- Joined
- Mar 16, 2008
- Messages
- 966
This trigger seems to cause an in game stutter perhaps from spawning so many units? There has got to be a better way.
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main spawn
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Events
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Time - nextwave_timer expires
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Conditions
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Actions
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-------- Clear Memory Leaks --------
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Set VariableSet ran_target = No unit
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Set VariableSet ran_tar_pt_two = ran_tar_pt[5]
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-------- Check if Victory --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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spawn_counter Greater than or equal to 30
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defeat_counter Less than 5
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Then - Actions
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Game - Victory Player 1 (Red) (Show dialogs, Show scores)
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Game - Victory Player 2 (Blue) (Show dialogs, Show scores)
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Game - Victory Player 3 (Teal) (Show dialogs, Show scores)
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Game - Victory Player 4 (Purple) (Show dialogs, Show scores)
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Game - Victory Player 13 (Maroon) (Show dialogs, Show scores)
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Game - Victory Player 14 (Navy) (Show dialogs, Show scores)
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Game - Victory Player 15 (Turquoise) (Show dialogs, Show scores)
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Game - Victory Player 16 (Violet) (Show dialogs, Show scores)
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Game - Defeat Player 7 (Green) with the message: Defeat!
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Unit - Make Tree of Eternity 0008 <gen> Invulnerable
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Unit - Make Ancient of Lore 0009 <gen> Invulnerable
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Unit - Make Ancient of Wind 0010 <gen> Invulnerable
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Unit - Make Ancient of War 0011 <gen> Invulnerable
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Unit - Make Ancient of Wonders 0016 <gen> Invulnerable
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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victory Equal to False
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Then - Actions
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Quest - Mark quest_array[0] as Completed
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Quest - Display to (All players) the Quest Completed message: (Mainl Quest Complete --- Defend the Ancients --- Complete 30 Rounds with an Ancient Surviving + (( + (string_defeat_counter + /5|r))))
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Unit Group - Pick every unit in heroes_grp[1] and do (Actions)
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Loop - Actions
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Unit - Set life of (Picked unit) to 500000.00
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Unit - Set life of (Picked unit) to 100.00%
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-
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Unit Group - Pick every unit in heroes_grp[2] and do (Actions)
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Loop - Actions
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Unit - Set life of (Picked unit) to 500000.00
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Unit - Set life of (Picked unit) to 100.00%
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-
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Unit Group - Pick every unit in heroes_grp[3] and do (Actions)
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Loop - Actions
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Unit - Set life of (Picked unit) to 500000.00
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Unit - Set life of (Picked unit) to 100.00%
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Unit Group - Pick every unit in heroes_grp[4] and do (Actions)
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Loop - Actions
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Unit - Set life of (Picked unit) to 500000.00
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Unit - Set life of (Picked unit) to 100.00%
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-
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Unit Group - Pick every unit in demon_grp and do (Actions)
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Loop - Actions
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Unit - Set life of (Picked unit) to 1.00%
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Unit Group - Pick every unit in death_attk_demon_grp and do (Actions)
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Loop - Actions
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Unit - Set life of (Picked unit) to 1.00%
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Unit Group - Pick every unit in demon_flyer and do (Actions)
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Loop - Actions
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Unit - Kill (Picked unit)
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Game - Victory Player 6 (Orange) (Show dialogs, Show scores)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Ancient of Lore 0009 <gen> is dead) Equal to True
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Then - Actions
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Unit Group - Pick every unit in (Units in death victory lore <gen>) and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Or - Any (Conditions) are true
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Conditions
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((Picked unit) is in demon_grp.) Equal to True
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((Picked unit) is in death_attk_demon_grp.) Equal to True
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Then - Actions
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Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Spells\NightElf\Starfall\StarfallTarget.mdl
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Special Effect - Destroy (Last created special effect)
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Wait 0.01 seconds
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Unit - Kill (Picked unit)
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Else - Actions
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Unit - Create 1 Ancient of Lore for Player 6 (Orange) at ran_tar_pt[1] facing Default building facing degrees
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Set VariableSet rebuild_victory_ancients[1] = (Last created unit)
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Unit - Make (Last created unit) Invulnerable
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Else - Actions
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Game - Victory Player 8 (Pink) (Show dialogs, Show scores)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Ancient of War 0011 <gen> is dead) Equal to True
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Then - Actions
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Unit Group - Pick every unit in (Units in death victory war <gen>) and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Or - Any (Conditions) are true
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Conditions
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((Picked unit) is in demon_grp.) Equal to True
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((Picked unit) is in death_attk_demon_grp.) Equal to True
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Then - Actions
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Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Spells\NightElf\Starfall\StarfallTarget.mdl
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Special Effect - Destroy (Last created special effect)
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Wait 0.01 seconds
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Unit - Kill (Picked unit)
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Else - Actions
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Unit - Create 1 Ancient of War for Player 8 (Pink) at ran_tar_pt[2] facing Default building facing degrees
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Set VariableSet rebuild_victory_ancients[2] = (Last created unit)
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Unit - Make (Last created unit) Invulnerable
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Else - Actions
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Game - Victory Player 9 (Gray) (Show dialogs, Show scores)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Ancient of Wind 0010 <gen> is dead) Equal to True
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Then - Actions
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Unit Group - Pick every unit in (Units in death victory wind <gen>) and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Or - Any (Conditions) are true
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Conditions
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((Picked unit) is in demon_grp.) Equal to True
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((Picked unit) is in death_attk_demon_grp.) Equal to True
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Then - Actions
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Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Spells\NightElf\Starfall\StarfallTarget.mdl
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Special Effect - Destroy (Last created special effect)
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Wait 0.01 seconds
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Unit - Kill (Picked unit)
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Else - Actions
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Unit - Create 1 Ancient of Wind for Player 9 (Gray) at ran_tar_pt[3] facing Default building facing degrees
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Set VariableSet rebuild_victory_ancients[3] = (Last created unit)
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Unit - Make (Last created unit) Invulnerable
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Ancient of Wonders 0016 <gen> is dead) Equal to True
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Then - Actions
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Unit Group - Pick every unit in (Units in death victory wonders <gen>) and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Or - Any (Conditions) are true
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Conditions
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((Picked unit) is in demon_grp.) Equal to True
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((Picked unit) is in death_attk_demon_grp.) Equal to True
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Then - Actions
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Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Spells\NightElf\Starfall\StarfallTarget.mdl
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Special Effect - Destroy (Last created special effect)
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Wait 0.01 seconds
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Unit - Kill (Picked unit)
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Else - Actions
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Unit - Create 1 Ancient of Wonders for Player 5 (Yellow) at ran_tar_pt[4] facing Default building facing degrees
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Set VariableSet rebuild_victory_ancients[4] = (Last created unit)
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Unit - Make (Last created unit) Invulnerable
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Else - Actions
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Game - Victory Player 5 (Yellow) (Show dialogs, Show scores)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Tree of Eternity 0008 <gen> is dead) Equal to True
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Then - Actions
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Unit Group - Pick every unit in (Units in death victory tree <gen>) and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Or - Any (Conditions) are true
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Conditions
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((Picked unit) is in demon_grp.) Equal to True
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((Picked unit) is in death_attk_demon_grp.) Equal to True
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Then - Actions
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Unit - Kill (Picked unit)
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Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Spells\NightElf\Starfall\StarfallTarget.mdl
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Special Effect - Destroy (Last created special effect)
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Wait 0.01 seconds
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Else - Actions
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Unit - Create 1 Tree of Life for Player 5 (Yellow) at ran_tar_pt[5] facing Default building facing degrees
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Set VariableSet rebuild_victory_ancients[5] = (Last created unit)
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Unit - Make (Last created unit) Invulnerable
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Else - Actions
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For each (Integer A) from 1 to 4, do (Actions)
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Loop - Actions
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Unit - Order rebuild_victory_ancients[(Integer A)] to Night Elf Ancients - Root (Position of rebuild_victory_ancients[(Integer A)])
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Animation - Play rebuild_victory_ancients[(Integer A)]'s birth animation
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Animation - Play rebuild_victory_ancients[5]'s birth alternate animation
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Unit - Order rebuild_victory_ancients[5] to Night Elf Ancients - Root (Position of rebuild_victory_ancients[(Integer A)])
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Countdown Timer - Start rebuild_victory_ancients_ani[1] as a One-shot timer that will expire in 60.00 seconds
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Cinematic - Turn cinematic mode On for (All players)
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Visibility - Show Sky Box: True
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Environment - Set fog to style Linear, z-start 3000.00, z-end 7500.00, density 0.00 and color (0.39%, 19.61%, 12.55%)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Tree of Eternity 0008 <gen> is alive) Equal to True
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Then - Actions
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Cinematic - Send transmission to (All players) from a Player 5 (Yellow).Tree of Eternity named Tree of Eternity at shop_pt: Play TreeOfLifeYes2 <gen> and display Good job heroes. En.... Modify duration: Add 72.00 seconds and Don't wait
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Player Group - Pick every player in players_grp and do (Actions)
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Loop - Actions
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Camera - Apply Camera 035 <gen> for (Picked player) over 2.00 seconds
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Ancient of Lore 0009 <gen> is alive) Equal to True
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Then - Actions
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Cinematic - Send transmission to (All players) from a Player 5 (Yellow).Ancient of Lore named Ancient of Lore at shop_pt: Play AncientOfTheEarthYesAttack2 <gen> and display Good job heroes. En.... Modify duration: Add 72.00 seconds and Don't wait
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Player Group - Pick every player in players_grp and do (Actions)
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Loop - Actions
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Camera - Apply Camera 031 <gen> for (Picked player) over 2.00 seconds
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Ancient of Wind 0010 <gen> is alive) Equal to True
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Then - Actions
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Cinematic - Send transmission to (All players) from a Player 5 (Yellow).Ancient of Lore named Ancient of Wind at shop_pt: Play AncientOfTheWildYes3 <gen> and display Good job heroes. En.... Modify duration: Add 72.00 seconds and Don't wait
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Player Group - Pick every player in players_grp and do (Actions)
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Loop - Actions
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Camera - Apply Camera 033 <gen> for (Picked player) over 2.00 seconds
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Ancient of War 0011 <gen> is alive) Equal to True
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Then - Actions
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Cinematic - Send transmission to (All players) from a Player 5 (Yellow).Ancient of War named Ancient of War at shop_pt: Play AncientOfTheMoonYes3 <gen> and display Good job heroes. En.... Modify duration: Add 72.00 seconds and Don't wait
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Player Group - Pick every player in players_grp and do (Actions)
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Loop - Actions
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Camera - Apply Camera 032 <gen> for (Picked player) over 2.00 seconds
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Ancient of Wonders 0016 <gen> is alive) Equal to True
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Then - Actions
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Cinematic - Send transmission to (All players) from a Player 5 (Yellow).Ancient of Wonders named Ancient of Wonders at shop_pt: Play AncientOfTheMoonYes3 <gen> and display Good job heroes. En.... Modify duration: Add 72.00 seconds and Don't wait
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Player Group - Pick every player in players_grp and do (Actions)
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Loop - Actions
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Camera - Apply Camera 034 <gen> for (Picked player) over 2.00 seconds
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Else - Actions
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Wait 2.00 seconds
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Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 7 (Green)) and do (Actions)
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Loop - Actions
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Unit - Kill (Picked unit)
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Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Spells\NightElf\Starfall\StarfallTarget.mdl
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Special Effect - Destroy (Last created special effect)
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Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 11 (Dark Green)) and do (Actions)
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Loop - Actions
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Unit - Kill (Picked unit)
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Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Spells\NightElf\Starfall\StarfallTarget.mdl
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Special Effect - Destroy (Last created special effect)
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Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 19 (Mint)) and do (Actions)
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Loop - Actions
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Unit - Kill (Picked unit)
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Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Spells\NightElf\Starfall\StarfallTarget.mdl
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Special Effect - Destroy (Last created special effect)
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Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 21 (Coal)) and do (Actions)
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Loop - Actions
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Unit - Kill (Picked unit)
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Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Spells\NightElf\Starfall\StarfallTarget.mdl
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Special Effect - Destroy (Last created special effect)
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Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 22 (Snow)) and do (Actions)
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Loop - Actions
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Unit - Kill (Picked unit)
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Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Spells\NightElf\Starfall\StarfallTarget.mdl
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Special Effect - Destroy (Last created special effect)
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Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 23 (Emerald)) and do (Actions)
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Loop - Actions
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Unit - Kill (Picked unit)
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Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Spells\NightElf\Starfall\StarfallTarget.mdl
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Special Effect - Destroy (Last created special effect)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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explor_bool Equal to True
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Then - Actions
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Quest - Display to (All players) the Quest Completed message: <|cff808080Explorat...
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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difficulty_setting Equal to 0
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Then - Actions
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Quest - Display to (All players) the Quest Completed message: Difficulty: Easy
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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difficulty_setting Equal to 1
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Then - Actions
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Quest - Display to (All players) the Quest Completed message: Difficulty: Normal
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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difficulty_setting Equal to 2
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Then - Actions
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Quest - Display to (All players) the Quest Completed message: Difficulty: |cffff0...
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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difficulty_setting Equal to 3
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Then - Actions
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Quest - Display to (All players) the Quest Completed message: Difficulty: |cffff0...
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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difficulty_setting Equal to 4
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Then - Actions
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Quest - Display to (All players) the Quest Completed message: Difficulty: |cffff0...
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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difficulty_setting Equal to 5
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Then - Actions
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Quest - Display to (All players) the Quest Completed message: Difficulty: |cffff0...
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Quest - Display to (All players) the Quest Completed message: Difficulty: |cffff0...
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Quest - Display to (All players) the Quest Completed message: Difficulty: |cffff0...
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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demon_yes_no_string Equal to |cff00ff00No|r
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Then - Actions
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Quest - Mark quest_array[7] as Completed
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Quest - Display to (All players) the Quest Completed message: Optional Quest Comp...
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Else - Actions
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Sound - Play N06Illidan26 <gen>
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Player Group - Pick every player in players_grp and do (Actions)
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Loop - Actions
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Camera - Apply Camera 034 <gen> for (Picked player) over 12.00 seconds
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Wait 12.00 seconds
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Player Group - Pick every player in players_grp and do (Actions)
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Loop - Actions
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Camera - Apply Camera 032 <gen> for (Picked player) over 12.00 seconds
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Wait 12.00 seconds
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Player Group - Pick every player in players_grp and do (Actions)
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Loop - Actions
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Camera - Apply Camera 033 <gen> for (Picked player) over 12.00 seconds
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Wait 12.00 seconds
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Player Group - Pick every player in players_grp and do (Actions)
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Loop - Actions
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Camera - Apply Camera 031 <gen> for (Picked player) over 12.00 seconds
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Wait 12.00 seconds
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Player Group - Pick every player in players_grp and do (Actions)
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Loop - Actions
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Camera - Apply Camera 035 <gen> for (Picked player) over 12.00 seconds
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Wait 12.00 seconds
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Player Group - Pick every player in players_grp and do (Actions)
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Loop - Actions
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Camera - Apply Camera 031 <gen> for (Picked player) over 12.00 seconds
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Set VariableSet victory = True
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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cinematic_counter Equal to 3
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Then - Actions
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Cinematic - Turn cinematic mode Off for (All players)
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Camera - Apply red cam <gen> for Player 1 (Red) over 0.00 seconds
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Camera - Apply red cam <gen> for Player 13 (Maroon) over 0.00 seconds
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Camera - Apply blue cam <gen> for Player 2 (Blue) over 0.00 seconds
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Camera - Apply blue cam <gen> for Player 14 (Navy) over 0.00 seconds
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Camera - Apply teal cam <gen> for Player 3 (Teal) over 0.00 seconds
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Camera - Apply teal cam <gen> for Player 15 (Turquoise) over 0.00 seconds
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Camera - Apply purp cam <gen> for Player 4 (Purple) over 0.00 seconds
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Camera - Apply purp cam <gen> for Player 16 (Violet) over 0.00 seconds
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Trigger - Turn off (This trigger)
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Else - Actions
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Set VariableSet cinematic_counter = (cinematic_counter + 1)
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Trigger - Run main spawn <gen> (ignoring conditions)
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Skip remaining actions
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Else - Actions
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Cinematic - Ping minimap for (All players) at spawn_pt for 2.00 seconds, using a Simple ping of color (100.00%, 0.00%, 0.00%)
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Set VariableSet spawn_counter = (spawn_counter + 1)
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Quest - Display to (All players) the Simple Hint message: (Current wave: + (String(spawn_counter)))
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-------- Set Random Target --------
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Set VariableSet ran_num = (Random integer number between 1 and 5)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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defeat_counter Equal to 0
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Then - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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ran_num Equal to 1
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Then - Actions
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Set VariableSet ran_target = Ancient of Lore 0009 <gen>
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Set VariableSet ran_tar_pt_two = ran_tar_pt[1]
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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ran_num Equal to 2
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Then - Actions
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Set VariableSet ran_target = Ancient of War 0011 <gen>
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Set VariableSet ran_tar_pt_two = ran_tar_pt[2]
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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ran_num Equal to 3
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Then - Actions
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Set VariableSet ran_target = Ancient of Wind 0010 <gen>
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Set VariableSet ran_tar_pt_two = ran_tar_pt[3]
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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ran_num Equal to 4
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Then - Actions
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Set VariableSet ran_target = Ancient of Wonders 0016 <gen>
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Set VariableSet ran_tar_pt_two = ran_tar_pt[4]
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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ran_num Equal to 5
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Then - Actions
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Set VariableSet ran_target = Tree of Eternity 0008 <gen>
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Set VariableSet ran_tar_pt_two = ran_tar_pt[5]
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Else - Actions
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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defeat_counter Equal to 1
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Then - Actions
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Set VariableSet ran_num = (Random integer number between 1 and 4)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Ancient of Lore 0009 <gen> is alive) Equal to False
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Then - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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ran_num Equal to 1
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Then - Actions
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Set VariableSet ran_target = Ancient of War 0011 <gen>
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Set VariableSet ran_tar_pt_two = ran_tar_pt[2]
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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ran_num Equal to 2
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Then - Actions
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Set VariableSet ran_target = Ancient of Wind 0010 <gen>
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Set VariableSet ran_tar_pt_two = ran_tar_pt[3]
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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ran_num Equal to 3
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Then - Actions
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Set VariableSet ran_target = Ancient of Wonders 0016 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[4]
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ran_num Equal to 4
-
(Tree of Eternity 0008 <gen> is alive) Equal to True
-
-
Then - Actions
-
Set VariableSet ran_target = Tree of Eternity 0008 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[5]
-
-
Else - Actions
-
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Ancient of War 0011 <gen> is alive) Equal to False
-
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ran_num Equal to 1
-
-
Then - Actions
-
Set VariableSet ran_target = Ancient of Lore 0009 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[1]
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ran_num Equal to 2
-
-
Then - Actions
-
Set VariableSet ran_target = Ancient of Wind 0010 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[3]
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ran_num Equal to 3
-
-
Then - Actions
-
Set VariableSet ran_target = Ancient of Wonders 0016 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[4]
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ran_num Equal to 4
-
(Tree of Eternity 0008 <gen> is alive) Equal to True
-
-
Then - Actions
-
Set VariableSet ran_target = Tree of Eternity 0008 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[5]
-
-
Else - Actions
-
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Tree of Eternity 0008 <gen> is alive) Equal to False
-
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ran_num Equal to 1
-
-
Then - Actions
-
Set VariableSet ran_target = Ancient of Lore 0009 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[1]
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ran_num Equal to 2
-
-
Then - Actions
-
Set VariableSet ran_target = Ancient of Wind 0010 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[3]
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ran_num Equal to 3
-
-
Then - Actions
-
Set VariableSet ran_target = Ancient of Wonders 0016 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[4]
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ran_num Equal to 4
-
-
Then - Actions
-
Set VariableSet ran_target = Ancient of War 0011 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[2]
-
-
Else - Actions
-
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Ancient of Wind 0010 <gen> is alive) Equal to False
-
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ran_num Equal to 1
-
-
Then - Actions
-
Set VariableSet ran_target = Ancient of Lore 0009 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[1]
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ran_num Equal to 2
-
(Tree of Eternity 0008 <gen> is alive) Equal to True
-
-
Then - Actions
-
Set VariableSet ran_target = Tree of Eternity 0008 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[5]
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ran_num Equal to 3
-
-
Then - Actions
-
Set VariableSet ran_target = Ancient of Wonders 0016 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[4]
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ran_num Equal to 4
-
-
Then - Actions
-
Set VariableSet ran_target = Ancient of War 0011 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[2]
-
-
Else - Actions
-
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Ancient of Wonders 0016 <gen> is alive) Equal to False
-
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ran_num Equal to 1
-
-
Then - Actions
-
Set VariableSet ran_target = Ancient of Lore 0009 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[1]
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ran_num Equal to 2
-
(Tree of Eternity 0008 <gen> is alive) Equal to True
-
-
Then - Actions
-
Set VariableSet ran_target = Tree of Eternity 0008 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[5]
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ran_num Equal to 3
-
-
Then - Actions
-
Set VariableSet ran_target = Ancient of Wind 0010 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[3]
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ran_num Equal to 4
-
-
Then - Actions
-
Set VariableSet ran_target = Ancient of War 0011 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[2]
-
-
Else - Actions
-
-
-
Else - Actions
-
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
defeat_counter Equal to 2
-
-
Then - Actions
-
Set VariableSet ran_num = (Random integer number between 1 and 3)
-
-------- 1 --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Tree of Eternity 0008 <gen> is alive) Equal to True
-
(Ancient of Lore 0009 <gen> is alive) Equal to True
-
(Ancient of Wind 0010 <gen> is alive) Equal to True
-
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ran_num Equal to 1
-
-
Then - Actions
-
Set VariableSet ran_target = Ancient of Lore 0009 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[1]
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ran_num Equal to 2
-
-
Then - Actions
-
Set VariableSet ran_target = Tree of Eternity 0008 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[5]
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ran_num Equal to 3
-
-
Then - Actions
-
Set VariableSet ran_target = Ancient of Wind 0010 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[3]
-
-
Else - Actions
-
-
-
Else - Actions
-
-
-------- 2 --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Tree of Eternity 0008 <gen> is alive) Equal to True
-
(Ancient of Lore 0009 <gen> is alive) Equal to True
-
(Ancient of War 0011 <gen> is alive) Equal to True
-
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ran_num Equal to 1
-
-
Then - Actions
-
Set VariableSet ran_target = Ancient of Lore 0009 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[1]
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ran_num Equal to 2
-
-
Then - Actions
-
Set VariableSet ran_target = Tree of Eternity 0008 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[5]
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ran_num Equal to 3
-
-
Then - Actions
-
Set VariableSet ran_target = Ancient of War 0011 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[2]
-
-
Else - Actions
-
-
-
Else - Actions
-
-
-------- 3 --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Tree of Eternity 0008 <gen> is alive) Equal to True
-
(Ancient of Lore 0009 <gen> is alive) Equal to True
-
(Ancient of Wonders 0016 <gen> is alive) Equal to True
-
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ran_num Equal to 1
-
-
Then - Actions
-
Set VariableSet ran_target = Ancient of Lore 0009 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[1]
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ran_num Equal to 2
-
-
Then - Actions
-
Set VariableSet ran_target = Tree of Eternity 0008 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[5]
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ran_num Equal to 3
-
-
Then - Actions
-
Set VariableSet ran_target = Ancient of Wonders 0016 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[4]
-
-
Else - Actions
-
-
-
Else - Actions
-
-
-------- 4 --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Tree of Eternity 0008 <gen> is alive) Equal to True
-
(Ancient of Wind 0010 <gen> is alive) Equal to True
-
(Ancient of War 0011 <gen> is alive) Equal to True
-
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ran_num Equal to 1
-
-
Then - Actions
-
Set VariableSet ran_target = Ancient of Lore 0009 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[1]
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ran_num Equal to 2
-
-
Then - Actions
-
Set VariableSet ran_target = Ancient of War 0011 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[2]
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ran_num Equal to 3
-
-
Then - Actions
-
Set VariableSet ran_target = Ancient of Wind 0010 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[3]
-
-
Else - Actions
-
-
-
Else - Actions
-
-
-------- 5 --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Ancient of Wind 0010 <gen> is alive) Equal to True
-
(Ancient of Wonders 0016 <gen> is alive) Equal to True
-
(Tree of Eternity 0008 <gen> is alive) Equal to True
-
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ran_num Equal to 1
-
-
Then - Actions
-
Set VariableSet ran_target = Ancient of Wind 0010 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[3]
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ran_num Equal to 2
-
-
Then - Actions
-
Set VariableSet ran_target = Ancient of Wonders 0016 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[4]
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ran_num Equal to 3
-
(Tree of Eternity 0008 <gen> is alive) Equal to True
-
-
Then - Actions
-
Set VariableSet ran_target = Tree of Eternity 0008 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[5]
-
-
Else - Actions
-
-
-
Else - Actions
-
-
-------- 6 --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Ancient of War 0011 <gen> is alive) Equal to True
-
(Ancient of Wonders 0016 <gen> is alive) Equal to True
-
(Tree of Eternity 0008 <gen> is alive) Equal to True
-
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ran_num Equal to 1
-
-
Then - Actions
-
Set VariableSet ran_target = Ancient of War 0011 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[2]
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ran_num Equal to 2
-
-
Then - Actions
-
Set VariableSet ran_target = Ancient of Wonders 0016 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[4]
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ran_num Equal to 3
-
(Tree of Eternity 0008 <gen> is alive) Equal to True
-
-
Then - Actions
-
Set VariableSet ran_target = Tree of Eternity 0008 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[5]
-
-
Else - Actions
-
-
-
Else - Actions
-
-
-------- 7 --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Ancient of War 0011 <gen> is alive) Equal to True
-
(Ancient of Lore 0009 <gen> is alive) Equal to True
-
(Ancient of Wind 0010 <gen> is alive) Equal to True
-
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ran_num Equal to 1
-
-
Then - Actions
-
Set VariableSet ran_target = Ancient of Lore 0009 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[1]
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ran_num Equal to 2
-
-
Then - Actions
-
Set VariableSet ran_target = Ancient of War 0011 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[2]
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ran_num Equal to 3
-
-
Then - Actions
-
Set VariableSet ran_target = Ancient of Wind 0010 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[3]
-
-
Else - Actions
-
-
-
Else - Actions
-
-
-------- 8 --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Ancient of Wonders 0016 <gen> is alive) Equal to True
-
(Ancient of Lore 0009 <gen> is alive) Equal to True
-
(Ancient of Wind 0010 <gen> is alive) Equal to True
-
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ran_num Equal to 1
-
-
Then - Actions
-
Set VariableSet ran_target = Ancient of Lore 0009 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[1]
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ran_num Equal to 2
-
-
Then - Actions
-
Set VariableSet ran_target = Ancient of Wonders 0016 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[4]
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ran_num Equal to 3
-
-
Then - Actions
-
Set VariableSet ran_target = Ancient of Wind 0010 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[3]
-
-
Else - Actions
-
-
-
Else - Actions
-
-
-------- 9 --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Ancient of Wonders 0016 <gen> is alive) Equal to True
-
(Ancient of Lore 0009 <gen> is alive) Equal to True
-
(Ancient of War 0011 <gen> is alive) Equal to True
-
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ran_num Equal to 1
-
-
Then - Actions
-
Set VariableSet ran_target = Ancient of Lore 0009 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[1]
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ran_num Equal to 2
-
-
Then - Actions
-
Set VariableSet ran_target = Ancient of Wonders 0016 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[4]
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ran_num Equal to 3
-
-
Then - Actions
-
Set VariableSet ran_target = Ancient of War 0011 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[2]
-
-
Else - Actions
-
-
-
Else - Actions
-
-
-------- 10 --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Ancient of Wind 0010 <gen> is alive) Equal to True
-
(Ancient of War 0011 <gen> is alive) Equal to True
-
(Ancient of Wonders 0016 <gen> is alive) Equal to True
-
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ran_num Equal to 1
-
-
Then - Actions
-
Set VariableSet ran_target = Ancient of Wind 0010 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[3]
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ran_num Equal to 2
-
-
Then - Actions
-
Set VariableSet ran_target = Ancient of War 0011 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[2]
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ran_num Equal to 3
-
-
Then - Actions
-
Set VariableSet ran_target = Ancient of Wonders 0016 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[4]
-
-
Else - Actions
-
-
-
Else - Actions
-
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
defeat_counter Equal to 3
-
-
Then - Actions
-
Set VariableSet ran_num = (Random integer number between 1 and 2)
-
-------- 1 --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Tree of Eternity 0008 <gen> is alive) Equal to False
-
(Ancient of Lore 0009 <gen> is alive) Equal to False
-
(Ancient of Wind 0010 <gen> is alive) Equal to False
-
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ran_num Equal to 1
-
-
Then - Actions
-
Set VariableSet ran_target = Ancient of War 0011 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[2]
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ran_num Equal to 2
-
-
Then - Actions
-
Set VariableSet ran_target = Ancient of Wonders 0016 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[4]
-
-
Else - Actions
-
-
-
Else - Actions
-
-
-------- 2 --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Tree of Eternity 0008 <gen> is alive) Equal to False
-
(Ancient of Lore 0009 <gen> is alive) Equal to False
-
(Ancient of War 0011 <gen> is alive) Equal to False
-
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ran_num Equal to 1
-
-
Then - Actions
-
Set VariableSet ran_target = Ancient of Wind 0010 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[3]
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ran_num Equal to 2
-
-
Then - Actions
-
Set VariableSet ran_target = Ancient of Wonders 0016 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[4]
-
-
Else - Actions
-
-
-
Else - Actions
-
-
-------- 3 --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Tree of Eternity 0008 <gen> is alive) Equal to False
-
(Ancient of Lore 0009 <gen> is alive) Equal to False
-
(Ancient of Wonders 0016 <gen> is alive) Equal to False
-
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ran_num Equal to 1
-
-
Then - Actions
-
Set VariableSet ran_target = Ancient of Wind 0010 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[3]
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ran_num Equal to 2
-
-
Then - Actions
-
Set VariableSet ran_target = Ancient of War 0011 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[2]
-
-
Else - Actions
-
-
-
Else - Actions
-
-
-------- 4 --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Tree of Eternity 0008 <gen> is alive) Equal to False
-
(Ancient of Wind 0010 <gen> is alive) Equal to False
-
(Ancient of War 0011 <gen> is alive) Equal to False
-
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ran_num Equal to 1
-
-
Then - Actions
-
Set VariableSet ran_target = Ancient of Lore 0009 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[1]
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ran_num Equal to 2
-
-
Then - Actions
-
Set VariableSet ran_target = Ancient of Wonders 0016 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[4]
-
-
Else - Actions
-
-
-
Else - Actions
-
-
-------- 5 --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Ancient of Wind 0010 <gen> is alive) Equal to False
-
(Ancient of Wonders 0016 <gen> is alive) Equal to False
-
(Tree of Eternity 0008 <gen> is alive) Equal to False
-
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ran_num Equal to 1
-
-
Then - Actions
-
Set VariableSet ran_target = Ancient of Lore 0009 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[1]
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ran_num Equal to 2
-
-
Then - Actions
-
Set VariableSet ran_target = Ancient of War 0011 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[2]
-
-
Else - Actions
-
-
-
Else - Actions
-
-
-------- 6 --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Ancient of War 0011 <gen> is alive) Equal to False
-
(Ancient of Wonders 0016 <gen> is alive) Equal to False
-
(Tree of Eternity 0008 <gen> is alive) Equal to False
-
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ran_num Equal to 1
-
-
Then - Actions
-
Set VariableSet ran_target = Ancient of Lore 0009 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[1]
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ran_num Equal to 2
-
-
Then - Actions
-
Set VariableSet ran_target = Ancient of Wind 0010 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[3]
-
-
Else - Actions
-
-
-
Else - Actions
-
-
-------- 7 --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Ancient of War 0011 <gen> is alive) Equal to False
-
(Ancient of Lore 0009 <gen> is alive) Equal to False
-
(Ancient of Wind 0010 <gen> is alive) Equal to False
-
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ran_num Equal to 1
-
-
Then - Actions
-
Set VariableSet ran_target = Tree of Eternity 0008 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[5]
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ran_num Equal to 2
-
-
Then - Actions
-
Set VariableSet ran_target = Ancient of Wonders 0016 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[4]
-
-
Else - Actions
-
-
-
Else - Actions
-
-
-------- 8 --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Ancient of Wonders 0016 <gen> is alive) Equal to False
-
(Ancient of Lore 0009 <gen> is alive) Equal to False
-
(Ancient of Wind 0010 <gen> is alive) Equal to False
-
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ran_num Equal to 1
-
-
Then - Actions
-
Set VariableSet ran_target = Tree of Eternity 0008 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[5]
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ran_num Equal to 2
-
-
Then - Actions
-
Set VariableSet ran_target = Ancient of War 0011 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[2]
-
-
Else - Actions
-
-
-
Else - Actions
-
-
-------- 9 --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Ancient of Wonders 0016 <gen> is alive) Equal to False
-
(Ancient of Lore 0009 <gen> is alive) Equal to False
-
(Ancient of War 0011 <gen> is alive) Equal to False
-
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ran_num Equal to 1
-
-
Then - Actions
-
Set VariableSet ran_target = Tree of Eternity 0008 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[5]
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ran_num Equal to 2
-
-
Then - Actions
-
Set VariableSet ran_target = Ancient of Wind 0010 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[3]
-
-
Else - Actions
-
-
-
Else - Actions
-
-
-------- 10 --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Ancient of Wind 0010 <gen> is alive) Equal to False
-
(Ancient of War 0011 <gen> is alive) Equal to False
-
(Ancient of Wonders 0016 <gen> is alive) Equal to False
-
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ran_num Equal to 1
-
-
Then - Actions
-
Set VariableSet ran_target = Tree of Eternity 0008 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[5]
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ran_num Equal to 2
-
-
Then - Actions
-
Set VariableSet ran_target = Ancient of Lore 0009 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[1]
-
-
Else - Actions
-
-
-
Else - Actions
-
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
defeat_counter Equal to 4
-
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Tree of Eternity 0008 <gen> is alive) Equal to True
-
-
Then - Actions
-
Set VariableSet ran_target = Tree of Eternity 0008 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[5]
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Ancient of War 0011 <gen> is alive) Equal to True
-
-
Then - Actions
-
Set VariableSet ran_target = Ancient of War 0011 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[2]
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Ancient of Wind 0010 <gen> is alive) Equal to True
-
-
Then - Actions
-
Set VariableSet ran_target = Ancient of Wind 0010 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[3]
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Ancient of Wonders 0016 <gen> is alive) Equal to True
-
-
Then - Actions
-
Set VariableSet ran_target = Ancient of Wonders 0016 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[4]
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Ancient of Lore 0009 <gen> is alive) Equal to True
-
-
Then - Actions
-
Set VariableSet ran_target = Ancient of Lore 0009 <gen>
-
Set VariableSet ran_tar_pt_two = ran_tar_pt[1]
-
-
Else - Actions
-
-
-
Else - Actions
-
-
Cinematic - Ping minimap for (All players) at ran_tar_pt_two for 40.00 seconds, using a Simple ping of color (100.00%, 0.00%, 0.00%)
-
-------- Spawn Units --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
difficulty_setting Greater than or equal to 2
-
spawn_counter Greater than 3
-
-
Then - Actions
-
Unit - Create 1 Infernal Contraption for Player 23 (Emerald) at spawn_pt facing 90.00 degrees
-
Unit - Order (Last created unit) to Attack-Move To ran_tar_pt_two
-
Unit Group - Add (Last created unit) to demon_grp
-
For each (Integer A) from 1 to defeat_counter, do (Actions)
-
Loop - Actions
-
Unit - Create 1 Infernal Juggernaut for Player 7 (Green) at spawn_pt facing 90.00 degrees
-
Unit - Order (Last created unit) to Attack-Move To ran_tar_pt_two
-
Unit Group - Add (Last created unit) to demon_grp
-
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
difficulty_setting Greater than or equal to 3
-
-
Then - Actions
-
Unit - Create 1 Nether Dragon for Player 23 (Emerald) at spawn_pt facing 90.00 degrees
-
Unit - Order (Last created unit) to Move To ran_tar_pt_two
-
Unit Group - Add (Last created unit) to demon_flyer
-
Unit - Create 1 Nether Dragon Hatchling for Player 11 (Dark Green) at spawn_pt facing 90.00 degrees
-
Unit - Order (Last created unit) to Move To ran_tar_pt_two
-
Unit Group - Add (Last created unit) to demon_flyer
-
Unit - Create 1 Infernal Machine for Player 21 (Coal) at spawn_pt facing 90.00 degrees
-
Unit - Order (Last created unit) to Attack-Move To ran_tar_pt_two
-
Unit Group - Add (Last created unit) to demon_grp
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
difficulty_setting Greater than or equal to 4
-
-
Then - Actions
-
Unit - Create 1 Eredar Diabolist for Player 23 (Emerald) at spawn_pt facing 90.00 degrees
-
Unit - Order (Last created unit) to Attack-Move To ran_tar_pt_two
-
Unit Group - Add (Last created unit) to demon_grp
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
difficulty_setting Equal to 5
-
spawn_counter Equal to 5
-
-
Then - Actions
-
Quest - Display to (All players) the Quest Discovered message: Optional Quest Acqu...
-
Quest - Create a Optional quest titled Archimonde with the description Slay the warlock be..., using icon path ReplaceableTextures\CommandButtons\BTNArchimonde.blp
-
Set VariableSet quest_array[9] = (Last created quest)
-
Unit - Move Archimonde 0069 <gen> instantly to spawn_pt
-
Unit Group - Add Archimonde 0069 <gen> to demon_grp
-
Special Effect - Create a special effect attached to the origin of Archimonde 0069 <gen> using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl
-
Special Effect - Destroy (Last created special effect)
-
-
Else - Actions
-
-
-
Else - Actions
-
-
-
Else - Actions
-
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Shrine 0040 <gen> is dead) Equal to True
-
-
Then - Actions
-
For each (Integer A) from 1 to 2, do (Actions)
-
Loop - Actions
-
Unit - Create 1 Felguard for Player 23 (Emerald) at spawn_pt facing 90.00 degrees
-
Unit - Order (Last created unit) to Attack-Move To ran_tar_pt_two
-
Unit Group - Add (Last created unit) to demon_grp
-
-
-
For each (Integer A) from 1 to 2, do (Actions)
-
Loop - Actions
-
Unit - Create 1 Draenei Guardian for Player 23 (Emerald) at spawn_pt facing 90.00 degrees
-
Unit - Order (Last created unit) to Attack-Move To ran_tar_pt_two
-
Unit Group - Add (Last created unit) to demon_grp
-
-
-
-
Else - Actions
-
-
For each (Integer A) from 0 to spawn_counter, do (Actions)
-
Loop - Actions
-
Unit - Create 1 Fel Beast for Player 23 (Emerald) at spawn_pt facing 90.00 degrees
-
Unit - Order (Last created unit) to Attack-Move To ran_tar_pt_two
-
Unit Group - Add (Last created unit) to demon_grp
-
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
spawn_counter Less than 2
-
difficulty_setting Greater than or equal to 1
-
-
Then - Actions
-
For each (Integer A) from 1 to 4, do (Actions)
-
Loop - Actions
-
Unit - Create 1 Corrupted Treant for Player 7 (Green) at spawn_pt facing 90.00 degrees
-
Unit - Order (Last created unit) to Attack-Move To ran_tar_pt_two
-
Unit Group - Add (Last created unit) to demon_grp
-
-
-
For each (Integer A) from 1 to 2, do (Actions)
-
Loop - Actions
-
Unit - Create 1 Poison Treant for Player 7 (Green) at spawn_pt facing 90.00 degrees
-
Unit - Order (Last created unit) to Attack-Move To ran_tar_pt_two
-
Unit Group - Add (Last created unit) to demon_grp
-
-
-
For each (Integer A) from 1 to 1, do (Actions)
-
Loop - Actions
-
Unit - Create 1 Plague Treant for Player 7 (Green) at spawn_pt facing 90.00 degrees
-
Unit - Order (Last created unit) to Attack-Move To ran_tar_pt_two
-
Unit Group - Add (Last created unit) to demon_grp
-
-
-
For each (Integer A) from 0 to 0, do (Actions)
-
Loop - Actions
-
Unit - Create 1 Infernal Juggernaut for Player 7 (Green) at spawn_pt facing 90.00 degrees
-
Unit - Order (Last created unit) to Attack-Move To ran_tar_pt_two
-
Unit Group - Add (Last created unit) to demon_grp
-
-
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
spawn_counter Less than 5
-
spawn_counter Greater than or equal to 1
-
-
Then - Actions
-
For each (Integer A) from 1 to 6, do (Actions)
-
Loop - Actions
-
Unit - Create 1 Corrupted Treant for Player 7 (Green) at spawn_pt facing 90.00 degrees
-
Unit - Order (Last created unit) to Attack-Move To ran_tar_pt_two
-
Unit Group - Add (Last created unit) to demon_grp
-
-
-
For each (Integer A) from 1 to 2, do (Actions)
-
Loop - Actions
-
Unit - Create 1 Poison Treant for Player 7 (Green) at spawn_pt facing 90.00 degrees
-
Unit - Order (Last created unit) to Attack-Move To ran_tar_pt_two
-
Unit Group - Add (Last created unit) to demon_grp
-
-
-
For each (Integer A) from 1 to 1, do (Actions)
-
Loop - Actions
-
Unit - Create 1 Plague Treant for Player 7 (Green) at spawn_pt facing 90.00 degrees
-
Unit - Order (Last created unit) to Attack-Move To ran_tar_pt_two
-
Unit Group - Add (Last created unit) to demon_grp
-
-
-
For each (Integer A) from 1 to 3, do (Actions)
-
Loop - Actions
-
Unit - Create 1 Satyr Shadowdancer for Player 7 (Green) at spawn_pt facing 90.00 degrees
-
Unit - Order (Last created unit) to Attack-Move To ran_tar_pt_two
-
Unit Group - Add (Last created unit) to demon_grp
-
-
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
spawn_counter Greater than or equal to 3
-
difficulty_setting Greater than or equal to 1
-
-
Then - Actions
-
Unit - Create 1 Infernal Juggernaut for Player 7 (Green) at spawn_pt facing 90.00 degrees
-
Unit - Order (Last created unit) to Attack-Move To ran_tar_pt_two
-
Unit Group - Add (Last created unit) to demon_grp
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
spawn_counter Greater than or equal to 5
-
-
Then - Actions
-
For each (Integer A) from 1 to 12, do (Actions)
-
Loop - Actions
-
Unit - Create 1 Fel Beast for Player 19 (Mint) at spawn_pt facing 90.00 degrees
-
Unit - Order (Last created unit) to Attack-Move To ran_tar_pt_two
-
Unit Group - Add (Last created unit) to demon_grp
-
-
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
spawn_counter Greater than 7
-
difficulty_setting Greater than or equal to 1
-
-
Then - Actions
-
For each (Integer A) from 1 to 4, do (Actions)
-
Loop - Actions
-
Unit - Create 1 Fel Stalker for Player 22 (Snow) at spawn_pt facing 90.00 degrees
-
Unit - Order (Last created unit) to Attack-Move To ran_tar_pt_two
-
Unit Group - Add (Last created unit) to demon_grp
-
-
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
spawn_counter Greater than 8
-
-
Then - Actions
-
For each (Integer A) from 1 to 2, do (Actions)
-
Loop - Actions
-
Unit - Create 1 Fel Ravager for Player 7 (Green) at spawn_pt facing 90.00 degrees
-
Unit Group - Add (Last created unit) to demon_grp
-
-
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
spawn_counter Greater than 8
-
spawn_counter Less than 16
-
difficulty_setting Greater than or equal to 1
-
-
Then - Actions
-
For each (Integer A) from 1 to 1, do (Actions)
-
Loop - Actions
-
Unit - Create 1 Eredar Diabolist for Player 11 (Dark Green) at spawn_pt facing 90.00 degrees
-
Unit Group - Add (Last created unit) to demon_grp
-
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
spawn_counter Equal to 9
-
-
Then - Actions
-
Trigger - Turn on diabolist dies <gen>
-
-
Else - Actions
-
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
spawn_counter Greater than 9
-
-
Then - Actions
-
For each (Integer A) from 1 to (spawn_counter - 9), do (Actions)
-
Loop - Actions
-
Unit - Create 1 Felguard for Player 22 (Snow) at spawn_pt facing 90.00 degrees
-
Unit Group - Add (Last created unit) to demon_grp
-
Unit - Order (Last created unit) to Attack-Move To ran_tar_pt_two
-
-
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
spawn_counter Greater than 10
-
-
Then - Actions
-
For each (Integer A) from 1 to 1, do (Actions)
-
Loop - Actions
-
Unit - Create 1 Succubus for Player 11 (Dark Green) at spawn_pt facing 90.00 degrees
-
Unit Group - Add (Last created unit) to demon_grp
-
-
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
spawn_counter Equal to 10
-
-
Then - Actions
-
For each (Integer A) from 1 to 1, do (Actions)
-
Loop - Actions
-
Unit - Create 1 Queen of Suffering for Player 21 (Coal) at spawn_pt facing 90.00 degrees
-
Unit Group - Add (Last created unit) to demon_grp
-
-
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
spawn_counter Greater than 11
-
difficulty_setting Greater than or equal to 1
-
-
Then - Actions
-
For each (Integer A) from 1 to 1, do (Actions)
-
Loop - Actions
-
Unit - Create 1 Maiden of Pain for Player 11 (Dark Green) at spawn_pt facing 90.00 degrees
-
Unit Group - Add (Last created unit) to demon_grp
-
-
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
spawn_counter Greater than 12
-
spawn_counter Less than 18
-
-
Then - Actions
-
For each (Integer A) from 1 to 4, do (Actions)
-
Loop - Actions
-
Unit - Create 1 Vile Temptress for Player 11 (Dark Green) at spawn_pt facing 90.00 degrees
-
Unit Group - Add (Last created unit) to demon_grp
-
Unit - Order (Last created unit) to Attack-Move To ran_tar_pt_two
-
-
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
spawn_counter Greater than 13
-
difficulty_setting Greater than or equal to 1
-
-
Then - Actions
-
For each (Integer A) from 1 to 1, do (Actions)
-
Loop - Actions
-
Unit - Create 1 Overlord for Player 19 (Mint) at spawn_pt facing 90.00 degrees
-
Unit Group - Add (Last created unit) to demon_grp
-
Unit - Order (Last created unit) to Attack-Move To ran_tar_pt_two
-
-
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
spawn_counter Greater than 14
-
spawn_counter Less than 25
-
-
Then - Actions
-
For each (Integer A) from 1 to 1, do (Actions)
-
Loop - Actions
-
Unit - Create 1 Doom Guard (Standard) for Player 21 (Coal) at spawn_pt facing 90.00 degrees
-
Unit Group - Add (Last created unit) to demon_grp
-
Unit - Order (Last created unit) to Attack-Move To ran_tar_pt_two
-
-
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
spawn_counter Equal to 15
-
-
Then - Actions
-
Environment - Turn weather On
-
Destructible - Open Demonic Gate (Vertical) 0678 <gen>
-
Sound - Play HPitLordYesAttack3 <gen>
-
Quest - Display to (All players) the Quest Discovered message: Optional Quest Acqu...
-
Quest - Create a Optional quest titled Magtheridon with the description Defeat the Pit Lord..., using icon path ReplaceableTextures\CommandButtons\BTNPitLord.blp
-
Set VariableSet quest_array[12] = (Last created quest)
-
Unit Group - Add Magtheridon 0168 <gen> to demon_grp
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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spawn_counter Greater than 18
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difficulty_setting Greater than or equal to 1
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Then - Actions
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For each (Integer A) from 1 to (spawn_counter - 18), do (Actions)
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Loop - Actions
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Unit - Create 1 Doom Guard (Standard) for Player 22 (Snow) at spawn_pt facing 90.00 degrees
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Unit Group - Add (Last created unit) to demon_grp
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Unit - Order (Last created unit) to Attack-Move To ran_tar_pt_two
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For each (Integer A) from 1 to (spawn_counter - 21), do (Actions)
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Loop - Actions
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Unit - Create 1 Overlord for Player 21 (Coal) at spawn_pt facing 90.00 degrees
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Unit Group - Add (Last created unit) to demon_grp
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Unit - Order (Last created unit) to Attack-Move To ran_tar_pt_two
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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spawn_counter Equal to 20
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Then - Actions
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Environment - Turn weather Off
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Trigger - Turn off diabolist dies <gen>
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Unit - Create 1 Nether Dragon for Player 11 (Dark Green) at spawn_pt facing 90.00 degrees
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Unit Group - Add (Last created unit) to demon_grp
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Unit - Order (Last created unit) to Attack-Move To ran_tar_pt_two
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For each (Integer A) from 1 to 4, do (Actions)
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Loop - Actions
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Unit - Create 1 Nether Dragon Hatchling for Player 21 (Coal) at spawn_pt facing 90.00 degrees
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Unit Group - Add (Last created unit) to demon_grp
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Unit - Order (Last created unit) to Attack-Move To ran_tar_pt_two
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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spawn_counter Greater than 21
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difficulty_setting Greater than or equal to 1
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Then - Actions
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For each (Integer A) from 1 to (spawn_counter - 21), do (Actions)
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Loop - Actions
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Unit - Create 1 Overlord for Player 22 (Snow) at spawn_pt facing 90.00 degrees
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Unit Group - Add (Last created unit) to demon_grp
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Unit - Order (Last created unit) to Attack-Move To ran_tar_pt_two
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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spawn_counter Equal to 25
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difficulty_setting Not equal to 5
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Then - Actions
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Quest - Display to (All players) the Quest Discovered message: Optional Quest Acqu...
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Quest - Create a Optional quest titled Archimonde with the description Slay the warlock be..., using icon path ReplaceableTextures\CommandButtons\BTNArchimonde.blp
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Set VariableSet quest_array[9] = (Last created quest)
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Unit - Move Archimonde 0069 <gen> instantly to spawn_pt
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Unit Group - Add Archimonde 0069 <gen> to demon_grp
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Special Effect - Create a special effect attached to the origin of Archimonde 0069 <gen> using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl
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Special Effect - Destroy (Last created special effect)
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Else - Actions
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-------- re-order as fail safe for triggering --------
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Unit Group - Pick every unit in demon_grp and do (Actions)
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Loop - Actions
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Unit - Order (Picked unit) to Attack-Move To ran_tar_pt_two
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-------- Timers / Timer Window Refresh --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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spawn_counter Less than 30
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Then - Actions
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Countdown Timer - Pause nextwave_timer
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Countdown Timer - Start nextwave_timer as a One-shot timer that will expire in 60.00 seconds
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Countdown Timer - Destroy nextwave_timer_window
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Countdown Timer - Create a timer window for nextwave_timer with title (Wave + ((String((spawn_counter + 1))) + arrives in: ))
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Set VariableSet nextwave_timer_window = (Last created timer window)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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spawn_counter Equal to 30
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Then - Actions
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Countdown Timer - Pause nextwave_timer
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Countdown Timer - Start nextwave_timer as a One-shot timer that will expire in 60.00 seconds
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Countdown Timer - Destroy nextwave_timer_window
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Countdown Timer - Create a timer window for nextwave_timer with title Victory:
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Else - Actions
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-------- Quest Log Update --------
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Quest - Change the description of quest_array[0] to (Atleast one Ancient must survive 30 waves of demon attacks. A wave spawns every 60 seconds from the portal far south of the Night Elf base. + ((|nCurrent Ancients living: + (String((Abs((defeat_counter - 5)))))) + (/5 + (|nCurrent legion attack: + (String
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