Register     Password recovery
username Username:
password Password:
Attackers and Defenders !

Script for map Attackers and Defenders !

Too confusing? Check out scripting manual
Start a game on this map
View map

Customized mini game - Survival - No captures. South base : The defense ! Ingame you will have 1 king at you castle. Your objective : survive as long as you can, the 1st player who lose his king : lose the game ! You must play defensive ;) North base : The attack ! Your 2nd base with the sciences shops, Is your attacking base, you can create many differents attacking units on the sciences shops. And ships on your fort. Moreover, you will have somes starting units, and more units and gold for attacking every 5 rounds. Survive !
<script>
  <setup>
    <action type="copyMetaResource" basedOn="1" id="10000" name="Attack"/>
    <action type="customizeRuleset" elementId="10000">
      <update property="resource.iconClipName" value="MedievalMetal"/>
    </action>
    <action type="customizeRuleset" elementId="0">
      <update property="building.buildsUnits" elementId="1" unitId="12" value="0"/>
      <update property="building.buildsUnits" elementId="21" unitId="1" value="0"/>
      <update property="building.buildsUnits" elementId="21" unitId="71" value="0"/>
      <update property="building.buildsUnits" elementId="21" unitId="72" value="0"/>
      <update property="building.buildsUnits" elementId="21" unitId="73" value="0"/>
      <update property="building.buildsUnits" elementId="21" unitId="45" value="0"/>
      <update property="building.buildsUnits" elementId="2" unitId="1" value="0"/>
      <update property="building.buildsUnits" elementId="2" unitId="10" value="0"/>
      <update property="building.buildsUnits" elementId="2" unitId="5" value="0"/>
      <update property="building.buildsUnits" elementId="2" unitId="13" value="0"/>
      <update property="building.buildsUnits" elementId="8" unitId="19" value="0"/>
      <update property="building.resourceProduction" elementId="2" resourceId="1" value="0"/>
      <update property="building.resourceProduction" elementId="2" resourceId="10000" value="0"/>
      <update property="building.resourceProduction" elementId="21" resourceId="10000" value="100"/>
      <update property="building.resourceProduction" elementId="3" resourceId="1" value="150"/>
      <update property="building.resourceProduction" elementId="8" resourceId="1" value="0"/>
      <update property="building.visionPoints" elementId="1" value="1"/>
      <update property="building.visionPoints" elementId="4" value="0"/>
      <update property="building.visionPoints" elementId="5" value="0"/>
      <update property="building.visionPoints" elementId="6" value="0"/>
      <update property="building.visionPoints" elementId="7" value="0"/>
      <update property="building.visionPoints" elementId="8" value="0"/>
      <update property="building.visionPoints" elementId="21" value="5"/>
    </action>
    <action type="copyMetaUnit" basedOn="6" id="10001" name="The Red King"/>
    <action type="customizeRuleset" elementId="10001">
      <update property="unit.clipName" value="MedievalKing"/>
      <update property="unit.mover" moverId="1"/>
      <update property="unit.defense" value="10"/>
      <update property="unit.health" value="11"/>
      <update property="unit.price" resourceId="1" value="1000"/>
      <update property="unit.repairs" value="3"/>
      <update property="unit.weapon.attackingBonus" value="2"/>
      <update property="unit.secondaryMovementPoints" value="2"/>
      <update property="unit.buildingDefenseBonuses" buildingId="2" value="4"/>
      <update property="unit.buildingDefenseBonuses" buildingId="3" value="5"/>
      <update property="unit.weapon.minDamage" value="10"/>
      <update property="unit.weapon.maxDamage" value="10"/>
      <update property="building.buildsUnits" elementId="3" unitId="10001" value="0"/>
      <update property="building.buildsUnits" elementId="5" unitId="10001" value="0"/>
    </action>
    <action type="copyMetaUnit" basedOn="6" id="10002" name="The Blue King"/>
    <action type="customizeRuleset" elementId="10002">
      <update property="unit.clipName" value="MedievalKing"/>
      <update property="unit.mover" moverId="1"/>
      <update property="unit.defense" value="10"/>
      <update property="unit.health" value="11"/>
      <update property="unit.price" resourceId="1" value="1000"/>
      <update property="unit.repairs" value="3"/>
      <update property="unit.weapon.attackingBonus" value="2"/>
      <update property="unit.secondaryMovementPoints" value="2"/>
      <update property="unit.buildingDefenseBonuses" buildingId="2" value="4"/>
      <update property="unit.buildingDefenseBonuses" buildingId="3" value="5"/>
      <update property="unit.weapon.minDamage" value="10"/>
      <update property="unit.weapon.maxDamage" value="10"/>
      <update property="building.buildsUnits" elementId="3" unitId="10002" value="0"/>
      <update property="building.buildsUnits" elementId="5" unitId="10002" value="0"/>
    </action>
    <action type="customizeRuleset" elementId="1">
      <update property="unit.capturingTakesNoOfTurns" buildingId="2" value="0"/>
    </action>
    <action type="copyMetaUnit" basedOn="2" id="10020" name="Torchman"/>
    <action type="customizeRuleset" elementId="10020">
      <update property="unit.price" resourceId="10000" value="200"/>
      <update property="unit.price" resourceId="1" value="0"/>
      <update property="building.buildsUnits" elementId="1" unitId="10020" value="0"/>
      <update property="building.buildsUnits" elementId="2" unitId="10020" value="0"/>
      <update property="building.buildsUnits" elementId="3" unitId="10020" value="0"/>
      <update property="building.buildsUnits" elementId="4" unitId="10020" value="0"/>
      <update property="building.buildsUnits" elementId="5" unitId="10020" value="0"/>
      <update property="building.buildsUnits" elementId="6" unitId="10020" value="0"/>
      <update property="building.buildsUnits" elementId="7" unitId="10020" value="0"/>
      <update property="building.buildsUnits" elementId="8" unitId="10020" value="0"/>
      <update property="building.buildsUnits" elementId="21" unitId="10020" value="1"/>
    </action>
    <action type="copyMetaUnit" basedOn="4" id="10066" name="Killer"/>
    <action type="customizeRuleset" elementId="10066">
      <update property="unit.clipName" value="MedievalDwarfMaster"/>
      <update property="unit.price" resourceId="1" value="500"/>
      <update property="unit.weapon.minDamage" value="6"/>
      <update property="unit.weapon.maxDamage" value="6"/>
      <update property="unit.defense" value="7"/>
      <update property="unit.health" value="66"/>
      <update property="unit.repairs" value="0"/>
      <update property="unit.weapon.attackingBonus" value="10"/>
      <update property="unit.primaryMovementPoints" value="2"/>
      <update property="unit.weapon.targetDefensePenalty" value="50"/>
      <update property="building.buildsUnits" elementId="1" unitId="10066" value="0"/>
      <update property="building.buildsUnits" elementId="2" unitId="10066" value="0"/>
      <update property="building.buildsUnits" elementId="3" unitId="10066" value="0"/>
      <update property="building.buildsUnits" elementId="5" unitId="10066" value="0"/>
    </action>
    <action type="copyMetaUnit" basedOn="3" id="10003" name="Spearman"/>
    <action type="customizeRuleset" elementId="10003">
      <update property="unit.price" resourceId="10000" value="200"/>
      <update property="unit.price" resourceId="1" value="0"/>
      <update property="building.buildsUnits" elementId="1" unitId="10003" value="0"/>
      <update property="building.buildsUnits" elementId="2" unitId="10003" value="0"/>
      <update property="building.buildsUnits" elementId="3" unitId="10003" value="0"/>
      <update property="building.buildsUnits" elementId="4" unitId="10003" value="0"/>
      <update property="building.buildsUnits" elementId="5" unitId="10003" value="0"/>
      <update property="building.buildsUnits" elementId="6" unitId="10003" value="0"/>
      <update property="building.buildsUnits" elementId="7" unitId="10003" value="0"/>
      <update property="building.buildsUnits" elementId="8" unitId="10003" value="0"/>
      <update property="building.buildsUnits" elementId="21" unitId="10003" value="1"/>
    </action>
    <action type="copyMetaUnit" basedOn="4" id="10004" name="Axeman"/>
    <action type="customizeRuleset" elementId="10004">
      <update property="unit.price" resourceId="10000" value="250"/>
      <update property="unit.price" resourceId="1" value="0"/>
      <update property="building.buildsUnits" elementId="1" unitId="10004" value="0"/>
      <update property="building.buildsUnits" elementId="2" unitId="10004" value="0"/>
      <update property="building.buildsUnits" elementId="3" unitId="10004" value="0"/>
      <update property="building.buildsUnits" elementId="4" unitId="10004" value="0"/>
      <update property="building.buildsUnits" elementId="5" unitId="10004" value="0"/>
      <update property="building.buildsUnits" elementId="6" unitId="10004" value="0"/>
      <update property="building.buildsUnits" elementId="7" unitId="10004" value="0"/>
      <update property="building.buildsUnits" elementId="8" unitId="10004" value="0"/>
      <update property="building.buildsUnits" elementId="21" unitId="10004" value="1"/>
    </action>
    <action type="copyMetaUnit" basedOn="5" id="10005" name="Swordman"/>
    <action type="customizeRuleset" elementId="10005">
      <update property="unit.price" resourceId="10000" value="250"/>
      <update property="unit.price" resourceId="1" value="0"/>
      <update property="building.buildsUnits" elementId="1" unitId="10005" value="0"/>
      <update property="building.buildsUnits" elementId="2" unitId="10005" value="0"/>
      <update property="building.buildsUnits" elementId="3" unitId="10005" value="0"/>
      <update property="building.buildsUnits" elementId="4" unitId="10005" value="0"/>
      <update property="building.buildsUnits" elementId="5" unitId="10005" value="0"/>
      <update property="building.buildsUnits" elementId="6" unitId="10005" value="0"/>
      <update property="building.buildsUnits" elementId="7" unitId="10005" value="0"/>
      <update property="building.buildsUnits" elementId="8" unitId="10005" value="0"/>
      <update property="building.buildsUnits" elementId="21" unitId="10005" value="1"/>
    </action>
    <action type="copyMetaUnit" basedOn="6" id="10006" name="Centurion"/>
    <action type="customizeRuleset" elementId="10006">
      <update property="unit.price" resourceId="10000" value="550"/>
      <update property="unit.price" resourceId="1" value="0"/>
      <update property="building.buildsUnits" elementId="1" unitId="10006" value="0"/>
      <update property="building.buildsUnits" elementId="2" unitId="10006" value="0"/>
      <update property="building.buildsUnits" elementId="3" unitId="10006" value="0"/>
      <update property="building.buildsUnits" elementId="4" unitId="10006" value="0"/>
      <update property="building.buildsUnits" elementId="5" unitId="10006" value="0"/>
      <update property="building.buildsUnits" elementId="6" unitId="10006" value="0"/>
      <update property="building.buildsUnits" elementId="7" unitId="10006" value="0"/>
      <update property="building.buildsUnits" elementId="8" unitId="10006" value="0"/>
      <update property="building.buildsUnits" elementId="21" unitId="10006" value="1"/>
    </action>
    <action type="copyMetaUnit" basedOn="8" id="10008" name="Knight"/>
    <action type="customizeRuleset" elementId="10008">
      <update property="unit.price" resourceId="10000" value="500"/>
      <update property="unit.price" resourceId="1" value="0"/>
      <update property="building.buildsUnits" elementId="1" unitId="10008" value="0"/>
      <update property="building.buildsUnits" elementId="2" unitId="10008" value="0"/>
      <update property="building.buildsUnits" elementId="3" unitId="10008" value="0"/>
      <update property="building.buildsUnits" elementId="4" unitId="10008" value="0"/>
      <update property="building.buildsUnits" elementId="5" unitId="10008" value="0"/>
      <update property="building.buildsUnits" elementId="6" unitId="10008" value="0"/>
      <update property="building.buildsUnits" elementId="7" unitId="10008" value="0"/>
      <update property="building.buildsUnits" elementId="8" unitId="10008" value="0"/>
      <update property="building.buildsUnits" elementId="21" unitId="10008" value="1"/>
    </action>
    <action type="copyMetaUnit" basedOn="13" id="10013" name="Catapult"/>
    <action type="customizeRuleset" elementId="10013">
      <update property="unit.price" resourceId="10000" value="300"/>
      <update property="unit.price" resourceId="1" value="0"/>
      <update property="building.buildsUnits" elementId="1" unitId="10013" value="0"/>
      <update property="building.buildsUnits" elementId="2" unitId="10013" value="0"/>
      <update property="building.buildsUnits" elementId="3" unitId="10013" value="0"/>
      <update property="building.buildsUnits" elementId="4" unitId="10013" value="0"/>
      <update property="building.buildsUnits" elementId="5" unitId="10013" value="0"/>
      <update property="building.buildsUnits" elementId="6" unitId="10013" value="0"/>
      <update property="building.buildsUnits" elementId="7" unitId="10013" value="0"/>
      <update property="building.buildsUnits" elementId="8" unitId="10013" value="0"/>
      <update property="building.buildsUnits" elementId="21" unitId="10013" value="1"/>
    </action>
    <action type="copyMetaUnit" basedOn="14" id="10014" name="Trebuchet"/>
    <action type="customizeRuleset" elementId="10014">
      <update property="unit.price" resourceId="10000" value="350"/>
      <update property="unit.price" resourceId="1" value="0"/>
      <update property="building.buildsUnits" elementId="1" unitId="10014" value="0"/>
      <update property="building.buildsUnits" elementId="2" unitId="10014" value="0"/>
      <update property="building.buildsUnits" elementId="3" unitId="10014" value="0"/>
      <update property="building.buildsUnits" elementId="4" unitId="10014" value="0"/>
      <update property="building.buildsUnits" elementId="5" unitId="10014" value="0"/>
      <update property="building.buildsUnits" elementId="6" unitId="10014" value="0"/>
      <update property="building.buildsUnits" elementId="7" unitId="10014" value="0"/>
      <update property="building.buildsUnits" elementId="8" unitId="10014" value="0"/>
      <update property="building.buildsUnits" elementId="21" unitId="10014" value="1"/>
    </action>
    <action type="copyMetaUnit" basedOn="16" id="10016" name="Longboat"/>
    <action type="customizeRuleset" elementId="10016">
      <update property="unit.price" resourceId="10000" value="200"/>
      <update property="unit.price" resourceId="1" value="0"/>
      <update property="unit.slotsNeeded" unitId="10066" value="3"/>
      <update property="building.buildsUnits" elementId="2" unitId="10016" value="1"/>
      <update property="building.buildsUnits" elementId="8" unitId="10016" value="0"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="8" value=""/>
    </action>
    <action type="customizeRuleset" elementId="15">
      <update property="unit.slotsNeeded" unitId="10066" value="3"/>
    </action>
    <action type="copyMetaUnit" basedOn="17" id="10017" name="Cog"/>
    <action type="customizeRuleset" elementId="10017">
      <update property="unit.price" resourceId="10000" value="400"/>
      <update property="unit.price" resourceId="1" value="0"/>
      <update property="unit.slots" value="2"/>
      <update property="unit.slotsNeeded" unitId="10066" value="3"/>
      <update property="building.buildsUnits" elementId="2" unitId="10017" value="1"/>
      <update property="building.buildsUnits" elementId="8" unitId="10017" value="0"/>
    </action>
    <action type="copyMetaUnit" basedOn="18" id="10018" name="Galley"/>
    <action type="customizeRuleset" elementId="10018">
      <update property="unit.price" resourceId="10000" value="500"/>
      <update property="unit.price" resourceId="1" value="0"/>
      <update property="building.buildsUnits" elementId="2" unitId="10018" value="1"/>
      <update property="building.buildsUnits" elementId="8" unitId="10018" value="0"/>
    </action>
    <action type="copyMetaUnit" basedOn="1" id="10011" name="Militia"/>
    <action type="customizeRuleset" elementId="10011">
      <update property="unit.clipName" value="MedievalPeasant2"/>
      <update property="unit.weapon.attackingBonus" value="1"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="1" value="0"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="2" value="0"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="3" value="0"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="4" value="0"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="5" value="0"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="6" value="0"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="7" value="0"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="8" value="0"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="9" value="0"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="21" value="0"/>
      <update property="unit.price" resourceId="10000" value="100"/>
      <update property="unit.price" resourceId="1" value="0"/>
      <update property="building.buildsUnits" elementId="1" unitId="10011" value="0"/>
      <update property="building.buildsUnits" elementId="2" unitId="10011" value="1"/>
      <update property="building.buildsUnits" elementId="3" unitId="10011" value="0"/>
      <update property="building.buildsUnits" elementId="4" unitId="10011" value="0"/>
      <update property="building.buildsUnits" elementId="5" unitId="10011" value="0"/>
      <update property="building.buildsUnits" elementId="6" unitId="10011" value="0"/>
      <update property="building.buildsUnits" elementId="7" unitId="10011" value="0"/>
      <update property="building.buildsUnits" elementId="8" unitId="10011" value="0"/>
    </action>
    <action type="copyMetaUnit" basedOn="1" id="10012" name="Militia2"/>
    <action type="customizeRuleset" elementId="10012">
      <update property="unit.clipName" value="MedievalPeasant2"/>
      <update property="unit.weapon.attackingBonus" value="2"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="1" value="0"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="2" value="0"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="3" value="0"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="4" value="0"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="5" value="0"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="6" value="0"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="7" value="0"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="8" value="0"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="9" value="0"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="21" value="0"/>
      <update property="unit.price" resourceId="10000" value="100"/>
      <update property="unit.price" resourceId="1" value="0"/>
      <update property="building.buildsUnits" elementId="1" unitId="10012" value="0"/>
      <update property="building.buildsUnits" elementId="2" unitId="10012" value="0"/>
      <update property="building.buildsUnits" elementId="3" unitId="10012" value="0"/>
      <update property="building.buildsUnits" elementId="4" unitId="10012" value="0"/>
      <update property="building.buildsUnits" elementId="5" unitId="10012" value="0"/>
      <update property="building.buildsUnits" elementId="6" unitId="10012" value="0"/>
      <update property="building.buildsUnits" elementId="7" unitId="10012" value="0"/>
      <update property="building.buildsUnits" elementId="8" unitId="10012" value="0"/>
    </action>
  </setup>
  <trigger name="King spawns" noOfTimesAllowedToInvoke="1">
    <condition type="startGame"/>
    <action type="createUnit" metaUnitId="10001" x="6" y="15" name="Red King" playerOrder="1" health="11" vicinity="1"/>
    <action type="nameUnit" name="Red King" heroName="Red King" x="6" y="15"/>
    <action type="createUnit" metaUnitId="10002" x="19" y="15" name="Blue King" playerOrder="2" health="11" vicinity="1"/>
    <action type="nameUnit" name="Blue King" heroName="Blue King" x="19" y="15"/>
  </trigger>
  <trigger name="For RD 1" noOfTimesAllowedToInvoke="1">
    <condition type="isPlayerTurn" playerOrder="2"/>
    <condition type="turnStarted"/>
    <action type="addResource" playerOrder="1" metaResourceId="10000" amount="2000"/>
    <action type="addResource" playerOrder="2" metaResourceId="10000" amount="2000"/>
    <action type="addResource" playerOrder="1" metaResourceId="1" amount="1500"/>
    <action type="addResource" playerOrder="2" metaResourceId="1" amount="1500"/>
  </trigger>
  <trigger name="For RD 2" noOfTimesAllowedToInvoke="1">
    <condition type="isPlayerTurn" playerOrder="2"/>
    <condition type="turnStarted"/>
    <condition type="roundsPassed" rounds="6"/>
    <action type="addResource" playerOrder="1" metaResourceId="10000" amount="600"/>
    <action type="addResource" playerOrder="2" metaResourceId="10000" amount="600"/>
    <action type="addResource" playerOrder="1" metaResourceId="1" amount="250"/>
    <action type="addResource" playerOrder="2" metaResourceId="1" amount="250"/>
  </trigger>
  <trigger name="RED KILLED" noOfTimesAllowedToInvoke="1">
    <condition type="unitKilled" unitName="Red King"/>
    <action type="triggerWin" playerOrder="2"/>
  </trigger>
  <trigger name="BLUE KILLED" noOfTimesAllowedToInvoke="1">
    <condition type="unitKilled" unitName="Blue King"/>
    <action type="triggerWin" playerOrder="1"/>
  </trigger>
  <trigger name="Round 1" noOfTimesAllowedToInvoke="1">
    <condition type="isPlayerTurn" playerOrder="2"/>
    <condition type="turnStarted"/>
    <condition type="roundsPassed" rounds="0"/>
    <action type="createUnit" metaUnitId="10066" x="19" y="3" name="" playerOrder="1" health="15" vicinity="1"/>
    <action type="createUnit" metaUnitId="10066" x="6" y="3" name="" playerOrder="2" health="15" vicinity="1"/>
    <action type="createUnit" metaUnitId="15" x="19" y="1" name="" playerOrder="1" health="10" vicinity="1"/>
    <action type="createUnit" metaUnitId="15" x="6" y="1" name="" playerOrder="2" health="10" vicinity="1"/>
    <action type="createUnit" metaUnitId="10011" x="18" y="2" name="" playerOrder="1" health="10" vicinity="1"/>
    <action type="createUnit" metaUnitId="10011" x="21" y="2" name="" playerOrder="1" health="10" vicinity="1"/>
    <action type="createUnit" metaUnitId="10011" x="18" y="4" name="" playerOrder="1" health="10" vicinity="1"/>
    <action type="createUnit" metaUnitId="10011" x="21" y="4" name="" playerOrder="1" health="10" vicinity="1"/>
    <action type="createUnit" metaUnitId="10011" x="5" y="2" name="" playerOrder="2" health="10" vicinity="1"/>
    <action type="createUnit" metaUnitId="10011" x="8" y="2" name="" playerOrder="2" health="10" vicinity="1"/>
    <action type="createUnit" metaUnitId="10011" x="5" y="4" name="" playerOrder="2" health="10" vicinity="1"/>
    <action type="createUnit" metaUnitId="10011" x="8" y="4" name="" playerOrder="2" health="10" vicinity="1"/>
  </trigger>
  <trigger name="Round 2" noOfTimesAllowedToInvoke="1">
    <condition type="isPlayerTurn" playerOrder="2"/>
    <condition type="turnStarted"/>
    <condition type="roundsPassed" rounds="5"/>
    <action type="createUnit" metaUnitId="10066" x="19" y="3" name="" playerOrder="1" health="30" vicinity="1"/>
    <action type="createUnit" metaUnitId="10066" x="6" y="3" name="" playerOrder="2" health="30" vicinity="1"/>
    <action type="createUnit" metaUnitId="15" x="19" y="1" name="" playerOrder="1" health="10" vicinity="1"/>
    <action type="createUnit" metaUnitId="15" x="6" y="1" name="" playerOrder="2" health="10" vicinity="1"/>
    <action type="createUnit" metaUnitId="10012" x="18" y="2" name="" playerOrder="1" health="10" vicinity="1"/>
    <action type="createUnit" metaUnitId="10012" x="21" y="2" name="" playerOrder="1" health="10" vicinity="1"/>
    <action type="createUnit" metaUnitId="10012" x="18" y="4" name="" playerOrder="1" health="10" vicinity="1"/>
    <action type="createUnit" metaUnitId="10012" x="21" y="4" name="" playerOrder="1" health="10" vicinity="1"/>
    <action type="createUnit" metaUnitId="10012" x="5" y="2" name="" playerOrder="2" health="10" vicinity="1"/>
    <action type="createUnit" metaUnitId="10012" x="8" y="2" name="" playerOrder="2" health="10" vicinity="1"/>
    <action type="createUnit" metaUnitId="10012" x="5" y="4" name="" playerOrder="2" health="10" vicinity="1"/>
    <action type="createUnit" metaUnitId="10012" x="8" y="4" name="" playerOrder="2" health="10" vicinity="1"/>
  </trigger>
  <trigger name="Round 3" noOfTimesAllowedToInvoke="1">
    <condition type="isPlayerTurn" playerOrder="2"/>
    <condition type="turnStarted"/>
    <condition type="roundsPassed" rounds="10"/>
    <action type="createUnit" metaUnitId="10066" x="19" y="3" name="" playerOrder="1" health="99" vicinity="1"/>
    <action type="createUnit" metaUnitId="10066" x="6" y="3" name="" playerOrder="2" health="99" vicinity="1"/>
    <action type="createUnit" metaUnitId="10066" x="19" y="1" name="" playerOrder="1" health="12" vicinity="1"/>
    <action type="createUnit" metaUnitId="10066" x="6" y="1" name="" playerOrder="2" health="12" vicinity="1"/>
    <action type="createUnit" metaUnitId="10066" x="18" y="2" name="" playerOrder="1" health="12" vicinity="1"/>
    <action type="createUnit" metaUnitId="10066" x="21" y="2" name="" playerOrder="1" health="12" vicinity="1"/>
    <action type="createUnit" metaUnitId="10066" x="18" y="4" name="" playerOrder="1" health="12" vicinity="1"/>
    <action type="createUnit" metaUnitId="10066" x="21" y="4" name="" playerOrder="1" health="12" vicinity="1"/>
    <action type="createUnit" metaUnitId="10066" x="5" y="2" name="" playerOrder="2" health="12" vicinity="1"/>
    <action type="createUnit" metaUnitId="10066" x="8" y="2" name="" playerOrder="2" health="12" vicinity="1"/>
    <action type="createUnit" metaUnitId="10066" x="5" y="4" name="" playerOrder="2" health="12" vicinity="1"/>
    <action type="createUnit" metaUnitId="10066" x="8" y="4" name="" playerOrder="2" health="12" vicinity="1"/>
  </trigger>
</script>