacked
Conditions
And - All (Conditions) are true
Conditions
((Owner of (Triggering unit)) controller) Not equal to User
(Unit-type of (Triggering unit)) Equal to Blue Eye
(Unit-type of (Attacking unit)) Not equal to Zombie
(Unit-type of (Attacking unit)) Not equal to Fallen
(Unit-type of (Attacking unit)) Not equal to Zombie (Riot Gear)
(Unit-type of (Attacking unit)) Not equal to Plague
Actions
Trigger - Turn off (This trigger)
Unit - Order (Triggering unit) to Human Mountain King - Storm Bolt . (Attacking unit)
Trigger - Run Blue_Eye_Actions_2 <gen> (ignoring conditions)
Blue Eye Actions
Events
Conditions
Actions
Wait 1.00 seconds
Unit - Order (Triggering unit) to Attack-Move To . (Center of Down_Left <gen>)
Wait 10.00 seconds
Trigger - Turn on Blue_Eye_2 <gen>
Blue Eye Actions 2
Events
Conditions
Actions
Wait 1.00 seconds
Unit - Order (Triggering unit) to Attack-Move To . (Center of Down_Left <gen>)
Grenn
Events
Unit - A unit Is attacked
Conditions
And - All (Conditions) are true
Conditions
((Owner of (Triggering unit)) controller) Not equal to User
(Unit-type of (Triggering unit)) Equal to Grenn
(Unit-type of (Attacking unit)) Not equal to Zombie
(Unit-type of (Attacking unit)) Not equal to Fallen
(Unit-type of (Attacking unit)) Not equal to Zombie (Riot Gear)
(Unit-type of (Attacking unit)) Not equal to Plague
Actions
Trigger - Turn off (This trigger)
Unit - Order (Triggering unit) to Orc Tauren Chieftain - Shockwave . (Position of (Attacking unit))
Trigger - Run Grenn_Actions <gen> (ignoring conditions)
Grenn Actions
Events
Conditions
Actions
Wait 1.00 seconds
Unit - Order (Triggering unit) to Attack-Move To . (Center of Down_Left <gen>)
Wait 30.00 seconds
Trigger - Turn on Grenn <gen>
Grim
Events
Unit - A unit Is attacked
Conditions
And - All (Conditions) are true
Conditions
((Owner of (Triggering unit)) controller) Not equal to User
(Unit-type of (Triggering unit)) Equal to Grim
(Unit-type of (Attacking unit)) Not equal to Zombie
(Unit-type of (Attacking unit)) Not equal to Fallen
(Unit-type of (Attacking unit)) Not equal to Zombie (Riot Gear)
(Unit-type of (Attacking unit)) Not equal to Plague
Actions
Trigger - Turn off (This trigger)
Unit - Order (Triggering unit) to Orc Far Seer - Chain Lightning . (Attacking unit)
Trigger - Run Grim_Actions <gen> (ignoring conditions)
Grim Actions
Events
Conditions
Actions
Wait 1.00 seconds
Unit - Order (Triggering unit) to Attack-Move To . (Center of Down_Left <gen>)
Wait 40.00 seconds
Trigger - Turn on Grim <gen>
Grim 2
Events
Unit - A unit Is attacked
Conditions
And - All (Conditions) are true
Conditions
((Owner of (Triggering unit)) controller) Not equal to User
(Unit-type of (Triggering unit)) Equal to Grim
(Unit-type of (Attacking unit)) Not equal to Zombie
(Unit-type of (Attacking unit)) Not equal to Fallen
(Unit-type of (Attacking unit)) Not equal to Zombie (Riot Gear)
(Unit-type of (Attacking unit)) Not equal to Plague
Actions
Trigger - Turn off (This trigger)
Unit - Order (Triggering unit) to Neutral Sea Witch - Forked Lightning . (Attacking unit)
Trigger - Run Grim_2_Actions <gen> (ignoring conditions)
Grim 2 Actions
Events
Conditions
Actions
Wait 3.00 seconds
Unit - Order (Triggering unit) to Attack-Move To . (Center of Down_Left <gen>)
Wait 40.00 seconds
Trigger - Turn on Grim_2 <gen>
Druke
Events
Unit - A unit Is attacked
Conditions
And - All (Conditions) are true
Conditions
((Owner of (Triggering unit)) controller) Not equal to User
(Unit-type of (Triggering unit)) Equal to Druke
(Unit-type of (Attacking unit)) Not equal to Zombie
(Unit-type of (Attacking unit)) Not equal to Fallen
(Unit-type of (Attacking unit)) Not equal to Zombie (Riot Gear)
(Unit-type of (Attacking unit)) Not equal to Plague
Actions
Trigger - Turn off (This trigger)
Unit - Order (Triggering unit) to Neutral Brewmaster - Drunken Haze . (Attacking unit)
Trigger - Run Druke_Actions <gen> (ignoring conditions)
Druke Actions
Events
Conditions
Actions
Wait 1.00 seconds
Unit - Order (Triggering unit) to Attack-Move To . (Center of Down_Left <gen>)
Druke 2
Events
Unit - A unit Is attacked
Conditions
And - All (Conditions) are true
Conditions
((Owner of (Triggering unit)) controller) Not equal to User
(Unit-type of (Triggering unit)) Equal to Druke
(Unit-type of (Attacking unit)) Not equal to Zombie
(Unit-type of (Attacking unit)) Not equal to Fallen
(Unit-type of (Attacking unit)) Not equal to Zombie (Riot Gear)
(Unit-type of (Attacking unit)) Not equal to Plague
Actions
Trigger - Turn off (This trigger)
Unit - Order (Triggering unit) to Neutral Brewmaster - Breath Of Fire . (Position of (Attacking unit))
Trigger - Run Druke_2_Actions <gen> (ignoring conditions)
Druke 2 Actions
Events
Conditions
Actions
Wait 1.00 seconds
Unit - Order (Triggering unit) to Attack-Move To . (Center of Down_Left <gen>)
Wait 25.00 seconds
Trigger - Turn on Druke_2 <gen>
Druke 3
Events
Unit - A unit Is attacked
Conditions
And - All (Conditions) are true
Conditions
((Owner of (Triggering unit)) controller) Not equal to User
(Unit-type of (Triggering unit)) Equal to Druke
(Unit-type of (Attacking unit)) Not equal to Zombie
(Unit-type of (Attacking unit)) Not equal to Fallen
(Unit-type of (Attacking unit)) Not equal to Zombie (Riot Gear)
(Unit-type of (Attacking unit)) Not equal to Plague
Actions
Trigger - Turn off (This trigger)
Unit - Order (Triggering unit) to Neutral - Firebolt . (Attacking unit)
Trigger - Run Druke_3_Actions <gen> (ignoring conditions)
Druke 3 Actions
Events
Conditions
Actions
Wait 3.00 seconds
Unit - Order (Triggering unit) to Attack-Move To . (Center of Down_Left <gen>)
Wait 20.00 seconds
Trigger - Turn on Druke_3 <gen>
Bill
Events
Unit - A unit Is attacked
Conditions
And - All (Conditions) are true
Conditions
((Owner of (Triggering unit)) controller) Not equal to User
(Unit-type of (Triggering unit)) Equal to Bill
(Unit-type of (Attacking unit)) Not equal to Zombie
(Unit-type of (Attacking unit)) Not equal to Fallen
(Unit-type of (Attacking unit)) Not equal to Zombie (Riot Gear)
(Unit-type of (Attacking unit)) Not equal to Plague
Actions
Trigger - Turn off (This trigger)
Unit - Order (Triggering unit) to Neutral - Breath Of Frost . (Position of (Attacking unit))
Trigger - Run Bill_Actions <gen> (ignoring conditions)
Bill Actions
Events
Conditions
Actions
Wait 1.00 seconds
Unit - Order (Triggering unit) to Attack-Move To . (Center of Down_Left <gen>)
Wait 25.00 seconds
Trigger - Turn on Bill <gen>
Ray
Events
Unit - A unit Is attacked
Conditions
And - All (Conditions) are true
Conditions
((Owner of (Triggering unit)) controller) Not equal to User
(Unit-type of (Triggering unit)) Equal to Ray
(Unit-type of (Attacking unit)) Not equal to Zombie
(Unit-type of (Attacking unit)) Not equal to Fallen
(Unit-type of (Attacking unit)) Not equal to Zombie (Riot Gear)
(Unit-type of (Attacking unit)) Not equal to Plague
Actions
Trigger - Turn off (This trigger)
Unit - Order (Triggering unit) to Orc Shaman - Purge . (Attacking unit)
Trigger - Run Ray_Actions <gen> (ignoring conditions)
Ray Actions
Events
Conditions
Actions
Wait 3.00 seconds
Unit - Order (Triggering unit) to Attack-Move To . (Center of Down_Left <gen>)
Wait 10.00 seconds
Trigger - Turn on Ray <gen>
Willy
Events
Unit - A unit Is attacked
Conditions
And - All (Conditions) are true
Conditions
((Owner of (Triggering unit)) controller) Not equal to User
(Unit-type of (Triggering unit)) Equal to Willy
(Unit-type of (Attacking unit)) Not equal to Zombie
(Unit-type of (Attacking unit)) Not equal to Fallen
(Unit-type of (Attacking unit)) Not equal to Zombie (Riot Gear)
(Unit-type of (Attacking unit)) Not equal to Plague
Actions
Trigger - Turn off (This trigger)
Unit - Order (Triggering unit) to Orc Raider - Ensnare . (Attacking unit)
Trigger - Run Willy_Actions <gen> (ignoring conditions)
Willy Actions
Events
Conditions
Actions
Wait 1.00 seconds
Unit - Order (Triggering unit) to Attack-Move To . (Center of Down_Left <gen>)
Wait 10.00 seconds
Trigger - Turn on Willy <gen>
Boomer
Events
Unit - A unit Is attacked
Conditions
And - All (Conditions) are true
Conditions
((Owner of (Triggering unit)) controller) Not equal to User
(Unit-type of (Triggering unit)) Equal to Boomer
(Unit-type of (Attacking unit)) Not equal to Survivors Guard
(Unit-type of (Attacking unit)) Not equal to Government Militia
Actions
Trigger - Turn off (This trigger)
Unit - Order (Triggering unit) to Night Elf Warden - Shadow Strike . (Attacking unit)
Trigger - Run Boomer_Actions <gen> (ignoring conditions)
Boomer Actions
Events
Conditions
Actions
Wait 1.00 seconds
Unit - Order (Triggering unit) to Attack-Move To . (Center of Up_Right <gen>)
Wait 15.00 seconds
Trigger - Turn on Boomer <gen>
Hunter
Events
Unit - A unit Is attacked
Conditions
And - All (Conditions) are true
Conditions
((Owner of (Triggering unit)) controller) Not equal to User
(Unit-type of (Triggering unit)) Equal to Hunter
(Unit-type of (Attacking unit)) Not equal to Survivors Guard
(Unit-type of (Attacking unit)) Not equal to Government Militia
Actions
Trigger - Turn off (This trigger)
Unit - Order (Triggering unit) to Night Elf Warden - Blink . (Position of (Attacking unit))
Trigger - Run Hunter_Actions <gen> (ignoring conditions)
Hunter Actions
Events
Conditions
Actions
Wait 1.00 seconds
Unit - Order (Triggering unit) to Attack-Move To . (Center of Up_Right <gen>)
Trigger - Turn on Hunter <gen>
Hunter 2
Events
Unit - A unit Is attacked
Conditions
And - All (Conditions) are true
Conditions
((Owner of (Triggering unit)) controller) Not equal to User
(Unit-type of (Triggering unit)) Equal to Hunter
(Unit-type of (Attacking unit)) Not equal to Survivors Guard
(Unit-type of (Attacking unit)) Not equal to Government Militia
Actions
Trigger - Turn off (This trigger)
Unit - Order (Triggering unit) to Human Dragonhawk Rider - Aerial Shackles . (Attacking unit)
Trigger - Run Hunter_2_Actions <gen> (ignoring conditions)
Hunter 2 Actions
Events
Conditions
Actions
Wait 20.00 seconds
Trigger - Turn on Hunter_2 <gen>
Unit - Order (Triggering unit) to Attack-Move To . (Center of Up_Right <gen>)
Hunter 3
Events
Unit - A unit Is attacked
Conditions
And - All (Conditions) are true
Conditions
((Owner of (Triggering unit)) controller) Not equal to User
(Unit-type of (Triggering unit)) Equal to Hunter
(Unit-type of (Attacking unit)) Not equal to Survivors Guard
(Unit-type of (Attacking unit)) Not equal to Government Militia
Actions
Trigger - Turn off (This trigger)
Unit - Order (Triggering unit) to Orc Troll Berserker - Berserk .
Trigger - Run Hunter_3_Actions <gen> (ignoring conditions)
Hunter 3 Actions
Events
Conditions
Actions
Wait 1.00 seconds
Unit - Order (Triggering unit) to Attack-Move To . (Center of Up_Right <gen>)
Trigger - Turn on Hunter_3 <gen>
Smoker
Events
Unit - A unit Is attacked
Conditions
And - All (Conditions) are true
Conditions
((Owner of (Triggering unit)) controller) Not equal to User
(Unit-type of (Triggering unit)) Equal to Smoker
(Unit-type of (Attacking unit)) Not equal to Survivors Guard
(Unit-type of (Attacking unit)) Not equal to Government Militia
Actions
Trigger - Turn off (This trigger)
Unit - Order (Triggering unit) to Human Dragonhawk Rider - Aerial Shackles . (Attacking unit)
Trigger - Run Smoker_Actions <gen> (checking conditions)
Smoker Actions
Events
Conditions
Actions
Wait 20.00 seconds
Unit - Order (Triggering unit) to Attack-Move To . (Center of Up_Right <gen>)
Unit - Order (Target unit of ability being cast) to Attack-Move To . (Center of Down_Left <gen>)
Wait 10.00 seconds
Trigger - Turn on Smoker <gen>
Tanker
Events
Unit - A unit Is attacked
Conditions
And - All (Conditions) are true
Conditions
((Owner of (Triggering unit)) controller) Not equal to User
(Unit-type of (Triggering unit)) Equal to Tanker
(Unit-type of (Attacking unit)) Not equal to Survivors Guard
(Unit-type of (Attacking unit)) Not equal to Government Militia
Actions
Trigger - Turn off (This trigger)
Unit - Order (Triggering unit) to Neutral - Hurl Boulder . (Attacking unit)
Trigger - Run Tanker_Actions <gen> (ignoring conditions)
Tanker Actions
Events
Conditions
Actions
Wait 1.00 seconds
Unit - Order (Triggering unit) to Attack-Move To . (Center of Up_Right <gen>)
Wait 10.00 seconds
Trigger - Turn on Tanker <gen>
Spitter
Events
Unit - A unit Is attacked
Conditions
And - All (Conditions) are true
Conditions
((Owner of (Triggering unit)) controller) Not equal to User
(Unit-type of (Triggering unit)) Equal to Spitter
(Unit-type of (Attacking unit)) Not equal to Survivors Guard
(Unit-type of (Attacking unit)) Not equal to Government Militia
Actions
Trigger - Turn off (This trigger)
Unit - Order (Triggering unit) to Night Elf Warden - Shadow Strike . (Attacking unit)
Trigger - Run Spitter_Actions <gen> (ignoring conditions)
Spitter Actions
Events
Conditions
Actions
Wait 1.00 seconds
Unit - Order (Triggering unit) to Attack-Move To . (Center of Up_Right <gen>)
Wait 20.00 seconds
Trigger - Turn on Spitter <gen>
Spitter 2
Events
Unit - A unit Is attacked
Conditions
And - All (Conditions) are true
Conditions
((Owner of (Triggering unit)) controller) Not equal to User
(Unit-type of (Triggering unit)) Equal to Spitter
(Unit-type of (Attacking unit)) Not equal to Survivors Guard
(Unit-type of (Attacking unit)) Not equal to Government Militia
Actions
Trigger - Turn off (This trigger)
Unit - Order (Triggering unit) to Human Archmage - Blizzard . (Position of (Attacking unit))
Trigger - Run Spitter_2_Actions <gen> (ignoring conditions)
Spitter 2 Actions
Events
Conditions
Actions
Wait 10.00 seconds
Unit - Order (Triggering unit) to Attack-Move To . (Center of Up_Right <gen>)
Wait 30.00 seconds
Trigger - Turn on Spitter_2 <gen>
Jockey
Events
Unit - A unit Is attacked
Conditions
And - All (Conditions) are true
Conditions
((Owner of (Triggering unit)) controller) Not equal to User
(Unit-type of (Triggering unit)) Equal to Jockey
(Unit-type of (Attacking unit)) Not equal to Survivors Guard
(Unit-type of (Attacking unit)) Not equal to Government Militia
Actions
Trigger - Turn off (This trigger)
Unit - Order (Triggering unit) to Night Elf Warden - Blink . (Position of (Attacking unit))
Trigger - Run Jockey_Actions <gen> (ignoring conditions)
Jockey Actions
Events
Conditions
Actions
Wait 1.00 seconds
Unit - Order (Triggering unit) to Attack-Move To . (Center of Up_Right <gen>)
Trigger - Turn on Jockey <gen>
Jockey 2
Events
Unit - A unit Is attacked
Conditions
And - All (Conditions) are true
Conditions
((Owner of (Triggering unit)) controller) Not equal to User
(Unit-type of (Triggering unit)) Equal to Jockey
(Unit-type of (Attacking unit)) Not equal to Survivors Guard
(Unit-type of (Attacking unit)) Not equal to Government Militia
Actions
Trigger - Turn off (This trigger)
Unit - Order (Triggering unit) to Human Dragonhawk Rider - Aerial Shackles . (Attacking unit)
Trigger - Run Jockey_2_Actions <gen> (ignoring conditions)
Jockey 2 Actions
Events
Conditions
Actions
Wait 1.00 seconds
Unit - Order (Triggering unit) to Attack-Move To . (Center of Up_Right <gen>)
Wait 25.00 seconds
Trigger - Turn on Jockey_2 <gen>
Jockey 3
Events
Unit - A unit Is attacked
Conditions
And - All (Conditions) are true
Conditions
((Owner of (Triggering unit)) controller) Not equal to User
(Unit-type of (Triggering unit)) Equal to Jockey
(Unit-type of (Attacking unit)) Not equal to Survivors Guard
(Unit-type of (Attacking unit)) Not equal to Government Militia
Actions
Trigger - Turn off (This trigger)
Unit - Order (Triggering unit) to Undead Banshee - Curse . (Attacking unit)
Trigger - Run Jockey_3_Actions <gen> (ignoring conditions)
Jockey 3 Actions
Events
Conditions
Actions
Wait 1.00 seconds
Unit - Order (Triggering unit) to Attack-Move To . (Center of Up_Right <gen>)
Trigger - Turn on Jockey_3 <gen>
Charger
Events
Unit - A unit Is attacked
Conditions
And - All (Conditions) are true
Conditions
((Owner of (Triggering unit)) controller) Not equal to User
(Unit-type of (Triggering unit)) Equal to Charger
(Unit-type of (Attacking unit)) Not equal to Survivors Guard
(Unit-type of (Attacking unit)) Not equal to Government Militia
Actions
Trigger - Turn off (This trigger)
Unit - Order (Triggering unit) to Human Dragonhawk Rider - Aerial Shackles . (Attacking unit)
Trigger - Run Charger_Actions <gen> (ignoring conditions)
Charger Actions
Events
Conditions
Actions
Wait 1.00 seconds
Unit - Order (Triggering unit) to Attack-Move To . (Center of Up_Right <gen>)
Wait 20.00 seconds
Trigger - Turn on Charger <gen>
Charger 2
Events
Unit - A unit Is attacked
Conditions
And - All (Conditions) are true
Conditions
((Owner of (Triggering unit)) controller) Not equal to User
(Unit-type of (Triggering unit)) Equal to Charger
(Unit-type of (Attacking unit)) Not equal to Survivors Guard
(Unit-type of (Attacking unit)) Not equal to Government Militia
Actions
Trigger - Turn off (This trigger)
Unit - Order (Triggering unit) to Orc Troll Berserker - Berserk .
Trigger - Run Charger_2_Actions <gen> (ignoring conditions)
Charger 2 Actions
Events
Conditions
Actions
Trigger - Turn on Charger <gen>
Wait 1.00 seconds
Unit - Order (Triggering unit) to Attack-Move To . (Center of Up_Right <gen>)
Wait 10.00 seconds
Trigger - Turn off Charger <gen>
Wait 30.00 seconds
Trigger - Turn on Charger_2 <gen>
Leaker
Events
Unit - A unit Is attacked
Conditions
And - All (Conditions) are true
Conditions
((Owner of (Triggering unit)) controller) Not equal to User
(Unit-type of (Triggering unit)) Equal to Leaker
(Unit-type of (Attacking unit)) Not equal to Survivors Guard
(Unit-type of (Attacking unit)) Not equal to Government Militia
Actions
Trigger - Turn off (This trigger)
Unit - Order (Triggering unit) to Night Elf Warden - Shadow Strike . (Attacking unit)
Trigger - Run Leaker_Actions <gen> (ignoring conditions)
Leaker Actions
Events
Conditions
Actions
Wait 1.00 seconds
Unit - Order (Triggering unit) to Attack-Move To . (Center of Up_Right <gen>)
Wait 10.00 seconds
Trigger - Turn on Leaker <gen>
Skipper
Events
Unit - A unit Is attacked
Conditions
And - All (Conditions) are true
Conditions
((Owner of (Triggering unit)) controller) Not equal to User
(Unit-type of (Triggering unit)) Equal to Skipper
(Unit-type of (Attacking unit)) Not equal to Survivors Guard
(Unit-type of (Attacking unit)) Not equal to Government Militia
Actions
Trigger - Turn off (This trigger)
Unit - Order (Triggering unit) to Night Elf Warden - Blink . (Position of (Attacking unit))
Trigger - Run Skipper_Actions <gen> (ignoring conditions)
Skipper Actions
Events
Conditions
Actions
Wait 1.00 seconds
Unit - Order (Triggering unit) to Attack-Move To . (Center of Up_Right <gen>)
Trigger - Turn on Skipper <gen>
Screamer
Events
Unit - A unit Is attacked
Conditions
And - All (Conditions) are true
Conditions
((Owner of (Triggering unit)) controller) Not equal to User
(Unit-type of (Triggering unit)) Equal to Screamer
(Unit-type of (Attacking unit)) Not equal to Survivors Guard
(Unit-type of (Attacking unit)) Not equal to Government Militia
Actions
Trigger - Turn off (This trigger)
Unit - Order (Triggering unit) to Human Archmage - Blizzard . (Position of (Attacking unit))
Trigger - Run Screamer_Actions <gen> (ignoring conditions)
Screamer Actions
Events
Conditions
Actions
Wait 60.00 seconds
Unit - Order (Triggering unit) to Attack-Move To . (Center of Up_Right <gen>)
Trigger - Turn on Screamer <gen>
Burner
Events
Unit - A unit Is attacked
Conditions
And - All (Conditions) are true
Conditions
((Owner of (Triggering unit)) controller) Not equal to User
(Unit-type of (Triggering unit)) Equal to Burner
(Unit-type of (Attacking unit)) Not equal to Survivors Guard
(Unit-type of (Attacking unit)) Not equal to Government Militia
Actions
Trigger - Turn off (This trigger)
Unit - Order (Triggering unit) to Neutral - Firebolt . (Attacking unit)
Trigger - Run Burner_Actions <gen> (ignoring conditions)
Burner Actions
Events
Conditions
Actions
Wait 1.00 seconds
Unit - Order (Triggering unit) to Attack-Move To . (Center of Up_Right <gen>)
Wait 20.00 seconds
Trigger - Turn on Burner <gen>
Drainer
Events
Unit - A unit Is attacked
Conditions
And - All (Conditions) are true
Conditions
((Owner of (Triggering unit)) controller) Not equal to User
(Unit-type of (Triggering unit)) Equal to Drainer
(Unit-type of (Attacking unit)) Not equal to Survivors Guard
(Unit-type of (Attacking unit)) Not equal to Government Militia
Actions
Trigger - Turn off (This trigger)
Unit - Order (Triggering unit) to Neutral Dark Ranger - Life Drain . (Attacking unit)
Trigger - Run Drainer_Actions <gen> (checking conditions)
Drainer Actions
Events
Conditions
Actions
Wait 10.00 seconds
Unit - Order (Triggering unit) to Attack-Move To . (Center of Up_Right <gen>)
Wait 10.00 seconds
Trigger - Turn on Drainer <gen>
Faker
Events
Unit - A unit Is attacked
Conditions
And - All (Conditions) are true
Conditions
((Owner of (Triggering unit)) controller) Not equal to User
(Unit-type of (Triggering unit)) Equal to Faker
(Unit-type of (Attacking unit)) Not equal to Survivors Guard
(Unit-type of (Attacking unit)) Not equal to Government Militia
Actions
Unit - Order (Triggering unit) to Human Dragonhawk Rider - Aerial Shackles . (Attacking unit)
Trigger - Run Faker_Actions <gen> (checking conditions)
Faker Actions
Events
Conditions
Actions
Wait 1.00 seconds
Unit - Order (Last replaced unit) to Attack-Move To . (Center of Up_Right <gen>)
Riddle
Events
Unit - A unit Is attacked
Conditions
And - All (Conditions) are true
Conditions
((Owner of (Triggering unit)) controller) Not equal to User
(Unit-type of (Triggering unit)) Equal to Riddle
(Unit-type of (Attacking unit)) Not equal to Survivors Guard
(Unit-type of (Attacking unit)) Not equal to Government Militia
Actions
Trigger - Turn off (This trigger)
Unit - Order (Triggering unit) to Orc Blademaster - Wind Walk .
Wait 1.00 seconds
Unit - Order (Triggering unit) to Attack . (Attacked unit)
Trigger - Run Riddle_Actions <gen> (checking conditions)
Riddle Actions
Events
Conditions
Actions
Wait 3.00 seconds
Unit - Order (Triggering unit) to Attack-Move To . (Center of Up_Right <gen>)
Wait 25.00 seconds
Trigger - Turn on Riddle <gen>
Spike
Events
Unit - A unit Is attacked
Conditions
And - All (Conditions) are true
Conditions
((Owner of (Triggering unit)) controller) Not equal to User
(Unit-type of (Triggering unit)) Equal to Spike
(Unit-type of (Attacking unit)) Not equal to Survivors Guard
(Unit-type of (Attacking unit)) Not equal to Government Militia
Actions
Trigger - Turn off (This trigger)
Unit - Order (Triggering unit) to Orc Troll Berserker - Berserk .
Trigger - Run Spike_Actions <gen> (checking conditions)
Spike Actions
Events
Conditions
Actions
Wait 1.00 seconds
Unit - Order (Triggering unit) to Attack-Move To . (Center of Up_Right <gen>)
Wait 20.00 seconds
Trigger - Turn on Spike <gen>
Spike 2
Events
Unit - A unit Is attacked
Conditions
And - All (Conditions) are true
Conditions
((Owner of (Triggering unit)) controller) Not equal to User
(Unit-type of (Triggering unit)) Equal to Spike
(Unit-type of (Attacking unit)) Not equal to Survivors Guard
(Unit-type of (Attacking unit)) Not equal to Government Militia
Actions
Trigger - Turn off (This trigger)
Unit - Order (Triggering unit) to Night Elf Warden - Shadow Strike . (Attacking unit)
Trigger - Run Spike_2_Actions <gen> (checking conditions)
Spike 2 Actions
Events
Conditions
Actions
Wait 1.00 seconds
Unit - Order (Triggering unit) to Attack-Move To . (Center of Up_Right <gen>)
Wait 25.00 seconds
Trigger - Turn on Spike_2 <gen>
Venomer
Events
Unit - A unit Is attacked
Conditions
And - All (Conditions) are true
Conditions
((Owner of (Triggering unit)) controller) Not equal to User
(Unit-type of (Triggering unit)) Equal to Venomer
(Unit-type of (Attacking unit)) Not equal to Survivors Guard
(Unit-type of (Attacking unit)) Not equal to Government Militia
Actions
Trigger - Turn off (This trigger)
Unit - Order (Triggering unit) to Night Elf Warden - Shadow Strike . (Attacking unit)
Trigger - Run Venomer_Actions <gen> (ignoring conditions)
Venomer Actions
Events
Conditions
Actions
Wait 1.00 seconds
Unit - Order (Triggering unit) to Attack-Move To . (Center of Up_Right <gen>)
Wait 20.00 seconds
Trigger - Turn on Venomer <gen>
Retrigger When Dies
Events
Unit - A unit Dies
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Captain Surgae
((Owner of (Triggering unit)) controller) Not equal to User
Then - Actions
Trigger - Turn on Surgae <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Druke
((Owner of (Triggering unit)) controller) Not equal to User
Then - Actions
Trigger - Turn on Druke <gen>
Trigger - Turn on Druke_2 <gen>
Trigger - Turn on Druke_3 <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Grenn
((Owner of (Triggering unit)) controller) Not equal to User
Then - Actions
Trigger - Turn on Grenn <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Grim
((Owner of (Triggering unit)) controller) Not equal to User
Then - Actions
Trigger - Turn on Grim <gen>
Trigger - Turn on Grim_2 <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Charger
((Owner of (Triggering unit)) controller) Not equal to User
Then - Actions
Trigger - Turn on Charger_2 <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Hunter
((Owner of (Triggering unit)) controller) Not equal to User
Then - Actions
Trigger - Turn on Hunter <gen>
Trigger - Turn on Hunter_2 <gen>
Trigger - Turn on Hunter_3 <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Jockey
((Owner of (Triggering unit)) controller) Not equal to User
Then - Actions
Trigger - Turn on Jockey <gen>
Trigger - Turn on Jockey_2 <gen>
Trigger - Turn on Jockey_3 <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Leaker
((Owner of (Triggering unit)) controller) Not equal to User
Then - Actions
Trigger - Turn on Leaker <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Screamer
((Owner of (Triggering unit)) controller) Not equal to User
Then - Actions
Trigger - Turn on Screamer <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Skipper
((Owner of (Triggering unit)) controller) Not equal to User
Then - Actions
Trigger - Turn on Skipper <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Smoker
((Owner of (Triggering unit)) controller) Not equal to User
Then - Actions
Trigger - Turn on Smoker <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Spitter
((Owner of (Triggering unit)) controller) Not equal to User
Then - Actions
Trigger - Turn on Spitter <gen>
Trigger - Turn on Spitter_2 <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Tanker
((Owner of (Triggering unit)) controller) Not equal to User
Then - Actions
Trigger - Turn on Tanker <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Blue Eye
((Owner of (Triggering unit)) controller) Not equal to User
Then - Actions
Trigger - Turn on Blue_Eye <gen>
Trigger - Turn off Blue_Eye_2 <gen>
Trigger - Turn on Blue_Eye_Knife_Out <gen>
Trigger - Turn off Blue_Eye_Knife_Out_2 <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Burner
((Owner of (Triggering unit)) controller) Not equal to User
Then - Actions
Trigger - Turn on Burner <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Bill
((Owner of (Triggering unit)) controller) Not equal to User
Then - Actions
Trigger - Turn on Bill <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Drainer
((Owner of (Triggering unit)) controller) Not equal to User
Then - Actions
Trigger - Turn on Drainer <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Boomer
((Owner of (Triggering unit)) controller) Not equal to User
Then - Actions
Trigger - Turn on Boomer <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Ray
((Owner of (Triggering unit)) controller) Not equal to User
Then - Actions
Trigger - Turn on Ray <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Willy
((Owner of (Triggering unit)) controller) Not equal to User
Then - Actions
Trigger - Turn on Willy <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Riddle
((Owner of (Triggering unit)) controller) Not equal to User
Then - Actions
Trigger - Turn on Riddle <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Spike
((Owner of (Triggering unit)) controller) Not equal to User
Then - Actions
Trigger - Turn on Spike <gen>
Trigger - Turn on Spike_2 <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Venomer
((Owner of (Triggering unit)) controller) Not equal to User
Then - Actions
Trigger - Turn on Venomer <gen>
Else - Actions
Do nothing
Surgae Hammer Out
Events
Unit - A unit Begins casting an ability
Conditions
((Unit-type of (Triggering unit)) Equal to Captain Surgae) and ((Ability being cast) Equal to Hammer Bolt)
Actions
Wait 0.30 seconds
Unit - Remove Hammer Bolt from (Triggering unit)
Trigger - Turn on Surgae_Hammer_Fill <gen>
Surgae Hammer Fill
Events
Unit - A unit enters Lighting_Human <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Captain Surgae
Actions
Unit - Add Hammer Bolt to (Triggering unit)
Trigger - Turn off (This trigger)
Trigger - Turn on Surgae <gen>
Blue Eye Knife Out
Events
Unit - A unit Begins casting an ability
Conditions
((Unit-type of (Triggering unit)) Equal to Blue Eye) and ((Ability being cast) Equal to Knife Strike)
Actions
Trigger - Turn off (This trigger)
Wait 1.00 seconds
Trigger - Turn on Blue_Eye_Knife_Out_2 <gen>
Blue Eye Knife Out 2
Events
Unit - A unit Begins casting an ability
Conditions
((Unit-type of (Triggering unit)) Equal to Blue Eye) and ((Ability being cast) Equal to Knife Strike)
Actions
Wait 0.30 seconds
Unit - Remove Knife Strike from (Triggering unit)
Trigger - Turn off (This trigger)
Trigger - Turn on Blue_Eye_Knife_Fill <gen>
Blue Eye Knife Fill
Events
Unit - A unit enters Lighting_Human <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Blue Eye
Actions
Unit - Add Knife Strike to (Triggering unit)
Trigger - Turn off (This trigger)
Trigger - Turn on Blue_Eye <gen>
Trigger - Turn on Blue_Eye_Knife_Out <gen>
Striker Suicide
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Striker
Actions
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Triggering unit) using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
Unit - Cause (Triggering unit) to damage circular area after 0.00 seconds of radius 400.00 at (Position of (Triggering unit)) , dealing 40.00 damage of attack type Spells and damage type Fire
Grim Died
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Grim
Actions
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Weapons\Bolt\BoltImpact.mdl
Unit - Cause (Triggering unit) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Triggering unit)) , dealing 20.00 damage of attack type Spells and damage type Lightning
Druke Bottle Out
Events
Unit - A unit Begins casting an ability
Conditions
((Unit-type of (Triggering unit)) Equal to Druke) and ((Ability being cast) Equal to Drunken Haze)
Actions
Wait 0.30 seconds
Unit - Remove Drunken Haze from (Triggering unit)
Trigger - Turn on Druke_Bottle_Fill <gen>
Druke Bottle Fill
Events
Unit - A unit enters Lighting_Human <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Druke
Actions
Unit - Add Drunken Haze to (Triggering unit)
Trigger - Turn off (This trigger)
Trigger - Turn on Druke <gen>
Zombie
Events
Unit - A unit Is attacked
Conditions
((Owner of (Triggering unit)) Equal to Player 11 (Dark Green)) and ((Unit-type of (Triggering unit)) Equal to Zombie)
Actions
Unit - Set (Triggering unit) movement speed to 300.00
Wait 10.00 seconds
Unit - Set (Triggering unit) movement speed to (Default movement speed of (Triggering unit))
Zombie Riot Gear
Events
Unit - A unit Is attacked
Conditions
((Owner of (Triggering unit)) Equal to Player 11 (Dark Green)) and ((Unit-type of (Triggering unit)) Equal to Zombie (Riot Gear))
Actions
Unit - Set (Triggering unit) movement speed to 300.00
Wait 10.00 seconds
Unit - Set (Triggering unit) movement speed to (Default movement speed of (Triggering unit))
Fallen
Events
Unit - A unit Is attacked
Conditions
((Owner of (Triggering unit)) Equal to Player 11 (Dark Green)) and ((Unit-type of (Triggering unit)) Equal to Fallen)
Actions
Unit - Set (Triggering unit) movement speed to 350.00
Wait 10.00 seconds
Unit - Set (Triggering unit) movement speed to (Default movement speed of (Triggering unit))
Plague
Events
Unit - A unit Is attacked
Conditions
((Owner of (Triggering unit)) Equal to Player 11 (Dark Green)) and ((Unit-type of (Triggering unit)) Equal to Plague)
Actions
Unit - Set (Triggering unit) movement speed to 300.00
Wait 10.00 seconds
Unit - Set (Triggering unit) movement speed to (Default movement speed of (Triggering unit))
Plague Died
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Plague
Actions
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\Undead\PlagueCloud\PlagueCloudCaster.mdl
Boomer Vomit
Events
Unit - A unit Begins casting an ability
Conditions
And - All (Conditions) are true
Conditions
(Unit-type of (Triggering unit)) Equal to Boomer
(Ability being cast) Equal to Shadow Strike (Boomer)
Actions
Unit - Create 8 . Zombie for Player 11 (Dark Green) at (Position of (Target unit of ability being cast)) facing Default building facing degrees
Boomer Died
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Boomer
Actions
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Triggering unit) using Units\Undead\Abomination\AbominationExplosion.mdl
Sound - Play BoomerDied <gen> at 70.00 % volume, located at (Position of (Triggering unit)) with Z offset 0
Unit - Cause (Triggering unit) to damage circular area after 0.00 seconds of radius 400.00 at (Position of (Triggering unit)) , dealing 20.00 damage of attack type Spells and damage type Slow Poison
Unit - Create 10 . Zombie for Player 11 (Dark Green) at (Position of (Triggering unit)) facing Default building facing degrees
Wait 0.30 seconds
Unit - Hide (Triggering unit)
Hunter Fled
Events
Unit - A unit Begins channeling an ability
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Unit-type of (Triggering unit)) Equal to Hunter
(Ability being cast) Equal to Aerial Shackles (Hunter)
(Unit-type of (Target unit of ability being cast)) Not equal to Survivors Guard
(Unit-type of (Target unit of ability being cast)) Not equal to Ray
(Unit-type of (Target unit of ability being cast)) Not equal to Elli
Then - Actions
Game - Display to (All allies of (Owner of (Target unit of ability being cast)).) for 10.00 seconds the text: ((Name of (Target unit of ability being cast)) + ( snap by + ((Name of (Triggering unit)) + someone help him)))
Cinematic - Ping minimap for (All allies of (Owner of (Target unit of ability being cast)).) at (Position of (Target unit of ability being cast)) for 5.00 seconds, using a Warning ping of color ( 100.00 %, 100 %, 100 %)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Unit-type of (Triggering unit)) Equal to Hunter
(Ability being cast) Equal to Aerial Shackles (Hunter)
((Unit-type of (Target unit of ability being cast)) Equal to Ray) or ((Unit-type of (Target unit of ability being cast)) Equal to Elli)
Then - Actions
Game - Display to (All allies of (Owner of (Target unit of ability being cast)).) for 10.00 seconds the text: ((Name of (Target unit of ability being cast)) + ( snap by + ((Name of (Triggering unit)) + someone help her)))
Cinematic - Ping minimap for (All allies of (Owner of (Target unit of ability being cast)).) at (Position of (Target unit of ability being cast)) for 5.00 seconds, using a Warning ping of color ( 100.00 %, 100 %, 100 %)
Else - Actions
Do nothing
Hunter Dash
Events
Unit - A unit Begins casting an ability
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Unit-type of (Triggering unit)) Equal to Hunter
(Ability being cast) Equal to Dash
Then - Actions
Unit - Set level of Aerial Shackles (Hunter) for (Triggering unit) to 2
Unit - Set level of Blink for (Triggering unit) to 2
Wait 20.00 seconds
Unit - Set level of Aerial Shackles (Hunter) for (Triggering unit) to 1
Unit - Set level of Blink for (Triggering unit) to 1
Else - Actions
Do nothing
Hunter Died
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Hunter
Actions
Sound - Play HunterDied <gen> at 70.00 % volume, located at (Position of (Triggering unit)) with Z offset 0
Smoker Pull
Events
Unit - A unit Begins channeling an ability
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Unit-type of (Triggering unit)) Equal to Smoker
(Ability being cast) Equal to Aerial Shackles
(Unit-type of (Target unit of ability being cast)) Not equal to Survivors Guard
(Unit-type of (Target unit of ability being cast)) Not equal to Ray
(Unit-type of (Target unit of ability being cast)) Not equal to Elli
Then - Actions
Wait 1.00 seconds
Unit - Move (Target unit of ability being cast) instantly to (Position of (Triggering unit))
Unit - Make (Triggering unit) face (Target unit of ability being cast) over 0 seconds
Game - Display to (All allies of (Owner of (Target unit of ability being cast)).) for 10.00 seconds the text: ((Name of (Target unit of ability being cast)) + ( catch by + ((Name of (Triggering unit)) + someone help him)))
Cinematic - Ping minimap for (All allies of (Owner of (Target unit of ability being cast)).) at (Position of (Target unit of ability being cast)) for 5.00 seconds, using a Warning ping of color ( 100.00 %, 100 %, 100 %)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Unit-type of (Triggering unit)) Equal to Smoker
(Ability being cast) Equal to Aerial Shackles
((Unit-type of (Target unit of ability being cast)) Equal to Ray) or ((Unit-type of (Target unit of ability being cast)) Equal to Elli)
Then - Actions
Wait 1.00 seconds
Unit - Move (Target unit of ability being cast) instantly to (Position of (Triggering unit))
Unit - Make (Triggering unit) face (Target unit of ability being cast) over 0 seconds
Game - Display to (All allies of (Owner of (Target unit of ability being cast)).) for 10.00 seconds the text: ((Name of (Target unit of ability being cast)) + ( catch by + ((Name of (Triggering unit)) + someone help her)))
Cinematic - Ping minimap for (All allies of (Owner of (Target unit of ability being cast)).) at (Position of (Target unit of ability being cast)) for 5.00 seconds, using a Warning ping of color ( 100.00 %, 100 %, 100 %)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Smoker
(Ability being cast) Equal to Aerial Shackles
Then - Actions
Wait 1.00 seconds
Unit - Move (Target unit of ability being cast) instantly to (Position of (Triggering unit))
Unit - Make (Triggering unit) face (Target unit of ability being cast) over 0 seconds
Else - Actions
Do nothing
Smoker Died
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Smoker
Actions
Trigger - Turn off (This trigger)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\Human\CloudOfFog\CloudOfFog.mdl
Sound - Play SmokerDied <gen> at 70.00 % volume, located at (Position of (Triggering unit)) with Z offset 0
Wait 0.30 seconds
Trigger - Turn on Smoker_Died_2 <gen>
Smoker Died 2
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Smoker
Actions
Trigger - Turn off (This trigger)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\Human\CloudOfFog\CloudOfFog.mdl
Sound - Play SmokerDied2 <gen> at 70.00 % volume, located at (Position of (Triggering unit)) with Z offset 0
Wait 0.30 seconds
Trigger - Turn on Smoker_Died_3 <gen>
Smoker Died 3
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Smoker
Actions
Trigger - Turn off (This trigger)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\Human\CloudOfFog\CloudOfFog.mdl
Sound - Play SmokerDied3 <gen> at 70.00 % volume, located at (Position of (Triggering unit)) with Z offset 0
Wait 0.30 seconds
Trigger - Turn on Smoker_Died <gen>
Tanker Attack
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to Tanker
Actions
Wait 0.35 seconds
Unit - Move (Triggering unit) instantly to ((Position of (Attacking unit)) offset by 2200.00 towards (Facing of (Attacking unit)) degrees.)
Wait 1.00 seconds
Unit - Order (Triggering unit) to Attack-Move To . (Center of Up_Right <gen>)
Tanker Attacked
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Triggering unit)) Equal to Tanker
Actions
Trigger - Turn off (This trigger)
Unit - Set level of Hurl Boulder for (Triggering unit) to 2
Unit - Set level of Bash for (Triggering unit) to 2
Unit - Set level of Pulverize,Pulverize for (Triggering unit) to 2
Wait 5.00 seconds
Unit - Set level of Hurl Boulder for (Triggering unit) to 1
Unit - Set level of Bash for (Triggering unit) to 1
Unit - Set level of Pulverize,Pulverize for (Triggering unit) to 1
Trigger - Turn on (This trigger)
Tanker Died
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Tanker
Actions
Trigger - Turn off (This trigger)
Sound - Play TankerDied <gen> at 70.00 % volume, located at (Position of (Triggering unit)) with Z offset 0
Wait 0.30 seconds
Trigger - Turn on Tanker_Died_2 <gen>
Tanker Died 2
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Tanker
Actions
Trigger - Turn off (This trigger)
Sound - Play TankerDied2 <gen> at 70.00 % volume, located at (Position of (Triggering unit)) with Z offset 0
Wait 0.30 seconds
Trigger - Turn on Tanker_Died <gen>
Jockey Steer
Events
Unit - A unit Begins channeling an ability
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Unit-type of (Triggering unit)) Equal to Jockey
(Ability being cast) Equal to Aerial Shackles (Jockey)
(Unit-type of (Target unit of ability being cast)) Not equal to Survivors Guard
(Unit-type of (Target unit of ability being cast)) Not equal to Ray
(Unit-type of (Target unit of ability being cast)) Not equal to Elli
Then - Actions
Wait 0.25 seconds
Unit - Make (Triggering unit) Invulnerable
Unit - Move (Target unit of ability being cast) instantly to (Center of Down_Left <gen>)
Unit - Move (Triggering unit) instantly to (Position of (Target unit of ability being cast))
Game - Display to (All allies of (Owner of (Target unit of ability being cast)).) for 10.00 seconds the text: ((Name of (Target unit of ability being cast)) + ( steer by + ((Name of (Triggering unit)) + someone help him)))
Cinematic - Ping minimap for (All allies of (Owner of (Target unit of ability being cast)).) at (Position of (Target unit of ability being cast)) for 5.00 seconds, using a Warning ping of color ( 100.00 %, 100 %, 100 %)
Unit - Create 6 . Zombie for Player 11 (Dark Green) at (Position of (Triggering unit)) facing Default building facing degrees
Wait 5.00 seconds
Unit - Make (Triggering unit) Vulnerable
Wait 5.00 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Jockey_Steer_2 <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Unit-type of (Triggering unit)) Equal to Jockey
(Ability being cast) Equal to Aerial Shackles (Jockey)
((Unit-type of (Target unit of ability being cast)) Equal to Ray) or ((Unit-type of (Target unit of ability being cast)) Equal to Elli)
Then - Actions
Wait 0.25 seconds
Unit - Make (Triggering unit) Invulnerable
Unit - Move (Target unit of ability being cast) instantly to (Center of Down_Left <gen>)
Unit - Move (Triggering unit) instantly to (Position of (Target unit of ability being cast))
Game - Display to (All allies of (Owner of (Target unit of ability being cast)).) for 10.00 seconds the text: ((Name of (Target unit of ability being cast)) + ( steer by + ((Name of (Triggering unit)) + someone help her)))
Cinematic - Ping minimap for (All allies of (Owner of (Target unit of ability being cast)).) at (Position of (Target unit of ability being cast)) for 5.00 seconds, using a Warning ping of color ( 100.00 %, 100 %, 100 %)
Unit - Create 6 . Zombie for Player 11 (Dark Green) at (Position of (Triggering unit)) facing Default building facing degrees
Wait 5.00 seconds
Unit - Make (Triggering unit) Vulnerable
Wait 5.00 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Jockey_Steer_2 <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Jockey
(Ability being cast) Equal to Aerial Shackles (Jockey)
Then - Actions
Wait 0.25 seconds
Unit - Make (Triggering unit) Invulnerable
Unit - Move (Target unit of ability being cast) instantly to (Center of Down_Left <gen>)
Unit - Move (Triggering unit) instantly to (Position of (Target unit of ability being cast))
Wait 5.00 seconds
Unit - Make (Triggering unit) Vulnerable
Wait 5.00 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Jockey_Steer_2 <gen>
Else - Actions
Do nothing
Jockey Steer 2
Events
Unit - A unit Begins channeling an ability
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Unit-type of (Triggering unit)) Equal to Jockey
(Ability being cast) Equal to Aerial Shackles (Jockey)
(Unit-type of (Target unit of ability being cast)) Not equal to Survivors Guard
(Unit-type of (Target unit of ability being cast)) Not equal to Ray
(Unit-type of (Target unit of ability being cast)) Not equal to Elli
Then - Actions
Wait 0.25 seconds
Unit - Make (Triggering unit) Invulnerable
Unit - Move (Target unit of ability being cast) instantly to (Center of Jockey_Steer_Trap <gen>)
Unit - Move (Triggering unit) instantly to (Position of (Target unit of ability being cast))
Game - Display to (All allies of (Owner of (Target unit of ability being cast)).) for 10.00 seconds the text: ((Name of (Target unit of ability being cast)) + ( steer by + ((Name of (Triggering unit)) + someone help him)))
Cinematic - Ping minimap for (All allies of (Owner of (Target unit of ability being cast)).) at (Position of (Target unit of ability being cast)) for 5.00 seconds, using a Warning ping of color ( 100.00 %, 100 %, 100 %)
Wait 5.00 seconds
Unit - Make (Triggering unit) Vulnerable
Wait 5.00 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Jockey_Steer <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Unit-type of (Triggering unit)) Equal to Jockey
(Ability being cast) Equal to Aerial Shackles (Jockey)
((Unit-type of (Target unit of ability being cast)) Equal to Ray) or ((Unit-type of (Target unit of ability being cast)) Equal to Elli)
Then - Actions
Wait 0.25 seconds
Unit - Make (Triggering unit) Invulnerable
Unit - Move (Target unit of ability being cast) instantly to (Center of Jockey_Steer_Trap <gen>)
Unit - Move (Triggering unit) instantly to (Position of (Target unit of ability being cast))
Game - Display to (All allies of (Owner of (Target unit of ability being cast)).) for 10.00 seconds the text: ((Name of (Target unit of ability being cast)) + ( steer by + ((Name of (Triggering unit)) + someone help her)))
Cinematic - Ping minimap for (All allies of (Owner of (Target unit of ability being cast)).) at (Position of (Target unit of ability being cast)) for 5.00 seconds, using a Warning ping of color ( 100.00 %, 100 %, 100 %)
Wait 5.00 seconds
Unit - Make (Triggering unit) Vulnerable
Wait 5.00 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Jockey_Steer <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Jockey
(Ability being cast) Equal to Aerial Shackles (Jockey)
Then - Actions
Wait 0.25 seconds
Unit - Make (Triggering unit) Invulnerable
Unit - Move (Target unit of ability being cast) instantly to (Center of Jockey_Steer_Trap <gen>)
Unit - Move (Triggering unit) instantly to (Position of (Target unit of ability being cast))
Wait 5.00 seconds
Unit - Make (Triggering unit) Vulnerable
Wait 5.00 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Jockey_Steer <gen>
Else - Actions
Do nothing
Jockey Died
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Jockey
Actions
Trigger - Turn off (This trigger)
Sound - Play JockeyDied <gen> at 70.00 % volume, located at (Position of (Triggering unit)) with Z offset 0
Wait 0.30 seconds
Trigger - Turn on Jockey_Died_2 <gen>
Jockey Died 2
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Jockey
Actions
Trigger - Turn off (This trigger)
Sound - Play JockeyDied2 <gen> at 70.00 % volume, located at (Position of (Triggering unit)) with Z offset 0
Wait 0.30 seconds
Trigger - Turn on Jockey_Died <gen>
Charger Slam
Events
Unit - A unit Begins channeling an ability
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Unit-type of (Triggering unit)) Equal to Charger
(Ability being cast) Equal to Aerial Shackles (Charger)
Then - Actions
Wait 0.10 seconds
Animation - Play (Triggering unit) 's attack animation
Wait 0.05 seconds
Unit - Move (Target unit of ability being cast) instantly to ((Position of (Triggering unit)) offset by 100.00 towards (Facing of (Triggering unit)) degrees.)
Sound - Play ChargerSlam <gen> at 100 % volume, located at (Position of (Target unit of ability being cast)) with Z offset 0
Special Effect - Create a special effect at (Position of (Target unit of ability being cast)) using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
Special Effect - Destroy (Last created special effect)
Else - Actions
Do nothing
Charger Rush
Events
Unit - A unit Begins casting an ability
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Unit-type of (Triggering unit)) Equal to Charger
(Ability being cast) Equal to Rush
Then - Actions
Unit - Add Stomp to (Triggering unit)
Unit - Add Rush Taker to (Triggering unit)
Unit - Set level of Bash for (Triggering unit) to 2
Unit - Set level of Pulverize,Pulverize for (Triggering unit) to 2
Wait 10.00 seconds
Unit - Remove Stomp from (Triggering unit)
Unit - Remove Rush Taker from (Triggering unit)
Unit - Set level of Bash for (Triggering unit) to 1
Unit - Set level of Pulverize,Pulverize for (Triggering unit) to 1
Else - Actions
Do nothing
Charger Rush Taker
Events
Unit - A unit Begins channeling an ability
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Unit-type of (Triggering unit)) Equal to Charger
(Ability being cast) Equal to Rush Taker
Then - Actions
Wait 0.30 seconds
Unit - Remove Rush Taker from (Triggering unit)
Unit - Add Aerial Shackles (Charger) to (Triggering unit)
Wait 10.00 seconds
Unit - Remove Aerial Shackles (Charger) from (Triggering unit)
Else - Actions
Do nothing
Charger Taker
Events
Unit - A unit Begins channeling an ability
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Unit-type of (Triggering unit)) Equal to Charger
(Ability being cast) Equal to Rush Taker
Then - Actions
Wait 0.10 seconds
Animation - Play (Triggering unit) 's attack animation
Wait 0.05 seconds
Unit - Move (Target unit of ability being cast) instantly to ((Position of (Triggering unit)) offset by 1200.00 towards (Facing of (Triggering unit)) degrees.)
Unit - Move (Triggering unit) instantly to (Position of (Target unit of ability being cast))
Else - Actions
Do nothing
Charger Died
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Charger
Actions
Sound - Play ChargerDied <gen> at 70.00 % volume, located at (Position of (Triggering unit)) with Z offset 0
Spitter Poison Field
Events
Unit - A unit Begins channeling an ability
Conditions
And - All (Conditions) are true
Conditions
(Unit-type of (Triggering unit)) Equal to Spitter
(Ability being cast) Equal to Blizzard
Actions
Sound - Play SpitterPoisonField <gen> at 100 % volume, located at (Target point of ability being cast) with Z offset 0
Spitter Died
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Spitter
Actions
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\Undead\PlagueCloud\PlagueCloudCaster.mdl
Sound - Play SpitterPoisonLoop <gen> at 50.00 % volume, located at (Position of (Triggering unit)) with Z offset 0
Unit - Cause (Triggering unit) to damage circular area after 0 seconds of radius 400.00 at (Position of (Triggering unit)) , dealing 10.00 damage of attack type Spells and damage type Poison
Wait 1.00 seconds
Unit - Cause (Triggering unit) to damage circular area after 0 seconds of radius 400.00 at (Position of (Triggering unit)) , dealing 10.00 damage of attack type Spells and damage type Poison
Wait 1.00 seconds
Unit - Cause (Triggering unit) to damage circular area after 0 seconds of radius 400.00 at (Position of (Triggering unit)) , dealing 10.00 damage of attack type Spells and damage type Poison
Wait 1.00 seconds
Unit - Cause (Triggering unit) to damage circular area after 0 seconds of radius 400.00 at (Position of (Triggering unit)) , dealing 10.00 damage of attack type Spells and damage type Poison
Wait 1.00 seconds
Unit - Cause (Triggering unit) to damage circular area after 0 seconds of radius 400.00 at (Position of (Triggering unit)) , dealing 10.00 damage of attack type Spells and damage type Poison
Wait 1.00 seconds
Unit - Cause (Triggering unit) to damage circular area after 0 seconds of radius 400.00 at (Position of (Triggering unit)) , dealing 10.00 damage of attack type Spells and damage type Poison
Wait 1.00 seconds
Unit - Cause (Triggering unit) to damage circular area after 0 seconds of radius 400.00 at (Position of (Triggering unit)) , dealing 10.00 damage of attack type Spells and damage type Poison
Wait 1.00 seconds
Unit - Cause (Triggering unit) to damage circular area after 0 seconds of radius 400.00 at (Position of (Triggering unit)) , dealing 10.00 damage of attack type Spells and damage type Poison
Wait 1.00 seconds
Unit - Cause (Triggering unit) to damage circular area after 0 seconds of radius 400.00 at (Position of (Triggering unit)) , dealing 10.00 damage of attack type Spells and damage type Poison
Wait 1.00 seconds
Unit - Cause (Triggering unit) to damage circular area after 0 seconds of radius 400.00 at (Position of (Triggering unit)) , dealing 10.00 damage of attack type Spells and damage type Poison
Wait 1.00 seconds
Unit - Cause (Triggering unit) to damage circular area after 0 seconds of radius 400.00 at (Position of (Triggering unit)) , dealing 10.00 damage of attack type Spells and damage type Poison
Wait 1.00 seconds
Unit - Cause (Triggering unit) to damage circular area after 0 seconds of radius 400.00 at (Position of (Triggering unit)) , dealing 10.00 damage of attack type Spells and damage type Poison
Wait 1.00 seconds
Unit - Cause (Triggering unit) to damage circular area after 0 seconds of radius 400.00 at (Position of (Triggering unit)) , dealing 10.00 damage of attack type Spells and damage type Poison
Wait 1.00 seconds
Unit - Cause (Triggering unit) to damage circular area after 0 seconds of radius 400.00 at (Position of (Triggering unit)) , dealing 10.00 damage of attack type Spells and damage type Poison
Wait 1.00 seconds
Unit - Cause (Triggering unit) to damage circular area after 0 seconds of radius 400.00 at (Position of (Triggering unit)) , dealing 10.00 damage of attack type Spells and damage type Poison
Wait 1.00 seconds
Unit - Cause (Triggering unit) to damage circular area after 0 seconds of radius 400.00 at (Position of (Triggering unit)) , dealing 10.00 damage of attack type Spells and damage type Poison
Wait 1.00 seconds
Unit - Cause (Triggering unit) to damage circular area after 0 seconds of radius 400.00 at (Position of (Triggering unit)) , dealing 10.00 damage of attack type Spells and damage type Poison
Wait 1.00 seconds
Unit - Cause (Triggering unit) to damage circular area after 0 seconds of radius 400.00 at (Position of (Triggering unit)) , dealing 10.00 damage of attack type Spells and damage type Poison
Wait 1.00 seconds
Unit - Cause (Triggering unit) to damage circular area after 0 seconds of radius 400.00 at (Position of (Triggering unit)) , dealing 10.00 damage of attack type Spells and damage type Poison
Wait 1.00 seconds
Unit - Cause (Triggering unit) to damage circular area after 0 seconds of radius 400.00 at (Position of (Triggering unit)) , dealing 10.00 damage of attack type Spells and damage type Poison
Sound - Stop SpitterPoisonLoop <gen> After fading
Wait 0.50 seconds
Unit - Hide (Triggering unit)
Leaker Goo
Events
Unit - A unit Begins casting an ability
Conditions
And - All (Conditions) are true
Conditions
(Unit-type of (Triggering unit)) Equal to Leaker
(Ability being cast) Equal to Shadow Strike
Actions
Unit - Create 6 . Zombie for Player 11 (Dark Green) at (Position of (Target unit of ability being cast)) facing Default building facing degrees
Leaker Died
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Leaker
Actions
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Triggering unit) using Units\Undead\Abomination\AbominationExplosion.mdl
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\Other\Cleave\CleaveDamageTarget.mdl
Sound - Play LeakerDied <gen> at 70.00 % volume, located at (Position of (Triggering unit)) with Z offset 0
Unit - Cause (Triggering unit) to damage circular area after 0.00 seconds of radius 400.00 at (Position of (Triggering unit)) , dealing 20.00 damage of attack type Spells and damage type Slow Poison
Unit - Create 10 . Zombie for Player 11 (Dark Green) at (Position of (Triggering unit)) facing Default building facing degrees
Wait 0.30 seconds
Unit - Hide (Triggering unit)
Skipper Dash
Events
Unit - A unit Begins casting an ability
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Unit-type of (Triggering unit)) Equal to Skipper
(Ability being cast) Equal to Blink (Skipper)
Then - Actions
Unit - Make (Triggering unit) Invulnerable
Wait 0.25 seconds
Unit - Cause (Triggering unit) to damage circular area after 0.00 seconds of radius 200.00 at (Position of (Triggering unit)) , dealing 10.00 damage of attack type Spells and damage type Unknown
Wait 0.25 seconds
Unit - Make (Triggering unit) Vulnerable
Else - Actions
Do nothing
Skipper Detonate
Events
Unit - A unit Begins channeling an ability
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Unit-type of (Triggering unit)) Equal to Skipper
(Ability being cast) Equal to Aerial Shackles (Skipper)
Then - Actions
Wait 0.15 seconds
Unit - Make (Triggering unit) Invulnerable
Trigger - Run Skipper_Vulnereble <gen> (ignoring conditions)
Unit - Move (Target unit of ability being cast) instantly to ((Position of (Triggering unit)) offset by 1400.00 towards (Facing of (Triggering unit)) degrees.)
Unit - Move (Triggering unit) instantly to (Position of (Target unit of ability being cast))
Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\NightElf\Blink\BlinkTarget.mdl
Trigger - Turn off (This trigger)
Trigger - Turn on Skipper_Detonate_2 <gen>
Else - Actions
Do nothing
Skipper Detonate 2
Events
Unit - A unit Begins channeling an ability
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Unit-type of (Triggering unit)) Equal to Skipper
(Ability being cast) Equal to Aerial Shackles (Skipper)
Then - Actions
Wait 0.15 seconds
Unit - Move (Target unit of ability being cast) instantly to ((Position of (Triggering unit)) offset by 1400.00 towards (Facing of (Triggering unit)) degrees.)
Unit - Move (Triggering unit) instantly to (Position of (Target unit of ability being cast))
Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\NightElf\Blink\BlinkTarget.mdl
Trigger - Turn off (This trigger)
Trigger - Turn on Skipper_Detonate_3 <gen>
Else - Actions
Do nothing
Skipper Detonate 3
Events
Unit - A unit Begins channeling an ability
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Unit-type of (Triggering unit)) Equal to Skipper
(Ability being cast) Equal to Aerial Shackles (Skipper)
Then - Actions
Wait 0.15 seconds
Unit - Move (Target unit of ability being cast) instantly to ((Position of (Triggering unit)) offset by 1400.00 towards (Facing of (Triggering unit)) degrees.)
Unit - Move (Triggering unit) instantly to (Position of (Target unit of ability being cast))
Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\NightElf\Blink\BlinkTarget.mdl
Unit - Remove Aerial Shackles (Skipper) from (Triggering unit)
Trigger - Turn off (This trigger)
Trigger - Run Skipper_Detonate_Cooldown <gen> (ignoring conditions)
Else - Actions
Do nothing
Skipper Vulnereble
Events
Conditions
Actions
Wait 8.00 seconds
Unit - Make (Triggering unit) Vulnerable
Skipper Detonate Cooldown
Events
Conditions
Actions
Wait 50.00 seconds
Unit - Add Aerial Shackles (Skipper) to (Triggering unit)
Trigger - Turn on Skipper_Detonate <gen>
Skipper Died
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Skipper
Actions
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\Human\DispelMagic\DispelMagicTarget.mdl
Sound - Play SkipperDied <gen> at 70.00 % volume, located at (Position of (Triggering unit)) with Z offset 0
Wait 0.30 seconds
Unit - Hide (Triggering unit)
Screamer Sound
Events
Unit - A unit Begins channeling an ability
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Unit-type of (Triggering unit)) Equal to Screamer
(Ability being cast) Equal to Blizzard (Screamer)
Then - Actions
Wait 0.30 seconds
Sound - Play ScreamerVoice <gen> at 100 % volume, attached to (Triggering unit)
Unit - Create 10 . Zombie for Player 11 (Dark Green) at (Position of (Triggering unit)) facing Default building facing degrees
Else - Actions
Do nothing
Burner Died
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Burner
Actions
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl
Sound - Play BurnerDied <gen> at 70.00 % volume, located at (Position of (Triggering unit)) with Z offset 0
Wait 0.30 seconds
Unit - Cause (Triggering unit) to damage circular area after 0.00 seconds of radius 400.00 at (Position of (Triggering unit)) , dealing 30.00 damage of attack type Spells and damage type Fire
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Triggering unit) using Environment\LargeBuildingFire\LargeBuildingFire1.mdl
Wait 0.50 seconds
Unit - Hide (Triggering unit)
Drainer Died
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Drainer
Actions
Sound - Play DrainerDied <gen> at 70.00 % volume, located at (Position of (Triggering unit)) with Z offset 0
Unit - Create 1 . Life Stream for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
Life Stream Explode
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Life Stream
Actions
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\Orc\Bloodlust\BloodlustTarget.mdl
Unit - Cause (Triggering unit) to damage circular area after 0.00 seconds of radius 400.00 at (Position of (Triggering unit)) , dealing 200.00 damage of attack type Spells and damage type Enhanced
Faker Transformation
Events
Unit - A unit Begins channeling an ability
Conditions
And - All (Conditions) are true
Conditions
(Ability being cast) Equal to Aerial Shackles (Faker)
Actions
Trigger - Run Faker_Change_Color <gen> (checking conditions)
Faker Change Color
Events
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Target unit of ability being cast)) Equal to Bill
Then - Actions
Unit - Replace (Triggering unit) with a (Unit-type of (Target unit of ability being cast)) using The new unit's default life and mana
Unit - Change color of (Last replaced unit) to Teal
Camera - Lock camera target for (Owner of (Last replaced unit)) to (Last replaced unit) , offset by ( 0 , 0 ) using The unit's rotation
Wait 60.00 seconds
Unit - Add Aerial Shackles (Faker) to (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Target unit of ability being cast)) Equal to Blue Eye
Then - Actions
Unit - Replace (Triggering unit) with a (Unit-type of (Target unit of ability being cast)) using The new unit's default life and mana
Unit - Change color of (Last replaced unit) to Blue
Camera - Lock camera target for (Owner of (Last replaced unit)) to (Last replaced unit) , offset by ( 0 , 0 ) using The unit's rotation
Wait 60.00 seconds
Unit - Add Aerial Shackles (Faker) to (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Target unit of ability being cast)) Equal to Captain Surgae
Then - Actions
Unit - Replace (Triggering unit) with a (Unit-type of (Target unit of ability being cast)) using The new unit's default life and mana
Unit - Change color of (Last replaced unit) to Red
Camera - Lock camera target for (Owner of (Last replaced unit)) to (Last replaced unit) , offset by ( 0 , 0 ) using The unit's rotation
Wait 60.00 seconds
Unit - Add Aerial Shackles (Faker) to (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Target unit of ability being cast)) Equal to Druke
Then - Actions
Unit - Replace (Triggering unit) with a (Unit-type of (Target unit of ability being cast)) using The new unit's default life and mana
Unit - Change color of (Last replaced unit) to Yellow
Camera - Lock camera target for (Owner of (Last replaced unit)) to (Last replaced unit) , offset by ( 0 , 0 ) using The unit's rotation
Wait 60.00 seconds
Unit - Add Aerial Shackles (Faker) to (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Target unit of ability being cast)) Equal to Grenn
Then - Actions
Unit - Replace (Triggering unit) with a (Unit-type of (Target unit of ability being cast)) using The new unit's default life and mana
Unit - Change color of (Last replaced unit) to Green
Camera - Lock camera target for (Owner of (Last replaced unit)) to (Last replaced unit) , offset by ( 0 , 0 ) using The unit's rotation
Wait 60.00 seconds
Unit - Add Aerial Shackles (Faker) to (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Target unit of ability being cast)) Equal to Grim
Then - Actions
Unit - Replace (Triggering unit) with a (Unit-type of (Target unit of ability being cast)) using The new unit's default life and mana
Unit - Change color of (Last replaced unit) to Purple
Camera - Lock camera target for (Owner of (Last replaced unit)) to (Last replaced unit) , offset by ( 0 , 0 ) using The unit's rotation
Wait 60.00 seconds
Unit - Add Aerial Shackles (Faker) to (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Target unit of ability being cast)) Equal to Joey
Then - Actions
Unit - Replace (Triggering unit) with a (Unit-type of (Target unit of ability being cast)) using The new unit's default life and mana
Unit - Change color of (Last replaced unit) to Blue
Camera - Lock camera target for (Owner of (Last replaced unit)) to (Last replaced unit) , offset by ( 0 , 0 ) using The unit's rotation
Wait 60.00 seconds
Unit - Add Aerial Shackles (Faker) to (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Target unit of ability being cast)) Equal to Striker
Then - Actions
Unit - Replace (Triggering unit) with a (Unit-type of (Target unit of ability being cast)) using The new unit's default life and mana
Unit - Change color of (Last replaced unit) to Red
Camera - Lock camera target for (Owner of (Last replaced unit)) to (Last replaced unit) , offset by ( 0 , 0 ) using The unit's rotation
Wait 60.00 seconds
Unit - Add Aerial Shackles (Faker) to (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Target unit of ability being cast)) Equal to Survivors Guard
Then - Actions
Unit - Replace (Triggering unit) with a (Unit-type of (Target unit of ability being cast)) using The new unit's default life and mana
Unit - Change color of (Last replaced unit) to Gray
Camera - Lock camera target for (Owner of (Last replaced unit)) to (Last replaced unit) , offset by ( 0 , 0 ) using The unit's rotation
Wait 60.00 seconds
Unit - Add Aerial Shackles (Faker) to (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Target unit of ability being cast)) Equal to Elli
Then - Actions
Unit - Replace (Triggering unit) with a (Unit-type of (Target unit of ability being cast)) using The new unit's default life and mana
Unit - Change color of (Last replaced unit) to Dark Green
Camera - Lock camera target for (Owner of (Last replaced unit)) to (Last replaced unit) , offset by ( 0 , 0 ) using The unit's rotation
Wait 60.00 seconds
Unit - Add Aerial Shackles (Faker) to (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Target unit of ability being cast)) Equal to Ray
Then - Actions
Unit - Replace (Triggering unit) with a (Unit-type of (Target unit of ability being cast)) using The new unit's default life and mana
Unit - Change color of (Last replaced unit) to Light Blue
Camera - Lock camera target for (Owner of (Last replaced unit)) to (Last replaced unit) , offset by ( 0 , 0 ) using The unit's rotation
Wait 60.00 seconds
Unit - Add Aerial Shackles (Faker) to (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Target unit of ability being cast)) Equal to Government Militia
Then - Actions
Unit - Replace (Triggering unit) with a (Unit-type of (Target unit of ability being cast)) using The new unit's default life and mana
Unit - Change color of (Last replaced unit) to Gray
Camera - Lock camera target for (Owner of (Last replaced unit)) to (Last replaced unit) , offset by ( 0 , 0 ) using The unit's rotation
Wait 60.00 seconds
Unit - Add Aerial Shackles (Faker) to (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Target unit of ability being cast)) Equal to Willy
Then - Actions
Unit - Replace (Triggering unit) with a (Unit-type of (Target unit of ability being cast)) using The new unit's default life and mana
Unit - Change color of (Last replaced unit) to Orange
Camera - Lock camera target for (Owner of (Last replaced unit)) to (Last replaced unit) , offset by ( 0 , 0 ) using The unit's rotation
Wait 60.00 seconds
Unit - Add Aerial Shackles (Faker) to (Last replaced unit)
Else - Actions
Do nothing
Faker Died
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Faker
Actions
Sound - Play FakerDied <gen> at 70.00 % volume, located at (Position of (Triggering unit)) with Z offset 0
Riddle Died
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Riddle
Actions
Sound - Play RiddleDied <gen> at 70.00 % volume, located at (Position of (Triggering unit)) with Z offset 0
Spike Died
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Riddle
Actions
Sound - Play SpikeDied <gen> at 70.00 % volume, located at (Position of (Triggering unit)) with Z offset 0
Venomer Died
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Venomer
Actions
Sound - Play VenomerDied2 <gen> at 70.00 % volume, located at (Position of (Triggering unit)) with Z offset 0
Wait 2.00 seconds
Sound - Play VenomerDied <gen> at 70.00 % volume, located at (Position of (Triggering unit)) with Z offset 0
Unit - Cause (Triggering unit) to damage circular area after 0 seconds of radius 400.00 at (Position of (Triggering unit)) , dealing 60.00 damage of attack type Spells and damage type Poison
Witch Died
Events
Unit - A unit Dies
Conditions
((Unit-type of (Triggering unit)) Equal to Witch) or ((Unit-type of (Triggering unit)) Equal to Wandering Witch)
Actions
Sound - Play WitchDied <gen> at 70.00 % volume, located at (Position of (Triggering unit)) with Z offset 0
Jump
Events
Unit - A unit Begins casting an ability
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Unit-type of (Triggering unit)) Equal to Hunter
(Ability being cast) Equal to Blink
Then - Actions
Unit - Make (Triggering unit) Invulnerable
Wait 0.50 seconds
Unit - Make (Triggering unit) Vulnerable
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Unit-type of (Triggering unit)) Equal to Jockey
(Ability being cast) Equal to Blink
Then - Actions
Unit - Make (Triggering unit) Invulnerable
Wait 0.50 seconds
Unit - Make (Triggering unit) Vulnerable
Else - Actions
Do nothing
Jump Human
Events
Unit - A unit Begins casting an ability
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Ability being cast) Equal to Blink (Human)
Then - Actions
Wait 0.30 seconds
Unit - Cause (Triggering unit) to damage (Triggering unit) , dealing 40.00 damage of attack type Spells and damage type Normal
Else - Actions
Do nothing
Player 1 Unit Died
Events
Unit - A unit owned by Player 1 (Red) . Dies
Conditions
(Unit-type of (Triggering unit)) Not equal to Land Mine
Actions
Camera - Reset camera for (Triggering player) to standard game-view over 0 seconds
Wait 60.00 seconds
Unit - Create 1 . (Unit-type of (Dying unit)) for (Triggering player) at (Center of Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Player 2 Unit Died
Events
Unit - A unit owned by Player 2 (Blue) . Dies
Conditions
(Unit-type of (Triggering unit)) Not equal to Land Mine
Actions
Camera - Reset camera for (Triggering player) to standard game-view over 0 seconds
Wait 60.00 seconds
Unit - Create 1 . (Unit-type of (Dying unit)) for (Triggering player) at (Center of Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Player 3 Unit Died
Events
Unit - A unit owned by Player 3 (Teal) . Dies
Conditions
(Unit-type of (Triggering unit)) Not equal to Land Mine
Actions
Camera - Reset camera for (Triggering player) to standard game-view over 0 seconds
Wait 60.00 seconds
Unit - Create 1 . (Unit-type of (Dying unit)) for (Triggering player) at (Center of Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Player 4 Unit Died
Events
Unit - A unit owned by Player 4 (Purple) . Dies
Conditions
(Unit-type of (Triggering unit)) Not equal to Land Mine
Actions
Camera - Reset camera for (Triggering player) to standard game-view over 0 seconds
Wait 60.00 seconds
Unit - Create 1 . (Unit-type of (Dying unit)) for (Triggering player) at (Center of Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Player 5 Unit Died
Events
Unit - A unit owned by Player 5 (Yellow) . Dies
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Bill
Then - Actions
Camera - Reset camera for (Triggering player) to standard game-view over 0 seconds
Wait 30.00 seconds
Unit - Create 1 . Faker for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Blue Eye
Then - Actions
Camera - Reset camera for (Triggering player) to standard game-view over 0 seconds
Wait 30.00 seconds
Unit - Create 1 . Faker for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Captain Surgae
Then - Actions
Camera - Reset camera for (Triggering player) to standard game-view over 0 seconds
Wait 30.00 seconds
Unit - Create 1 . Faker for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Druke
Then - Actions
Camera - Reset camera for (Triggering player) to standard game-view over 0 seconds
Wait 30.00 seconds
Unit - Create 1 . Faker for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Grenn
Then - Actions
Camera - Reset camera for (Triggering player) to standard game-view over 0 seconds
Wait 30.00 seconds
Unit - Create 1 . Faker for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Grim
Then - Actions
Camera - Reset camera for (Triggering player) to standard game-view over 0 seconds
Wait 30.00 seconds
Unit - Create 1 . Faker for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Joey
Then - Actions
Camera - Reset camera for (Triggering player) to standard game-view over 0 seconds
Wait 30.00 seconds
Unit - Create 1 . Faker for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Striker
Then - Actions
Camera - Reset camera for (Triggering player) to standard game-view over 0 seconds
Wait 30.00 seconds
Unit - Create 1 . Faker for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Survivors Guard
Then - Actions
Camera - Reset camera for (Triggering player) to standard game-view over 0 seconds
Wait 30.00 seconds
Unit - Create 1 . Faker for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Elli
Then - Actions
Camera - Reset camera for (Triggering player) to standard game-view over 0 seconds
Wait 30.00 seconds
Unit - Create 1 . Faker for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Ray
Then - Actions
Camera - Reset camera for (Triggering player) to standard game-view over 0 seconds
Wait 30.00 seconds
Unit - Create 1 . Faker for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Willy
Then - Actions
Camera - Reset camera for (Triggering player) to standard game-view over 0 seconds
Wait 30.00 seconds
Unit - Create 1 . Faker for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Government Militia
Then - Actions
Camera - Reset camera for (Triggering player) to standard game-view over 0 seconds
Wait 30.00 seconds
Unit - Create 1 . Faker for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Not equal to Life Stream
(Unit-type of (Triggering unit)) Not equal to Witch
(Unit-type of (Triggering unit)) Not equal to Wandering Witch
Then - Actions
Camera - Reset camera for (Triggering player) to standard game-view over 0 seconds
Wait 30.00 seconds
Unit - Create 1 . (Unit-type of (Dying unit)) for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
Do nothing
Player 6 Unit Died
Events
Unit - A unit owned by Player 6 (Orange) . Dies
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Bill
Then - Actions
Camera - Reset camera for (Triggering player) to standard game-view over 0 seconds
Wait 30.00 seconds
Unit - Create 1 . Faker for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Blue Eye
Then - Actions
Camera - Reset camera for (Triggering player) to standard game-view over 0 seconds
Wait 30.00 seconds
Unit - Create 1 . Faker for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Captain Surgae
Then - Actions
Camera - Reset camera for (Triggering player) to standard game-view over 0 seconds
Wait 30.00 seconds
Unit - Create 1 . Faker for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Druke
Then - Actions
Camera - Reset camera for (Triggering player) to standard game-view over 0 seconds
Wait 30.00 seconds
Unit - Create 1 . Faker for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Grenn
Then - Actions
Camera - Reset camera for (Triggering player) to standard game-view over 0 seconds
Wait 30.00 seconds
Unit - Create 1 . Faker for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Grim
Then - Actions
Camera - Reset camera for (Triggering player) to standard game-view over 0 seconds
Wait 30.00 seconds
Unit - Create 1 . Faker for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Joey
Then - Actions
Camera - Reset camera for (Triggering player) to standard game-view over 0 seconds
Wait 30.00 seconds
Unit - Create 1 . Faker for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Striker
Then - Actions
Camera - Reset camera for (Triggering player) to standard game-view over 0 seconds
Wait 30.00 seconds
Unit - Create 1 . Faker for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Survivors Guard
Then - Actions
Camera - Reset camera for (Triggering player) to standard game-view over 0 seconds
Wait 30.00 seconds
Unit - Create 1 . Faker for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Elli
Then - Actions
Camera - Reset camera for (Triggering player) to standard game-view over 0 seconds
Wait 30.00 seconds
Unit - Create 1 . Faker for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Ray
Then - Actions
Camera - Reset camera for (Triggering player) to standard game-view over 0 seconds
Wait 30.00 seconds
Unit - Create 1 . Faker for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Willy
Then - Actions
Camera - Reset camera for (Triggering player) to standard game-view over 0 seconds
Wait 30.00 seconds
Unit - Create 1 . Faker for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Government Militia
Then - Actions
Camera - Reset camera for (Triggering player) to standard game-view over 0 seconds
Wait 30.00 seconds
Unit - Create 1 . Faker for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Not equal to Life Stream
(Unit-type of (Triggering unit)) Not equal to Witch
(Unit-type of (Triggering unit)) Not equal to Wandering Witch
Then - Actions
Camera - Reset camera for (Triggering player) to standard game-view over 0 seconds
Wait 30.00 seconds
Unit - Create 1 . (Unit-type of (Dying unit)) for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
Do nothing
Player 7 Unit Died
Events
Unit - A unit owned by Player 7 (Green) . Dies
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Bill
Then - Actions
Camera - Reset camera for (Triggering player) to standard game-view over 0 seconds
Wait 30.00 seconds
Unit - Create 1 . Faker for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Blue Eye
Then - Actions
Camera - Reset camera for (Triggering player) to standard game-view over 0 seconds
Wait 30.00 seconds
Unit - Create 1 . Faker for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Captain Surgae
Then - Actions
Camera - Reset camera for (Triggering player) to standard game-view over 0 seconds
Wait 30.00 seconds
Unit - Create 1 . Faker for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Druke
Then - Actions
Camera - Reset camera for (Triggering player) to standard game-view over 0 seconds
Wait 30.00 seconds
Unit - Create 1 . Faker for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Grenn
Then - Actions
Camera - Reset camera for (Triggering player) to standard game-view over 0 seconds
Wait 30.00 seconds
Unit - Create 1 . Faker for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Grim
Then - Actions
Camera - Reset camera for (Triggering player) to standard game-view over 0 seconds
Wait 30.00 seconds
Unit - Create 1 . Faker for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Joey
Then - Actions
Camera - Reset camera for (Triggering player) to standard game-view over 0 seconds
Wait 30.00 seconds
Unit - Create 1 . Faker for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Striker
Then - Actions
Camera - Reset camera for (Triggering player) to standard game-view over 0 seconds
Wait 30.00 seconds
Unit - Create 1 . Faker for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Survivors Guard
Then - Actions
Camera - Reset camera for (Triggering player) to standard game-view over 0 seconds
Wait 30.00 seconds
Unit - Create 1 . Faker for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Elli
Then - Actions
Camera - Reset camera for (Triggering player) to standard game-view over 0 seconds
Wait 30.00 seconds
Unit - Create 1 . Faker for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Ray
Then - Actions
Camera - Reset camera for (Triggering player) to standard game-view over 0 seconds
Wait 30.00 seconds
Unit - Create 1 . Faker for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Willy
Then - Actions
Camera - Reset camera for (Triggering player) to standard game-view over 0 seconds
Wait 30.00 seconds
Unit - Create 1 . Faker for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Government Militia
Then - Actions
Camera - Reset camera for (Triggering player) to standard game-view over 0 seconds
Wait 30.00 seconds
Unit - Create 1 . Faker for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Not equal to Life Stream
(Unit-type of (Triggering unit)) Not equal to Witch
(Unit-type of (Triggering unit)) Not equal to Wandering Witch
Then - Actions
Camera - Reset camera for (Triggering player) to standard game-view over 0 seconds
Wait 30.00 seconds
Unit - Create 1 . (Unit-type of (Dying unit)) for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
Do nothing
Player 8 Unit Died
Events
Unit - A unit owned by Player 8 (Pink) . Dies
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Bill
Then - Actions
Camera - Reset camera for (Triggering player) to standard game-view over 0 seconds
Wait 30.00 seconds
Unit - Create 1 . Faker for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Blue Eye
Then - Actions
Camera - Reset camera for (Triggering player) to standard game-view over 0 seconds
Wait 30.00 seconds
Unit - Create 1 . Faker for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Captain Surgae
Then - Actions
Camera - Reset camera for (Triggering player) to standard game-view over 0 seconds
Wait 30.00 seconds
Unit - Create 1 . Faker for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Druke
Then - Actions
Camera - Reset camera for (Triggering player) to standard game-view over 0 seconds
Wait 30.00 seconds
Unit - Create 1 . Faker for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Grenn
Then - Actions
Camera - Reset camera for (Triggering player) to standard game-view over 0 seconds
Wait 30.00 seconds
Unit - Create 1 . Faker for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Grim
Then - Actions
Camera - Reset camera for (Triggering player) to standard game-view over 0 seconds
Wait 30.00 seconds
Unit - Create 1 . Faker for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Joey
Then - Actions
Camera - Reset camera for (Triggering player) to standard game-view over 0 seconds
Wait 30.00 seconds
Unit - Create 1 . Faker for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Striker
Then - Actions
Camera - Reset camera for (Triggering player) to standard game-view over 0 seconds
Wait 30.00 seconds
Unit - Create 1 . Faker for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Survivors Guard
Then - Actions
Camera - Reset camera for (Triggering player) to standard game-view over 0 seconds
Wait 30.00 seconds
Unit - Create 1 . Faker for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Elli
Then - Actions
Camera - Reset camera for (Triggering player) to standard game-view over 0 seconds
Wait 30.00 seconds
Unit - Create 1 . Faker for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Ray
Then - Actions
Camera - Reset camera for (Triggering player) to standard game-view over 0 seconds
Wait 30.00 seconds
Unit - Create 1 . Faker for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Willy
Then - Actions
Camera - Reset camera for (Triggering player) to standard game-view over 0 seconds
Wait 30.00 seconds
Unit - Create 1 . Faker for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Government Militia
Then - Actions
Camera - Reset camera for (Triggering player) to standard game-view over 0 seconds
Wait 30.00 seconds
Unit - Create 1 . Faker for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Not equal to Life Stream
(Unit-type of (Triggering unit)) Not equal to Witch
(Unit-type of (Triggering unit)) Not equal to Wandering Witch
Then - Actions
Camera - Reset camera for (Triggering player) to standard game-view over 0 seconds
Wait 30.00 seconds
Unit - Create 1 . (Unit-type of (Dying unit)) for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
Do nothing
Player 9 Unit Died
Events
Unit - A unit owned by Player 9 (Gray) . Dies
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Tool Maker
Then - Actions
Wait 60.00 seconds
Unit - Create 1 . (Unit-type of (Dying unit)) for (Triggering player) at (Center of Tool_Maker <gen>) facing (Facing of (Dying unit)) degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Bullet Maker
Then - Actions
Wait 30.00 seconds
Unit - Create 1 . (Unit-type of (Dying unit)) for (Triggering player) at (Center of Bullet_Maker <gen>) facing (Facing of (Dying unit)) degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Government Dealer
Then - Actions
Wait 30.00 seconds
Unit - Create 1 . (Unit-type of (Dying unit)) for (Triggering player) at (Center of Government_Dealer <gen>) facing (Facing of (Dying unit)) degrees
Else - Actions
Do nothing
Player 10 Unit Died
Events
Unit - A unit owned by Player 10 (Light Blue) . Dies
Conditions
And - All (Conditions) are true
Conditions
(Unit-type of (Triggering unit)) Not equal to Survivors Guard
(Unit-type of (Triggering unit)) Not equal to Government Militia
Actions
Wait 60.00 seconds
Unit - Create 1 . (Unit-type of (Dying unit)) for (Triggering player) at (Center of Life_Start <gen>) facing Default building facing degrees
Player 11 Unit Died
Events
Unit - A unit owned by Player 11 (Dark Green) . Dies
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Bill
Then - Actions
Wait 30.00 seconds
Unit - Create 1 . Faker for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Blue Eye
Then - Actions
Wait 30.00 seconds
Unit - Create 1 . Faker for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Captain Surgae
Then - Actions
Wait 30.00 seconds
Unit - Create 1 . Faker for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Druke
Then - Actions
Wait 30.00 seconds
Unit - Create 1 . Faker for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Grenn
Then - Actions
Wait 30.00 seconds
Unit - Create 1 . Faker for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Grim
Then - Actions
Wait 30.00 seconds
Unit - Create 1 . Faker for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Joey
Then - Actions
Wait 30.00 seconds
Unit - Create 1 . Faker for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Striker
Then - Actions
Wait 30.00 seconds
Unit - Create 1 . Faker for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Survivors Guard
Then - Actions
Wait 30.00 seconds
Unit - Create 1 . Faker for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Elli
Then - Actions
Wait 30.00 seconds
Unit - Create 1 . Faker for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Ray
Then - Actions
Wait 30.00 seconds
Unit - Create 1 . Faker for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Government Militia
Then - Actions
Wait 30.00 seconds
Unit - Create 1 . Faker for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Willy
Then - Actions
Wait 30.00 seconds
Unit - Create 1 . Faker for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Not equal to Zombie
(Unit-type of (Triggering unit)) Not equal to Fallen
(Unit-type of (Triggering unit)) Not equal to Plague
(Unit-type of (Triggering unit)) Not equal to Zombie (Riot Gear)
(Unit-type of (Triggering unit)) Not equal to Disease Cloud
(Unit-type of (Triggering unit)) Not equal to Witch
(Unit-type of (Triggering unit)) Not equal to Wandering Witch
(Unit-type of (Triggering unit)) Not equal to Life Stream
Then - Actions
Wait 30.00 seconds
Unit - Create 1 . (Unit-type of (Dying unit)) for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Else - Actions
Do nothing
Create Surgae
Events
Player - Player 1 (Red) types a chat message containing -createsurgae (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -createsurgae (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -createsurgae (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -createsurgae (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Number of living Captain Surgae units owned by Player 1 (Red)) Equal to 0
(Number of living Captain Surgae units owned by Player 2 (Blue)) Equal to 0
(Number of living Captain Surgae units owned by Player 3 (Teal)) Equal to 0
(Number of living Captain Surgae units owned by Player 4 (Purple)) Equal to 0
(Number of units in (Units owned by (Triggering player).)) Equal to 0
Then - Actions
Unit - Create 1 . Captain Surgae for (Triggering player) at (Center of Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
Do nothing
Create Blue Eye
Events
Player - Player 1 (Red) types a chat message containing -createblueeye (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -createblueeye (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -createblueeye (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -createblueeye (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Number of living Blue Eye units owned by Player 1 (Red)) Equal to 0
(Number of living Blue Eye units owned by Player 2 (Blue)) Equal to 0
(Number of living Blue Eye units owned by Player 3 (Teal)) Equal to 0
(Number of living Blue Eye units owned by Player 4 (Purple)) Equal to 0
(Number of units in (Units owned by (Triggering player).)) Equal to 0
Then - Actions
Unit - Create 1 . Blue Eye for (Triggering player) at (Center of Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
Do nothing
Create Grenn
Events
Player - Player 1 (Red) types a chat message containing -creategrenn (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -creategrenn (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -creategrenn (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -creategrenn (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Number of living Grenn units owned by Player 1 (Red)) Equal to 0
(Number of living Grenn units owned by Player 2 (Blue)) Equal to 0
(Number of living Grenn units owned by Player 3 (Teal)) Equal to 0
(Number of living Grenn units owned by Player 4 (Purple)) Equal to 0
(Number of units in (Units owned by (Triggering player).)) Equal to 0
Then - Actions
Unit - Create 1 . Grenn for (Triggering player) at (Center of Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
Do nothing
Create Striker
Events
Player - Player 1 (Red) types a chat message containing -createstriker (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -createstriker (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -createstriker (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -createstriker (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Number of living Striker units owned by Player 1 (Red)) Equal to 0
(Number of living Striker units owned by Player 2 (Blue)) Equal to 0
(Number of living Striker units owned by Player 3 (Teal)) Equal to 0
(Number of living Striker units owned by Player 4 (Purple)) Equal to 0
(Number of units in (Units owned by (Triggering player).)) Equal to 0
Then - Actions
Unit - Create 1 . Striker for (Triggering player) at (Center of Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
Do nothing
Create Grim
Events
Player - Player 1 (Red) types a chat message containing -creategrim (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -creategrim (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -creategrim (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -creategrim (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Number of living Grim units owned by Player 1 (Red)) Equal to 0
(Number of living Grim units owned by Player 2 (Blue)) Equal to 0
(Number of living Grim units owned by Player 3 (Teal)) Equal to 0
(Number of living Grim units owned by Player 4 (Purple)) Equal to 0
(Number of units in (Units owned by (Triggering player).)) Equal to 0
Then - Actions
Unit - Create 1 . Grim for (Triggering player) at (Center of Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
Do nothing
Create Druke
Events
Player - Player 1 (Red) types a chat message containing -createdruke (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -createdruke (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -createdruke (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -createdruke (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Number of living Druke units owned by Player 1 (Red)) Equal to 0
(Number of living Druke units owned by Player 2 (Blue)) Equal to 0
(Number of living Druke units owned by Player 3 (Teal)) Equal to 0
(Number of living Druke units owned by Player 4 (Purple)) Equal to 0
(Number of units in (Units owned by (Triggering player).)) Equal to 0
Then - Actions
Unit - Create 1 . Druke for (Triggering player) at (Center of Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
Do nothing
Create Joey
Events
Player - Player 1 (Red) types a chat message containing -createjoey (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -createjoey (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -createjoey (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -createjoey (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Number of living Joey units owned by Player 1 (Red)) Equal to 0
(Number of living Joey units owned by Player 2 (Blue)) Equal to 0
(Number of living Joey units owned by Player 3 (Teal)) Equal to 0
(Number of living Joey units owned by Player 4 (Purple)) Equal to 0
(Number of units in (Units owned by (Triggering player).)) Equal to 0
Then - Actions
Unit - Create 1 . Joey for (Triggering player) at (Center of Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
Do nothing
Create Ray
Events
Player - Player 1 (Red) types a chat message containing -createray (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -createray (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -createray (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -createray (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Number of living Ray units owned by Player 1 (Red)) Equal to 0
(Number of living Ray units owned by Player 2 (Blue)) Equal to 0
(Number of living Ray units owned by Player 3 (Teal)) Equal to 0
(Number of living Ray units owned by Player 4 (Purple)) Equal to 0
(Number of units in (Units owned by (Triggering player).)) Equal to 0
Then - Actions
Unit - Create 1 . Ray for (Triggering player) at (Center of Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
Do nothing
Create Elli
Events
Player - Player 1 (Red) types a chat message containing -createelli (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -createelli (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -createelli (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -createelli (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Number of living Elli units owned by Player 1 (Red)) Equal to 0
(Number of living Elli units owned by Player 2 (Blue)) Equal to 0
(Number of living Elli units owned by Player 3 (Teal)) Equal to 0
(Number of living Elli units owned by Player 4 (Purple)) Equal to 0
(Number of units in (Units owned by (Triggering player).)) Equal to 0
Then - Actions
Unit - Create 1 . Elli for (Triggering player) at (Center of Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
Do nothing
Create Bill
Events
Player - Player 1 (Red) types a chat message containing -createbill (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -createbill (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -createbill (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -createbill (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Number of living Bill units owned by Player 1 (Red)) Equal to 0
(Number of living Bill units owned by Player 2 (Blue)) Equal to 0
(Number of living Bill units owned by Player 3 (Teal)) Equal to 0
(Number of living Bill units owned by Player 4 (Purple)) Equal to 0
(Number of units in (Units owned by (Triggering player).)) Equal to 0
Then - Actions
Unit - Create 1 . Bill for (Triggering player) at (Center of Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
Do nothing
Create Willy
Events
Player - Player 1 (Red) types a chat message containing -createwilly (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -createwilly (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -createwilly (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -createwilly (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Number of living Willy units owned by Player 1 (Red)) Equal to 0
(Number of living Willy units owned by Player 2 (Blue)) Equal to 0
(Number of living Willy units owned by Player 3 (Teal)) Equal to 0
(Number of living Willy units owned by Player 4 (Purple)) Equal to 0
(Number of units in (Units owned by (Triggering player).)) Equal to 0
Then - Actions
Unit - Create 1 . Willy for (Triggering player) at (Center of Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
Do nothing
Create Boomer
Events
Player - Player 5 (Yellow) types a chat message containing -createboomer (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -createboomer (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -createboomer (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -createboomer (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Number of living Boomer units owned by Player 5 (Yellow)) Equal to 0
(Number of living Boomer units owned by Player 6 (Orange)) Equal to 0
(Number of living Boomer units owned by Player 7 (Green)) Equal to 0
(Number of living Boomer units owned by Player 8 (Pink)) Equal to 0
(Number of units in (Units owned by (Triggering player).)) Equal to 0
Then - Actions
Unit - Create 1 . Boomer for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
Do nothing
Create Hunter
Events
Player - Player 5 (Yellow) types a chat message containing -createhunter (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -createhunter (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -createhunter (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -createhunter (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Number of living Hunter units owned by Player 5 (Yellow)) Equal to 0
(Number of living Hunter units owned by Player 6 (Orange)) Equal to 0
(Number of living Hunter units owned by Player 7 (Green)) Equal to 0
(Number of living Hunter units owned by Player 8 (Pink)) Equal to 0
(Number of units in (Units owned by (Triggering player).)) Equal to 0
Then - Actions
Unit - Create 1 . Hunter for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
Do nothing
Create Smoker
Events
Player - Player 5 (Yellow) types a chat message containing -createsmoker (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -createsmoker (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -createsmoker (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -createsmoker (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Number of living Smoker units owned by Player 5 (Yellow)) Equal to 0
(Number of living Smoker units owned by Player 6 (Orange)) Equal to 0
(Number of living Smoker units owned by Player 7 (Green)) Equal to 0
(Number of living Smoker units owned by Player 8 (Pink)) Equal to 0
(Number of units in (Units owned by (Triggering player).)) Equal to 0
Then - Actions
Unit - Create 1 . Smoker for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
Do nothing
Create Tanker
Events
Player - Player 5 (Yellow) types a chat message containing -createtanker (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -createtanker (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -createtanker (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -createtanker (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Number of living Tanker units owned by Player 5 (Yellow)) Equal to 0
(Number of living Tanker units owned by Player 6 (Orange)) Equal to 0
(Number of living Tanker units owned by Player 7 (Green)) Equal to 0
(Number of living Tanker units owned by Player 8 (Pink)) Equal to 0
Then - Actions
Unit - Create 1 . Tanker for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
Do nothing
Create Spitter
Events
Player - Player 5 (Yellow) types a chat message containing -createspitter (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -createspitter (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -createspitter (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -createspitter (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Number of living Spitter units owned by Player 5 (Yellow)) Equal to 0
(Number of living Spitter units owned by Player 6 (Orange)) Equal to 0
(Number of living Spitter units owned by Player 7 (Green)) Equal to 0
(Number of living Spitter units owned by Player 8 (Pink)) Equal to 0
Then - Actions
Unit - Create 1 . Spitter for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
Do nothing
Create Jockey
Events
Player - Player 5 (Yellow) types a chat message containing -createjockey (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -createjockey (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -createjockey (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -createjockey (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Number of living Jockey units owned by Player 5 (Yellow)) Equal to 0
(Number of living Jockey units owned by Player 6 (Orange)) Equal to 0
(Number of living Jockey units owned by Player 7 (Green)) Equal to 0
(Number of living Jockey units owned by Player 8 (Pink)) Equal to 0
Then - Actions
Unit - Create 1 . Jockey for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
Do nothing
Create Charger
Events
Player - Player 5 (Yellow) types a chat message containing -createcharger (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -createcharger (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -createcharger (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -createcharger (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Number of living Charger units owned by Player 5 (Yellow)) Equal to 0
(Number of living Charger units owned by Player 6 (Orange)) Equal to 0
(Number of living Charger units owned by Player 7 (Green)) Equal to 0
(Number of living Charger units owned by Player 8 (Pink)) Equal to 0
Then - Actions
Unit - Create 1 . Charger for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
Do nothing
Create Leaker
Events
Player - Player 5 (Yellow) types a chat message containing -createleaker (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -createleaker (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -createleaker (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -createleaker (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Number of living Leaker units owned by Player 5 (Yellow)) Equal to 0
(Number of living Leaker units owned by Player 6 (Orange)) Equal to 0
(Number of living Leaker units owned by Player 7 (Green)) Equal to 0
(Number of living Leaker units owned by Player 8 (Pink)) Equal to 0
Then - Actions
Unit - Create 1 . Leaker for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
Do nothing
Create Skipper
Events
Player - Player 5 (Yellow) types a chat message containing -createskipper (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -createskipper (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -createskipper (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -createskipper (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Number of living Skipper units owned by Player 5 (Yellow)) Equal to 0
(Number of living Skipper units owned by Player 6 (Orange)) Equal to 0
(Number of living Skipper units owned by Player 7 (Green)) Equal to 0
(Number of living Skipper units owned by Player 8 (Pink)) Equal to 0
Then - Actions
Unit - Create 1 . Skipper for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
Do nothing
Create Screamer
Events
Player - Player 5 (Yellow) types a chat message containing -createscreamer (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -createscreamer (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -createscreamer (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -createscreamer (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Number of living Screamer units owned by Player 5 (Yellow)) Equal to 0
(Number of living Screamer units owned by Player 6 (Orange)) Equal to 0
(Number of living Screamer units owned by Player 7 (Green)) Equal to 0
(Number of living Screamer units owned by Player 8 (Pink)) Equal to 0
Then - Actions
Unit - Create 1 . Screamer for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
Do nothing
Create Burner
Events
Player - Player 5 (Yellow) types a chat message containing -createburner (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -createburner (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -createburner (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -createburner (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Number of living Burner units owned by Player 5 (Yellow)) Equal to 0
(Number of living Burner units owned by Player 6 (Orange)) Equal to 0
(Number of living Burner units owned by Player 7 (Green)) Equal to 0
(Number of living Burner units owned by Player 8 (Pink)) Equal to 0
Then - Actions
Unit - Create 1 . Burner for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
Do nothing
Create Drainer
Events
Player - Player 5 (Yellow) types a chat message containing -createdrainer (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -createdrainer (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -createdrainer (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -createdrainer (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Number of living Drainer units owned by Player 5 (Yellow)) Equal to 0
(Number of living Drainer units owned by Player 6 (Orange)) Equal to 0
(Number of living Drainer units owned by Player 7 (Green)) Equal to 0
(Number of living Drainer units owned by Player 8 (Pink)) Equal to 0
Then - Actions
Unit - Create 1 . Drainer for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
Do nothing
Create Faker
Events
Player - Player 5 (Yellow) types a chat message containing -createfaker (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -createfaker (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -createfaker (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -createfaker (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Number of living Faker units owned by Player 5 (Yellow)) Equal to 0
(Number of living Faker units owned by Player 6 (Orange)) Equal to 0
(Number of living Faker units owned by Player 7 (Green)) Equal to 0
(Number of living Faker units owned by Player 8 (Pink)) Equal to 0
Then - Actions
Unit - Create 1 . Faker for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
Do nothing
Create Riddle
Events
Player - Player 5 (Yellow) types a chat message containing -createriddle (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -createriddle (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -createriddle (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -createriddle (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Number of living Riddle units owned by Player 5 (Yellow)) Equal to 0
(Number of living Riddle units owned by Player 6 (Orange)) Equal to 0
(Number of living Riddle units owned by Player 7 (Green)) Equal to 0
(Number of living Riddle units owned by Player 8 (Pink)) Equal to 0
Then - Actions
Unit - Create 1 . Riddle for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
Do nothing
Create Spike
Events
Player - Player 5 (Yellow) types a chat message containing -createspike (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -createspike (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -createspike (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -createspike (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Number of living Spike units owned by Player 5 (Yellow)) Equal to 0
(Number of living Spike units owned by Player 6 (Orange)) Equal to 0
(Number of living Spike units owned by Player 7 (Green)) Equal to 0
(Number of living Spike units owned by Player 8 (Pink)) Equal to 0
Then - Actions
Unit - Create 1 . Spike for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
Do nothing
Create Venomer
Events
Player - Player 5 (Yellow) types a chat message containing -createvenomer (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -createvenomer (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -createvenomer (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -createvenomer (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Number of living Venomer units owned by Player 5 (Yellow)) Equal to 0
(Number of living Venomer units owned by Player 6 (Orange)) Equal to 0
(Number of living Venomer units owned by Player 7 (Green)) Equal to 0
(Number of living Venomer units owned by Player 8 (Pink)) Equal to 0
Then - Actions
Unit - Create 1 . Venomer for (Triggering player) at (Center of Dead_Life_Start <gen>) facing Default building facing degrees
Camera - Lock camera target for (Triggering player) to (Last created unit) , offset by ( 0 , 0 ) using The unit's rotation
Else - Actions
Do nothing
Turn Off Create
Events
Time - Elapsed game time is 45.00 seconds
Conditions
Actions
Trigger - Turn off Create_Surgae <gen>
Trigger - Turn off Create_Blue_Eye <gen>
Trigger - Turn off Create_Grenn <gen>
Trigger - Turn off Create_Striker <gen>
Trigger - Turn off Create_Grim <gen>
Trigger - Turn off Create_Druke <gen>
Trigger - Turn off Create_Joey <gen>
Trigger - Turn off Create_Ray <gen>
Trigger - Turn off Create_Elli <gen>
Trigger - Turn off Create_Bill <gen>
Trigger - Turn off Create_Willy <gen>
Trigger - Turn off Create_Boomer <gen>
Trigger - Turn off Create_Hunter <gen>
Trigger - Turn off Create_Smoker <gen>
Trigger - Turn off Create_Tanker <gen>
Trigger - Turn off Create_Spitter <gen>
Trigger - Turn off Create_Jockey <gen>
Trigger - Turn off Create_Charger <gen>
Trigger - Turn off Create_Leaker <gen>
Trigger - Turn off Create_Skipper <gen>
Trigger - Turn off Create_Screamer <gen>
Trigger - Turn off Create_Burner <gen>
Trigger - Turn off Create_Drainer <gen>
Trigger - Turn off Create_Faker <gen>
Trigger - Turn off Create_Riddle <gen>
Trigger - Turn off Create_Spike <gen>
Trigger - Turn off Create_Venomer <gen>
Die Notice
Events
Unit - A unit Dies
Conditions
And - All (Conditions) are true
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Not equal to Survivors Guard
(Unit-type of (Triggering unit)) Not equal to Government Militia
(Unit-type of (Triggering unit)) Not equal to Land Mine
(Unit-type of (Triggering unit)) Not equal to Zombie
(Unit-type of (Triggering unit)) Not equal to Fallen
(Unit-type of (Triggering unit)) Not equal to Zombie (Riot Gear)
(Unit-type of (Triggering unit)) Not equal to Plague
(Unit-type of (Triggering unit)) Not equal to Disease Cloud
(Unit-type of (Triggering unit)) Not equal to Life Stream
Then - Actions
Game - Display to (All players) for 10.00 seconds the text: ((Name of (Killing unit)) + ( kills + (Name of (Triggering unit))))
Else - Actions
Do nothing
Unit Enter Life Start
Events
Unit - A unit enters Life_Start <gen>
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Captain Surgae
Then - Actions
Unit - Change color of (Triggering unit) to Red
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Blue Eye
Then - Actions
Unit - Change color of (Triggering unit) to Blue
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Grenn
Then - Actions
Unit - Change color of (Triggering unit) to Green
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Blue Eye
Then - Actions
Unit - Change color of (Triggering unit) to Blue
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Striker
Then - Actions
Unit - Change color of (Triggering unit) to Red
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Grim
Then - Actions
Unit - Change color of (Triggering unit) to Purple
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Druke
Then - Actions
Unit - Change color of (Triggering unit) to Yellow
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Ray
Then - Actions
Unit - Change color of (Triggering unit) to Light Blue
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Elli
Then - Actions
Unit - Change color of (Triggering unit) to Dark Green
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Bill
Then - Actions
Unit - Change color of (Triggering unit) to Teal
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Joey
Then - Actions
Unit - Change color of (Triggering unit) to Blue
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Willy
Then - Actions
Unit - Change color of (Triggering unit) to Orange
Else - Actions
Do nothing
Unit Purchase Item
Events
Time - Elapsed game time is 300.00 seconds
Conditions
Actions
Trigger - Turn on Unit_Enter_Shop_Purchase <gen>
Unit Enter Shop Purchase
Events
Unit - A unit enters Shop_Purchase <gen>
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Unit-type of (Triggering unit)) Equal to Captain Surgae
((Owner of (Triggering unit)) controller) Not equal to User
Then - Actions
Hero - Create Machine Gun Shell and give it to (Triggering unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Unit-type of (Triggering unit)) Equal to Blue Eye
((Owner of (Triggering unit)) controller) Not equal to User
Then - Actions
Hero - Create Bazooka Shell and give it to (Triggering unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Unit-type of (Triggering unit)) Equal to Grenn
((Owner of (Triggering unit)) controller) Not equal to User
Then - Actions
Hero - Create Frozen Shell and give it to (Triggering unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Unit-type of (Triggering unit)) Equal to Striker
((Owner of (Triggering unit)) controller) Not equal to User
Then - Actions
Hero - Create Iron Shell and give it to (Triggering unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Unit-type of (Triggering unit)) Equal to Grim
((Owner of (Triggering unit)) controller) Not equal to User
Then - Actions
Hero - Create Scatter Shell and give it to (Triggering unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Unit-type of (Triggering unit)) Equal to Druke
((Owner of (Triggering unit)) controller) Not equal to User
Then - Actions
Hero - Create Spike Shell and give it to (Triggering unit)
Else - Actions
Do nothing
Smoker Warning
Events
Unit - A unit Begins casting an ability
Conditions
And - All (Conditions) are true
Conditions
(Ability being cast) Equal to Voice
(Unit-type of (Triggering unit)) Equal to Smoker
Actions
Trigger - Turn off (This trigger)
Sound - Play SmokerWarning <gen> at 70.00 % volume, located at (Position of (Triggering unit)) with Z offset 0
Wait 0.30 seconds
Trigger - Turn on Smoker_Warning_2 <gen>
Smoker Warning 2
Events
Unit - A unit Begins casting an ability
Conditions
And - All (Conditions) are true
Conditions
(Ability being cast) Equal to Voice
(Unit-type of (Triggering unit)) Equal to Smoker
Actions
Trigger - Turn off (This trigger)
Sound - Play SmokerWarning2 <gen> at 70.00 % volume, located at (Position of (Triggering unit)) with Z offset 0
Wait 0.30 seconds
Trigger - Turn on Smoker_Warning <gen>
Hunter Warning
Events
Unit - A unit Begins casting an ability
Conditions
And - All (Conditions) are true
Conditions
(Ability being cast) Equal to Voice
(Unit-type of (Triggering unit)) Equal to Hunter
Actions
Trigger - Turn off (This trigger)
Sound - Play HunterWarning <gen> at 70.00 % volume, located at (Position of (Triggering unit)) with Z offset 0
Wait 0.30 seconds
Trigger - Turn on Hunter_Warning_2 <gen>
Hunter Warning 2
Events
Unit - A unit Begins casting an ability
Conditions
And - All (Conditions) are true
Conditions
(Ability being cast) Equal to Voice
(Unit-type of (Triggering unit)) Equal to Hunter
Actions
Trigger - Turn off (This trigger)
Sound - Play HunterWarning2 <gen> at 70.00 % volume, located at (Position of (Triggering unit)) with Z offset 0
Wait 0.30 seconds
Trigger - Turn on Hunter_Warning <gen>
Tanker Yell 1
Events
Unit - A unit Begins casting an ability
Conditions
And - All (Conditions) are true
Conditions
(Ability being cast) Equal to Voice
(Unit-type of (Triggering unit)) Equal to Tanker
Actions
Trigger - Turn off (This trigger)
Sound - Play TankerYell <gen> at 70.00 % volume, located at (Position of (Triggering unit)) with Z offset 0
Wait 0.30 seconds
Trigger - Turn on Tanker_Yell_2 <gen>
Tanker Yell 2
Events
Unit - A unit Begins casting an ability
Conditions
And - All (Conditions) are true
Conditions
(Ability being cast) Equal to Voice
(Unit-type of (Triggering unit)) Equal to Tanker
Actions
Trigger - Turn off (This trigger)
Sound - Play TankerYell2 <gen> at 70.00 % volume, located at (Position of (Triggering unit)) with Z offset 0
Wait 0.30 seconds
Trigger - Turn on Tanker_Yell_1 <gen>
Boomer Warning 1
Events
Unit - A unit Begins casting an ability
Conditions
And - All (Conditions) are true
Conditions
(Ability being cast) Equal to Voice
(Unit-type of (Triggering unit)) Equal to Boomer
Actions
Trigger - Turn off (This trigger)
Sound - Play BoomerWarning <gen> at 70.00 % volume, located at (Position of (Triggering unit)) with Z offset 0
Wait 0.30 seconds
Trigger - Turn on Boomer_Warning_2 <gen>
Boomer Warning 2
Events
Unit - A unit Begins casting an ability
Conditions
And - All (Conditions) are true
Conditions
(Ability being cast) Equal to Voice
(Unit-type of (Triggering unit)) Equal to Boomer
Actions
Trigger - Turn off (This trigger)
Sound - Play BoomerWarning2 <gen> at 70.00 % volume, located at (Position of (Triggering unit)) with Z offset 0
Wait 0.30 seconds
Trigger - Turn on Boomer_Warning_1 <gen>
Charger Warning
Events
Unit - A unit Begins casting an ability
Conditions
And - All (Conditions) are true
Conditions
(Ability being cast) Equal to Voice
(Unit-type of (Triggering unit)) Equal to Charger
Actions
Trigger - Turn off (This trigger)
Sound - Play ChargerWarning <gen> at 70.00 % volume, located at (Position of (Triggering unit)) with Z offset 0
Wait 0.30 seconds
Trigger - Turn on Charger_Warning_2 <gen>
Charger Warning 2
Events
Unit - A unit Begins casting an ability
Conditions
And - All (Conditions) are true
Conditions
(Ability being cast) Equal to Voice
(Unit-type of (Triggering unit)) Equal to Charger
Actions
Trigger - Turn off (This trigger)
Sound - Play ChargerWarning2 <gen> at 70.00 % volume, located at (Position of (Triggering unit)) with Z offset 0
Wait 0.30 seconds
Trigger - Turn on Charger_Warning <gen>
Jockey Warning
Events
Unit - A unit Begins casting an ability
Conditions
And - All (Conditions) are true
Conditions
(Ability being cast) Equal to Voice
(Unit-type of (Triggering unit)) Equal to Jockey
Actions
Trigger - Turn off (This trigger)
Sound - Play JockeyWarning <gen> at 70.00 % volume, located at (Position of (Triggering unit)) with Z offset 0
Wait 0.30 seconds
Trigger - Turn on Jockey_Warning_2 <gen>
Jockey Warning 2
Events
Unit - A unit Begins casting an ability
Conditions
And - All (Conditions) are true
Conditions
(Ability being cast) Equal to Voice
(Unit-type of (Triggering unit)) Equal to Jockey
Actions
Trigger - Turn off (This trigger)
Sound - Play JockeyWarning2 <gen> at 70.00 % volume, located at (Position of (Triggering unit)) with Z offset 0
Wait 0.30 seconds
Trigger - Turn on Jockey_Warning <gen>
Spitter Warning
Events
Unit - A unit Begins casting an ability
Conditions
And - All (Conditions) are true
Conditions
(Ability being cast) Equal to Voice
(Unit-type of (Triggering unit)) Equal to Spitter
Actions
Trigger - Turn off (This trigger)
Sound - Play SpitterWarning <gen> at 70.00 % volume, located at (Position of (Triggering unit)) with Z offset 0
Wait 0.30 seconds
Trigger - Turn on Spitter_Warning_2 <gen>
Spitter Warning 2
Events
Unit - A unit Begins casting an ability
Conditions
And - All (Conditions) are true
Conditions
(Ability being cast) Equal to Voice
(Unit-type of (Triggering unit)) Equal to Spitter
Actions
Trigger - Turn off (This trigger)
Sound - Play SpitterWarning2 <gen> at 70.00 % volume, located at (Position of (Triggering unit)) with Z offset 0
Wait 0.30 seconds
Trigger - Turn on Spitter_Warning <gen>
Leaker Warning
Events
Unit - A unit Begins casting an ability
Conditions
And - All (Conditions) are true
Conditions
(Ability being cast) Equal to Voice
(Unit-type of (Triggering unit)) Equal to Leaker
Actions
Trigger - Turn off (This trigger)
Sound - Play LeakerWarning <gen> at 70.00 % volume, located at (Position of (Triggering unit)) with Z offset 0
Wait 0.30 seconds
Trigger - Turn on Leaker_Warning_2 <gen>
Leaker Warning 2
Events
Unit - A unit Begins casting an ability
Conditions
And - All (Conditions) are true
Conditions
(Ability being cast) Equal to Voice
(Unit-type of (Triggering unit)) Equal to Leaker
Actions
Trigger - Turn off (This trigger)
Sound - Play LeakerWarning2 <gen> at 70.00 % volume, located at (Position of (Triggering unit)) with Z offset 0
Wait 0.30 seconds
Trigger - Turn on Leaker_Warning <gen>
Screamer Warning
Events
Unit - A unit Begins casting an ability
Conditions
And - All (Conditions) are true
Conditions
(Ability being cast) Equal to Voice
(Unit-type of (Triggering unit)) Equal to Screamer
Actions
Sound - Play ScreamerWarning <gen> at 70.00 % volume, located at (Position of (Triggering unit)) with Z offset 0
Skipper Warning
Events
Unit - A unit Begins casting an ability
Conditions
And - All (Conditions) are true
Conditions
(Ability being cast) Equal to Voice
(Unit-type of (Triggering unit)) Equal to Skipper
Actions
Sound - Play SkipperWarning <gen> at 70.00 % volume, located at (Position of (Triggering unit)) with Z offset 0
Burner Warning
Events
Unit - A unit Begins casting an ability
Conditions
And - All (Conditions) are true
Conditions
(Ability being cast) Equal to Voice
(Unit-type of (Triggering unit)) Equal to Burner
Actions
Sound - Play BurnerWarning <gen> at 70.00 % volume, located at (Position of (Triggering unit)) with Z offset 0
Drainer Warning
Events
Unit - A unit Begins casting an ability
Conditions
And - All (Conditions) are true
Conditions
(Ability being cast) Equal to Voice
(Unit-type of (Triggering unit)) Equal to Drainer
Actions
Sound - Play DrainerWarning <gen> at 70.00 % volume, located at (Position of (Triggering unit)) with Z offset 0
Faker Warning
Events
Unit - A unit Begins casting an ability
Conditions
And - All (Conditions) are true
Conditions
(Ability being cast) Equal to Voice
(Unit-type of (Triggering unit)) Equal to Faker
Actions
Trigger - Turn off (This trigger)
Sound - Play FakerWarning <gen> at 70.00 % volume, located at (Position of (Triggering unit)) with Z offset 0
Wait 0.30 seconds
Trigger - Turn on Faker_Warning_2 <gen>
Faker Warning 2
Events
Unit - A unit Begins casting an ability
Conditions
And - All (Conditions) are true
Conditions
(Ability being cast) Equal to Voice
(Unit-type of (Triggering unit)) Equal to Faker
Actions
Trigger - Turn off (This trigger)
Sound - Play FakerWarning2 <gen> at 70.00 % volume, located at (Position of (Triggering unit)) with Z offset 0
Wait 0.30 seconds
Trigger - Turn on Faker_Warning <gen>
Riddle Warning
Events
Unit - A unit Begins casting an ability
Conditions
And - All (Conditions) are true
Conditions
(Ability being cast) Equal to Voice
(Unit-type of (Triggering unit)) Equal to Riddle
Actions
Sound - Play RiddleWarning <gen> at 70.00 % volume, located at (Position of (Triggering unit)) with Z offset 0
Spike Warning
Events
Unit - A unit Begins casting an ability
Conditions
And - All (Conditions) are true
Conditions
(Ability being cast) Equal to Voice
(Unit-type of (Triggering unit)) Equal to Riddle
Actions
Sound - Play SpikeWarning <gen> at 70.00 % volume, located at (Position of (Triggering unit)) with Z offset 0
Venomer Warning
Events
Unit - A unit Begins casting an ability
Conditions
And - All (Conditions) are true
Conditions
(Ability being cast) Equal to Voice
(Unit-type of (Triggering unit)) Equal to Venomer
Actions
Trigger - Turn off (This trigger)
Sound - Play VenomerWarning <gen> at 70.00 % volume, located at (Position of (Triggering unit)) with Z offset 0
Wait 0.30 seconds
Trigger - Turn on Venomer_Warning_2 <gen>
Venomer Warning 2
Events
Unit - A unit Begins casting an ability
Conditions
And - All (Conditions) are true
Conditions
(Ability being cast) Equal to Voice
(Unit-type of (Triggering unit)) Equal to Venomer
Actions
Trigger - Turn off (This trigger)
Sound - Play VenomerWarning2 <gen> at 70.00 % volume, located at (Position of (Triggering unit)) with Z offset 0
Wait 0.30 seconds
Trigger - Turn on Venomer_Warning <gen>
First Blood
Events
Unit - A unit Dies
Conditions
And - All (Conditions) are true
Conditions
(Unit-type of (Triggering unit)) Not equal to Bullet Maker
(Unit-type of (Triggering unit)) Not equal to Tool Maker
(Unit-type of (Triggering unit)) Not equal to Survivors Guard
(Unit-type of (Triggering unit)) Not equal to Government Militia
(Unit-type of (Triggering unit)) Not equal to Land Mine
(Unit-type of (Triggering unit)) Not equal to Zombie
(Unit-type of (Triggering unit)) Not equal to Fallen
(Unit-type of (Triggering unit)) Not equal to Zombie (Riot Gear)
(Unit-type of (Triggering unit)) Not equal to Plague
(Unit-type of (Triggering unit)) Not equal to Disease Cloud
(Unit-type of (Triggering unit)) Not equal to Life Stream
Actions
Trigger - Turn off (This trigger)
Wait 0.50 seconds
Game - Display to (All players) for 10.00 seconds the text: ((Name of (Triggering unit)) + gain experience of First Blood!)
Sound - Play war3mapImported\firstblood.wav (Unexpected type: 'musictheme') .
Life Send Unit to Com
Events
Unit - A unit enters Life_Start <gen>
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Triggering unit)) slot status) Equal to Has left the game
Then - Actions
Unit - Change ownership of (Triggering unit) to Player 10 (Light Blue) and Retain color
Else - Actions
Do nothing
Dead Life Send Unit to Com
Events
Unit - A unit enters Dead_Life_Start <gen>
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Triggering unit)) slot status) Equal to Has left the game
Then - Actions
Unit - Change ownership of (Triggering unit) to Player 11 (Dark Green) and Retain color
Else - Actions
Do nothing
Red Unstuck
Events
Player - Player 1 (Red) types a chat message containing -unstuck (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn on Red_Unstuck_Trigger <gen>
Red Unstuck Trigger
Events
Player - Player 1 (Red) Selects a unit
Conditions
And - All (Conditions) are true
Conditions
((Triggering unit) is selected by Player 1 (Red).) Equal to True
((Owner of (Triggering unit)) controller) Not equal to User
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Up_Right <gen>)
Trigger - Turn off (This trigger)
Blue Unstuck
Events
Player - Player 2 (Blue) types a chat message containing -unstuck (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn on Blue_Unstuck_Trigger <gen>
Blue Unstuck Trigger
Events
Player - Player 2 (Blue) Selects a unit
Conditions
And - All (Conditions) are true
Conditions
((Triggering unit) is selected by Player 2 (Blue).) Equal to True
((Owner of (Triggering unit)) controller) Not equal to User
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Up_Right <gen>)
Trigger - Turn off (This trigger)
Teal Unstuck
Events
Player - Player 3 (Teal) types a chat message containing -unstuck (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn on Teal_Unstuck_Trigger <gen>
Teal Unstuck Trigger
Events
Player - Player 3 (Teal) Selects a unit
Conditions
And - All (Conditions) are true
Conditions
((Triggering unit) is selected by Player 3 (Teal).) Equal to True
((Owner of (Triggering unit)) controller) Not equal to User
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Up_Right <gen>)
Trigger - Turn off (This trigger)
Purple Unstuck
Events
Player - Player 4 (Purple) types a chat message containing -unstuck (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn on Purple_Unstuck_Trigger <gen>
Purple Unstuck Trigger
Events
Player - Player 4 (Purple) Selects a unit
Conditions
And - All (Conditions) are true
Conditions
((Triggering unit) is selected by Player 4 (Purple).) Equal to True
((Owner of (Triggering unit)) controller) Not equal to User
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Up_Right <gen>)
Trigger - Turn off (This trigger)
Yellow Unstuck
Events
Player - Player 5 (Yellow) types a chat message containing -unstuck (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn on Yellow_Unstuck_Trigger <gen>
Yellow Unstuck Trigger
Events
Player - Player 5 (Yellow) Selects a unit
Conditions
And - All (Conditions) are true
Conditions
((Triggering unit) is selected by Player 5 (Yellow).) Equal to True
((Owner of (Triggering unit)) controller) Not equal to User
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Down_Left <gen>)
Trigger - Turn off (This trigger)
Orange Unstuck
Events
Player - Player 6 (Orange) types a chat message containing -unstuck (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn on Orange_Unstuck_Trigger <gen>
Orange Unstuck Trigger
Events
Player - Player 6 (Orange) Selects a unit
Conditions
And - All (Conditions) are true
Conditions
((Triggering unit) is selected by Player 6 (Orange).) Equal to True
((Owner of (Triggering unit)) controller) Not equal to User
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Down_Left <gen>)
Trigger - Turn off (This trigger)
Green Unstuck
Events
Player - Player 7 (Green) types a chat message containing -unstuck (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn on Green_Unstuck_Trigger <gen>
Green Unstuck Trigger
Events
Player - Player 7 (Green) Selects a unit
Conditions
And - All (Conditions) are true
Conditions
((Triggering unit) is selected by Player 7 (Green).) Equal to True
((Owner of (Triggering unit)) controller) Not equal to User
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Down_Left <gen>)
Trigger - Turn off (This trigger)
Pink Unstuck
Events
Player - Player 8 (Pink) types a chat message containing -unstuck (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn on Pink_Unstuck_Trigger <gen>
Pink Unstuck Trigger
Events
Player - Player 8 (Pink) Selects a unit
Conditions
And - All (Conditions) are true
Conditions
((Triggering unit) is selected by Player 8 (Pink).) Equal to True
((Owner of (Triggering unit)) controller) Not equal to User
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Down_Left <gen>)
Trigger - Turn off (This trigger)
Rest at Northsine Hotel
Events
Unit - A unit enters Rest_at_Hotel <gen>
Conditions
(Race of (Triggering unit)) Equal to Human
Actions
Trigger - Turn off (This trigger)
Unit - Hide (Triggering unit)
Camera - Reset camera for (Owner of (Triggering unit)) to standard game-view over 0 seconds
Game - Display to (All allies of (Owner of (Triggering unit)).) for 10.00 seconds the text: ((Name of (Owner of (Triggering unit))) + rest at Northsine Hotel)
Trigger - Run Rest_at_Northsine_Hotel_Action <gen> (ignoring conditions)
Rest at Northsine Hotel Action
Events
Conditions
Actions
Wait 20.00 seconds
Unit - Unhide (Triggering unit)
Unit - Set life of (Triggering unit) to 100 %
Unit - Set (Triggering unit) movement speed to (Default movement speed of (Triggering unit))
Camera - Lock camera target for (Owner of (Triggering unit)) to (Triggering unit) , offset by ( 0 , 0 ) using The unit's rotation
Game - Display to (All allies of (Owner of (Triggering unit)).) for 10.00 seconds the text: ((Name of (Owner of (Triggering unit))) + left from Northsine Hotel)
Wait 1.00 seconds
Game - Display to (All allies of (Owner of (Triggering unit)).) for 10.00 seconds the text: Now Northsine Hotel is free
Trigger - Turn on Rest_at_Northsine_Hotel <gen>
Rest at Southpark Hotel
Events
Unit - A unit enters Rest_at_Hotel_2 <gen>
Conditions
(Race of (Triggering unit)) Equal to Human
Actions
Trigger - Turn off (This trigger)
Unit - Hide (Triggering unit)
Camera - Reset camera for (Owner of (Triggering unit)) to standard game-view over 0 seconds
Game - Display to (All allies of (Owner of (Triggering unit)).) for 10.00 seconds the text: ((Name of (Owner of (Triggering unit))) + rest at Southpark Hotel)
Trigger - Run Rest_at_Southpark_Hotel_Action <gen> (ignoring conditions)
Rest at Southpark Hotel Action
Events
Conditions
Actions
Wait 20.00 seconds
Unit - Unhide (Triggering unit)
Unit - Set life of (Triggering unit) to 100 %
Unit - Set (Triggering unit) movement speed to (Default movement speed of (Triggering unit))
Camera - Lock camera target for (Owner of (Triggering unit)) to (Triggering unit) , offset by ( 0 , 0 ) using The unit's rotation
Game - Display to (All allies of (Owner of (Triggering unit)).) for 10.00 seconds the text: ((Name of (Owner of (Triggering unit))) + left from Southpark Hotel)
Wait 1.00 seconds
Game - Display to (All allies of (Owner of (Triggering unit)).) for 10.00 seconds the text: Now Southpark Hotel is free
Trigger - Turn on Rest_at_Southpark_Hotel <gen>
Close Northsine Hotel
Events
Unit - A unit enters Rest_at_Hotel <gen>
Conditions
(Race of (Triggering unit)) Equal to Undead
Actions
Trigger - Turn off (This trigger)
Unit - Pause (Triggering unit)
Wait 15.00 seconds
Unit - Unpause (Triggering unit)
Game - Display to (All players) for 10.00 seconds the text: ((Name of (Triggering unit)) + destroy Northsine Hotel)
Trigger - Turn off Rest_at_Northsine_Hotel <gen>
Trigger - Turn off Rest_at_Northsine_Hotel_Action <gen>
Trigger - Turn on Open_Northsine_Hotel <gen>
Close Southpark Hotel
Events
Unit - A unit enters Rest_at_Hotel_2 <gen>
Conditions
(Race of (Triggering unit)) Equal to Undead
Actions
Trigger - Turn off (This trigger)
Unit - Pause (Triggering unit)
Wait 15.00 seconds
Unit - Unpause (Triggering unit)
Game - Display to (All players) for 10.00 seconds the text: ((Name of (Triggering unit)) + destroy Southpark Hotel)
Trigger - Turn off Rest_at_Southpark_Hotel <gen>
Trigger - Turn off Rest_at_Southpark_Hotel_Action <gen>
Trigger - Turn on Open_Southpark_Hotel <gen>
Open Northsine Hotel
Events
Unit - A unit enters Rest_at_Hotel <gen>
Conditions
(Race of (Triggering unit)) Equal to Human
Actions
Trigger - Turn off (This trigger)
Unit - Pause (Triggering unit)
Wait 15.00 seconds
Unit - Unpause (Triggering unit)
Game - Display to (All players) for 10.00 seconds the text: ((Name of (Triggering unit)) + fix Northsine Hotel)
Trigger - Turn on Rest_at_Northsine_Hotel <gen>
Trigger - Turn on Rest_at_Northsine_Hotel_Action <gen>
Trigger - Turn on Close_Northsine_Hotel <gen>
Open Southpark Hotel
Events
Unit - A unit enters Rest_at_Hotel_2 <gen>
Conditions
(Race of (Triggering unit)) Equal to Human
Actions
Trigger - Turn off (This trigger)
Unit - Pause (Triggering unit)
Wait 15.00 seconds
Unit - Unpause (Triggering unit)
Game - Display to (All players) for 10.00 seconds the text: ((Name of (Triggering unit)) + fix Southpark Hotel)
Trigger - Turn on Rest_at_Southpark_Hotel <gen>
Trigger - Turn on Rest_at_Southpark_Hotel_Action <gen>
Trigger - Turn on Close_Southpark_Hotel <gen>
Prevent Fire Riot Gear
Events
Unit - A unit Is attacked
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Attacking unit)) Equal to Druke
(Unit-type of (Attacked unit)) Equal to Zombie (Riot Gear)
((Attacking unit) has an item of type Spike Shell) Equal to True
Then - Actions
Do nothing
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Attacking unit)) Equal to Druke
(Unit-type of (Attacked unit)) Equal to Zombie (Riot Gear)
Then - Actions
Unit - Make (Attacked unit) Invulnerable
Wait 0.50 seconds
Unit - Make (Attacked unit) Vulnerable
Else - Actions
Do nothing
Prevent Burning Bullet Riot Gear
Events
Unit - A unit Is attacked
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Attacking unit) has an item of type Burning Shell) Equal to True
(Unit-type of (Attacked unit)) Equal to Zombie (Riot Gear)
Then - Actions
Unit - Make (Attacked unit) Invulnerable
Wait 0.50 seconds
Unit - Make (Attacked unit) Vulnerable
Else - Actions
Do nothing
Prevent Fire Burner
Events
Unit - A unit Is attacked
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Attacking unit)) Equal to Druke
(Unit-type of (Attacked unit)) Equal to Burner
((Attacking unit) has an item of type Frozen Shell) Equal to True
Then - Actions
Do nothing
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Attacking unit)) Equal to Druke
(Unit-type of (Attacked unit)) Equal to Burner
Then - Actions
Unit - Make (Attacked unit) Invulnerable
Wait 0.50 seconds
Unit - Make (Attacked unit) Vulnerable
Else - Actions
Do nothing
Prevent Burning Bullet Burner
Events
Unit - A unit Is attacked
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Attacking unit) has an item of type Burning Shell) Equal to True
(Unit-type of (Attacked unit)) Equal to Burner
Then - Actions
Unit - Make (Attacked unit) Invulnerable
Wait 0.50 seconds
Unit - Make (Attacked unit) Vulnerable
Else - Actions
Do nothing
Regrow Trees Setup
Events
Time - Elapsed game time is 5 seconds
Conditions
Actions
Destructible - Pick every destructible in (Entire map) and do (Actions)
Loop - Actions
Trigger - Add to RegrowTrees <gen> the event ((Picked destructible) dies)
RegrowTrees
Events
Conditions
Actions
Custom script: local destructable BADTREE = GetDyingDestructable()
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