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Trigger Viewer

(7) Art Of Defense RPG v7.8.7.4.w3x
Variables
Variables
Initialization
Initialization
ghostinthecode
prayforRNGesus
Player Leave
Red
Blue
Teal
Purple
Yellow
Orange
Green Adventurer
Leaderboard
Kill Counter Update
Kill Counter
Leaderboard Setup
leaderboard
MultiBoard
Create the Multiboard
Kill Update
Death Update
KingHP Counter
Camera
cam
cam Copy 5
cam Copy
cam Copy 2
cam Copy 2 Copy
cam Copy 3
cam Copy 4
Waves
Graveyard Debug
Shared Upgrades
Others Join
Limit 4 heroes
Tier raise limit
pick race setup
pick race
pick race Copy
pick race Copy 2
pick race Copy 3
pick race Copy 4
pick race Copy 5
pick race Copy 5 Copy
---------------------------
spell floating text
spell floating text Copy
spell floating text enemy
spell floating text enemy Copy
spell floating text enemy Copy 2
spell floating text enemy Copy 3
spell floating text tinker
spell floating text hostile hero
spell floating text hostile hero Copy 3
spell floating text hostile hero Copy
spell floating text hostile hero Copy 2
spell floating text hostile hero Copy 2 Copy
spell floating text razormane
spell floating text razormane Copy 10
spell floating text razormane Copy 11
spell floating text razormane Copy 12
spell floating text razormane Copy 9
spell floating text razormane Copy
spell floating text razormane Copy 2
spell floating text razormane Copy 3
spell floating text razormane Copy 4
spell floating text razormane Copy 5
spell floating text razormane Copy 6
spell floating text razormane Copy 7
spell floating text razormane Copy 8
spell floating text King
spell floating text King Copy
spell floating text King Copy Copy 2
spell floating text King Copy Copy 3
spell floating text King Copy Copy 4
spell floating text King Copy Copy 5
spell floating text King Copy Copy 6
spell floating text King Copy Copy 7
spell floating text King Copy Copy 8
spell floating text King Copy Copy
spell floating text King Copy Copy Copy
spell floating text King Copy Copy 9
spell floating text death
names
names2
regrow def tree
regrow def tree Copy
regrow def tree Copy Copy
regrow def tree Copy Copy Copy
regrow def tree Copy Copy 2
regrow def tree Copy Copy 2 Copy
research update
charge
aggro
aggro Copy
heal on level up
blessed on birth
respawn on death
last drops
luckydog
drop tomes
Untitled Trigger 002
Untitled Trigger 002 Copy
Untitled Trigger 002 Copy Copy 2
Untitled Trigger 002 Copy Copy
Untitled Trigger 001
Untitled Trigger 003
Untitled Trigger 003 Copy 2
Untitled Trigger 003 Copy
Untitled Trigger 004 Copy 4
Untitled Trigger 004 Copy 4 Copy
Untitled Trigger 004
Untitled Trigger 014
kingdomrevive
kingpls
kingheal
kingheal Copy 2
kingheal Copy 2 Copy
kingheal Copy 2 Copy Copy
kingheal Copy 2 Copy Copy Copy
kingheal Copy 2 Copy Copy Copy Copy
kingheal Copy
lewis frost
inner prophet
arkanos guard
arkanos guard Copy
arkanos welcome
edmundson heal
proudmoorse resume
proudmoorse resume Copy
proudmoorse resume Copy Copy
eviltalicfight
enemyward
enemyinferno
darkranger kite
wardenillusionkilla
leoric crown
chenwarning
chenstay
Untitled Trigger 006
Untitled Trigger 008
tinker fight
tinker fight Copy
tinker forest
villageforest
dragon roam
port tele
port tele Copy 2
port tele Copy
port tele off
port tele off Copy 2
port tele off Copy
enemy kill ward
stonekiller
stonekiller Copy
stoneguard
stoneguard Copy
stone
golemactivate
golemactivate Copy
golemactivate Copy 2
golemactivate Copy 3
golemactivate Copy 4
hidden spells
hidden spells Copy
sagewakes
sagewakes Copy
sleepysage
sleepysageissleepy
sleepysageissleepy Copy
shop dead
sagefight
sagefight Copy
sagefight Copy 2
sagefight Copy 2 Copy
slumberingdruid
slumberingdruid Copy
slumberingdruid Copy Copy
slumberingdruid Copy Copy Copy
slumberingdruid Copy 2
slumberingdruid Copy 2 Copy
slumberingancient
slumberingancient Copy
slumberingdruidfight
slumberingdruidfight Copy
slumberingdruidfight Copy 2
slumberingdruidfight Copy 3
slumberingdruidfight Copy 4
slumberingdruidfight Copy 5
sup
sup Copy
sup Copy 2
sup Copy 2 Copy
meetdruid
meetdruid Copy
treemen
Untitled Trigger 007
hillgiants
hillgiants Copy
gianthills
gianthills Copy
shieldbreaker vault
shieldbreaker
centaurs
centaur roam
goblin rush
goblin rush Copy
goblin rush Copy 2
goblinslaying
goblinslaying Copy
goblinslaying Copy 2
goblinslaying Copy 3
goblinslaying Copy 4
goblinslaying Copy 5
goboloot
gobo invasion
gobo invasion Copy
gobo invasion Copy Copy
gobo invasion Copy 2
gobo invasion Copy 3
Untitled Trigger 009
Untitled Trigger 010
Untitled Trigger 011
Untitled Trigger 011 Copy
Deathknight Call
Deathknight Call Copy
Deathknight Call Copy 2
Untitled Trigger 012
gate
gate Copy
gate Copy Copy
hero only arena
side gates
side gates Copy
waygate
waygate Copy
waygate Copy 2
waygate Copy 2 Copy
darkforestgate
darkforestgate Copy
darkforestgate Copy 2
darkforestgate Copy 2 Copy
Untitled Trigger 013
cavefight
cavefight Copy
cavefight Copy Copy
crypt lord wave spells
nocheat
nocheat Copy
hostiles grow
rescues
setup fights
unitisrescued
actual rescues
selectmebaby
selectmebaby Copy
selectmebaby Copy Copy
chaplain spells
rangershrine
mercenaries
Untitled Trigger 005
Untitled Trigger 005 Copy Copy
Untitled Trigger 005 Copy Copy Copy
Untitled Trigger 005 Copy
Untitled Trigger 005 Copy 2
Untitled Trigger 005 Copy 2 Copy
timer update0
wave1
wave2
wave3
wave4
wave5
wave 6
wave 7
wave8
wave9
wave10
wave 10 5
wave11
wave 12
wave13
wave14
wave15
wave15 5
wave16
wave17
wave18
wave19
timer update6
wave20
Victorya
Victory
Defeat
End Game
Item Recipes
Power Crown
DeathMaskofDeath
LuckyDaggerReally
Claw50
Windstaff
AncestralStaff
Battlehelm
Summonbook
SpellshieldAmy
HeartInferno
SuperSpellAmy
SuperArcaniteShield
SuperGuardianAngel
SuperHonorShield
SuperSkullShield
Fireheart
Bluedragoon
Travel Boots
Keyblades
Keyblades Copy
Keyblades Copy 2
Keyblades Copy 3
Keyblades Copy 4
Keyblades DW
Claymore
Katana
SunStaff
VenomBow
FrostAxe
FireWand
SecretWeapons
GoblinSlaying
GhostCutting
Cheese
Master Recipe combo
Master Recipe x2
HawkBow
StormHammer
StrangeWand
ValorHelm
CunningHood
CourageMedallion
GiantBelt
GiantBelt Copy
ElvenBoots
ElvenBoots Copy
MagiRobe
MagiRobe Copy
IronBranch
IronBranch Copy
JadeRing
JadeRing Copy
VoodooDoll
VoodooDoll Copy
SuperiorRing
SuperiorRing Copy
SuperiorRing Copy Copy
OneRing
EarthstormTotem
EarthstormTotem Copy
JadeDagger
JadeDagger Copy
LionRing
LionRing Copy
SpiderRing
SpiderRing Copy
SturdyAxe
SturdyAxe Copy
EnchantedShield
EnchantedShield Copy
StrengthMaul
StrengthMaul Copy
AgiBracers
AgiBracers Copy
StrGaunts
StrGaunts Copy
IntGloves
IntGloves Copy
OgreGaunts
OgreGaunts Copy
IntMantle
IntMantle Copy
SlippersAgi
SlippersAgi Copy
AssassinBlade
AssassinBlades
WolfWhistle
SceptreSea
WizardHat
Shaman Claws
Shaman Claws Copy
WarGlaive
Circlets
Circlets Copy
ScaleAbility
SingleTargetDamage
SingleTargetHeal
AOE
CodeGen
repick
level 5 starter
level 5 starter Copy
level 5 starter Copy 2
level 5 starter Copy 3
level 5 starter Copy 4
level 5 starter Copy 5
level 5 starter Copy 6
CodeGen Init
SaveLoad NoSinglePlayer
CodeGen Save
CodeGen Save Copy
CodeGen Save Copy 2
CodeGen Save Copy 3
CodeGen Save Copy 4
CodeGen Save Copy 5
CodeGen Save Copy 5 Copy
CodeGen Load
CodeGen Load Copy
CodeGen Load Copy 2
CodeGen Load Copy 3
CodeGen Load Copy 4
CodeGen Load Copy 5
CodeGen Load Copy 5 Copy
Basic Save
Basic Load
Save Abilities
Load Abilities
//TESH.scrollpos=90
//TESH.alwaysfold=0
function CodeGen_SaveToDisk takes string loadcode, string filename returns nothing
    call PreloadGenClear()
    call PreloadGenStart()
    call Preload(loadcode)
    call PreloadGenEnd(filename)
    call ClearSelection()
endfunction

function CodeGen_Init takes nothing returns nothing
    local integer i = 1
    local integer b = udg_SaveLoad_Base
    local integer m = udg_SaveLoad_MaxValue
    loop
        exitwhen i >= udg_SaveLoad_MaxValue
        set udg_SaveLoad_Char[i] = SubString(udg_SaveLoad_Alphabet, i, i+1)
        set i = i + 1
    endloop
    set udg_SaveLoad_Alphabet = SubString(udg_SaveLoad_Alphabet, 0, 1) + SubString(udg_SaveLoad_Alphabet, m + 1, b)
    set udg_SaveLoad_Base     = b - m
endfunction

function CodeGen_ConvertItem takes integer id returns integer
    local integer i = 1
    loop
        exitwhen i > udg_SaveLoad_ItemCount
        if (id == udg_SaveLoad_Item[i]) then
            return i
        endif
        set i = i + 1
    endloop
    return 0
endfunction

function CodeGen_ConvertUnit takes integer id returns integer
    local integer i = 1
    loop
        exitwhen i > udg_SaveLoad_HeroCount
        if (id == udg_SaveLoad_Hero[i]) then
            return i
        endif
        set i = i + 1
    endloop
    return 0
endfunction

function CodeGen_Encode takes integer i returns string
    local integer b
    local string s = ""
    
    if i <= udg_SaveLoad_Base then
        return SubString(udg_SaveLoad_Alphabet, i, i + 1)
    endif
    
    loop
        exitwhen i <= 0
        set b = i - (i / udg_SaveLoad_Base) * udg_SaveLoad_Base
        set s = SubString(udg_SaveLoad_Alphabet, b, b + 1) + s
        set i = i / udg_SaveLoad_Base
    endloop
    
    return s
endfunction

function CodeGen_StrPos takes string s returns integer
    local integer i = 0
    loop
        exitwhen i > udg_SaveLoad_Base
        if s == SubString(udg_SaveLoad_Alphabet, i, i + 1) then
            return i
        endif
        set i = i + 1
    endloop
    return -1
endfunction

function CodeGen_Decode takes string s returns integer
    local integer a = 0
    
    loop
        exitwhen StringLength(s) == 1
        set a = a * udg_SaveLoad_Base + udg_SaveLoad_Base * CodeGen_StrPos(SubString(s, 0, 1))
        set s = SubString(s, 1, 99)
    endloop
    
    return a+CodeGen_StrPos(s)
endfunction

function CodeGen_StringChecksum takes string in returns integer
    local integer i = 0
    local integer l = StringLength(in)
    local integer t = 0
    local integer o = 0
    loop
        exitwhen i >= l
        set t = CodeGen_Decode(SubString(in, i, i + 1))
        set o = o + t
        set i = i + 1
    endloop
    return o
endfunction

function CodeGen_Color takes string char returns string
    local integer i = 0
    local integer l = StringLength(udg_SaveLoad_Full)
    local string x  = ""
    loop
        exitwhen i >= l
        set x = SubString(udg_SaveLoad_Full, i, i + 1)
        if char == x then
            if (x=="0" or S2I(x) > 0) then
                return udg_SaveLoad_Number + char + "|r"
            elseif StringCase(x, false) == x then
                return udg_SaveLoad_Lower + char + "|r"
            elseif StringCase(x, true) == x then
                return udg_SaveLoad_Upper + char + "|r"
            endif
        endif
        set i = i + 1
    endloop
    return char
endfunction

function CodeGen_Format takes string s returns string
    local integer i = 0
    local integer x = StringLength(s)
    local integer j = 1
    local string s2 = ""
    
    loop
        exitwhen i >= x
        
        set s2 = s2 + CodeGen_Color(SubString(s, i, i + 1))
        
        if (j >= udg_SaveLoad_HyphenSpace and i != (x-1)) then
            set j = 0
            set s2 = s2 + udg_SaveLoad_SeperationChar
        endif
        
        set j = j + 1
        set i = i + 1
    endloop
    
    return s2
endfunction

function CodeGen_Strip takes string s returns string
    local integer i  = 0
    local integer x  = StringLength(s)
    local string out = ""
    local string a   = ""
    
    loop
        exitwhen i >= x
        set a = SubString(s, i, i + 1)
        if (a != udg_SaveLoad_SeperationChar) then
            set out = out + a
        endif
        set i = i + 1
    endloop
    
    return out
endfunction

// yeeahh descriptive variables
function CodeGen_Load takes string s returns nothing
    local string str = CodeGen_Strip(s)
    local string tmp = ""
    local string c   = ""
    local integer x  = 0
    local integer i  = 1
    local integer l  = 0
    local integer j  = 1
    local integer f  = 0
    local boolean b  = true
    
    set udg_SaveLoad_Valid = false
    
    if (udg_SaveLoad_Security) then
        loop
            exitwhen i > 3
            if (CodeGen_Decode(SubString(str, 0, i)) == CodeGen_StringChecksum(SubString(str, i, 999))) then
                set udg_SaveLoad_Valid = true
                set str = SubString(str, i, 999)
                set i = 4
            endif
            set i = i + 1
        endloop
    endif
    
    if (not udg_SaveLoad_Valid) then
        set udg_SaveLoad_Error = "Invalid Code"
        return
    endif
    
    set i = 0
    set l = StringLength(str)
    
    if (udg_SaveLoad_CheckName) then
        set c = CodeGen_Encode(CodeGen_StringChecksum(GetPlayerName(GetTriggerPlayer())))
        set i = StringLength(c)
        if (c != SubString(str, l - i, i)) then
            set udg_SaveLoad_Valid = false
            set udg_SaveLoad_Error = "Wrong username"
            return
        endif
        set l = l - i
    endif
    
    set i = 0
    
    loop
        exitwhen i >= l
        set tmp = SubString(str, i, i + 1)
        
        set b = true
        set f = 0
        set j = 1
        
        loop
            exitwhen f >= (udg_SaveLoad_MaxValue)
            if (tmp == udg_SaveLoad_Char[f]) then
                set j = f + 2
                set udg_Load[x] = CodeGen_Decode(SubString(str, i + 1, i + (j)))
                set b = false
                set f = udg_SaveLoad_MaxValue
            endif
            set f = f + 1
        endloop
        
        if (b) then
            set udg_Load[x] = CodeGen_Decode(tmp)
        endif
        
        set i = i + j
        set x = x + 1
    endloop
    
    set udg_SaveLoad_Valid = true
endfunction

function CodeGen_Compile takes nothing returns string
    local integer i  = 0
    local integer j  = 0
    local string out = ""
    local string ln  = ""
    local string x   = ""

    loop
        exitwhen i > udg_SaveCount
        set x = CodeGen_Encode(udg_Save[i])
        set j = StringLength(x)

        if (j > 1) then
            set out = out + udg_SaveLoad_Char[j-1]
        endif
        
        set out = out + x
        set i = i + 1
    endloop

    if (udg_SaveLoad_CheckName) then
        set out = out + CodeGen_Encode(CodeGen_StringChecksum(GetPlayerName(GetTriggerPlayer())))
    endif
    
    if (udg_SaveLoad_Security) then
        set out = CodeGen_Encode(CodeGen_StringChecksum(out)) + out
    endif
    
    if udg_SaveLoad_SaveToDisk and GetLocalPlayer() == GetTriggerPlayer() then
        call CodeGen_SaveToDisk(out, udg_SaveLoad_Directory + "\\" + udg_SaveLoad_Filename)
    endif
                
    return CodeGen_Format(out)
endfunction
Name Type Is Array Initial Value
AbilityLevel integer No
ancientprotectortext texttag No
BattleTimer timer No
BattleTimerWindow timerdialog No
Camera_Distance real No
CameraDistance string No
Code StringExt No
Color_Text string Yes
Deaths integer Yes
FlyUnit unit No
Forces force Yes
gobotext texttag No
Hero unit No
herocount integer Yes
heroesguild texttag No
herolimit integer Yes 1
HeroXPConstant integer No
HeroXPLevelFactor integer No
HeroXPPrevLevelFactor integer No
HeroXPRequired integer No
Item item No
ItemAmount integer No
ItemCount integer No
kills integer Yes
Kills integer Yes
KillsCount leaderboard No
kinghp leaderboard No
Kingtext texttag No
L location No
List integer No
Load integer Yes
LoadCount integer No
LocalFiles_WarningMessage string No
MapName string No
MenuButtons button Yes
MenuDialog dialog No
MultiBoard multiboard No
MultiBoard_Players integer No
Multiboard_Spots integer Yes
order integer No
outpost texttag No
peasantlordtext texttag No
port2text texttag No
port3text texttag No
porttext texttag No
rescueunit unit Yes
rescuingplayer player Yes
Save integer Yes
SaveAbilityType abilcode Yes
SaveAbilityTypeMax integer No
SaveCodeColored string No
SaveCount integer No
SaveCurrentSlot integer Yes
SaveHeroName boolean No
SaveItemType itemcode Yes
SaveItemTypeMax integer No
SaveLoad_Abilities abilcode Yes
SaveLoad_Abilities_LastIndex integer No
SaveLoad_AbilityCount integer No
SaveLoad_Alphabet string No
SaveLoad_Base integer No
SaveLoad_CaseSensitive boolean No
SaveLoad_Char string Yes
SaveLoad_CheckName boolean No
SaveLoad_Compress integer Yes
SaveLoad_Directory string No
SaveLoad_Error string No
SaveLoad_Filename string No
SaveLoad_Full string No
SaveLoad_Hero unitcode Yes
SaveLoad_HeroCount integer No
SaveLoad_Heroes unitcode Yes
SaveLoad_Heroes_LastIndex integer No
SaveLoad_HyphenSpace integer No
SaveLoad_Initialized boolean No
SaveLoad_Item itemcode Yes
SaveLoad_ItemCount integer No
SaveLoad_Items itemcode Yes
SaveLoad_Items_LastIndex integer No
SaveLoad_Lower string No
SaveLoad_MaxValue integer No
SaveLoad_Number string No
SaveLoad_SaveToDisk boolean No
SaveLoad_Security boolean No
SaveLoad_SeperationChar string No
SaveLoad_Uncompress integer Yes
SaveLoad_Upper string No
SaveLoad_UsePlayername boolean No
SaveLoad_Valid boolean No
SaveLoadEvent real No
SaveLoadEvent_Code string No
SaveLoadEvent_Player player No
SaveLoadMaxLength integer No
SaveMaxValue integer Yes
SaveNameList string Yes
SaveNameMax integer No
SavePlayerHero unit Yes
SaveShowCode boolean No
SaveTempInt integer No
SaveTempReal real No
SaveTempString string No
SaveTempUnit unit No
SaveUnitMaxStat integer No
SaveUnitType unitcode Yes
SaveUnitTypeMax integer No
SaveUseGUI boolean No
SaveValue integer Yes
shoptext texttag No
sleepygolemtext texttag No
stonekiller unit No
swordinthestonetext texttag No
TempFloatText texttag No
TempForce force No
TempGroup group No
TempInteger integer No
TempUnit unit No
TempUnitType unitcode No
Validate boolean No
VKAble boolean No
VKCheck boolean No
VKColors string Yes
VKMultiboard multiboard No
VKPlayers player Yes
VKSetup integer Yes
VKTime timer No
VKTimeWindow timerdialog No
VKVoted integer Yes
VKVotes integer Yes
Initialization
  Events
    Map initialization
  Conditions
  Actions
    Player - Make Player 9 (Gray) treat Neutral Hostile as an Neutral
    Player - Make Neutral Hostile treat Player 9 (Gray) as an Neutral
    Player - Make Player 9 (Gray) treat Neutral Passive as an Ally
    Player - Make Neutral Passive treat Player 9 (Gray) as an Enemy
    Player - Turn Gives bounty On for Player 9 (Gray)
    Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across played_map_start_area <gen>
    Melee Game - Use melee time of day (for all players)
    Melee Game - Give trained Heroes a Scroll of Town Portal (for all players)
    Melee Game - Set starting resources (for all players)
    Unit - Make Pit Lord 0029 <gen> Invulnerable
    Unit - Make Warlock 0030 <gen> Invulnerable
    Unit - Make Demigod 0031 <gen> Invulnerable
    Unit - Make Black Citadel 0025 <gen> Invulnerable
    Game - Hide creep camps on the minimap.
    Set VariableSet Forces[1] = (All players)
    Set VariableSet Color_Text[1] = |cffB40404
    Set VariableSet Color_Text[2] = |cff0404B4
    Set VariableSet Color_Text[3] = |cff01DFD7
    Set VariableSet Color_Text[4] = |cffBE81F7
    Set VariableSet Color_Text[5] = |cffACFA58
    Set VariableSet Color_Text[6] = |cffDF7401
    Set VariableSet Color_Text[7] = |cff00FF00
    Set VariableSet Color_Text[8] = |cffFF80C0
    Set VariableSet Color_Text[9] = |cff424242
    Set VariableSet Color_Text[10] = |cff80FFFF
    Set VariableSet Color_Text[11] = |cff008000
    Set VariableSet Color_Text[12] = |cffF3E2A9
ghostinthecode
  Events
    Time - Elapsed game time is 60.00 seconds
  Conditions
  Actions
    Unit - Order Uber Sheep 0364 <gen> to Undead Dreadlord - Sleep.Ancient of the Talon 0379 <gen>
    Wait 1.00 seconds
    Unit - Order Uber Sheep 0364 <gen> to Undead Dreadlord - Sleep.Ancient Hippogryph 0393 <gen>
    Wait 1.00 seconds
    Unit - Order Uber Sheep 0364 <gen> to Undead Dreadlord - Sleep.Ancient Bear of the Claw 0390 <gen>
    Wait 1.00 seconds
    Unit - Order Uber Sheep 0364 <gen> to Undead Dreadlord - Sleep.Ancient Faerie Dragon 0391 <gen>
    Wait 1.00 seconds
    Unit - Order Uber Sheep 0364 <gen> to Undead Dreadlord - Sleep.Naval King 0584 <gen>
    Wait 1.00 seconds
    Unit - Order Uber Sheep 0364 <gen> to Undead Dreadlord - Sleep.Pandaren Brewmaster 0586 <gen>
    Floating Text - Create floating text that reads secret bossfight at (Center of Region_050 <gen>) with Z offset 88.00, using font size 8.00, color (88.00%, 88.00%, 88.00%), and 8.88% transparency
    Floating Text - Create floating text that reads mother of dragons above Dragon Roost 0718 <gen> with Z offset 8.00, using font size 8.00, color (88.00%, 88.00%, 88.00%), and 8.88% transparency
    Floating Text - Create floating text that reads Closed above Fruit Stand 0587 <gen> with Z offset 8.00, using font size 8.00, color (88.00%, 88.00%, 88.00%), and 8.88% transparency
    Set VariableSet shoptext = (Last created floating text)
    Floating Text - Destroy heroesguild
    Floating Text - Create floating text that reads <heroes guild> at (Center of Region_051 <gen>) with Z offset 88.00, using font size 8.00, color (88.00%, 88.00%, 88.00%), and 8.88% transparency
    Set VariableSet heroesguild = (Last created floating text)
    Floating Text - Create floating text that reads underground throne above Demon Hunter 0371 <gen> with Z offset 8.00, using font size 8.00, color (88.00%, 88.00%, 88.00%), and 8.88% transparency
    Unit Group - Pick every unit in (Units in Region_054 <gen> owned by Neutral Hostile) and do (Pause (Picked unit))
    Unit Group - Pick every unit in (Units in Region_055 <gen> owned by Neutral Hostile) and do (Pause (Picked unit))
    Floating Text - Create floating text that reads level 15+ port above Spell Breaker 1056 <gen> with Z offset 8.00, using font size 8.00, color (88.00%, 88.00%, 88.00%), and 8.88% transparency
    Set VariableSet porttext = (Last created floating text)
    Floating Text - Create floating text that reads level 3+ port above Spell Breaker 1068 <gen> with Z offset 8.00, using font size 8.00, color (88.00%, 88.00%, 88.00%), and 8.88% transparency
    Set VariableSet port2text = (Last created floating text)
    Floating Text - Create floating text that reads level 15+ port above Spell Breaker 1258 <gen> with Z offset 8.00, using font size 8.00, color (88.00%, 88.00%, 88.00%), and 8.88% transparency
    Set VariableSet port3text = (Last created floating text)
    Floating Text - Destroy outpost
    Floating Text - Create floating text that reads Defender's Outpost at (Center of Region_047 <gen>) with Z offset 88.00, using font size 8.00, color (88.00%, 88.00%, 88.00%), and 8.88% transparency
    Set VariableSet outpost = (Last created floating text)
    Floating Text - Destroy peasantlordtext
    Floating Text - Create floating text that reads level 1 event above Emissary 0340 <gen> with Z offset 8.00, using font size 8.00, color (88.00%, 88.00%, 88.00%), and 8.88% transparency
    Set VariableSet peasantlordtext = (Last created floating text)
    Floating Text - Create floating text that reads king of mercenaries event above Mercenary Camp 0643 <gen> with Z offset 8.00, using font size 8.00, color (88.00%, 88.00%, 88.00%), and 8.88% transparency
    Floating Text - Create floating text that reads Mana above Fountain of Mana 0047 <gen> with Z offset 8.00, using font size 8.00, color (88.00%, 88.00%, 88.00%), and 8.88% transparency
    Floating Text - Create floating text that reads Mana above Fountain of Mana 0048 <gen> with Z offset 8.00, using font size 8.00, color (88.00%, 88.00%, 88.00%), and 8.88% transparency
    Floating Text - Create floating text that reads Health above Fountain of Health 0049 <gen> with Z offset 8.00, using font size 8.00, color (88.00%, 88.00%, 88.00%), and 8.88% transparency
    Floating Text - Create floating text that reads Health above Fountain of Health 0046 <gen> with Z offset 8.00, using font size 8.00, color (88.00%, 88.00%, 88.00%), and 8.88% transparency
    Floating Text - Destroy sleepygolemtext
    Floating Text - Create floating text that reads level 6+ bossfight at (Center of Region_037 <gen>) with Z offset 88.00, using font size 8.00, color (88.00%, 88.00%, 88.00%), and 8.88% transparency
    Set VariableSet sleepygolemtext = (Last created floating text)
    Floating Text - Destroy swordinthestonetext
    Floating Text - Create floating text that reads level 4+ event at (Center of Region_040 <gen>) with Z offset 88.00, using font size 8.00, color (88.00%, 88.00%, 88.00%), and 8.88% transparency
    Set VariableSet swordinthestonetext = (Last created floating text)
    Floating Text - Destroy gobotext
    Floating Text - Create floating text that reads level 2 bossfight at (Center of Region_041 <gen>) with Z offset 88.00, using font size 8.00, color (88.00%, 88.00%, 88.00%), and 8.88% transparency
    Set VariableSet gobotext = (Last created floating text)
prayforRNGesus
  Events
    Time - Elapsed game time is 10.00 seconds
  Conditions
  Actions
    Unit - Order Uber Sheep 0364 <gen> to Undead Dreadlord - Sleep.Ancient of the Talon 0379 <gen>
    Wait 1.00 seconds
    Unit - Order Uber Sheep 0364 <gen> to Undead Dreadlord - Sleep.Ancient Hippogryph 0393 <gen>
    Wait 1.00 seconds
    Unit - Order Uber Sheep 0364 <gen> to Undead Dreadlord - Sleep.Ancient Bear of the Claw 0390 <gen>
    Wait 1.00 seconds
    Unit - Order Uber Sheep 0364 <gen> to Undead Dreadlord - Sleep.Ancient Faerie Dragon 0391 <gen>
    Wait 1.00 seconds
    Unit - Order Uber Sheep 0364 <gen> to Undead Dreadlord - Sleep.Naval King 0584 <gen>
    Wait 1.00 seconds
    Unit - Order Uber Sheep 0364 <gen> to Undead Dreadlord - Sleep.Pandaren Brewmaster 0586 <gen>
    Floating Text - Create floating text that reads secret bossfight at (Center of Region_050 <gen>) with Z offset 88.00, using font size 8.00, color (88.00%, 88.00%, 88.00%), and 8.88% transparency
    Floating Text - Create floating text that reads mother of dragons above Dragon Roost 0718 <gen> with Z offset 8.00, using font size 8.00, color (88.00%, 88.00%, 88.00%), and 8.88% transparency
    Floating Text - Create floating text that reads Closed above Fruit Stand 0587 <gen> with Z offset 8.00, using font size 8.00, color (88.00%, 88.00%, 88.00%), and 8.88% transparency
    Set VariableSet shoptext = (Last created floating text)
    Floating Text - Destroy heroesguild
    Floating Text - Create floating text that reads <heroes guild> at (Center of Region_051 <gen>) with Z offset 88.00, using font size 8.00, color (88.00%, 88.00%, 88.00%), and 8.88% transparency
    Set VariableSet heroesguild = (Last created floating text)
    Floating Text - Create floating text that reads underground throne above Demon Hunter 0371 <gen> with Z offset 8.00, using font size 8.00, color (88.00%, 88.00%, 88.00%), and 8.88% transparency
    Unit Group - Pick every unit in (Units in Region_054 <gen> owned by Neutral Hostile) and do (Pause (Picked unit))
    Unit Group - Pick every unit in (Units in Region_055 <gen> owned by Neutral Hostile) and do (Pause (Picked unit))
    Floating Text - Create floating text that reads level 15+ port above Spell Breaker 1056 <gen> with Z offset 8.00, using font size 8.00, color (88.00%, 88.00%, 88.00%), and 8.88% transparency
    Set VariableSet porttext = (Last created floating text)
    Floating Text - Create floating text that reads level 3+ port above Spell Breaker 1068 <gen> with Z offset 8.00, using font size 8.00, color (88.00%, 88.00%, 88.00%), and 8.88% transparency
    Set VariableSet port2text = (Last created floating text)
    Floating Text - Create floating text that reads level 15+ port above Spell Breaker 1258 <gen> with Z offset 8.00, using font size 8.00, color (88.00%, 88.00%, 88.00%), and 8.88% transparency
    Set VariableSet port3text = (Last created floating text)
    Floating Text - Destroy outpost
    Floating Text - Create floating text that reads Defender's Outpost at (Center of Region_047 <gen>) with Z offset 88.00, using font size 8.00, color (88.00%, 88.00%, 88.00%), and 8.88% transparency
    Set VariableSet outpost = (Last created floating text)
    Floating Text - Destroy peasantlordtext
    Floating Text - Create floating text that reads level 1 event above Emissary 0340 <gen> with Z offset 8.00, using font size 8.00, color (88.00%, 88.00%, 88.00%), and 8.88% transparency
    Set VariableSet peasantlordtext = (Last created floating text)
    Floating Text - Create floating text that reads king of mercenaries event above Mercenary Camp 0643 <gen> with Z offset 8.00, using font size 8.00, color (88.00%, 88.00%, 88.00%), and 8.88% transparency
    Floating Text - Create floating text that reads Mana above Fountain of Mana 0047 <gen> with Z offset 8.00, using font size 8.00, color (88.00%, 88.00%, 88.00%), and 8.88% transparency
    Floating Text - Create floating text that reads Mana above Fountain of Mana 0048 <gen> with Z offset 8.00, using font size 8.00, color (88.00%, 88.00%, 88.00%), and 8.88% transparency
    Floating Text - Create floating text that reads Health above Fountain of Health 0049 <gen> with Z offset 8.00, using font size 8.00, color (88.00%, 88.00%, 88.00%), and 8.88% transparency
    Floating Text - Create floating text that reads Health above Fountain of Health 0046 <gen> with Z offset 8.00, using font size 8.00, color (88.00%, 88.00%, 88.00%), and 8.88% transparency
    Floating Text - Destroy sleepygolemtext
    Floating Text - Create floating text that reads level 6+ bossfight at (Center of Region_037 <gen>) with Z offset 88.00, using font size 8.00, color (88.00%, 88.00%, 88.00%), and 8.88% transparency
    Set VariableSet sleepygolemtext = (Last created floating text)
    Floating Text - Destroy swordinthestonetext
    Floating Text - Create floating text that reads level 4+ event at (Center of Region_040 <gen>) with Z offset 88.00, using font size 8.00, color (88.00%, 88.00%, 88.00%), and 8.88% transparency
    Set VariableSet swordinthestonetext = (Last created floating text)
    Floating Text - Destroy gobotext
    Floating Text - Create floating text that reads level 2 bossfight at (Center of Region_041 <gen>) with Z offset 88.00, using font size 8.00, color (88.00%, 88.00%, 88.00%), and 8.88% transparency
    Set VariableSet gobotext = (Last created floating text)
Red
  Events
    Player - Player 1 (Red) leaves the game
  Conditions
  Actions
    Player - Add (((Triggering player) Current gold) / 5) to Player 2 (Blue).Current gold
    Player - Add (((Triggering player) Current gold) / 5) to Player 3 (Teal).Current gold
    Player - Add (((Triggering player) Current gold) / 5) to Player 4 (Purple).Current gold
    Player - Add (((Triggering player) Current gold) / 5) to Player 5 (Yellow).Current gold
    Player - Add (((Triggering player) Current gold) / 5) to Player 6 (Orange).Current gold
    Player - Set (Triggering player).Current gold to 0
    Player - Add (((Triggering player) Current lumber) / 5) to Player 2 (Blue).Current lumber
    Player - Add (((Triggering player) Current lumber) / 5) to Player 3 (Teal).Current lumber
    Player - Add (((Triggering player) Current lumber) / 5) to Player 4 (Purple).Current lumber
    Player - Add (((Triggering player) Current lumber) / 5) to Player 5 (Yellow).Current lumber
    Player - Add (((Triggering player) Current lumber) / 5) to Player 6 (Orange).Current lumber
    Player - Set (Triggering player).Current lumber to 0
    Player - Divert 20% of the Gold income of (Triggering player) to Player 2 (Blue)
    Player - Divert 20% of the Gold income of (Triggering player) to Player 3 (Teal)
    Player - Divert 20% of the Gold income of (Triggering player) to Player 4 (Purple)
    Player - Divert 20% of the Gold income of (Triggering player) to Player 5 (Yellow)
    Player - Divert 20% of the Gold income of (Triggering player) to Player 6 (Orange)
    Player - Divert 20% of the Lumber income of (Triggering player) to Player 2 (Blue)
    Player - Divert 20% of the Lumber income of (Triggering player) to Player 3 (Teal)
    Player - Divert 20% of the Lumber income of (Triggering player) to Player 4 (Purple)
    Player - Divert 20% of the Lumber income of (Triggering player) to Player 5 (Yellow)
    Player - Divert 20% of the Lumber income of (Triggering player) to Player 6 (Orange)
    Game - Display to (All players) for 60.00 seconds the text: ((Name of (Triggering player)) + has fled the battlefield! Their resources and income will be split with the team.)
Blue
  Events
    Player - Player 2 (Blue) leaves the game
  Conditions
  Actions
    Player - Add (((Triggering player) Current gold) / 5) to Player 1 (Red).Current gold
    Player - Add (((Triggering player) Current gold) / 5) to Player 3 (Teal).Current gold
    Player - Add (((Triggering player) Current gold) / 5) to Player 4 (Purple).Current gold
    Player - Add (((Triggering player) Current gold) / 5) to Player 5 (Yellow).Current gold
    Player - Add (((Triggering player) Current gold) / 5) to Player 6 (Orange).Current gold
    Player - Set (Triggering player).Current gold to 0
    Player - Add (((Triggering player) Current lumber) / 5) to Player 1 (Red).Current lumber
    Player - Add (((Triggering player) Current lumber) / 5) to Player 3 (Teal).Current lumber
    Player - Add (((Triggering player) Current lumber) / 5) to Player 4 (Purple).Current lumber
    Player - Add (((Triggering player) Current lumber) / 5) to Player 5 (Yellow).Current lumber
    Player - Add (((Triggering player) Current lumber) / 5) to Player 6 (Orange).Current lumber
    Player - Set (Triggering player).Current lumber to 0
    Player - Divert 20% of the Gold income of (Triggering player) to Player 1 (Red)
    Player - Divert 20% of the Gold income of (Triggering player) to Player 3 (Teal)
    Player - Divert 20% of the Gold income of (Triggering player) to Player 4 (Purple)
    Player - Divert 20% of the Gold income of (Triggering player) to Player 5 (Yellow)
    Player - Divert 20% of the Gold income of (Triggering player) to Player 6 (Orange)
    Player - Divert 20% of the Lumber income of (Triggering player) to Player 1 (Red)
    Player - Divert 20% of the Lumber income of (Triggering player) to Player 3 (Teal)
    Player - Divert 20% of the Lumber income of (Triggering player) to Player 4 (Purple)
    Player - Divert 20% of the Lumber income of (Triggering player) to Player 5 (Yellow)
    Player - Divert 20% of the Lumber income of (Triggering player) to Player 6 (Orange)
    Game - Display to (All players) for 60.00 seconds the text: ((Name of (Triggering player)) + has fled the battlefield! Their resources and income will be split with the team.)
Teal
  Events
    Player - Player 3 (Teal) leaves the game
  Conditions
  Actions
    Player - Add (((Triggering player) Current gold) / 5) to Player 2 (Blue).Current gold
    Player - Add (((Triggering player) Current gold) / 5) to Player 1 (Red).Current gold
    Player - Add (((Triggering player) Current gold) / 5) to Player 4 (Purple).Current gold
    Player - Add (((Triggering player) Current gold) / 5) to Player 5 (Yellow).Current gold
    Player - Add (((Triggering player) Current gold) / 5) to Player 6 (Orange).Current gold
    Player - Set (Triggering player).Current gold to 0
    Player - Add (((Triggering player) Current lumber) / 5) to Player 2 (Blue).Current lumber
    Player - Add (((Triggering player) Current lumber) / 5) to Player 1 (Red).Current lumber
    Player - Add (((Triggering player) Current lumber) / 5) to Player 4 (Purple).Current lumber
    Player - Add (((Triggering player) Current lumber) / 5) to Player 5 (Yellow).Current lumber
    Player - Add (((Triggering player) Current lumber) / 5) to Player 6 (Orange).Current lumber
    Player - Set (Triggering player).Current lumber to 0
    Player - Divert 20% of the Gold income of (Triggering player) to Player 2 (Blue)
    Player - Divert 20% of the Gold income of (Triggering player) to Player 1 (Red)
    Player - Divert 20% of the Gold income of (Triggering player) to Player 4 (Purple)
    Player - Divert 20% of the Gold income of (Triggering player) to Player 5 (Yellow)
    Player - Divert 20% of the Gold income of (Triggering player) to Player 6 (Orange)
    Player - Divert 20% of the Lumber income of (Triggering player) to Player 2 (Blue)
    Player - Divert 20% of the Lumber income of (Triggering player) to Player 1 (Red)
    Player - Divert 20% of the Lumber income of (Triggering player) to Player 4 (Purple)
    Player - Divert 20% of the Lumber income of (Triggering player) to Player 5 (Yellow)
    Player - Divert 20% of the Lumber income of (Triggering player) to Player 6 (Orange)
    Game - Display to (All players) for 60.00 seconds the text: ((Name of (Triggering player)) + has fled the battlefield! Their resources and income will be split with the team.)
Purple
  Events
    Player - Player 4 (Purple) leaves the game
  Conditions
  Actions
    Player - Add (((Triggering player) Current gold) / 5) to Player 2 (Blue).Current gold
    Player - Add (((Triggering player) Current gold) / 5) to Player 3 (Teal).Current gold
    Player - Add (((Triggering player) Current gold) / 5) to Player 1 (Red).Current gold
    Player - Add (((Triggering player) Current gold) / 5) to Player 5 (Yellow).Current gold
    Player - Add (((Triggering player) Current gold) / 5) to Player 6 (Orange).Current gold
    Player - Set (Triggering player).Current gold to 0
    Player - Add (((Triggering player) Current lumber) / 5) to Player 2 (Blue).Current lumber
    Player - Add (((Triggering player) Current lumber) / 5) to Player 3 (Teal).Current lumber
    Player - Add (((Triggering player) Current lumber) / 5) to Player 1 (Red).Current lumber
    Player - Add (((Triggering player) Current lumber) / 5) to Player 5 (Yellow).Current lumber
    Player - Add (((Triggering player) Current lumber) / 5) to Player 6 (Orange).Current lumber
    Player - Set (Triggering player).Current lumber to 0
    Player - Divert 20% of the Gold income of (Triggering player) to Player 2 (Blue)
    Player - Divert 20% of the Gold income of (Triggering player) to Player 3 (Teal)
    Player - Divert 20% of the Gold income of (Triggering player) to Player 1 (Red)
    Player - Divert 20% of the Gold income of (Triggering player) to Player 5 (Yellow)
    Player - Divert 20% of the Gold income of (Triggering player) to Player 6 (Orange)
    Player - Divert 20% of the Lumber income of (Triggering player) to Player 2 (Blue)
    Player - Divert 20% of the Lumber income of (Triggering player) to Player 3 (Teal)
    Player - Divert 20% of the Lumber income of (Triggering player) to Player 1 (Red)
    Player - Divert 20% of the Lumber income of (Triggering player) to Player 5 (Yellow)
    Player - Divert 20% of the Lumber income of (Triggering player) to Player 6 (Orange)
    Game - Display to (All players) for 60.00 seconds the text: ((Name of (Triggering player)) + has fled the battlefield! Their resources and income will be split with the team.)
Yellow
  Events
    Player - Player 5 (Yellow) leaves the game
  Conditions
  Actions
    Player - Add (((Triggering player) Current gold) / 5) to Player 2 (Blue).Current gold
    Player - Add (((Triggering player) Current gold) / 5) to Player 3 (Teal).Current gold
    Player - Add (((Triggering player) Current gold) / 5) to Player 4 (Purple).Current gold
    Player - Add (((Triggering player) Current gold) / 5) to Player 1 (Red).Current gold
    Player - Add (((Triggering player) Current gold) / 5) to Player 6 (Orange).Current gold
    Player - Set (Triggering player).Current gold to 0
    Player - Add (((Triggering player) Current lumber) / 5) to Player 2 (Blue).Current lumber
    Player - Add (((Triggering player) Current lumber) / 5) to Player 3 (Teal).Current lumber
    Player - Add (((Triggering player) Current lumber) / 5) to Player 4 (Purple).Current lumber
    Player - Add (((Triggering player) Current lumber) / 5) to Player 1 (Red).Current lumber
    Player - Add (((Triggering player) Current lumber) / 5) to Player 6 (Orange).Current lumber
    Player - Set (Triggering player).Current lumber to 0
    Player - Divert 20% of the Gold income of (Triggering player) to Player 2 (Blue)
    Player - Divert 20% of the Gold income of (Triggering player) to Player 3 (Teal)
    Player - Divert 20% of the Gold income of (Triggering player) to Player 4 (Purple)
    Player - Divert 20% of the Gold income of (Triggering player) to Player 1 (Red)
    Player - Divert 20% of the Gold income of (Triggering player) to Player 6 (Orange)
    Player - Divert 20% of the Lumber income of (Triggering player) to Player 2 (Blue)
    Player - Divert 20% of the Lumber income of (Triggering player) to Player 3 (Teal)
    Player - Divert 20% of the Lumber income of (Triggering player) to Player 4 (Purple)
    Player - Divert 20% of the Lumber income of (Triggering player) to Player 1 (Red)
    Player - Divert 20% of the Lumber income of (Triggering player) to Player 6 (Orange)
    Game - Display to (All players) for 60.00 seconds the text: ((Name of (Triggering player)) + has fled the battlefield! Their resources and income will be split with the team.)
Orange
  Events
    Player - Player 6 (Orange) leaves the game
  Conditions
  Actions
    Player - Add (((Triggering player) Current gold) / 5) to Player 2 (Blue).Current gold
    Player - Add (((Triggering player) Current gold) / 5) to Player 3 (Teal).Current gold
    Player - Add (((Triggering player) Current gold) / 5) to Player 4 (Purple).Current gold
    Player - Add (((Triggering player) Current gold) / 5) to Player 5 (Yellow).Current gold
    Player - Add (((Triggering player) Current gold) / 5) to Player 1 (Red).Current gold
    Player - Set (Triggering player).Current gold to 0
    Player - Add (((Triggering player) Current lumber) / 5) to Player 2 (Blue).Current lumber
    Player - Add (((Triggering player) Current lumber) / 5) to Player 3 (Teal).Current lumber
    Player - Add (((Triggering player) Current lumber) / 5) to Player 4 (Purple).Current lumber
    Player - Add (((Triggering player) Current lumber) / 5) to Player 5 (Yellow).Current lumber
    Player - Add (((Triggering player) Current lumber) / 5) to Player 1 (Red).Current lumber
    Player - Set (Triggering player).Current lumber to 0
    Player - Divert 20% of the Gold income of (Triggering player) to Player 2 (Blue)
    Player - Divert 20% of the Gold income of (Triggering player) to Player 3 (Teal)
    Player - Divert 20% of the Gold income of (Triggering player) to Player 4 (Purple)
    Player - Divert 20% of the Gold income of (Triggering player) to Player 5 (Yellow)
    Player - Divert 20% of the Gold income of (Triggering player) to Player 1 (Red)
    Player - Divert 20% of the Lumber income of (Triggering player) to Player 2 (Blue)
    Player - Divert 20% of the Lumber income of (Triggering player) to Player 3 (Teal)
    Player - Divert 20% of the Lumber income of (Triggering player) to Player 4 (Purple)
    Player - Divert 20% of the Lumber income of (Triggering player) to Player 5 (Yellow)
    Player - Divert 20% of the Lumber income of (Triggering player) to Player 1 (Red)
    Game - Display to (All players) for 60.00 seconds the text: ((Name of (Triggering player)) + has fled the battlefield! Their resources and income will be split with the team.)
Green Adventurer
  Events
    Player - Player 7 (Green) leaves the game
  Conditions
  Actions
    Game - Display to (All players) for 60.00 seconds the text: ((Name of (Triggering player)) + has fled the battlefield!)
    Player - Divert 100% of the Gold income of (Triggering player) to Player 12 (Brown)
    Player - Divert 100% of the Lumber income of (Triggering player) to Player 12 (Brown)
Kill Counter Update
  Events
    Time - Elapsed game time is 0.25 seconds
  Conditions
  Actions
    Set VariableSet kills[(Player number of (Owner of (Killing unit)))] = (kills[(Player number of (Owner of (Killing unit)))] + 1)
    Leaderboard - Sort KillsCount by Value in Descending order
    Leaderboard - Change the value for (Player((Player number of (Owner of (Killing unit))))) in KillsCount to kills[(Player number of (Owner of (Killing unit)))]
    Trigger - Remove (This trigger) from the trigger queue
Kill Counter
  Events
    Unit - A unit owned by Player 9 (Gray).Dies
  Conditions
  Actions
    Trigger - Add Kill_Counter_Update <gen> to the trigger queue (Ignoring conditions)
Leaderboard Setup
  Events
    Time - Elapsed game time is 2.00 seconds
  Conditions
  Actions
    Leaderboard - Create a leaderboard for (All players) titled Kills
    Set VariableSet KillsCount = (Last created leaderboard)
    Player Group - Pick every player in (All players matching (((Matching player) slot status) Equal to Is playing).) and do (Add (Picked player) to KillsCount with label (Name of (Picked player)) and value 0)
leaderboard
  Events
    Time - Elapsed game time is 30.00 seconds
  Conditions
  Actions
    Leaderboard - Hide KillsCount
    Leaderboard - Show kinghp
    Wait 30.00 seconds
    Leaderboard - Hide kinghp
    Leaderboard - Show KillsCount
    Wait 30.00 seconds
    Trigger - Run (This trigger) (ignoring conditions)
Create the Multiboard
  Events
    Time - Elapsed game time is 0.10 seconds
  Conditions
  Actions
    Set VariableSet MultiBoard_Players = (Number of players in (All players matching (((Matching player) slot status) Equal to Is playing).))
    Multiboard - Create a multiboard with 3 columns and (MultiBoard_Players + 2) rows, titled Stats Tab.
    Set VariableSet MultiBoard = (Last created multiboard)
    Multiboard - Set the text for MultiBoard item in column 1, row 1 to [Player Stats]
    Multiboard - Set the text for MultiBoard item in column 2, row 1 to |cffBDBDBDKills|r
    Multiboard - Set the text for MultiBoard item in column 3, row 1 to |cffBDBDBDDeaths|r
    For each (Integer A) from 1 to (MultiBoard_Players + 2), do (Actions)
      Loop - Actions
        Multiboard - Set the display style for MultiBoard item in column 1, row (Integer A) to Show text and Hide icons
        Multiboard - Set the display style for MultiBoard item in column 2, row (Integer A) to Show text and Hide icons
        Multiboard - Set the display style for MultiBoard item in column 3, row (Integer A) to Show text and Hide icons
        Multiboard - Set the width for MultiBoard item in column 1, row (Integer A) to 8.70% of the total screen width
        Multiboard - Set the width for MultiBoard item in column 2, row (Integer A) to 5.25% of the total screen width
        Multiboard - Set the width for MultiBoard item in column 3, row (Integer A) to 4.00% of the total screen width
    Set VariableSet List = 3
    Player Group - Pick every player in Forces[1] and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Picked player) slot status) Equal to Is playing
          Then - Actions
            Set VariableSet Multiboard_Spots[(Player number of (Picked player))] = List
            Multiboard - Set the text for MultiBoard item in column 1, row List to (Color_Text[(Player number of (Picked player))] + ((Name of (Picked player)) + |r))
            Multiboard - Set the text for MultiBoard item in column 2, row List to (|cffBDBDBD + 0|r)
            Multiboard - Set the text for MultiBoard item in column 3, row List to (|cffBDBDBD + 0|r)
            Set VariableSet List = (List + 1)
          Else - Actions
    Multiboard - Show MultiBoard
    Multiboard - Maximize MultiBoard
    Leaderboard - Create a leaderboard for (All players) titled Art of Defense RPG
    Set VariableSet kinghp = (Last created leaderboard)
    Leaderboard - Add Player 12 (Brown) to kinghp with label |cffF3E2A9[ King % HP Bar ]|r and value (100 + (Integer(%)))
    Leaderboard - Change the color of the value for Player 12 (Brown) in kinghp to (88.88%, 88.88%, 88.88%) with 8.88% transparency
    Leaderboard - Show kinghp
Kill Update
  Events
    Unit - A unit Dies
  Conditions
    (Owner of (Killing unit)) Not equal to Neutral Hostile
    (Owner of (Killing unit)) Not equal to Neutral Passive
    ((Owner of (Killing unit)) slot status) Equal to Is playing
  Actions
    Set VariableSet Kills[(Player number of (Owner of (Killing unit)))] = (Kills[(Player number of (Owner of (Killing unit)))] + 1)
    Multiboard - Set the text for MultiBoard item in column 2, row Multiboard_Spots[(Player number of (Owner of (Killing unit)))] to (|cffBDBDBD + ((String(Kills[(Player number of (Owner of (Killing unit)))])) + |r))
    Multiboard - Show MultiBoard
Death Update
  Events
    Unit - A unit Dies
  Conditions
    (Owner of (Dying unit)) Not equal to Neutral Hostile
    (Owner of (Dying unit)) Not equal to Neutral Passive
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Triggering unit) is A Hero) Equal to True
      Then - Actions
        Set VariableSet Deaths[(Player number of (Owner of (Dying unit)))] = (Deaths[(Player number of (Owner of (Dying unit)))] + 1)
        Multiboard - Set the text for MultiBoard item in column 3, row Multiboard_Spots[(Player number of (Owner of (Dying unit)))] to (|cffBDBDBD + ((String(Deaths[(Player number of (Owner of (Dying unit)))])) + |r))
        Multiboard - Show MultiBoard
      Else - Actions
KingHP Counter
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    Leaderboard - Change the value for Player 12 (Brown) in kinghp to ((Integer((Percentage life of King 0114 <gen>))) + 0)
cam
  Events
    Player - Player 1 (Red) types a chat message containing -cam 1500 (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -cam 1500 (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -cam 1500 (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -cam 1500 (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -cam 1500 (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -cam 1500 (stringnoformat) as An exact match
    Player - Player 7 (Green) types a chat message containing -cam 1500 (stringnoformat) as An exact match
  Conditions
  Actions
    Camera - Set (Triggering player)'s camera Distance to target to 1500.00 over 0.30 seconds
cam Copy 5
  Events
    Player - Player 1 (Red) types a chat message containing -cam 1800 (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -cam 1800 (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -cam 1800 (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -cam 1800 (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -cam 1800 (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -cam 1800 (stringnoformat) as An exact match
    Player - Player 7 (Green) types a chat message containing -cam 1800 (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing -cam 1800 (stringnoformat) as An exact match
  Conditions
  Actions
    Camera - Set (Triggering player)'s camera Distance to target to 1800.00 over 0.30 seconds
cam Copy
  Events
    Player - Player 1 (Red) types a chat message containing -cam 2000 (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -cam 2000 (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -cam 2000 (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -cam 2000 (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -cam 2000 (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -cam 2000 (stringnoformat) as An exact match
    Player - Player 7 (Green) types a chat message containing -cam 2000 (stringnoformat) as An exact match
  Conditions
  Actions
    Camera - Set (Triggering player)'s camera Distance to target to 2000.00 over 0.30 seconds
cam Copy 2
  Events
    Player - Player 1 (Red) types a chat message containing -cam 2500 (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -cam 2500 (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -cam 2500 (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -cam 2500 (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -cam 2500 (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -cam 2500 (stringnoformat) as An exact match
    Player - Player 7 (Green) types a chat message containing -cam 2500 (stringnoformat) as An exact match
  Conditions
  Actions
    Camera - Set (Triggering player)'s camera Distance to target to 2500.00 over 0.30 seconds
cam Copy 2 Copy
  Events
    Player - Player 1 (Red) types a chat message containing -cam 3000 (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -cam 3000 (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -cam 3000 (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -cam 3000 (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -cam 3000 (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -cam 3000 (stringnoformat) as An exact match
    Player - Player 7 (Green) types a chat message containing -cam 3000 (stringnoformat) as An exact match
  Conditions
  Actions
    Camera - Set (Triggering player)'s camera Distance to target to 3000.00 over 0.30 seconds
cam Copy 3
  Events
    Player - Player 1 (Red) types a chat message containing -cam off (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -cam off (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -cam off (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -cam off (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -cam off (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -cam off (stringnoformat) as An exact match
    Player - Player 7 (Green) types a chat message containing -cam off (stringnoformat) as An exact match
  Conditions
  Actions
    Camera - Reset camera for (Triggering player) to standard game-view over 0.30 seconds
cam Copy 4
  Events
    Player - Player 1 (Red) types a chat message containing -cam lock (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -cam lock (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -cam lock (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -cam lock (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -cam lock (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -cam lock (stringnoformat) as An exact match
    Player - Player 7 (Green) types a chat message containing -cam lock (stringnoformat) as An exact match
  Conditions
  Actions
    Camera - Lock camera target for (Triggering player) to (Random unit from (Units currently selected by (Triggering player))), offset by (0, 0) using Default rotation
Graveyard Debug
  Events
    Unit - A unit enters (Playable map area)
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Owner of (Entering unit)) controller) Not equal to User
        (Owner of (Entering unit)) Not equal to Player 9 (Gray)
        (Owner of (Entering unit)) Not equal to Neutral Hostile
        (Owner of (Entering unit)) Not equal to Player 12 (Brown)
        ((Entering unit) is alive) Equal to True
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Unit-type of (Entering unit)) Equal to Ghoul
          Then - Actions
            Unit - Remove (Entering unit) from the game
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Unit-type of (Entering unit)) Equal to Crypt Fiend
              Then - Actions
                Unit - Remove (Entering unit) from the game
              Else - Actions
      Else - Actions
Shared Upgrades
  Events
    Unit - A unit Finishes research
  Conditions
    ((Owner of (Triggering unit)) controller) Equal to User
  Actions
    Game - Display to (All players) the text: ((Name of (Owner of (Triggering unit))) + has finished a research upgrade for the team)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Current research level of (Researched tech-type) for Player 12 (Brown)) Less than (Current research level of (Researched tech-type) for (Owner of (Triggering unit)))
      Then - Actions
        Player - Set the current research level of (Researched tech-type) to (Current research level of (Researched tech-type) for (Owner of (Triggering unit))) for Player 12 (Brown)
      Else - Actions
    Player Group - Pick every player in (All players controlled by a User player) and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Current research level of (Researched tech-type) for (Picked player)) Less than (Current research level of (Researched tech-type) for (Owner of (Triggering unit)))
          Then - Actions
            Player - Set the current research level of (Researched tech-type) to (Current research level of (Researched tech-type) for (Owner of (Triggering unit))) for (Picked player)
          Else - Actions
Others Join
  Events
    Unit - A unit owned by Player 10 (Light Blue).Dies
    Unit - A unit owned by Player 11 (Dark Green).Dies
    Unit - A unit owned by Player 21 (Coal).Dies
  Conditions
    ((Dying unit) is A Hero) Equal to True
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Dying unit)) Not equal to Ancient Knight
        (Random integer number between 1 and 10) Greater than 7
      Then - Actions
        Wait 30.00 seconds
        Game - Display to (All players) for 30 seconds the text: (Talic the Ancient is casting Divine Ressurection on + (Name of (Dying unit)))
        Wait 30.00 seconds
        Game - Display to (All players) for 30 seconds the text: ((Name of (Dying unit)) + has joined the Kingdom!)
        Unit - Change ownership of (Dying unit) to Player 12 (Brown) and Retain color
        Hero - Instantly revive (Dying unit) at (Random point in tree_doodads <gen>), Show revival graphics
        Unit - Order (Dying unit) to Patrol To.(Random point in played_map_start_area <gen>)
      Else - Actions
Limit 4 heroes
  Events
    Unit - A unit Sells a unit
  Conditions
    ((Owner of (Sold unit)) controller) Equal to User
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Unit-type of (Sold unit)) is A Hero) Equal to True
      Then - Actions
        Unit - Create 1.Doge for (Owner of (Sold unit)) at (Center of Region_061 <gen>) facing Default building facing degrees
        Player - Limit training of Heroes to 4 for (Owner of (Sold unit))
        Player - Set (Owner of (Sold unit)).Available free Heroes to 0
        Set VariableSet herocount[(Player number of (Owner of (Sold unit)))] = (herocount[(Player number of (Owner of (Sold unit)))] + 1)
        Unit - For (Sold unit), Ability Shadow Meld, Hide ability: True
      Else - Actions
Tier raise limit
  Events
    Unit - A unit Finishes construction
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Constructed structure)) Equal to Stronghold
        herolimit[(Player number of (Owner of (Constructed structure)))] Less than 2
      Then - Actions
        Set VariableSet herolimit[(Player number of (Owner of (Constructed structure)))] = 2
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Unit-type of (Constructed structure)) Equal to Halls of the Dead
            herolimit[(Player number of (Owner of (Constructed structure)))] Less than 2
          Then - Actions
            Set VariableSet herolimit[(Player number of (Owner of (Constructed structure)))] = 2
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Unit-type of (Constructed structure)) Equal to Tree of Ages
                herolimit[(Player number of (Owner of (Constructed structure)))] Less than 2
              Then - Actions
                Set VariableSet herolimit[(Player number of (Owner of (Constructed structure)))] = 2
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Unit-type of (Constructed structure)) Equal to Fortress
                    herolimit[(Player number of (Owner of (Constructed structure)))] Less than 3
                  Then - Actions
                    Set VariableSet herolimit[(Player number of (Owner of (Constructed structure)))] = 4
                  Else - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        (Unit-type of (Constructed structure)) Equal to Black Citadel
                        herolimit[(Player number of (Owner of (Constructed structure)))] Less than 3
                      Then - Actions
                        Set VariableSet herolimit[(Player number of (Owner of (Constructed structure)))] = 4
                      Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            (Unit-type of (Constructed structure)) Equal to Tree of Eternity
                            herolimit[(Player number of (Owner of (Constructed structure)))] Less than 3
                          Then - Actions
                            Set VariableSet herolimit[(Player number of (Owner of (Constructed structure)))] = 4
                          Else - Actions
pick race setup
  Events
    Time - Elapsed game time is 0.25 seconds
  Conditions
  Actions
    Dialog - Clear MenuDialog
    Dialog - Change the title of MenuDialog to pick your race
    Dialog - Create a dialog button for MenuDialog labelled Human
    Set VariableSet MenuButtons[0] = (Last created dialog Button)
    Dialog - Create a dialog button for MenuDialog labelled Orc
    Set VariableSet MenuButtons[1] = (Last created dialog Button)
    Dialog - Create a dialog button for MenuDialog labelled Undead
    Set VariableSet MenuButtons[2] = (Last created dialog Button)
    Dialog - Create a dialog button for MenuDialog labelled Night Elf
    Set VariableSet MenuButtons[3] = (Last created dialog Button)
    Player Group - Pick every player in (All players) and do (Show MenuDialog for (Picked player))
    Player Group - Pick every player in (All players) and do (Set VariableSet herolimit[(Player number of (Picked player))] = 4)
    Player Group - Pick every player in (All players controlled by a User player) and do (Add 1 to (Picked player).Available free Heroes)
    Player Group - Pick every player in (All players controlled by a User player) and do (Limit training of Heroes to 4 for (Picked player))
    Player Group - Pick every player in (All players controlled by a User player) and do (Make (Picked player) Heroes gain 45.00% experience from future kills)
    Player Group - Pick every player in (All players controlled by a User player) and do (Make Neutral Passive treat (Picked player) as an Ally)
    Player Group - Pick every player in (All players controlled by a User player) and do (Make (Picked player) treat Neutral Passive as an Ally)
    Player Group - Pick every player in (All players controlled by a User player) and do (Add 5000 to (Picked player).Current gold)
    Player Group - Pick every player in (All players controlled by a User player) and do (Add 5000 to (Picked player).Current lumber)
    Hero - Make Player 12 (Brown) Heroes gain 75.00% experience from future kills
    Hero - Make Player 9 (Gray) Heroes gain 210.00% experience from future kills
    Hero - Make Neutral Hostile Heroes gain 210.00% experience from future kills
    Environment - Set sky to Felwood Sky
    Environment - Create at (Playable map area) the weather effect Dungeon Green Fog (Light)
    Player - Change color of Player 9 (Gray) to Coal, Changing color of existing units
    Player - Change color of Player 12 (Brown) to Wheat, Changing color of existing units
    Quest - Create a Required quest titled Tips and Tricks with the description Join the Art of Defense community discord group!https://discord.gg/YazyTSeSend replays of wins to lobotomizer1@gmail.com with player names and patch voptional game commands-Cam (1500, 1800, 2000, 2500, 3000)-Cam Lock-Cam Off-King (sends king back to throne room, 3 second cooldown)-RepickTips: If an item does not combine, drop a recipe item and repick it up.All green colored passive units are rescuable. (right click when near)Chaplains can Heal and are given additional randomized spells.King will heal you when you come within range and you are 60% or less hp. If he does not heal then go out of range and back again.King will heal you if you enter the throne room with 60% or less hp and he is also in the throne room., using icon path ReplaceableTextures\CommandButtons\BTNTomeBrown.blp
    Quest - Create a Required quest titled Heroes Guild with the description <heroes guild>Here within lies the inscriptions of past Defenders who were victorious at defending the Kingdomv7.8.7.3Orogar, Massington, CrankyPants, ForTheHorde, Stevev7.8.7.2Warden, Balthazar, Tin, Raijun, Zharkan92, 暗影飛龍 (Shadow Wyvern)v7.8.7.2thevixan, Cunningman, Warden, CrankyPants, Orogar, BLADE, SoulCatcherv7.8.7.1 Johnnylevel, Crankypants, Lyfe, Massington, CourageII, BLADE, Memov7.8.6Massington, gzzstar, hazav7.8.6Massington, Memo, CrankyPants, Phoenix, haza, Steve_2.0, GZZstarv7.8.6Weakly, Kez, CrankyPants, RawTalent, Kenichi201, CO4Yes, Memov7.8.4Sports, Vertebrae, yoMiKED, Orogar, CO4YES, Gzzstarzv7.8.4Orogar, KingFelagund, HERMES, Gzzstarz, Memov7.8.2selkit, KingFelagund, Nella, Orogarv7.8.2xDzsword, Orogar, Ghost51, DjLife, Haza, Massingtonv7.8.1Showside, Orogar, bizman, HERMES, motoclan, Massington, Winkint, using icon path ReplaceableTextures\CommandButtons\BTNSnazzyScroll.blp
    Quest - Create a Required quest titled Hall of Heroes with the description <heroes guild>Here within lies the inscriptions of past Defenders who were victorious at defending the Kingdomv7.8.6Massington, gzzstar, hazav7.8.6Massington, Memo, CrankyPants, Phoenix, haza, Steve_2.0, GZZstarv7.8.6Weakly, Kez, CrankyPants, RawTalent, Kenichi201, CO4Yes, Memov7.8.1RONTONSOUP, Dragonlord44, xDzswordx, Wamduke, Orogar, DeadMedicv7.7.2mic, VandalHeart, CrankyPants, yoMiKED, Orogarv7.7.1Mass, commie, SpeedyRogue, Dokeysucker, LoneWolf, yoMiKED, Orogarv7.7.1Showside, Hades, Orogar, yoMiKED, xDzswordx, Samaellv7.6.5Mass, HauntedZeus, Orogarv7.6.5The, Kez, FORTHEHORDE, LoneWolf, yoMiKED, Orogarv7.6.4HauntedZeus, Allo, mass, FlyingCat777v7.6.2mass, Assassin-Crazy, haza, noobs_way, jerrylee7770, azngunzfoo, Mirvannav7.6.2HauntedZeus, silver_raiders, haza, Kappazord, azngunzfoov7.5.4tomoto, azngunzfoo, RoXas0, Taykay, Lok'Lak, FlyingCat777, PewwPewwPewwv7.5.4PewwPewwPeww, Lok'Lak, HappyFir3, FlyingCat777, azngunzfoov7.4.1FlyingCat777, cretel, lolxdxdv7.3TUFX, cretel, daggerwolf, Wrda, Nevius, Yunishaav7.3cretel, FlyingCat777, azngunzfoo, Demethos, chefhuman, pl4tonv7.2.1Keldus, Bluedice, HauntedZeus, azngunzfoo, Shadov7.2.1HauntedZeus, Ya_Sun, Jinhaoda, Timezero, Nar6v7.1.5keldus, destruction, barambaramv7.1.5NWill, Drammo, using icon path ReplaceableTextures\CommandButtons\BTNSnazzyScroll.blp
    Quest - Create a Required quest titled Hall of Legends with the description <legends guild>Here within lies the inscriptions of legendary Defenders who were victorious at defending the Kingdomv6.7vex193, azngunzfoo, baram2101v6.7Drammo, NWill, LesSilnee (eatsports)v6.6NWill, Drammov6.1Minirott, Nimer, ssbness, iansdoor, skillganon (twitch.tv/skillganon)v5.7stateofmyers, Arexander, mentos-citron, PorkChop123, Clarklee, worst-noob-everv5.7red_axe, Xenium, cvier2, worst-noob-ever, valdenis (left)v5.2azngunzfoo, keldus, fortas16, LordPie, Liegestuhl, Robovisionv4.8azngunzfoo, stargan, Patrek, ironstar, Vegeta2014v4.8umti, Vegeta2014, Uther, azngunzfoo, Guo520, strik3v4.20shadowkinglord, Robovi, using icon path ReplaceableTextures\CommandButtons\BTNSnazzyScroll.blp
    Quest - Create a Required quest titled Credits with the description Original map (6) Art of Defense v3.7 was edited by TheOneIceMaster and originally made by Talic the Ancient. I then edited v3.7 and slowly added and polished elements of the map over various versions.Resources Used from Hiveworkshop.com and wc3c.net- Dragon Knight (Serpent Knight) model by Gluma- Battle Rex (Lizardman RoyalGuard) model by Gluma- Gryphon Lord model by Grendel- Worgen Warlord (Adelas Deathclaw) model by Sellenisko- Fel Orc General (Chaos General) model by General Frank- Blood Knight model by Tenebis- Crystal Lord (Chaos the Naga) model by Misha and Godslayer- Rune Reaver (NagaDeathKnight) model by Misha, 67Chrome, and Zerox- Gnoll Slicer model by Kimbo- Bloodelf Paladin model by General Frank- Black Mage model by Grendel- Gnome Warrior (HeroShieldHands) model by Norinrad- Ancient Sage (Arakkoa Sage) model by Cavman and Hawkwing- Knight of the Ebon Blade model by Hawkwing- Troll Spearmaster (Jungle Troll Skullsplinter) model by Norinrad- Pandaren Sage model by Norinrad- Pandaren Kyo Warrior model by Norinrad- Tigerian Slicer model by General Frank- Night Elf Blademaster model by Ket- Night Elf Swordmaster (Commander Jarod) model by Atasha JG, Grey Knight, and Tenebrae- Night Elf Warrior (Druid War Soul) model by AhhFreshWeeD- Archdruid of the Moon model by J.Eggermont (aka Garfield) and skin by Dmitry Rommel (aka Bezdomniy)- Guardian of the Grove model by Figueiredo00- Unbroken Battlemaiden (Unbroken Sage) model by Dickxunder- Draenei Battlemaster model by Kimberly and Werewulf- Tidebaron model by Dickxunder- Warqueen model by Tarrasque- Naga Paladin (Royal Guard) model by Tarrasque- Human Axemaster (Heavy Axeman) model by JesusHipster- Blood Elf Slicer (Bloodelven Warrior) model by General Frank- Phoenix Lord (Avatar of Fire) model by General Frank- Gnoll Wolfrider model by Werewulf- Shadow Priestess (Lizard Witch) model by Gluma- Void Imp (Scamp the Imp) model by MC and Chriz- Reaper model by Ket- Undead Warrior (Skeleton Champion) model by Jhotam_3Dcool&create- Custom icons by Blizzard Entertainment- Black Mage (Black Wizard) icon by Sin'dorei300- Human Warrior (Norse Warmonger) model by -Revellion-- Mage Hunter, Undead Keeper, Troll Blademaster, Orc Paladin, Death Warden, Sentinel of the Moon, Valkyrie, Phoenix Guard, Naval Mage, High Elf Battlemaiden, Blood Elf Red Mage, and Blood Elf Death Knight models by Ujimasa Hojo- Scarlet Champion, Phoenix Warrior, Sunken Commander, and Forsaken Battlemaiden models by kangyun- Fel Archon and Goblin Guardian models by PROXY- Goblin Warmechanic model by DwarfZealot and Nazrook Geargrind- Goblin Technomage model by Rizz_Boomer- Goblin Juggernaut model by Sunchips- Shadow Priest model by loktar- Night Elf Paladin model by Atasha JG- Battle Mage (Gandalf) model by HerrDave, using icon path ReplaceableTextures\CommandButtons\BTNEngineeringUpgrade.blp
    Quest - Create a Optional quest titled Altered Melee Mechanics with the description Heros- level 3 starter hero- limit 4 heroes (can be same)- max level 30- str hero +100 starting hp- agi hero +10 base damage- 25 mana per Int point (from 15)- 2 ability power per Int point (damage + heal)- full heal on level up- custom items- illusions do 10% damage- summons hp upgradeUnits- max food 120- no upkeep- 7/7 max upgrades- 50% faster build time- 25% chance to respawn on death- given free passive ability- custom hp + damage upgradesTowers- custom tower builders- upgradable custom towers- more tiers of standard tower upgrades- custom hp + damage upgrades, using icon path ReplaceableTextures\CommandButtons\BTNEngineeringUpgrade.blp
    Quest - Create a Optional quest titled Current Patch Notes with the description 7.8.7- update to blademaster's call content, hero experience rates slightly increased, healing and summoning abilities given more levels, marketplace items cost slightly increased, Cloak of Inferno and Heart of Inferno active cooldown doubled, consumable items buffed, Neutral Hostile units now start weaker grow stronger and give 175% exp7.8.6 - update to blademaster's call content, 12 new heroes (Fel Vindicator, Dwarven Stormrider, Dwarven Engineer, Naval Battlemage, White Mage, Battle Priestess, Night Elf Glaivemaster, Sylvan Enchantress, Satyr Witch, Goblin Warlock, Gun Acolyte, Azure Dragon Warrior), new items added, ability changes for various heros, hero experience rates increased, custom upgrades at main hall adjusted, wave difficulty slightly decreased, tower range slightly increased7.6.5 - blademaster's call expansion, 12 new heroes (Scarlet Champion, Battle Mage, Phoenix Warrior, Sunken Commander, Shadow Priest, Forsaken Battlemaiden, Fel Archon, Night Elf Paladin, Goblin Warmechanic, Goblin Technomage, Goblin Juggernaut, Goblin Guardian), Hero Max Level now 30 (from 70), save system removed, end boss exp rates nerfed, wave difficulty reduced, creeps now give triple exp, all custom hp upgrades at main hall reduced by half,7.5 - update to deathknight's plight content, limit 4 heroes (only saves currenty picked hero), most hero abilities given additional levels, tomes now cost 850g (from 550), shared upgrades, end bosses nerfed, save codes reset7.4 - deathknight's plight expansion, 12 new heroes (Mage Hunter, Undead Keeper, Troll Blademaster, Orc Paladin, Death Warden, Sentinel of the Moon, Valkyrie, Phoenix Guard, Naval Mage, High Elf Battlemaiden, Blood Elf Red Mage, Blood Elf Death Knight), Ability Power now also affects item spells (1 int = 2 ability power), save codes reset, load command now has 5 min cooldown, Food Limit now 200 (again), slight buffs to end game waves, various bugfixes7.3 - Hero Max Level now 70 (from 100), Food Limit now 250 (from 200), Army Units now have a chance to gain a passive ability on spawn, minor bugfixesv7.2 - update to kumite hero arena content, limit 1 hero (again), save codes resetv7.1.5 - update to kumite hero arena content, max heroes 4 (again), using icon path ReplaceableTextures\CommandButtons\BTNSpy.blp
    Quest - Create a Optional quest titled Old Patch Notes with the description v7.0 - max level now 100 (from 30) and limit 1 hero, votekick system by eleljrk, itemstacking system by Googlieeyes, save/load system by TriggerHappyv6.9 - bugfix to kumite hero arena content, early game difficulty and time between waves increased, bugfix to ability power (1 int = 2 ability power) interaction with damage and heal spells, buffs to custom towersv6.8 - kumite hero arena expansion, slight changes to waves, Food Limit now 200 (from 100), each point of Intelligence now grants 2 ability power (affects spell damage and healing), Battle Roar duration and cooldown doubled, Lobotomize now does 700 damage (from 540), Unbroken Battlemaiden now has Critical Strike passive (replace Feedback), Night Elf Blademaster now has Drunken Brawler (replace Critical Strike), Blood Knight now has Magic Defense passive (replace Critical Strike) and Critical Strike (replace Firebolt), custom upgrade Glyph of Damage added to main hallsv6.7 - starting resources doubled, custom summoned unit and tower hp upgrades added to main halls, heroes starting armor -1 change reverted (no longer applies) and is back to standard values, Divine armor type now takes 50% damage from all sources (from 35%), slight buffs to various spells, emissary event now lasts another round (until end of wave 5), Tower HP Upgrade now affects Moon Wells, using icon path ReplaceableTextures\CommandButtons\BTNSpy.blp
    Quest - Create a Optional quest titled Changelogs with the description v6.6 - various bugfixes, unit upgrades now working properly, +10 to base damage for all agility based heroes(except Human Axemaster), Frost Armor can now autocastv6.5 - neutral passive now treat players as allies and vice versa, custom unit hp upgrade added to main halls, max upgrades now 7/7 (from 5/5), Enemy forces upgrades now 6/6 (from 5/5), Kingdom forces upgrades now 5/5 (from 4/4), Divine armor type now takes 35% damage from all sources (from 25%), Ancient Gold Mine now regenerates hp (again), Akama, Unbroken Battlemaiden, all Battle Mages(Gryphon Lord, Phoenix Lord, Reaper), and Archdruid of the Moon(Moonkin Form) now have Chaos attack type, Spell Immune Amulet now renamed to Anti-Magic Amulet and cooldown reduced to 35/25 (from 45,30), Tomes gold cost now 590 (from 650), Manual of Health gold cost now 370 (from 400)v6.4 - various bugfixesv6.3 - shop and tavern tooltip updates (by ssbness), player units now have a 25% chance to respawn on death, unit build times reduced by half, advanced tower upgrades now have 10 armor (from 5), slight nerfs to late game waves, all marketplace items cost slightly increased, Lobotomize now does 540 damage (from 450), Ghoul Frenzy upgrade no longer applies to skeletonsv6.2 - 21 new custom campaign heroes (Pandaren Sage, Pandaren Kyo Warrior, Tigerian Slicer, Nightelf Blademaster, Nightelf Swordmaster, Nightelf Warrior, Archdruid of the Moon, Guardian of the Grove, Unbroken Battlemaiden, Draenei Battlemaster, Tidebaron, Warqueen, Naga Paladin, Human Axemaster, Bloodelf Slicer, Phoenix Lord, Gnoll Wolfrider, Dark Troll Priestess, Imp, Reaper, Undead Warrior), bugfix and slight changes to sleepysage slumberingdruid and swordinthestone content, slight changes to peasantlord and goblinking content, slight changes to earlier waves, various 1 tier unit upgrades now have a tier 2 upgrade, all 4 tier unit upgrades now have a tier 5 upgrade, Enemy forces upgrades now 5/5 (from 4/4), Mirror Images and Illusions now do 10% damage, Evasion passive now 20% to evade (from 15), Attribute Bonus now gives 4/8/12/16 points to all stats (from 3/6/9/12), Manual of Health now grants 70 hit points (from 50), all Kelen's Dagger items now grant an extra +5 to attack damage, buffs to various summoning spells, Sentry Ward item and ability now spawns Serpent Ward level 2 (from level 4) and duration reduced by halfv6.1 - new custom campaign hero (Troll Spearmaster), Kingdom forces upgrades now 4/4 (from 3/3), bugfix and changes to sleepysage slumberingdruid and swordinthestone content, slight changes to peasantlord and goblinking content, rescues (green colored passive units) now working properly, Ancient Gold Mines no longer regenerate hp, using icon path ReplaceableTextures\CommandButtons\BTNSpy.blp
    Quest - Create a Optional quest titled Old Changelogs with the description v6.0 - bugfix and slight changes to sleepysage slumberingdruid and swordinthestone content, mana gain per point of Intelligence now 20 (from standard 15) ,Death Knight of the Ebon Blade now has Vampiric Aura passive (replace Black Arrow), many charged purchasable items have gained an extra charge usev5.9 - new custom campaign hero (Death Knight of the Ebon Blade), sleepysage slumberingdruid and swordinthestone expansion (side quests), slight buff and bugfix to peasantlord and goblinking content, changes to waves, level up now gives 100% hp and mana, kingdom npc heroes are now shops and town halls, armor type Divine now takes 25% damage from all types (from 5%), final wave bosses regain Divine armor type (again), ancient gold mines now have Divine armor type, 2 new item recipes (at Medivh), item and ability Sentry Ward now summon Serpent Wards, Battle Mage (Gryphon Lord) now has Feedback passive (replace Brilliance Aura) and Mana Shield (replace Mana Drain), slight buff to Storm, Earth and Fire (Brewmaster), creep call for help range, radius to notice building, and guard distance lowered, creep guard distance and chase time increasedv5.8 - Enemy forces upgrades now 4/4 (from 3/3), various changes to wave boss spells, peasantlord and goblinking expansion (side quests), Raise Dead (Hero) cooldown now 9 seconds (from 15), Dark Minions (Black Arrow, Raise Dead) now gain Undead skeleton upgrades, Ghoul Frenzy now affects Undead skeletons, Avatar duration and cooldown reduced by half, Mana Burn now does 75/150/225 damage (from 50/100/150), Cleave passive aoe radius slightly reduced (standard 150 was 210 now 190) and now does 35% damage (standard 25 was 40 now 35), Permanent Immolation Red now does 15 dps (from 12), mask of death lifesteal now 39/42% (from 40/45%), multiboard bugfixv5.7 - 3 new custom heroes (Bloodelf Paladin, Black Mage, Gnome Warrior), 1 new campaign hero (Lady Vashj), all 3 tier unit upgrades now have a tier 4 upgrade and time increments doubled, tooltip updates, minor changes to later waves, item Manual of Health now 340g (from 400g), Blood Knight now has Bladestorm again (replace Phoenix), Lobotomize now has 30 sec cooldown (from 45), added enemy spell cast floating text, reworked kill counter, added king hp bar, added kingdom npc names, using icon path ReplaceableTextures\CommandButtons\BTNSpy.blp
    Player - Change color of Player 1 (Red) to Maroon, Changing color of existing units
    Player - Change color of Player 2 (Blue) to Navy, Changing color of existing units
    Player - Change color of Player 3 (Teal) to Turquoise, Changing color of existing units
    Player - Change color of Player 4 (Purple) to Lavender, Changing color of existing units
    Player - Change color of Player 5 (Yellow) to Mint, Changing color of existing units
    Player - Change color of Player 6 (Orange) to Peanut, Changing color of existing units
    Player - Change color of Player 7 (Green) to Dark Green, Changing color of existing units
    Animation - Change Pit Lord 0029 <gen>'s size to (400.00%, 400.00%, 400.00%) of its original size
    Animation - Change Warlock 0030 <gen>'s size to (400.00%, 400.00%, 400.00%) of its original size
    Animation - Change Demigod 0031 <gen>'s size to (400.00%, 400.00%, 400.00%) of its original size
    Unit - Add Item Damage Bonus (+70) to Warlock 0030 <gen>
    Unit - Add Item Damage Bonus (+70) to Warlock 0030 <gen>
    Unit - Add Item Damage Bonus (+70) to Warlock 0030 <gen>
    Unit - Add Item Damage Bonus (+70) to Warlock 0030 <gen>
    Unit - Add Item Damage Bonus (+70) to Pit Lord 0029 <gen>
    Unit - Add Item Damage Bonus (+70) to Pit Lord 0029 <gen>
    Unit - Add Item Damage Bonus (+70) to Pit Lord 0029 <gen>
    Unit - Add Item Damage Bonus (+70) to Pit Lord 0029 <gen>
    Unit - Add Item Damage Bonus (+70) to Demigod 0031 <gen>
    Unit - Add Item Damage Bonus (+70) to Demigod 0031 <gen>
    Unit - Add Item Damage Bonus (+70) to Demigod 0031 <gen>
    Unit - Add Item Damage Bonus (+70) to Demigod 0031 <gen>
    Unit - Add Lobotomize (Archimonde) to Demigod 0031 <gen>
    Unit - Add Starfall to Demigod 0031 <gen>
    Unit - Add Lobotomize (Archimonde) to Warlock 0030 <gen>
    Unit - Add Shadow Strike to Warlock 0030 <gen>
    Unit - Add Impale to Warlock 0030 <gen>
    Unit - Add Serpent Ward (Rokhan) to Warlock 0030 <gen>
    Unit - Add Lobotomize (Archimonde) to Pit Lord 0029 <gen>
    Unit - Add Inferno to Pit Lord 0029 <gen>
    Unit - Set level of Lobotomize (Archimonde) for Warlock 0030 <gen> to 3
    Unit - Set level of Impale for Warlock 0030 <gen> to 3
    Unit - Set level of Shadow Strike for Warlock 0030 <gen> to 4
    Unit - Set level of Serpent Ward for Warlock 0030 <gen> to 4
    Unit - Set level of Lobotomize (Archimonde) for Demigod 0031 <gen> to 3
    Unit - Set level of Starfall for Demigod 0031 <gen> to 3
    Unit - Set level of Lobotomize (Archimonde) for Pit Lord 0029 <gen> to 3
    Unit - Set level of Inferno for Pit Lord 0029 <gen> to 3
    Floating Text - Destroy peasantlordtext
    Floating Text - Create floating text that reads level 1 event above Emissary 0340 <gen> with Z offset 8.00, using font size 8.00, color (88.00%, 88.00%, 88.00%), and 8.88% transparency
    Set VariableSet peasantlordtext = (Last created floating text)
    Floating Text - Destroy ancientprotectortext
    Floating Text - Create floating text that reads level 1 event above Advanced Energy Tower 2038 <gen> with Z offset 8.00, using font size 8.00, color (88.00%, 88.00%, 88.00%), and 8.88% transparency
    Set VariableSet ancientprotectortext = (Last created floating text)
    Player - Make Player 10 (Light Blue) treat Neutral Hostile as an Ally
    Player - Make Player 11 (Dark Green) treat Neutral Hostile as an Ally
    Player - Make Player 21 (Coal) treat Neutral Hostile as an Ally
    Player - Make Neutral Hostile treat Player 10 (Light Blue) as an Ally
    Player - Make Neutral Hostile treat Player 11 (Dark Green) as an Ally
    Player - Make Neutral Hostile treat Player 21 (Coal) as an Ally
    Player - Make Player 9 (Gray) treat Player 21 (Coal) as an Neutral
    Player - Make Player 9 (Gray) treat Player 10 (Light Blue) as an Neutral
    Player - Make Player 9 (Gray) treat Player 11 (Dark Green) as an Neutral
    Player - Make Player 10 (Light Blue) treat Player 9 (Gray) as an Neutral
    Player - Make Player 11 (Dark Green) treat Player 9 (Gray) as an Neutral
    Player - Make Player 21 (Coal) treat Player 9 (Gray) as an Neutral
    Unit - Pause Shadow Priestress 2139 <gen>
    Unit - Make Shadow Priestress 2139 <gen> Invulnerable
    Unit - Pause Goblin Warlock 2145 <gen>
    Unit - Make Goblin Warlock 2145 <gen> Invulnerable
    Unit - Pause Void Imp 2143 <gen>
    Unit - Make Void Imp 2143 <gen> Invulnerable
    Unit Group - Pick every unit in (Units in Region_090 <gen>) and do (Actions)
      Loop - Actions
        Unit - Pause (Picked unit)
        Unit - Make (Picked unit) Invulnerable
    Unit Group - Pick every unit in (Units in Region_091 <gen>) and do (Actions)
      Loop - Actions
        Unit - Pause (Picked unit)
        Unit - Make (Picked unit) Invulnerable
pick race
  Events
    Dialog - A dialog button is clicked for MenuDialog
  Conditions
    (Triggering player) Equal to Player 1 (Red)
  Actions
    Trigger - Turn off (This trigger)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Clicked dialog button) Equal to MenuButtons[0]
      Then - Actions
        Game - Display to (All players) the text: (Name of (Triggering player))
        Game - Display to (All players) the text: Humanhas joined the game!
        Unit - Create 1.Town Hall for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
        Unit - Create 5.Peasant for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Clicked dialog button) Equal to MenuButtons[1]
          Then - Actions
            Game - Display to (All players) the text: (Name of (Triggering player))
            Game - Display to (All players) the text: Orchas joined the game!
            Unit - Create 1.Great Hall for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
            Unit - Create 5.Peon for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Clicked dialog button) Equal to MenuButtons[2]
              Then - Actions
                Game - Display to (All players) the text: (Name of (Triggering player))
                Game - Display to (All players) the text: Undeadhas joined the game!
                Unit - Create 1.Necropolis for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
                Neutral Building - Haunt Gold Mine 0020 <gen> for (Triggering player).
                Unit - Create 3.Acolyte for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
                Unit - Create 1.Ghoul for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Clicked dialog button) Equal to MenuButtons[3]
                  Then - Actions
                    Game - Display to (All players) the text: (Name of (Triggering player))
                    Game - Display to (All players) the text: Night Elfhas joined the game!
                    Unit - Create 1.Tree of Life for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
                    Unit - Order (Last created unit) to Night Elf Tree Of Life - Entangle (Instant).Gold Mine 0020 <gen>
                    Unit - Create 5.Wisp for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
                  Else - Actions
                    Do nothing
pick race Copy
  Events
    Dialog - A dialog button is clicked for MenuDialog
  Conditions
    (Triggering player) Equal to Player 2 (Blue)
  Actions
    Trigger - Turn off (This trigger)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Clicked dialog button) Equal to MenuButtons[0]
      Then - Actions
        Game - Display to (All players) the text: (Name of (Triggering player))
        Game - Display to (All players) the text: Humanhas joined the game!
        Unit - Create 1.Town Hall for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
        Unit - Create 5.Peasant for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Clicked dialog button) Equal to MenuButtons[1]
          Then - Actions
            Game - Display to (All players) the text: (Name of (Triggering player))
            Game - Display to (All players) the text: Orchas joined the game!
            Unit - Create 1.Great Hall for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
            Unit - Create 5.Peon for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Clicked dialog button) Equal to MenuButtons[2]
              Then - Actions
                Game - Display to (All players) the text: (Name of (Triggering player))
                Game - Display to (All players) the text: Undeadhas joined the game!
                Unit - Create 1.Necropolis for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
                Neutral Building - Haunt Gold Mine 0021 <gen> for (Triggering player).
                Unit - Create 3.Acolyte for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
                Unit - Create 1.Ghoul for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Clicked dialog button) Equal to MenuButtons[3]
                  Then - Actions
                    Game - Display to (All players) the text: (Name of (Triggering player))
                    Game - Display to (All players) the text: Night Elfhas joined the game!
                    Unit - Create 1.Tree of Life for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
                    Unit - Order (Last created unit) to Night Elf Tree Of Life - Entangle (Instant).Gold Mine 0021 <gen>
                    Unit - Create 5.Wisp for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
                  Else - Actions
                    Do nothing
pick race Copy 2
  Events
    Dialog - A dialog button is clicked for MenuDialog
  Conditions
    (Triggering player) Equal to Player 3 (Teal)
  Actions
    Trigger - Turn off (This trigger)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Clicked dialog button) Equal to MenuButtons[0]
      Then - Actions
        Game - Display to (All players) the text: (Name of (Triggering player))
        Game - Display to (All players) the text: Humanhas joined the game!
        Unit - Create 1.Town Hall for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
        Unit - Create 5.Peasant for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Clicked dialog button) Equal to MenuButtons[1]
          Then - Actions
            Game - Display to (All players) the text: (Name of (Triggering player))
            Game - Display to (All players) the text: Orchas joined the game!
            Unit - Create 1.Great Hall for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
            Unit - Create 5.Peon for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Clicked dialog button) Equal to MenuButtons[2]
              Then - Actions
                Game - Display to (All players) the text: (Name of (Triggering player))
                Game - Display to (All players) the text: Undeadhas joined the game!
                Unit - Create 1.Necropolis for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
                Neutral Building - Haunt Gold Mine 0002 <gen> for (Triggering player).
                Unit - Create 3.Acolyte for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
                Unit - Create 1.Ghoul for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Clicked dialog button) Equal to MenuButtons[3]
                  Then - Actions
                    Game - Display to (All players) the text: (Name of (Triggering player))
                    Game - Display to (All players) the text: Night Elfhas joined the game!
                    Unit - Create 1.Tree of Life for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
                    Unit - Order (Last created unit) to Night Elf Tree Of Life - Entangle (Instant).Gold Mine 0002 <gen>
                    Unit - Create 5.Wisp for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
                  Else - Actions
                    Do nothing
pick race Copy 3
  Events
    Dialog - A dialog button is clicked for MenuDialog
  Conditions
    (Triggering player) Equal to Player 4 (Purple)
  Actions
    Trigger - Turn off (This trigger)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Clicked dialog button) Equal to MenuButtons[0]
      Then - Actions
        Game - Display to (All players) the text: (Name of (Triggering player))
        Game - Display to (All players) the text: Humanhas joined the game!
        Unit - Create 1.Town Hall for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
        Unit - Create 5.Peasant for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Clicked dialog button) Equal to MenuButtons[1]
          Then - Actions
            Game - Display to (All players) the text: (Name of (Triggering player))
            Game - Display to (All players) the text: Orchas joined the game!
            Unit - Create 1.Great Hall for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
            Unit - Create 5.Peon for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Clicked dialog button) Equal to MenuButtons[2]
              Then - Actions
                Game - Display to (All players) the text: (Name of (Triggering player))
                Game - Display to (All players) the text: Undeadhas joined the game!
                Unit - Create 1.Necropolis for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
                Neutral Building - Haunt Gold Mine 0006 <gen> for (Triggering player).
                Unit - Create 3.Acolyte for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
                Unit - Create 1.Ghoul for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Clicked dialog button) Equal to MenuButtons[3]
                  Then - Actions
                    Game - Display to (All players) the text: (Name of (Triggering player))
                    Game - Display to (All players) the text: Night Elfhas joined the game!
                    Unit - Create 1.Tree of Life for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
                    Unit - Order (Last created unit) to Night Elf Tree Of Life - Entangle (Instant).Gold Mine 0006 <gen>
                    Unit - Create 5.Wisp for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
                  Else - Actions
                    Do nothing
pick race Copy 4
  Events
    Dialog - A dialog button is clicked for MenuDialog
  Conditions
    (Triggering player) Equal to Player 5 (Yellow)
  Actions
    Trigger - Turn off (This trigger)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Clicked dialog button) Equal to MenuButtons[0]
      Then - Actions
        Game - Display to (All players) the text: (Name of (Triggering player))
        Game - Display to (All players) the text: Humanhas joined the game!
        Unit - Create 1.Town Hall for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
        Unit - Create 5.Peasant for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Clicked dialog button) Equal to MenuButtons[1]
          Then - Actions
            Game - Display to (All players) the text: (Name of (Triggering player))
            Game - Display to (All players) the text: Orchas joined the game!
            Unit - Create 1.Great Hall for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
            Unit - Create 5.Peon for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Clicked dialog button) Equal to MenuButtons[2]
              Then - Actions
                Game - Display to (All players) the text: (Name of (Triggering player))
                Game - Display to (All players) the text: Undeadhas joined the game!
                Unit - Create 1.Necropolis for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
                Neutral Building - Haunt Gold Mine 0008 <gen> for (Triggering player).
                Unit - Create 3.Acolyte for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
                Unit - Create 1.Ghoul for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Clicked dialog button) Equal to MenuButtons[3]
                  Then - Actions
                    Game - Display to (All players) the text: (Name of (Triggering player))
                    Game - Display to (All players) the text: Night Elfhas joined the game!
                    Unit - Create 1.Tree of Life for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
                    Unit - Order (Last created unit) to Night Elf Tree Of Life - Entangle (Instant).Gold Mine 0008 <gen>
                    Unit - Create 5.Wisp for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
                  Else - Actions
                    Do nothing
pick race Copy 5
  Events
    Dialog - A dialog button is clicked for MenuDialog
  Conditions
    (Triggering player) Equal to Player 6 (Orange)
  Actions
    Trigger - Turn off (This trigger)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Clicked dialog button) Equal to MenuButtons[0]
      Then - Actions
        Game - Display to (All players) the text: (Name of (Triggering player))
        Game - Display to (All players) the text: Humanhas joined the game!
        Unit - Create 1.Town Hall for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
        Unit - Create 5.Peasant for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Clicked dialog button) Equal to MenuButtons[1]
          Then - Actions
            Game - Display to (All players) the text: (Name of (Triggering player))
            Game - Display to (All players) the text: Orchas joined the game!
            Unit - Create 1.Great Hall for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
            Unit - Create 5.Peon for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Clicked dialog button) Equal to MenuButtons[2]
              Then - Actions
                Game - Display to (All players) the text: (Name of (Triggering player))
                Game - Display to (All players) the text: Undeadhas joined the game!
                Unit - Create 1.Necropolis for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
                Neutral Building - Haunt Gold Mine 0004 <gen> for (Triggering player).
                Unit - Create 3.Acolyte for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
                Unit - Create 1.Ghoul for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Clicked dialog button) Equal to MenuButtons[3]
                  Then - Actions
                    Game - Display to (All players) the text: (Name of (Triggering player))
                    Game - Display to (All players) the text: Night Elfhas joined the game!
                    Unit - Create 1.Tree of Life for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
                    Unit - Order (Last created unit) to Night Elf Tree Of Life - Entangle (Instant).Gold Mine 0004 <gen>
                    Unit - Create 5.Wisp for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
                  Else - Actions
                    Do nothing
pick race Copy 5 Copy
  Events
    Dialog - A dialog button is clicked for MenuDialog
  Conditions
    (Triggering player) Equal to Player 7 (Green)
  Actions
    Trigger - Turn off (This trigger)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Clicked dialog button) Equal to MenuButtons[0]
      Then - Actions
        Game - Display to (All players) the text: (Name of (Triggering player))
        Game - Display to (All players) the text: Humanhas joined the game!
        Unit - Create 1.Town Hall for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
        Unit - Create 5.Peasant for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Clicked dialog button) Equal to MenuButtons[1]
          Then - Actions
            Game - Display to (All players) the text: (Name of (Triggering player))
            Game - Display to (All players) the text: Orchas joined the game!
            Unit - Create 1.Great Hall for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
            Unit - Create 5.Peon for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Clicked dialog button) Equal to MenuButtons[2]
              Then - Actions
                Game - Display to (All players) the text: (Name of (Triggering player))
                Game - Display to (All players) the text: Undeadhas joined the game!
                Unit - Create 1.Necropolis for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
                Neutral Building - Haunt Gold Mine 1737 <gen> for (Triggering player).
                Unit - Create 3.Acolyte for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
                Unit - Create 1.Ghoul for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Clicked dialog button) Equal to MenuButtons[3]
                  Then - Actions
                    Game - Display to (All players) the text: (Name of (Triggering player))
                    Game - Display to (All players) the text: Night Elfhas joined the game!
                    Unit - Create 1.Tree of Life for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
                    Unit - Order (Last created unit) to Night Elf Tree Of Life - Entangle (Instant).Gold Mine 1737 <gen>
                    Unit - Create 5.Wisp for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
                  Else - Actions
                    Do nothing
spell floating text
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Owner of (Triggering unit)) controller) Equal to User
        ((Triggering unit) is A Hero) Equal to True
      Then - Actions
        Floating Text - Create floating text that reads ((Name of (Ability being cast)) + !) above (Triggering unit) with Z offset 10.80, using font size 8.10, color (96.00%, 69.00%, 8.10%), and 3.00% transparency
        Floating Text - Change (Last created floating text): Disable permanence
        Floating Text - Change the lifespan of (Last created floating text) to 1.90 seconds
        Floating Text - Change the fading age of (Last created floating text) to 1.60 seconds
        Floating Text - Set the velocity of (Last created floating text) to 9.00 towards 120.00 degrees
      Else - Actions
        Do nothing
spell floating text Copy
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Triggering unit)) Equal to Neutral Passive
      Then - Actions
        Floating Text - Create floating text that reads ((Name of (Ability being cast)) + !) above (Triggering unit) with Z offset 10.80, using font size 8.10, color (81.00%, 81.00%, 81.00%), and 3.00% transparency
        Floating Text - Change (Last created floating text): Disable permanence
        Floating Text - Change the lifespan of (Last created floating text) to 1.90 seconds
        Floating Text - Change the fading age of (Last created floating text) to 1.60 seconds
        Floating Text - Set the velocity of (Last created floating text) to 9.00 towards 120.00 degrees
      Else - Actions
        Do nothing
spell floating text enemy
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Owner of (Triggering unit)) Equal to Player 9 (Gray)
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Triggering unit) is A Hero) Equal to True
      Then - Actions
        Floating Text - Create floating text that reads ((Name of (Ability being cast)) + !) above (Triggering unit) with Z offset 10.80, using font size 8.10, color (45.00%, 45.00%, 45.00%), and 0.00% transparency
        Floating Text - Change (Last created floating text): Disable permanence
        Floating Text - Change the lifespan of (Last created floating text) to 1.90 seconds
        Floating Text - Change the fading age of (Last created floating text) to 1.60 seconds
        Floating Text - Set the velocity of (Last created floating text) to 9.00 towards 120.00 degrees
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Unit-type of (Triggering unit)) Equal to Kel'Thuzad (Ghost)
          Then - Actions
            Floating Text - Create floating text that reads ((Name of (Ability being cast)) + !) above (Triggering unit) with Z offset 10.80, using font size 8.10, color (45.00%, 45.00%, 45.00%), and 0.00% transparency
            Floating Text - Change (Last created floating text): Disable permanence
            Floating Text - Change the lifespan of (Last created floating text) to 1.90 seconds
            Floating Text - Change the fading age of (Last created floating text) to 1.60 seconds
            Floating Text - Set the velocity of (Last created floating text) to 9.00 towards 120.00 degrees
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Unit-type of (Triggering unit)) Equal to King Leoric
              Then - Actions
                Floating Text - Create floating text that reads ((Name of (Ability being cast)) + !) above (Triggering unit) with Z offset 10.80, using font size 8.10, color (45.00%, 45.00%, 45.00%), and 0.00% transparency
                Floating Text - Change (Last created floating text): Disable permanence
                Floating Text - Change the lifespan of (Last created floating text) to 1.90 seconds
                Floating Text - Change the fading age of (Last created floating text) to 1.60 seconds
                Floating Text - Set the velocity of (Last created floating text) to 9.00 towards 120.00 degrees
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Unit-type of (Triggering unit)) Equal to Mur'gul Shadowcaster
                  Then - Actions
                    Floating Text - Create floating text that reads ((Name of (Ability being cast)) + !) above (Triggering unit) with Z offset 10.80, using font size 8.10, color (45.00%, 45.00%, 45.00%), and 0.00% transparency
                    Floating Text - Change (Last created floating text): Disable permanence
                    Floating Text - Change the lifespan of (Last created floating text) to 1.90 seconds
                    Floating Text - Change the fading age of (Last created floating text) to 1.60 seconds
                    Floating Text - Set the velocity of (Last created floating text) to 9.00 towards 120.00 degrees
                  Else - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        (Unit-type of (Triggering unit)) Equal to Death Revenant
                      Then - Actions
                        Floating Text - Create floating text that reads ((Name of (Ability being cast)) + !) above (Triggering unit) with Z offset 10.80, using font size 8.10, color (45.00%, 45.00%, 45.00%), and 0.00% transparency
                        Floating Text - Change (Last created floating text): Disable permanence
                        Floating Text - Change the lifespan of (Last created floating text) to 1.90 seconds
                        Floating Text - Change the fading age of (Last created floating text) to 1.60 seconds
                        Floating Text - Set the velocity of (Last created floating text) to 9.00 towards 120.00 degrees
                      Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            (Unit-type of (Triggering unit)) Equal to Mur'gul Dark Marauder
                          Then - Actions
                            Floating Text - Create floating text that reads ((Name of (Ability being cast)) + !) above (Triggering unit) with Z offset 10.80, using font size 8.10, color (45.00%, 45.00%, 45.00%), and 0.00% transparency
                            Floating Text - Change (Last created floating text): Disable permanence
                            Floating Text - Change the lifespan of (Last created floating text) to 1.90 seconds
                            Floating Text - Change the fading age of (Last created floating text) to 1.60 seconds
                            Floating Text - Set the velocity of (Last created floating text) to 9.00 towards 120.00 degrees
                          Else - Actions
                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              If - Conditions
                                (Unit-type of (Triggering unit)) Equal to Dark Wizard
                              Then - Actions
                                Floating Text - Create floating text that reads ((Name of (Ability being cast)) + !) above (Triggering unit) with Z offset 10.80, using font size 8.10, color (45.00%, 45.00%, 45.00%), and 0.00% transparency
                                Floating Text - Change (Last created floating text): Disable permanence
                                Floating Text - Change the lifespan of (Last created floating text) to 1.90 seconds
                                Floating Text - Change the fading age of (Last created floating text) to 1.60 seconds
                                Floating Text - Set the velocity of (Last created floating text) to 9.00 towards 120.00 degrees
                              Else - Actions
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                  If - Conditions
                                    (Unit-type of (Triggering unit)) Equal to Queen of Suffering
                                  Then - Actions
                                    Floating Text - Create floating text that reads ((Name of (Ability being cast)) + !) above (Triggering unit) with Z offset 10.80, using font size 8.10, color (45.00%, 45.00%, 45.00%), and 0.00% transparency
                                    Floating Text - Change (Last created floating text): Disable permanence
                                    Floating Text - Change the lifespan of (Last created floating text) to 1.90 seconds
                                    Floating Text - Change the fading age of (Last created floating text) to 1.60 seconds
                                    Floating Text - Set the velocity of (Last created floating text) to 9.00 towards 120.00 degrees
                                  Else - Actions
                                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                      If - Conditions
                                        (Unit-type of (Triggering unit)) Equal to Abomino
                                      Then - Actions
                                        Floating Text - Create floating text that reads ((Name of (Ability being cast)) + !) above (Triggering unit) with Z offset 10.80, using font size 8.10, color (45.00%, 45.00%, 45.00%), and 0.00% transparency
                                        Floating Text - Change (Last created floating text): Disable permanence
                                        Floating Text - Change the lifespan of (Last created floating text) to 1.90 seconds
                                        Floating Text - Change the fading age of (Last created floating text) to 1.60 seconds
                                        Floating Text - Set the velocity of (Last created floating text) to 9.00 towards 120.00 degrees
                                      Else - Actions
                                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                          If - Conditions
                                            (Unit-type of (Triggering unit)) Equal to Blood Elf Lieutenant
                                          Then - Actions
                                            Floating Text - Create floating text that reads ((Name of (Ability being cast)) + !) above (Triggering unit) with Z offset 10.80, using font size 8.10, color (45.00%, 45.00%, 45.00%), and 0.00% transparency
                                            Floating Text - Change (Last created floating text): Disable permanence
                                            Floating Text - Change the lifespan of (Last created floating text) to 1.90 seconds
                                            Floating Text - Change the fading age of (Last created floating text) to 1.60 seconds
                                            Floating Text - Set the velocity of (Last created floating text) to 9.00 towards 120.00 degrees
                                          Else - Actions
                                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                              If - Conditions
                                                (Unit-type of (Triggering unit)) Equal to Bandit Lord
                                              Then - Actions
                                                Floating Text - Create floating text that reads ((Name of (Ability being cast)) + !) above (Triggering unit) with Z offset 10.80, using font size 8.10, color (45.00%, 45.00%, 45.00%), and 0.00% transparency
                                                Floating Text - Change (Last created floating text): Disable permanence
                                                Floating Text - Change the lifespan of (Last created floating text) to 1.90 seconds
                                                Floating Text - Change the fading age of (Last created floating text) to 1.60 seconds
                                                Floating Text - Set the velocity of (Last created floating text) to 9.00 towards 120.00 degrees
                                              Else - Actions
spell floating text enemy Copy
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Triggering unit) is A Hero) Equal to True
      Then - Actions
        Floating Text - Create floating text that reads ((Name of (Ability being cast)) + !) above (Triggering unit) with Z offset 10.80, using font size 8.10, color (45.00%, 45.00%, 45.00%), and 0.00% transparency
        Floating Text - Change (Last created floating text): Disable permanence
        Floating Text - Change the lifespan of (Last created floating text) to 1.90 seconds
        Floating Text - Change the fading age of (Last created floating text) to 1.60 seconds
        Floating Text - Set the velocity of (Last created floating text) to 9.00 towards 120.00 degrees
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Unit-type of (Triggering unit)) Equal to Kel'Thuzad (Ghost)
          Then - Actions
            Floating Text - Create floating text that reads ((Name of (Ability being cast)) + !) above (Triggering unit) with Z offset 10.80, using font size 8.10, color (45.00%, 45.00%, 45.00%), and 0.00% transparency
            Floating Text - Change (Last created floating text): Disable permanence
            Floating Text - Change the lifespan of (Last created floating text) to 1.90 seconds
            Floating Text - Change the fading age of (Last created floating text) to 1.60 seconds
            Floating Text - Set the velocity of (Last created floating text) to 9.00 towards 120.00 degrees
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Unit-type of (Triggering unit)) Equal to King Leoric
              Then - Actions
                Floating Text - Create floating text that reads ((Name of (Ability being cast)) + !) above (Triggering unit) with Z offset 10.80, using font size 8.10, color (45.00%, 45.00%, 45.00%), and 0.00% transparency
                Floating Text - Change (Last created floating text): Disable permanence
                Floating Text - Change the lifespan of (Last created floating text) to 1.90 seconds
                Floating Text - Change the fading age of (Last created floating text) to 1.60 seconds
                Floating Text - Set the velocity of (Last created floating text) to 9.00 towards 120.00 degrees
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Unit-type of (Triggering unit)) Equal to Mur'gul Shadowcaster
                  Then - Actions
                    Floating Text - Create floating text that reads ((Name of (Ability being cast)) + !) above (Triggering unit) with Z offset 10.80, using font size 8.10, color (45.00%, 45.00%, 45.00%), and 0.00% transparency
                    Floating Text - Change (Last created floating text): Disable permanence
                    Floating Text - Change the lifespan of (Last created floating text) to 1.90 seconds
                    Floating Text - Change the fading age of (Last created floating text) to 1.60 seconds
                    Floating Text - Set the velocity of (Last created floating text) to 9.00 towards 120.00 degrees
                  Else - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        (Unit-type of (Triggering unit)) Equal to Death Revenant
                      Then - Actions
                        Floating Text - Create floating text that reads ((Name of (Ability being cast)) + !) above (Triggering unit) with Z offset 10.80, using font size 8.10, color (45.00%, 45.00%, 45.00%), and 0.00% transparency
                        Floating Text - Change (Last created floating text): Disable permanence
                        Floating Text - Change the lifespan of (Last created floating text) to 1.90 seconds
                        Floating Text - Change the fading age of (Last created floating text) to 1.60 seconds
                        Floating Text - Set the velocity of (Last created floating text) to 9.00 towards 120.00 degrees
                      Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            (Unit-type of (Triggering unit)) Equal to Mur'gul Dark Marauder
                          Then - Actions
                            Floating Text - Create floating text that reads ((Name of (Ability being cast)) + !) above (Triggering unit) with Z offset 10.80, using font size 8.10, color (45.00%, 45.00%, 45.00%), and 0.00% transparency
                            Floating Text - Change (Last created floating text): Disable permanence
                            Floating Text - Change the lifespan of (Last created floating text) to 1.90 seconds
                            Floating Text - Change the fading age of (Last created floating text) to 1.60 seconds
                            Floating Text - Set the velocity of (Last created floating text) to 9.00 towards 120.00 degrees
                          Else - Actions
                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              If - Conditions
                                (Unit-type of (Triggering unit)) Equal to Dark Wizard
                              Then - Actions
                                Floating Text - Create floating text that reads ((Name of (Ability being cast)) + !) above (Triggering unit) with Z offset 10.80, using font size 8.10, color (45.00%, 45.00%, 45.00%), and 0.00% transparency
                                Floating Text - Change (Last created floating text): Disable permanence
                                Floating Text - Change the lifespan of (Last created floating text) to 1.90 seconds
                                Floating Text - Change the fading age of (Last created floating text) to 1.60 seconds
                                Floating Text - Set the velocity of (Last created floating text) to 9.00 towards 120.00 degrees
                              Else - Actions
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                  If - Conditions
                                    (Unit-type of (Triggering unit)) Equal to Queen of Suffering
                                  Then - Actions
                                    Floating Text - Create floating text that reads ((Name of (Ability being cast)) + !) above (Triggering unit) with Z offset 10.80, using font size 8.10, color (45.00%, 45.00%, 45.00%), and 0.00% transparency
                                    Floating Text - Change (Last created floating text): Disable permanence
                                    Floating Text - Change the lifespan of (Last created floating text) to 1.90 seconds
                                    Floating Text - Change the fading age of (Last created floating text) to 1.60 seconds
                                    Floating Text - Set the velocity of (Last created floating text) to 9.00 towards 120.00 degrees
                                  Else - Actions
                                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                      If - Conditions
                                        (Unit-type of (Triggering unit)) Equal to Abomino
                                      Then - Actions
                                        Floating Text - Create floating text that reads ((Name of (Ability being cast)) + !) above (Triggering unit) with Z offset 10.80, using font size 8.10, color (45.00%, 45.00%, 45.00%), and 0.00% transparency
                                        Floating Text - Change (Last created floating text): Disable permanence
                                        Floating Text - Change the lifespan of (Last created floating text) to 1.90 seconds
                                        Floating Text - Change the fading age of (Last created floating text) to 1.60 seconds
                                        Floating Text - Set the velocity of (Last created floating text) to 9.00 towards 120.00 degrees
                                      Else - Actions
                                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                          If - Conditions
                                            (Unit-type of (Triggering unit)) Equal to Blood Elf Lieutenant
                                          Then - Actions
                                            Floating Text - Create floating text that reads ((Name of (Ability being cast)) + !) above (Triggering unit) with Z offset 10.80, using font size 8.10, color (45.00%, 45.00%, 45.00%), and 0.00% transparency
                                            Floating Text - Change (Last created floating text): Disable permanence
                                            Floating Text - Change the lifespan of (Last created floating text) to 1.90 seconds
                                            Floating Text - Change the fading age of (Last created floating text) to 1.60 seconds
                                            Floating Text - Set the velocity of (Last created floating text) to 9.00 towards 120.00 degrees
                                          Else - Actions
                                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                              If - Conditions
                                                (Unit-type of (Triggering unit)) Equal to Bandit Lord
                                              Then - Actions
                                                Floating Text - Create floating text that reads ((Name of (Ability being cast)) + !) above (Triggering unit) with Z offset 10.80, using font size 8.10, color (45.00%, 45.00%, 45.00%), and 0.00% transparency
                                                Floating Text - Change (Last created floating text): Disable permanence
                                                Floating Text - Change the lifespan of (Last created floating text) to 1.90 seconds
                                                Floating Text - Change the fading age of (Last created floating text) to 1.60 seconds
                                                Floating Text - Set the velocity of (Last created floating text) to 9.00 towards 120.00 degrees
                                              Else - Actions
spell floating text enemy Copy 2
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Triggering unit) is A Hero) Equal to True
      Then - Actions
        Floating Text - Create floating text that reads ((Name of (Ability being cast)) + !) above (Triggering unit) with Z offset 10.80, using font size 8.10, color (45.00%, 45.00%, 45.00%), and 0.00% transparency
        Floating Text - Change (Last created floating text): Disable permanence
        Floating Text - Change the lifespan of (Last created floating text) to 1.90 seconds
        Floating Text - Change the fading age of (Last created floating text) to 1.60 seconds
        Floating Text - Set the velocity of (Last created floating text) to 9.00 towards 120.00 degrees
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Unit-type of (Triggering unit)) Equal to Kel'Thuzad (Ghost)
          Then - Actions
            Floating Text - Create floating text that reads ((Name of (Ability being cast)) + !) above (Triggering unit) with Z offset 10.80, using font size 8.10, color (45.00%, 45.00%, 45.00%), and 0.00% transparency
            Floating Text - Change (Last created floating text): Disable permanence
            Floating Text - Change the lifespan of (Last created floating text) to 1.90 seconds
            Floating Text - Change the fading age of (Last created floating text) to 1.60 seconds
            Floating Text - Set the velocity of (Last created floating text) to 9.00 towards 120.00 degrees
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Unit-type of (Triggering unit)) Equal to King Leoric
              Then - Actions
                Floating Text - Create floating text that reads ((Name of (Ability being cast)) + !) above (Triggering unit) with Z offset 10.80, using font size 8.10, color (45.00%, 45.00%, 45.00%), and 0.00% transparency
                Floating Text - Change (Last created floating text): Disable permanence
                Floating Text - Change the lifespan of (Last created floating text) to 1.90 seconds
                Floating Text - Change the fading age of (Last created floating text) to 1.60 seconds
                Floating Text - Set the velocity of (Last created floating text) to 9.00 towards 120.00 degrees
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Unit-type of (Triggering unit)) Equal to Mur'gul Shadowcaster
                  Then - Actions
                    Floating Text - Create floating text that reads ((Name of (Ability being cast)) + !) above (Triggering unit) with Z offset 10.80, using font size 8.10, color (45.00%, 45.00%, 45.00%), and 0.00% transparency
                    Floating Text - Change (Last created floating text): Disable permanence
                    Floating Text - Change the lifespan of (Last created floating text) to 1.90 seconds
                    Floating Text - Change the fading age of (Last created floating text) to 1.60 seconds
                    Floating Text - Set the velocity of (Last created floating text) to 9.00 towards 120.00 degrees
                  Else - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        (Unit-type of (Triggering unit)) Equal to Death Revenant
                      Then - Actions
                        Floating Text - Create floating text that reads ((Name of (Ability being cast)) + !) above (Triggering unit) with Z offset 10.80, using font size 8.10, color (45.00%, 45.00%, 45.00%), and 0.00% transparency
                        Floating Text - Change (Last created floating text): Disable permanence
                        Floating Text - Change the lifespan of (Last created floating text) to 1.90 seconds
                        Floating Text - Change the fading age of (Last created floating text) to 1.60 seconds
                        Floating Text - Set the velocity of (Last created floating text) to 9.00 towards 120.00 degrees
                      Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            (Unit-type of (Triggering unit)) Equal to Mur'gul Dark Marauder
                          Then - Actions
                            Floating Text - Create floating text that reads ((Name of (Ability being cast)) + !) above (Triggering unit) with Z offset 10.80, using font size 8.10, color (45.00%, 45.00%, 45.00%), and 0.00% transparency
                            Floating Text - Change (Last created floating text): Disable permanence
                            Floating Text - Change the lifespan of (Last created floating text) to 1.90 seconds
                            Floating Text - Change the fading age of (Last created floating text) to 1.60 seconds
                            Floating Text - Set the velocity of (Last created floating text) to 9.00 towards 120.00 degrees
                          Else - Actions
                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              If - Conditions
                                (Unit-type of (Triggering unit)) Equal to Dark Wizard
                              Then - Actions
                                Floating Text - Create floating text that reads ((Name of (Ability being cast)) + !) above (Triggering unit) with Z offset 10.80, using font size 8.10, color (45.00%, 45.00%, 45.00%), and 0.00% transparency
                                Floating Text - Change (Last created floating text): Disable permanence
                                Floating Text - Change the lifespan of (Last created floating text) to 1.90 seconds
                                Floating Text - Change the fading age of (Last created floating text) to 1.60 seconds
                                Floating Text - Set the velocity of (Last created floating text) to 9.00 towards 120.00 degrees
                              Else - Actions
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                  If - Conditions
                                    (Unit-type of (Triggering unit)) Equal to Queen of Suffering
                                  Then - Actions
                                    Floating Text - Create floating text that reads ((Name of (Ability being cast)) + !) above (Triggering unit) with Z offset 10.80, using font size 8.10, color (45.00%, 45.00%, 45.00%), and 0.00% transparency
                                    Floating Text - Change (Last created floating text): Disable permanence
                                    Floating Text - Change the lifespan of (Last created floating text) to 1.90 seconds
                                    Floating Text - Change the fading age of (Last created floating text) to 1.60 seconds
                                    Floating Text - Set the velocity of (Last created floating text) to 9.00 towards 120.00 degrees
                                  Else - Actions
                                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                      If - Conditions
                                        (Unit-type of (Triggering unit)) Equal to Abomino
                                      Then - Actions
                                        Floating Text - Create floating text that reads ((Name of (Ability being cast)) + !) above (Triggering unit) with Z offset 10.80, using font size 8.10, color (45.00%, 45.00%, 45.00%), and 0.00% transparency
                                        Floating Text - Change (Last created floating text): Disable permanence
                                        Floating Text - Change the lifespan of (Last created floating text) to 1.90 seconds
                                        Floating Text - Change the fading age of (Last created floating text) to 1.60 seconds
                                        Floating Text - Set the velocity of (Last created floating text) to 9.00 towards 120.00 degrees
                                      Else - Actions
                                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                          If - Conditions