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Trigger Viewer

AbyssLife Orpg v0.1 Beta.w3x
Variables
Initialization
Int 2
Melee Initialization
Unit Placement
Unit Placement 2
Unit Placement 3
Unit Placement 4
Unit Placement 5
Item Removal Timer
Item Drop Dungeons
Item Drop low levels
Item Drop Bear Set
Item Drop Tauren Set
lvl 21 set
lvl 40 set
lvl 60 set
lvl 81 set
hound set
the doomed set
low demon set
High demon set
void1 set
void2 set
Abyss1 set
Abyss Commander set
Bloodbane set
Class raise Items
Class raise Items 2
Item Drop Necromancer Set
Item Drop2
Item Ownership
GOBLIN HALLOW
GOBLIN HALLOW Exit
DARK LABYRINTH
Mountain Cave
Volcano
Volcano Exit
Crypt
Crypt Exit
BLOODBANE
DARK L EXIT
Bloodbane exit
Low Levels
Bear
Tauren Druegh Bandit
lvl 21 39
lvl 40 59
lvl 60 80
lvl 81 99
hound set death
low demon set death
Higher demon set death
void1 set death
void2 set death
abyss1 set death
Abyss commander set death
the doomed set death
Necromancer one
Class Raise one
Class Raise two
Entering and Exiting Areas
Jail Enter
Jail Exit
Temple Enter
Temple Exit
Palace Enter
Palace Exit
Mages Enter
Mages Exit
Goblin H Enter
Goblin H Exit
Necro Grove
Necro Grove Exit
Necro Portal
Necro Portal Exit
Bandit Enter
Bandit Exit
Warrior Enter
Warrior Exit
Mountain West Enter
Mountain West Exit
Mountain East Enter
Mountain Room W
Mountain Room E
Mountain East Exit
Mountain Boss Enter
Mountain Boss Enter East
Boss Defeat
Boss Lose
Dark Labyrinth Enter
Dark Labyrinth Exit
Dark Labyrinth Boss Enter
Crypt Boss Enter
Crypt Defeat
Crypt Lose
Volcano 1
Volcano 2
Volcano Defeat
Volcano Lose
Boss Defeat Labyrinth
Boss Lose Labyrinth
Assassins Guild Labyrinth Enter
Assassins Guild Labyrinth Portal
Enter Assassins Guild
Hell Enter
Volcano Enter
Volcano ex inside
Crypt enter
Hell Exit
Void Enter
Void Exit
Abyss Enter
Abyss Exit
Abyss End
Final Boss Enter
Final Boss Defeat
Final Boss Lose
Forgotten Charter
Forgotten Docks
Forgotten Cave ent
Forgotten Cave x
thousand realm
New Players
Remove and Teleport
Remove non-players
red
red Copy
red Copy 2
red Copy 3
red Copy 4
red Copy 5
red Copy 6
red Copy 7
Red Leaves Game
ble Leaves Game Copy
teal
purp
yellow
oj
green
pink
gray
lb
Revival
Revival
Revival Copy
Revival Copy 2
Revival Copy 3
Revival Copy 4
Revival Copy 5
Revival Copy 6
Revival Copy 7
Revival Copy 8
Revival Copy 8 Copy
Spells and Buffs
Sprigan
MOD test
MOD test Copy
MOD test Copy Copy
Flame Destruction
Wall of Energy
Meteor
Lightning Storm
Comet
Pillars of Flame
Quake
Abyssal Demise
Abyssal Destoyer
Creep Respawn
Store Postion
Repawn
Item Restrictions
Periodic Item Removal
Warrior
Light
Mage
Item Stacking
Healing Vial
Healing Potion
Healing Greater
Healing Dragon
Healing Life
Mana Vial
Mana Potion
Mana Greater
Mana Mara
The Arena
Enter Arena
Exit Arena
Arena Death
Commands and Admin
Clear
Repick
Repick Copy
Repick Copy 2
Repick Copy 3
Repick Copy 4
Repick Copy 5
Repick Copy 6
Repick Copy 7
Repick Copy 8
Repick Copy 9
Kill
Blood Commands
Blood Commands Copy
Blood Commands Copy 2
Blood Commands Copy 3
Blood Commands Copy 4
Blood Commands Copy 5
Blood Commands Copy 6
Blood Commands Copy 7
Blood Commands Copy 8
Blood Commands Copy 9
Blood Commands Copy 10
Experence decrease rate
lvl 150
lvl 150 Copy
lvl 150 Copy 2
lvl 150 Copy 3
lvl 150 Copy 4
lvl 150 Copy 5
lvl 150 Copy 6
lvl 150 Copy 7
lvl 150 Copy 8
lvl 500
lvl 500 Copy
lvl 500 Copy 2
lvl 500 Copy 3
lvl 500 Copy 4
lvl 500 Copy 5
lvl 500 Copy 6
lvl 500 Copy 7
lvl 500 Copy 8
lvl 3000
lvl 3000 Copy
lvl 3000 Copy 2
lvl 3000 Copy 3
lvl 3000 Copy 4
lvl 3000 Copy 5
lvl 3000 Copy 6
lvl 3000 Copy 7
lvl 3000 Copy 8
Other
Reincarnation
Demonic Goblin
NO SINGLE PLAYER
Training Block
Potion of Life
Potion of Essence
Mysterious Units
Lava Lake
Gate
Gate Copy
Gate Copy 2
Hell Village
thousand realm stone
thousand realm stone Copy
Pets
Pets Kill
One Million
Jaina Yells
Gold Exchange
Class-up
Theif to Bandit
Bandit to Demonic
Archer to Hunter
Hunter to Dark Ranger
Assassin to Eliminator
Eliminator to Silencer
Berserker to Rider
B Rider to Lord
Charmer to Royal
Royal to Knight
Shield to Protector
Protector to Guardian
Healer to Priest
Priest to Bishop
Spellcaster to Mage
Mage to ArchMage
Shadowblade to Forsaken
Forsaken to Justice
Normal to Secret
CodeGen
CG Setup
CG Save
CG Load
CG Load Copy
CG Load Copy 2
CG Load Copy 3
CG Load Copy 4
CG Load Copy 5
CG Load Copy 6
CG Load Copy 7
Quests
The Prophet
Rat Killer
Rat Killing
Rat Killer C
Wolf Killer
Wolf Killling
Wolf Killer C
Goblin Killer
Goblin Killing
Goblin Killer C
Demon Goblin
Demon Goblin k
Demon Goblin C
Assassin's Guild
Savage Killer
Savage Killing
Savage Killer C
Rebel Killer
Rebel Killing
Rebel Killer C
Savage L
Savage L k
Saveage L c
Forgotten
Forgotten
Forgotten k
Forgotten c
Guard Captain
Bear Killer
Bear Killer k
Bear Killer c
Mage Guild
Necromancer Killer
Necro k
Necro c
Arena Master
Arena Master
Arena k
Arena c
Main Quest
Emperor
Beginning
Bandits Pass Quest
Malahkar
Random Events
Place
Mysterious Man
Enter map-specific custom script code below. This text will be included in the map script after variables are declared and before any trigger code.
//TESH.scrollpos=223
//TESH.alwaysfold=0
function CG_Init takes nothing returns nothing
    set udg_Compress = SubString(udg_Alphabet, StringLength(udg_Alphabet)-1, 999)
    set udg_Alphabet = SubString(udg_Alphabet, 0, StringLength(udg_Alphabet)-1)
endfunction

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

function CG_SaveChar takes string c returns integer
    local string low  = "abcdefghijklmnopqrstuvwxyz"
    local string high = "ABCDEFGHIJKLMNOPQRSTUVWXYZ"
    local string int  = "0123456789"
    local integer i   = S2I(c)
    if i > 0 then
        return i
    endif
    if c == "0" then
        return 0
    endif
    set i = 0
    loop
        exitwhen i > 26
        if SubString(low, i, i + 1) == c then
            return i
        elseif SubString(high, i, i + 1) == c then
            return i
        endif
        set i = i + 1
    endloop
    return 0
endfunction

function CG_SaveString takes string name returns string
    local integer i   = 0
    local integer a   = StringLength(name)
    local integer c   = 0
    loop
        exitwhen i > a
        set c = c + CG_SaveChar(SubString(name, i, i + 1))
        set i = i + 1
    endloop
    return CG_Encode(c)
endfunction

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

function CG_Decode takes string s returns integer
    local integer a = 0
    loop
        exitwhen StringLength(s) == 1
        set a = a * udg_Base + udg_Base * CG_StrPos(SubString(s, 0, 1))
        set s = SubString(s, 1, 50)
    endloop
    return a+CG_StrPos(s)
endfunction

function CG_SaveBoolean takes boolean flag returns integer
    if flag then
        return 1
    endif
    return 0
endfunction

function CG_SaveHero takes unit it returns integer
    local integer i = 1
    loop
        exitwhen i > udg_HeroCount
        if udg_SaveHero[i] == GetUnitTypeId(it) then
            return i
        endif
        set i = i + 1
    endloop
    return 0
endfunction

function CG_SaveItem takes item it returns integer
    local integer i = 1
    loop
        exitwhen i > udg_ItemCount
        if udg_SaveItem[i] == GetItemTypeId(it) then
            return i
        endif
        set i = i + 1
    endloop
    return 0
endfunction

function CG_Seperate takes string s returns string
    local integer i = 0
    local integer b = StringLength(s)
    local integer a = 0
    loop
        exitwhen i > b
        if a == 4 then
            set s = SubString(s, 0, i) + "-" + SubString(s, i, 999)
            set a = 0
        else
            set a = a + 1
        endif
        set i = i + 1
    endloop
    return s
endfunction

function CG_Unseperate takes string s returns string
    local integer i = 0
    loop
        exitwhen i > StringLength(s)
        if SubString(s, i, i + 1) == "-" then
            set s = SubString(s, 0, i) + SubString(s, i+1, 999)
        endif
        set i = i + 1
    endloop
    return s
endfunction

function CG_IsLower takes string s returns boolean
    return s == "a" or s == "b" or s == "c" or s == "d" or s == "e" or s == "f" or s == "g" or s == "h" or s == "i" or s == "j" or s == "k" or s == "l" or s == "m" or s == "n" or s == "o" or s == "p" or s == "q" or s == "r" or s == "s" or s == "t" or s == "u" or s == "v" or s == "w" or s == "x" or s == "y" or s == "z"
endfunction

function CG_IsUpper takes string s returns boolean
    return s == "W" or s == "A" or s == "B" or s == "C" or s == "D" or s == "E" or s == "F" or s == "G" or s == "H" or s == "I" or s == "J" or s == "K" or s == "L" or s == "M" or s == "N" or s == "O" or s == "P" or s == "Q" or s == "R" or s == "S" or s == "T" or s == "U" or s == "V" or s == "X" or s == "Y" or s == "Z"
endfunction

function CG_ColorChar takes string char returns string
    local integer i = 0
    local string s = udg_Alphabet + udg_Compress
    loop
        exitwhen i > udg_Base+1
        if char == SubString(s, i, i + 1) then
            if CG_IsLower(SubString(s, i, i + 1)) then
                return udg_LOWER_CASE_COLOR + char + "|r"
            elseif CG_IsUpper(SubString(s, i, i + 1)) then
                return udg_UPPER_CASE_COLOR + char + "|r"
            elseif SubString(s, i, i + 1) != "-" then
                return udg_OTHER_CHARS_COLOR + char + "|r"
            endif
        endif
        set i = i + 1
    endloop
    return char
endfunction

function CG_Color takes string s returns string
    local integer i = 0
    local string r = ""
    loop
        exitwhen i > StringLength(s)
        set r = r + CG_ColorChar(SubString(s, i, i + 1))
        set i = i + 1
    endloop
    return r
endfunction

function CG_ClearData takes nothing returns nothing
    local integer i = 0
    loop
        exitwhen i > 50
        set udg_Save[i] = 0
        set i = i + 1
    endloop
endfunction

function CG_SaveOnline takes nothing returns integer
    if not ReloadGameCachesFromDisk() then
        return 1
    endif
    return 0
endfunction

function CG_Execute takes nothing returns nothing
    local integer i   = 1
    local integer t   = 0
    local string val  = ""
    
    set udg_Code = ""
    
    loop
        exitwhen i > udg_SaveCount
        set val = CG_Encode(udg_Save[i])
        set t   = StringLength(val)
        if t > 1 then
            set udg_Code = udg_Code+udg_Compress+I2S(t)+val
        else
            set udg_Code = udg_Code+val
        endif
        set i = i + 1
    endloop
    
    if udg_SavePlayerName then
        set udg_Code = udg_Code+CG_SaveString(GetPlayerName(GetTriggerPlayer()))
    endif
    
    set udg_Code = CG_SaveString(udg_Code)+udg_Code
    set udg_Code = CG_Seperate(udg_Code)
    set udg_Code = CG_Color(udg_Code)
endfunction

function CG_Load takes string str returns nothing
    local integer i   = 0
    local integer b   = StringLength(CG_Unseperate(str))
    local integer key = 1
    local integer c   = 1
    local string tmp  = ""
    
    set str = CG_Unseperate(str)
    set udg_LOAD_VALID = true
    
    set tmp = CG_SaveString(SubString(str, 2, b))
    if SubString(str, 0, StringLength(tmp)) != tmp then
        set udg_LOAD_VALID = false
        return
    endif
    set str = SubString(str, StringLength(tmp), 999)
    set b = StringLength(str)
    if udg_SavePlayerName then
        set tmp = CG_SaveString(GetPlayerName(GetTriggerPlayer()))
        if StringLength(tmp) > b then
            set udg_LOAD_VALID = false
            return
        else
            if SubString(str, b-StringLength(tmp), b) != tmp then
                set udg_LOAD_VALID = false
                return
            endif
        endif
        set b = b-1
        set str = SubString(str, 0, b)
    endif
    set b = StringLength(str)
    loop
        exitwhen i >= b
        if SubString(str, i, i + 1) == udg_Compress then
            set key = S2I(SubString(str, i + 1, i + 2))
            set i = i + (key)
        endif
        set udg_Load[c] = CG_Decode(SubString(str, i, i + key))
        set c = c + 1
        set i = i + key
        set key = 1
    endloop
    
    //call CG_ClearData()
endfunction
Name Type Is Array Initial Value
Alphabet string No
Base integer No
Code StringExt No
Compress string No
Creep_Point location Yes
dialog1 dialog No
dialog2 dialog No
dialog3 dialog No
dialog4 dialog No
dialog5 dialog No
dialog6 dialog No
dialog7 dialog No
dialog8 dialog No
DialogButton button Yes
Hero unit No
hero unit Yes UnitNull
HeroCount integer No
ItemCount integer No
itemdrop itemcode Yes
itemdrop2 itemcode Yes
itemdrop3 itemcode Yes
itemdrop4 itemcode Yes
itemdrop5 itemcode Yes
itemdrop6 itemcode Yes
itemdrop7 itemcode Yes
itemdrop8 itemcode Yes
itemdrop9 itemcode Yes
itemdropA1 itemcode Yes
itemdropAC itemcode Yes
itemdropbloodbane itemcode Yes
itemdropclassraise1 itemcode Yes
itemdropclassraise2 itemcode Yes
itemdropdarklabyrinth itemcode Yes
itemdropfc itemcode Yes
itemdropgoblinhallow itemcode Yes
itemdropHD itemcode Yes
itemdropLD itemcode Yes
itemdropmc itemcode Yes
itemdropn itemcode Yes
itemdropv1 itemcode Yes
itemdropv2 itemcode Yes
itemdropvolc itemcode Yes
Itemremove timer No
Load integer Yes
LOAD_VALID boolean No
LoadCount integer No
LOWER_CASE_COLOR string No
NOSINGLEPLAYER force No
OTHER_CHARS_COLOR string No
point location No
Q1A integer Yes
Q1P integer Yes
Q2A integer Yes
Q2P integer Yes
Q3A integer Yes
Q3P integer Yes
Q4P integer Yes
QAr1 integer Yes
QF1 integer Yes
QG1 integer Yes
QM1 integer Yes
QMain_1 integer Yes
Quest_Arena integer Yes
Quest_Assasin integer Yes
Quest_F integer Yes
Quest_Guard integer Yes
Quest_Mage integer Yes
Quest_Main integer Yes
Quest_Prophet integer Yes
RA integer No
Repawn_Time real No 0.00
RI integer No
RS integer No
Save integer Yes
SAVE_FAIL_REASON string No
SaveCount integer No
SaveHero unitcode Yes
SaveItem itemcode Yes
SavePlayerName boolean No
Temp_Interger integer No
Temp_Interger2 integer No
Temp_Text_Group force No
TempItem item No
UPPER_CASE_COLOR string No
Int 2
  Events
    Map initialization
  Conditions
  Actions
    Floating Text - Create floating text that reads 1000+ Realm at (Center of 1000realm_text <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads End of the Abyss at (Center of Region_321 <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Volcano Rift at (Center of Volcano <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Environment - Change terrain type at (Center of 1000realm_snow1 <gen>) to Icecrown Glacier - Snow using variation -1 in an area of size 40 and shape Square
Default melee game initialization for all players
Melee Initialization
  Events
    Map initialization
  Conditions
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Camera - .Apply. gg_cam_Repick for (Picked player) over 0 seconds
    Melee Game - Use melee time of day (for all players)
    Game - Display to (All players) the text: |c00FF0303NEW CHARACTERS:|r |c000042FFChoose your class from the class select building!|r Read Info for info on Class increases and general game info.
    Quest - Create a Required quest titled Credits with the description Game Created by Bloodbane7--Some Trigger help from the Hive Workshop's Members------Game Idea Sparked from Elder Scrolls 4: Oblivion----^Some Names thought of/used from game^>>>>Dedicated Testers- Downways, Croystal and ReD_SuN_DaNcE.-----Models, Spells, Icons, ect.-----The Hive Workshop is my absolute model source... so I give credit for all my models to them and the creators! Thanks!------Finally--------To Blizzard; my favorite computer game company>Blizzard>Warcraft 3: Reign of Choas>Warcraft 3: Frozen Throne Game Expansion>Warcraft 3: Frozen Throne World Editor(All created by Blizzard), using icon path ReplaceableTextures\CommandButtons\BTNUnsummonBuilding.blp
    Quest - Create a Required quest titled Commands with the description -repick (Removes your Hero and/or Pets and lets you repick)-kill (Kills your hero if he/she is stuck or glitched)-clear (clears text on screen (includes save/load)), using icon path ReplaceableTextures\CommandButtons\BTNResStone.blp
    Quest - Create a Required quest titled Clan with the description Wolf Squadronwww.weebly.wolfsquadron.com--Go here for latest maps-Bnet clan abbr. will be VVSQ if enough people join!, using icon path ReplaceableTextures\CommandButtons\BTNResStone.blp
    Quest - Create a Required quest titled Item Removal with the description Every 30 minutes (1/2 hour) all items on the ground will be removed from the game; to prevent the game from having a ton of items eveywhere., using icon path ReplaceableTextures\CommandButtons\BTNDust.blp
    Quest - Create a Required quest titled Save/Load with the description Currently, type -save to save your character and his items, class up and quest items will not be saved.Typing -load (code) will load the character you saved and the items that are able to be saved.You can save and load as much as you want, but like repick, I will remove it if I find it being abused!, using icon path ReplaceableTextures\CommandButtons\BTNControlMagic.blp
    Quest - Create a Required quest titled Coming Soon... with the description More Playing Area (and possibly an expansion map)Special AttacksOther things to doMore Dungeons/Items, using icon path ReplaceableTextures\CommandButtons\BTNBox.blp
    Quest - Create a Optional quest titled Class Restrictions with the description Warrior Classes- Charmer, Shield, Berserker, ShadowbladeMage Classes- Healer, Spellcaster, ShadowbladeLight Classes- Assassin, Archer, Thief, using icon path ReplaceableTextures\CommandButtons\BTNDaggerOfEscape.blp
    Quest - Create a Optional quest titled Class Increase with the description To Increase your class, you must first be lvl 25. Afterward you must find your class item, which is dropped by a certain group of monsters hidden in Zeneleta. When you obtain your item you must activate your class trainer, or mysterious unit., using icon path ReplaceableTextures\CommandButtons\BTNHire.blp
    Quest - Create a Optional quest titled Class Increase 2 with the description The same thing as Increase 1, only you need lvl 50, and a different class item dropped by a different creature, as well as a different class trainer., using icon path ReplaceableTextures\CommandButtons\BTNHire.blp
    Quest - Create a Optional quest titled Quests with the description All quests can only be done once, and must be done in order. Quest items can not be saved and will never be able to be saved. Different quest givers have different difficultys. The easiest quest giver is the prophet, and the hardest is the Emperor, who gives you the Main Quest missions., using icon path ReplaceableTextures\CommandButtons\BTNSpy.blp
    Quest - Create a Optional quest titled Arena with the description The Arena is for PvP, just enter it to fight., using icon path ReplaceableTextures\CommandButtons\BTNBerserk.blp
    Destructible - Open Gate 0451 <gen>
    Destructible - Open Gate 0452 <gen>
    Destructible - Open Gate 0576 <gen>
    Destructible - Open Gate 0577 <gen>
    Destructible - Open Gate 0578 <gen>
    Destructible - Open Gate 1222 <gen>
    Destructible - Open Ruined Gate 6601 <gen>
    Destructible - Open Ruined Gate 6639 <gen>
    Unit - Order Imperial Combatant 0067 <gen> to Attack.Training Block 0045 <gen>
    Unit - Order Imperial Combatant 0068 <gen> to Attack.Archery Target 0046 <gen>
    Floating Text - Create floating text that reads Goblin Hallow at (Center of Goblin_Hallow_Entrance <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Dark Labyrinth at (Center of Dark_Labyrinth <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Bandit Pass at (Center of Bandit_Pass_Enter <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Bandit Pass at (Center of Warrior_Exit_outside <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Mountain Cave at (Center of Mountain_Cave_Entrance <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Mountain Cave at (Center of Enter_East_Mountain_Out <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Arena Healing at (Center of Arena_Heal <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Gather around, for I shall heal you! at (Center of Priest <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads West Mountain at (Center of West_Mountain_Choose <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads East Mountain at (Center of East_Mountain_Choose <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Destructible - Make Shimmering Portal 3853 <gen> Invulnerable
    Destructible - Make Shimmering Portal 3803 <gen> Invulnerable
    Destructible - Make Arena Gate 1070 <gen> Invulnerable
    Destructible - Make Dungeon Gate 3928 <gen> Invulnerable
    Destructible - Make Dungeon Gate 3201 <gen> Invulnerable
    Destructible - Make Dungeon Gate 3910 <gen> Invulnerable
    Destructible - Make Dungeon Gate 3929 <gen> Invulnerable
    Destructible - Make Icy Gate 5969 <gen> Invulnerable
    Special Effect - Create a special effect attached to the overhead (attachpoint) of The Prophet 0623 <gen> using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
    Special Effect - Create a special effect attached to the overhead (attachpoint) of Emperor 0210 <gen> using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
    Special Effect - Create a special effect attached to the overhead (attachpoint) of The Legendary Mahlahkar 0595 <gen> using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
    Special Effect - Create a special effect attached to the overhead (attachpoint) of Master Mage 0488 <gen> using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
    Special Effect - Create a special effect attached to the overhead (attachpoint) of Lord of the Assassin 0693 <gen> using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
    Special Effect - Create a special effect attached to the overhead (attachpoint) of Arena Master 0554 <gen> using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
    Special Effect - Create a special effect attached to the overhead (attachpoint) of Guard Captain 0282 <gen> using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
    Special Effect - Create a special effect attached to the overhead (attachpoint) of King of Forgotten City 0142 <gen> using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
    Special Effect - Create a special effect attached to the overhead (attachpoint) of Lead Assassin 0133 <gen> using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Player - Make Player 12 (Brown) treat (Picked player) as an Enemy
        Player - Make (Picked player) treat Player 12 (Brown) as an Enemy
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Player - Make Player 10 (Light Blue) treat (Picked player) as an Ally
        Player - Make (Picked player) treat Player 10 (Light Blue) as an Ally
    Player - Make Neutral Hostile treat Player 10 (Light Blue) as an Ally
    Player - Make Player 10 (Light Blue) treat Neutral Hostile as an Ally
    Player - Make Player 12 (Brown) treat Neutral Hostile as an Ally
    Player - Make Neutral Hostile treat Player 12 (Brown) as an Ally
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Hero - Make (Picked player) Heroes gain 300.00% experience from future kills
Unit Placement
  Events
    Map initialization
  Conditions
  Actions
    Unit - Create 2.Bandit Veteran Spear for Neutral Hostile at (Center of Region_083 <gen>) facing Default building facing degrees
    Unit - Create 3.Bandit Veteran for Neutral Hostile at (Center of Region_083 <gen>) facing Default building facing degrees
    Unit - Create 2.Bandit Veteran Spear for Neutral Hostile at (Center of Region_084 <gen>) facing Default building facing degrees
    Unit - Create 3.Bandit Veteran for Neutral Hostile at (Center of Region_084 <gen>) facing Default building facing degrees
    Unit - Create 2.Bandit Veteran Spear for Neutral Hostile at (Center of Region_085 <gen>) facing Default building facing degrees
    Unit - Create 3.Bandit Veteran for Neutral Hostile at (Center of Region_085 <gen>) facing Default building facing degrees
    Unit - Create 3.Bandit Veteran Spear for Neutral Hostile at (Center of Region_086 <gen>) facing Default building facing degrees
    Unit - Create 2.Bandit Veteran for Neutral Hostile at (Center of Region_086 <gen>) facing Default building facing degrees
    Unit - Create 2.Bandit Veteran for Neutral Hostile at (Center of Region_088 <gen>) facing Default building facing degrees
    Unit - Create 3.Bandit Veteran Spear for Neutral Hostile at (Center of Region_087 <gen>) facing Default building facing degrees
    Unit - Create 3.Bandit Veteran Spear for Neutral Hostile at (Center of Region_088 <gen>) facing Default building facing degrees
    Unit - Create 5.Bandit Veteran for Neutral Hostile at (Center of Region_089 <gen>) facing Default building facing degrees
    Unit - Create 5.Bandit Veteran for Neutral Hostile at (Center of Region_090 <gen>) facing Default building facing degrees
    Unit - Create 5.Bandit Veteran for Neutral Hostile at (Center of Region_091 <gen>) facing Default building facing degrees
    Unit - Create 5.Bandit Veteran Spear for Neutral Hostile at (Center of Region_092 <gen>) facing Default building facing degrees
    Unit - Create 3.Skeleton for Neutral Hostile at (Center of Region_093 <gen>) facing Default building facing degrees
    Unit - Create 2.Dread Zombie for Neutral Hostile at (Center of Region_094 <gen>) facing Default building facing degrees
    Unit - Create 3.Mountain Giant for Neutral Hostile at (Center of Region_095 <gen>) facing Default building facing degrees
    Unit - Create 3.Mountain Giant for Neutral Hostile at (Center of Region_096 <gen>) facing Default building facing degrees
    Unit - Create 5.Stone Turtle for Neutral Hostile at (Center of Region_097 <gen>) facing Default building facing degrees
    Unit - Create 3.Mountain Giant for Neutral Hostile at (Center of Region_098 <gen>) facing Default building facing degrees
    Unit - Create 3.Giant Boulock for Neutral Hostile at (Center of Region_099 <gen>) facing Default building facing degrees
    Unit - Create 3.Skeleton for Neutral Hostile at (Center of Region_101 <gen>) facing Default building facing degrees
    Unit - Create 3.Ghost for Neutral Hostile at (Center of Region_102 <gen>) facing Default building facing degrees
    Unit - Create 3.Skeleton Guardian for Neutral Hostile at (Center of Region_103 <gen>) facing Default building facing degrees
    Unit - Create 2.Skeleton Guardian for Neutral Hostile at (Center of Region_105 <gen>) facing Default building facing degrees
    Unit - Create 3.Ancient Ghost for Neutral Hostile at (Center of Region_104 <gen>) facing Default building facing degrees
    Unit - Create 3.Zombie for Neutral Hostile at (Center of Region_108 <gen>) facing Default building facing degrees
    Unit - Create 5.Dread Zombie for Neutral Hostile at (Center of Region_109 <gen>) facing Default building facing degrees
    Unit - Create 5.Dread Zombie for Neutral Hostile at (Center of Region_106 <gen>) facing Default building facing degrees
    Unit - Create 3.Ancient Ghost for Neutral Hostile at (Center of Region_107 <gen>) facing Default building facing degrees
    Unit - Create 10.Lich for Neutral Hostile at (Center of Region_111 <gen>) facing Default building facing degrees
    Unit - Create 3.Inferni for Neutral Hostile at (Center of Region_112 <gen>) facing Default building facing degrees
    Unit - Create 6.Inferni for Neutral Hostile at (Center of Region_113 <gen>) facing Default building facing degrees
    Unit - Create 2.Ancient Ghost for Neutral Hostile at (Center of Region_110 <gen>) facing Default building facing degrees
    Unit - Create 4.Soul Eater Soul Kill for Neutral Hostile at (Center of Region_114 <gen>) facing Default building facing degrees
    Unit - Create 2.Lich for Neutral Hostile at (Center of Region_115 <gen>) facing Default building facing degrees
    Unit - Create 6.Soul Eater Soul Kill for Neutral Hostile at (Center of Region_119 <gen>) facing Default building facing degrees
    Unit - Create 3.Soul Eater Soul Kill for Neutral Hostile at (Center of Region_116 <gen>) facing Default building facing degrees
    Unit - Create 3.Nether Lich for Neutral Hostile at (Center of Region_117 <gen>) facing Default building facing degrees
    Unit - Create 5.Nether Lich for Neutral Hostile at (Center of Region_118 <gen>) facing Default building facing degrees
    Unit - Create 3.Land Scorpion for Neutral Hostile at (Center of Region_125 <gen>) facing Default building facing degrees
    Unit - Create 3.Land Scorpion for Neutral Hostile at (Center of Region_124 <gen>) facing Default building facing degrees
    Unit - Create 3.Land Scorpion for Neutral Hostile at (Center of Region_120 <gen>) facing Default building facing degrees
    Unit - Create 3.Land Scorpion for Neutral Hostile at (Center of Region_121 <gen>) facing Default building facing degrees
    Unit - Create 3.Land Scorpion for Neutral Hostile at (Center of Region_122 <gen>) facing Default building facing degrees
    Unit - Create 5.Land Scorpion for Neutral Hostile at (Center of Region_123 <gen>) facing Default building facing degrees
    Unit - Create 6.Goblin for Neutral Hostile at (Center of Region_126 <gen>) facing Default building facing degrees
    Unit - Create 4.Timber Wolf for Neutral Hostile at (Center of Region_127 <gen>) facing Default building facing degrees
    Unit - Create 3.Timber Wolf for Neutral Hostile at (Center of Region_128 <gen>) facing Default building facing degrees
    Unit - Create 3.Giant Rat for Neutral Hostile at (Center of Region_129 <gen>) facing Default building facing degrees
    Unit - Create 2.Giant Rat for Neutral Hostile at (Center of Region_130 <gen>) facing Default building facing degrees
    Unit - Create 2.Forest Wolf for Neutral Hostile at (Center of Region_131 <gen>) facing Default building facing degrees
    Unit - Create 3.Stone Turtle for Neutral Hostile at (Center of Region_100 <gen>) facing Default building facing degrees
    Unit - Create 3.Zombie Lord for Neutral Hostile at (Center of Region_132 <gen>) facing Default building facing degrees
    Unit - Create 3.Zombie Lord for Neutral Hostile at (Center of Region_133 <gen>) facing Default building facing degrees
    Unit - Create 2.Destroyed Soul for Neutral Hostile at (Center of Region_133 <gen>) facing Default building facing degrees
    Unit - Create 5.Zombie Lord for Neutral Hostile at (Center of Region_134 <gen>) facing Default building facing degrees
    Unit - Create 7.Destroyed Soul for Neutral Hostile at (Center of Region_135 <gen>) facing Default building facing degrees
    Unit - Create 1.Destroyed Soul for Neutral Hostile at (Center of Region_140 <gen>) facing Default building facing degrees
    Unit - Create 1.Zombie Lord for Neutral Hostile at (Center of Region_140 <gen>) facing Default building facing degrees
    Unit - Create 3.Zombie Lord for Neutral Hostile at (Center of Region_139 <gen>) facing Default building facing degrees
    Unit - Create 3.Zombie Lord for Neutral Hostile at (Center of Region_147 <gen>) facing Default building facing degrees
    Unit - Create 3.Destroyed Soul for Neutral Hostile at (Center of Region_147 <gen>) facing Default building facing degrees
    Unit - Create 2.Destroyed Soul for Neutral Hostile at (Center of Region_148 <gen>) facing Default building facing degrees
    Unit - Create 4.Zombie Lord for Neutral Hostile at (Center of Region_149 <gen>) facing Default building facing degrees
    Unit - Create 4.Zombie Lord for Neutral Hostile at (Center of Region_150 <gen>) facing Default building facing degrees
    Unit - Create 3.Destroyed Soul for Neutral Hostile at (Center of Region_151 <gen>) facing Default building facing degrees
    Unit - Create 6.Zombie Lord for Neutral Hostile at (Center of Region_141 <gen>) facing Default building facing degrees
    Unit - Create 4.Destroyed Soul for Neutral Hostile at (Center of Region_141 <gen>) facing Default building facing degrees
    Unit - Create 6.Destroyed Soul for Neutral Hostile at (Center of Region_146 <gen>) facing Default building facing degrees
    Unit - Create 4.Zombie Lord for Neutral Hostile at (Center of Region_146 <gen>) facing Default building facing degrees
    Unit - Create 2.Zombie Lord for Neutral Hostile at (Center of Region_138 <gen>) facing Default building facing degrees
    Unit - Create 1.Destroyed Soul for Neutral Hostile at (Center of Region_138 <gen>) facing Default building facing degrees
    Unit - Create 5.Destroyed Soul for Neutral Hostile at (Center of Region_137 <gen>) facing Default building facing degrees
    Unit - Create 5.Destroyed Soul for Neutral Hostile at (Center of Region_136 <gen>) facing Default building facing degrees
    Unit - Create 5.Destroyed Soul for Neutral Hostile at (Center of Region_142 <gen>) facing Default building facing degrees
    Unit - Create 5.Destroyed Soul for Neutral Hostile at (Center of Region_145 <gen>) facing Default building facing degrees
    Unit - Create 5.Destroyed Soul for Neutral Hostile at (Center of Region_143 <gen>) facing Default building facing degrees
    Unit - Create 5.Zombie Lord for Neutral Hostile at (Center of Region_143 <gen>) facing Default building facing degrees
    Unit - Create 5.Zombie Lord for Neutral Hostile at (Center of Region_142 <gen>) facing Default building facing degrees
    Unit - Create 7.Zombie Lord for Neutral Hostile at (Center of Region_144 <gen>) facing Default building facing degrees
    Unit - Create 10.Destroyed Soul for Neutral Hostile at (Center of Region_144 <gen>) facing Default building facing degrees
    Unit - Create 3.Fire Elemental for Neutral Hostile at (Center of Region_152 <gen>) facing Default building facing degrees
    Unit - Create 3.Fire Elemental for Neutral Hostile at (Center of Region_154 <gen>) facing Default building facing degrees
    Unit - Create 3.Fire Elemental for Neutral Hostile at (Center of Region_153 <gen>) facing Default building facing degrees
    Unit - Create 3.Treant for Neutral Hostile at (Center of Region_155 <gen>) facing Default building facing degrees
    Unit - Create 3.Treant for Neutral Hostile at (Center of Region_156 <gen>) facing Default building facing degrees
    Unit - Create 4.Treant for Neutral Hostile at (Center of Region_157 <gen>) facing Default building facing degrees
    Unit - Create 4.Treant for Neutral Hostile at (Center of Region_158 <gen>) facing Default building facing degrees
Unit Placement 2
  Events
    Map initialization
  Conditions
  Actions
    Unit - Create 3.Forest Spider for Neutral Hostile at (Center of Region_160 <gen>) facing Default building facing degrees
    Unit - Create 3.Forest Spider for Neutral Hostile at (Center of Region_161 <gen>) facing Default building facing degrees
    Unit - Create 3.Frost Elemental for Neutral Hostile at (Center of Region_168 <gen>) facing Default building facing degrees
    Unit - Create 1.Nature Elemental for Neutral Hostile at (Center of Region_168 <gen>) facing Default building facing degrees
    Unit - Create 3.Frost Elemental for Neutral Hostile at (Center of Region_163 <gen>) facing Default building facing degrees
    Unit - Create 2.Nature Elemental for Neutral Hostile at (Center of Region_163 <gen>) facing Default building facing degrees
    Unit - Create 3.Frost Elemental for Neutral Hostile at (Center of Region_166 <gen>) facing Default building facing degrees
    Unit - Create 1.Nature Elemental for Neutral Hostile at (Center of Region_166 <gen>) facing Default building facing degrees
    Unit - Create 3.Nature Elemental for Neutral Hostile at (Center of Region_170 <gen>) facing Default building facing degrees
    Unit - Create 5.Nature Elemental for Neutral Hostile at (Center of Region_169 <gen>) facing Default building facing degrees
    Unit - Create 5.Nature Elemental for Neutral Hostile at (Center of Region_164 <gen>) facing Default building facing degrees
    Unit - Create 3.Dark Elemental for Neutral Hostile at (Center of Region_164 <gen>) facing Default building facing degrees
    Unit - Create 5.Dark Elemental for Neutral Hostile at (Center of Region_165 <gen>) facing Default building facing degrees
    Unit - Create 3.Hellhound for Neutral Hostile at (Center of Region_175 <gen>) facing Default building facing degrees
    Unit - Create 3.Hellhound for Neutral Hostile at (Center of Region_174 <gen>) facing Default building facing degrees
    Unit - Create 3.Hellhound for Neutral Hostile at (Center of Region_176 <gen>) facing Default building facing degrees
    Unit - Create 3.Demonhound for Neutral Hostile at (Center of Region_177 <gen>) facing Default building facing degrees
    Unit - Create 5.Demonhound for Neutral Hostile at (Center of Region_183 <gen>) facing Default building facing degrees
    Unit - Create 3.Demonhound for Neutral Hostile at (Center of Region_182 <gen>) facing Default building facing degrees
    Unit - Create 3.Hellhound for Neutral Hostile at (Center of Region_182 <gen>) facing Default building facing degrees
    Unit - Create 5.Hellhound for Neutral Hostile at (Center of Region_181 <gen>) facing Default building facing degrees
    Unit - Create 5.Hellhound for Neutral Hostile at (Center of Region_180 <gen>) facing Default building facing degrees
    Unit - Create 3.Hellhound for Neutral Hostile at (Center of Region_178 <gen>) facing Default building facing degrees
    Unit - Create 3.Hellhound for Neutral Hostile at (Center of Region_179 <gen>) facing Default building facing degrees
    Unit - Create 3.Demonhound for Neutral Hostile at (Center of Region_179 <gen>) facing Default building facing degrees
    Unit - Create 5.Hellhound for Neutral Hostile at (Center of Region_184 <gen>) facing Default building facing degrees
    Unit - Create 3.The Doomed for Neutral Hostile at (Center of Region_185 <gen>) facing Default building facing degrees
    Unit - Create 5.The Doomed for Neutral Hostile at (Center of Region_186 <gen>) facing Default building facing degrees
    Unit - Create 3.The Doomed for Neutral Hostile at (Center of Region_187 <gen>) facing Default building facing degrees
    Unit - Create 5.Demon for Neutral Hostile at (Center of Region_188 <gen>) facing Default building facing degrees
    Unit - Create 3.Demon for Neutral Hostile at (Center of Region_190 <gen>) facing Default building facing degrees
    Unit - Create 2.Demon Caster for Neutral Hostile at (Center of Region_190 <gen>) facing Default building facing degrees
    Unit - Create 5.Demon for Neutral Hostile at (Center of Region_191 <gen>) facing Default building facing degrees
    Unit - Create 5.Demon for Neutral Hostile at (Center of Region_192 <gen>) facing Default building facing degrees
    Unit - Create 5.Demon for Neutral Hostile at (Center of Region_192 <gen>) facing Default building facing degrees
    Unit - Create 3.Demon Guard for Neutral Hostile at (Center of Region_193 <gen>) facing Default building facing degrees
    Unit - Create 5.Demon Guard for Neutral Hostile at (Center of Region_194 <gen>) facing Default building facing degrees
    Unit - Create 7.Demon Guard for Neutral Hostile at (Center of Region_195 <gen>) facing Default building facing degrees
    Unit - Create 3.Demon Captain for Neutral Hostile at (Center of Region_196 <gen>) facing Default building facing degrees
    Unit - Create 5.Demon Captain for Neutral Hostile at (Center of Region_197 <gen>) facing Default building facing degrees
    Unit - Create 5.Demon Captain for Neutral Hostile at (Center of Region_198 <gen>) facing Default building facing degrees
    Unit - Create 5.Demon Sorceror for Neutral Hostile at (Center of Region_199 <gen>) facing Default building facing degrees
    Unit - Create 5.Demon Soldier for Neutral Hostile at (Center of Region_201 <gen>) facing Default building facing degrees
    Unit - Create 5.Demon Soldier for Neutral Hostile at (Center of Region_200 <gen>) facing Default building facing degrees
    Unit - Create 4.The Doomed for Neutral Hostile at (Center of Region_167 <gen>) facing Default building facing degrees
Unit Placement 3
  Events
    Map initialization
  Conditions
  Actions
    Unit - Create 3.Demon Soldier for Neutral Hostile at (Center of Region_211 <gen>) facing Default building facing degrees
    Unit - Create 3.Demon Soldier for Neutral Hostile at (Center of Region_210 <gen>) facing Default building facing degrees
    Unit - Create 5.Demon Soldier for Neutral Hostile at (Center of Region_213 <gen>) facing Default building facing degrees
    Unit - Create 5.Demon Soldier for Neutral Hostile at (Center of Region_212 <gen>) facing Default building facing degrees
    Unit - Create 5.Demon Soldier for Neutral Hostile at (Center of Region_214 <gen>) facing Default building facing degrees
    Unit - Create 5.Demon Soldier for Neutral Hostile at (Center of Region_215 <gen>) facing Default building facing degrees
    Unit - Create 5.Demon Sorceror for Neutral Hostile at (Center of Region_217 <gen>) facing Default building facing degrees
    Unit - Create 1.Demon Commander for Neutral Hostile at (Center of Region_216 <gen>) facing Default building facing degrees
    Unit - Create 3.Demon Commander for Neutral Hostile at (Center of Region_218 <gen>) facing Default building facing degrees
    Unit - Create 3.Demon Commander for Neutral Hostile at (Center of Region_219 <gen>) facing Default building facing degrees
    Unit - Create 3.Demon Commander for Neutral Hostile at (Center of Region_220 <gen>) facing Default building facing degrees
    Unit - Create 5.Void Demon Commander for Neutral Hostile at (Center of Region_221 <gen>) facing Default building facing degrees
    Unit - Create 5.Void Fiend for Neutral Hostile at (Center of Region_222 <gen>) facing Default building facing degrees
    Unit - Create 7.Void Fiend for Neutral Hostile at (Center of Region_224 <gen>) facing Default building facing degrees
    Unit - Create 3.Void Fiend for Neutral Hostile at (Center of Region_225 <gen>) facing Default building facing degrees
    Unit - Create 3.Void Demon Commander for Neutral Hostile at (Center of Region_225 <gen>) facing Default building facing degrees
    Unit - Create 6.Void Demon Commander for Neutral Hostile at (Center of Region_226 <gen>) facing Default building facing degrees
    Unit - Create 10.Void Demon Commander for Neutral Hostile at (Center of Region_227 <gen>) facing Default building facing degrees
    Unit - Create 6.Void Demon Commander for Neutral Hostile at (Center of Region_228 <gen>) facing Default building facing degrees
    Unit - Create 3.Void Demon Commander for Neutral Hostile at (Center of Region_229 <gen>) facing Default building facing degrees
    Unit - Create 3.Void Fiend for Neutral Hostile at (Center of Region_229 <gen>) facing Default building facing degrees
    Unit - Create 3.Void Demon Commander for Neutral Hostile at (Center of Region_223 <gen>) facing Default building facing degrees
    Unit - Create 4.Void Demon Commander for Neutral Hostile at (Center of Region_230 <gen>) facing Default building facing degrees
    Unit - Create 3.Void Skeleton for Neutral Hostile at (Center of Region_231 <gen>) facing Default building facing degrees
    Unit - Create 5.Void Skeleton for Neutral Hostile at (Center of Region_232 <gen>) facing Default building facing degrees
    Unit - Create 5.Void Skeleton for Neutral Hostile at (Center of Region_233 <gen>) facing Default building facing degrees
    Unit - Create 7.Void Skeleton for Neutral Hostile at (Center of Region_236 <gen>) facing Default building facing degrees
    Unit - Create 5.Void Skeleton for Neutral Hostile at (Center of Region_234 <gen>) facing Default building facing degrees
    Unit - Create 5.Void Skeleton for Neutral Hostile at (Center of Region_235 <gen>) facing Default building facing degrees
    Unit - Create 5.Void Skeleton for Neutral Hostile at (Center of Region_237 <gen>) facing Default building facing degrees
    Unit - Create 2.Void Destoyer for Neutral Hostile at (Center of Region_237 <gen>) facing Default building facing degrees
    Unit - Create 5.Void Skeleton for Neutral Hostile at (Center of Region_238 <gen>) facing Default building facing degrees
    Unit - Create 4.Void Destoyer for Neutral Hostile at (Center of Region_238 <gen>) facing Default building facing degrees
    Unit - Create 5.Void Skeleton for Neutral Hostile at (Center of Region_240 <gen>) facing Default building facing degrees
    Unit - Create 5.Void Destoyer for Neutral Hostile at (Center of Region_240 <gen>) facing Default building facing degrees
    Unit - Create 10.Void Destoyer for Neutral Hostile at (Center of Region_239 <gen>) facing Default building facing degrees
    Unit - Create 7.Void Skeleton for Neutral Hostile at (Center of Region_241 <gen>) facing Default building facing degrees
    Unit - Create 3.Void Skeleton for Neutral Hostile at (Center of Region_243 <gen>) facing Default building facing degrees
    Unit - Create 5.Void Destoyer for Neutral Hostile at (Center of Region_243 <gen>) facing Default building facing degrees
    Unit - Create 10.Void Destoyer for Neutral Hostile at (Center of Region_244 <gen>) facing Default building facing degrees
    Unit - Create 3.Void Skeleton for Neutral Hostile at (Center of Region_244 <gen>) facing Default building facing degrees
    Unit - Create 15.Void Skeleton for Neutral Hostile at (Center of Region_245 <gen>) facing Default building facing degrees
    Unit - Create 4.Void Commander for Neutral Hostile at (Center of Region_242 <gen>) facing Default building facing degrees
Unit Placement 4
  Events
    Map initialization
  Conditions
  Actions
    Unit - Create 6.Void Commander for Neutral Hostile at (Center of Region_246 <gen>) facing Default building facing degrees
    Unit - Create 6.Void Commander for Neutral Hostile at (Center of Region_248 <gen>) facing Default building facing degrees
    Unit - Create 3.Void Commander for Neutral Hostile at (Center of Region_247 <gen>) facing Default building facing degrees
    Unit - Create 3.Void General for Neutral Hostile at (Center of Region_247 <gen>) facing Default building facing degrees
    Unit - Create 5.Void General for Neutral Hostile at (Center of Region_255 <gen>) facing Default building facing degrees
    Unit - Create 5.Void General for Neutral Hostile at (Center of Region_256 <gen>) facing Default building facing degrees
    Unit - Create 3.Void Commander for Neutral Hostile at (Center of Region_256 <gen>) facing Default building facing degrees
    Unit - Create 3.Void Commander for Neutral Hostile at (Center of Region_257 <gen>) facing Default building facing degrees
    Unit - Create 5.Void General for Neutral Hostile at (Center of Region_257 <gen>) facing Default building facing degrees
    Unit - Create 7.Void General for Neutral Hostile at (Center of Region_258 <gen>) facing Default building facing degrees
    Unit - Create 10.Void General for Neutral Hostile at (Center of Region_259 <gen>) facing Default building facing degrees
    Unit - Create 3.Void General for Neutral Hostile at (Center of Region_249 <gen>) facing Default building facing degrees
    Unit - Create 3.Void Commander for Neutral Hostile at (Center of Region_249 <gen>) facing Default building facing degrees
    Unit - Create 5.Void General for Neutral Hostile at (Center of Region_250 <gen>) facing Default building facing degrees
    Unit - Create 5.Void General for Neutral Hostile at (Center of Region_251 <gen>) facing Default building facing degrees
    Unit - Create 5.Void Commander for Neutral Hostile at (Center of Region_251 <gen>) facing Default building facing degrees
    Unit - Create 3.Void Commander for Neutral Hostile at (Center of Region_252 <gen>) facing Default building facing degrees
    Unit - Create 8.Void Commander for Neutral Hostile at (Center of Region_253 <gen>) facing Default building facing degrees
    Unit - Create 15.Void Commander for Neutral Hostile at (Center of Region_254 <gen>) facing Default building facing degrees
    Unit - Create 5.Abyssal Guard for Neutral Hostile at (Center of Region_260 <gen>) facing Default building facing degrees
    Unit - Create 5.Infernal Guard for Neutral Hostile at (Center of Region_260 <gen>) facing Default building facing degrees
    Unit - Create 5.Abyssal Guard for Neutral Hostile at (Center of Region_261 <gen>) facing Default building facing degrees
    Unit - Create 5.Infernal Guard for Neutral Hostile at (Center of Region_261 <gen>) facing Default building facing degrees
    Unit - Create 5.Abyssal Guard for Neutral Hostile at (Center of Region_262 <gen>) facing Default building facing degrees
    Unit - Create 5.Infernal Guard for Neutral Hostile at (Center of Region_262 <gen>) facing Default building facing degrees
    Unit - Create 5.Abyss Destoyer for Neutral Hostile at (Center of Region_263 <gen>) facing Default building facing degrees
    Unit - Create 5.Infernal Destroyer for Neutral Hostile at (Center of Region_263 <gen>) facing Default building facing degrees
    Unit - Create 5.Infernal Destroyer for Neutral Hostile at (Center of Region_264 <gen>) facing Default building facing degrees
    Unit - Create 5.Abyss Destoyer for Neutral Hostile at (Center of Region_264 <gen>) facing Default building facing degrees
    Unit - Create 5.Abyss Destoyer for Neutral Hostile at (Center of Region_265 <gen>) facing Default building facing degrees
    Unit - Create 5.Infernal Destroyer for Neutral Hostile at (Center of Region_265 <gen>) facing Default building facing degrees
    Unit - Create 1.Abyss Commander for Neutral Hostile at (Center of Region_266 <gen>) facing Default building facing degrees
    Unit - Create 1.Infernal Destroyer for Neutral Hostile at (Center of Region_267 <gen>) facing Default building facing degrees
    Unit - Create 1.Infernal Destroyer for Neutral Hostile at (Center of Region_268 <gen>) facing Default building facing degrees
Unit Placement 5
  Events
    Map initialization
  Conditions
  Actions
    Unit - Create 3.Skeleton Guardian for Neutral Hostile at (Center of Region_301 <gen>) facing Default building facing degrees
    Unit - Create 3.Ancient Ghost for Neutral Hostile at (Center of Region_303 <gen>) facing Default building facing degrees
    Unit - Create 3.Ancient Ghost for Neutral Hostile at (Center of Region_302 <gen>) facing Default building facing degrees
    Unit - Create 5.Zombie for Neutral Hostile at (Center of Region_304 <gen>) facing Default building facing degrees
    Unit - Create 2.Dread Zombie for Neutral Hostile at (Center of Region_305 <gen>) facing Default building facing degrees
    Unit - Create 3.Ancient Ghost for Neutral Hostile at (Center of Region_308 <gen>) facing Default building facing degrees
    Unit - Create 3.Ancient Ghost for Neutral Hostile at (Center of Region_309 <gen>) facing Default building facing degrees
    Unit - Create 5.Zombie for Neutral Hostile at (Center of Region_307 <gen>) facing Default building facing degrees
    Unit - Create 5.Ancient Ghost for Neutral Hostile at (Center of Region_306 <gen>) facing Default building facing degrees
    Unit - Create 4.The Doomed for Neutral Hostile at (Center of Region_311 <gen>) facing Default building facing degrees
    Unit - Create 4.The Doomed for Neutral Hostile at (Center of Region_310 <gen>) facing Default building facing degrees
    Unit - Create 4.The Doomed for Neutral Hostile at (Center of Region_313 <gen>) facing Default building facing degrees
    Unit - Create 4.The Doomed for Neutral Hostile at (Center of Region_315 <gen>) facing Default building facing degrees
    Unit - Create 4.Doomed Caster for Neutral Hostile at (Center of Region_312 <gen>) facing Default building facing degrees
    Unit - Create 4.Doomed Caster for Neutral Hostile at (Center of Region_318 <gen>) facing Default building facing degrees
    Unit - Create 4.Doomed Caster for Neutral Hostile at (Center of Region_317 <gen>) facing Default building facing degrees
    Unit - Create 6.The Doomed for Neutral Hostile at (Center of Region_316 <gen>) facing Default building facing degrees
    Unit - Create 1.Doomed Leader for Neutral Hostile at (Center of Region_319 <gen>) facing Default building facing degrees
    Unit - Create 1.Doomed Leader for Neutral Hostile at (Center of Region_314 <gen>) facing Default building facing degrees
Item Removal Timer
  Events
    Time - Elapsed game time is 0.01 seconds
  Conditions
  Actions
    Countdown Timer - Start Itemremove as a Repeating timer that will expire in 1800.00 seconds
    Countdown Timer - Create a timer window for (Last started timer) with title Item Removal
Item Drop Dungeons
  Events
    Map initialization
  Conditions
  Actions
    Set VariableSet itemdropgoblinhallow[1] = Gloves of Power
    Set VariableSet itemdropgoblinhallow[2] = Ring of Companionship
    Set VariableSet itemdropgoblinhallow[3] = Silent Boots
    Set VariableSet itemdropgoblinhallow[4] = Maul of the Forbidden
    Set VariableSet itemdropgoblinhallow[5] = Voodoo Doll
    Set VariableSet itemdropgoblinhallow[6] = Goblin Ring
    Set VariableSet itemdropdarklabyrinth[1] = Soul Claws
    Set VariableSet itemdropdarklabyrinth[2] = Mighty Armor
    Set VariableSet itemdropdarklabyrinth[3] = Ghost Rapier
    Set VariableSet itemdropdarklabyrinth[4] = Vampire Vial
    Set VariableSet itemdropdarklabyrinth[5] = Blade of the Moon
    Set VariableSet itemdropdarklabyrinth[6] = Soul Claws
    Set VariableSet itemdropdarklabyrinth[7] = Soul Shield
    Set VariableSet itemdropdarklabyrinth[8] = Luminarium
    Set VariableSet itemdropfc[1] = Ghastly Arrows
    Set VariableSet itemdropfc[2] = Axe of Fire
    Set VariableSet itemdropfc[3] = NecroStaff
    Set VariableSet itemdropmc[1] = Mountain Axe
    Set VariableSet itemdropmc[2] = Energy Gauntlets
    Set VariableSet itemdropmc[3] = Mountain Staff
    Set VariableSet itemdropvolc[1] = Volcano Vulcan
    Set VariableSet itemdropvolc[2] = Flaming Armor
    Set VariableSet itemdropvolc[3] = Moon Staff
Item Drop low levels
  Events
    Map initialization
  Conditions
  Actions
    Set VariableSet itemdrop[1] = (1) Healing Vial
    Set VariableSet itemdrop[2] = (1) Mana Vial
    Set VariableSet itemdrop[3] = Wooden Sword
    Set VariableSet itemdrop[4] = Wooden Shield
Item Drop Bear Set
  Events
    Map initialization
  Conditions
  Actions
    Set VariableSet itemdrop2[1] = (1) Healing Potion
    Set VariableSet itemdrop2[2] = (1) Mana Potion
    Set VariableSet itemdrop2[3] = BearSkin Armor
    Set VariableSet itemdrop2[4] = Bear Claw
    Set VariableSet itemdrop2[5] = Will-o-the-Wisp Powder
    Set VariableSet itemdrop2[6] = Forest Scepter
Item Drop Tauren Set
  Events
    Map initialization
  Conditions
  Actions
    Set VariableSet itemdrop3[1] = (1) Healing Potion
    Set VariableSet itemdrop3[2] = (1) Mana Potion
    Set VariableSet itemdrop3[3] = Scorpion Armor
    Set VariableSet itemdrop3[4] = Lifeblood Pipe
    Set VariableSet itemdrop3[5] = Mysterious Pouch
    Set VariableSet itemdrop3[6] = War Banner
lvl 21 set
  Events
    Map initialization
  Conditions
  Actions
    Set VariableSet itemdrop4[1] = (1) Greater Healing Potion
    Set VariableSet itemdrop4[2] = (1) Greater Mana Potion
    Set VariableSet itemdrop4[3] = Skilled Flute
    Set VariableSet itemdrop4[4] = Valor Amulet
    Set VariableSet itemdrop4[5] = Mage Amulet
    Set VariableSet itemdrop4[6] = Ancient Staff
lvl 40 set
  Events
    Map initialization
  Conditions
  Actions
    Set VariableSet itemdrop5[1] = (1) Greater Healing Potion
    Set VariableSet itemdrop5[2] = (1) Greater Mana Potion
    Set VariableSet itemdrop5[3] = War Drums
    Set VariableSet itemdrop5[4] = Giant Belt
    Set VariableSet itemdrop5[5] = Lumber Club
    Set VariableSet itemdrop5[6] = The Legendary Cheese
    Set VariableSet itemdrop5[7] = Assassin's Pass
    Set VariableSet itemdrop5[8] = Assassin's Pass
    Set VariableSet itemdrop5[9] = Assassin's Pass
    Set VariableSet itemdrop5[10] = Assassin's Pass
lvl 60 set
  Events
    Map initialization
  Conditions
  Actions
    Set VariableSet itemdrop6[1] = (1) Greater Healing Potion
    Set VariableSet itemdrop6[2] = (1) Greater Mana Potion
    Set VariableSet itemdrop6[3] = Tiara of the Titan's Lover
    Set VariableSet itemdrop6[4] = Blood Claws
    Set VariableSet itemdrop6[5] = Shadowmeld
    Set VariableSet itemdrop6[6] = Penguin Helper
lvl 81 set
  Events
    Map initialization
  Conditions
  Actions
    Set VariableSet itemdrop7[1] = (1) Greater Healing Potion
    Set VariableSet itemdrop7[2] = (1) Greater Mana Potion
    Set VariableSet itemdrop7[3] = Enchanted Helm
    Set VariableSet itemdrop7[4] = Crystal Ball of Future Telling
    Set VariableSet itemdrop7[5] = Mysterious Pouch 2
    Set VariableSet itemdrop7[6] = Mana Diamond
hound set
  Events
    Map initialization
  Conditions
  Actions
    Set VariableSet itemdrop8[1] = (1) Greater Healing Potion
    Set VariableSet itemdrop8[2] = (1) Greater Mana Potion
    Set VariableSet itemdrop8[3] = Hell Stone
the doomed set
  Events
    Map initialization
  Conditions
  Actions
    Set VariableSet itemdrop9[1] = (1) Greater Healing Potion
    Set VariableSet itemdrop9[2] = (1) Greater Mana Potion
    Set VariableSet itemdrop9[3] = Staff of the Doomed
    Set VariableSet itemdrop9[4] = Hell Claws
low demon set
  Events
    Map initialization
  Conditions
  Actions
    Set VariableSet itemdropLD[1] = (1) Potion of Life
    Set VariableSet itemdropLD[2] = (1) Potion of Essence
    Set VariableSet itemdropLD[3] = Demon Crystal
    Set VariableSet itemdropLD[4] = Shadow Spellbook
    Set VariableSet itemdropLD[5] = Demon Shield
    Set VariableSet itemdropLD[6] = Demon Bracer
High demon set
  Events
    Map initialization
  Conditions
  Actions
    Set VariableSet itemdropHD[1] = (1) Potion of Life
    Set VariableSet itemdropHD[2] = (1) Potion of Essence
    Set VariableSet itemdropHD[3] = Demon Shadow Stone
    Set VariableSet itemdropHD[4] = Demonic Axe
    Set VariableSet itemdropHD[5] = Blade of the Wind
void1 set
  Events
    Map initialization
  Conditions
  Actions
    Set VariableSet itemdropv1[1] = (1) Potion of Life
    Set VariableSet itemdropv1[2] = (1) Potion of Essence
    Set VariableSet itemdropv1[3] = (1) Potion of Magic
    Set VariableSet itemdropv1[4] = (1) Blessed Dragon's Blood
    Set VariableSet itemdropv1[5] = Energy
    Set VariableSet itemdropv1[6] = Void Energy
void2 set
  Events
    Map initialization
  Conditions
  Actions
    Set VariableSet itemdropv2[1] = (1) Potion of Life
    Set VariableSet itemdropv2[2] = (1) Potion of Essence
    Set VariableSet itemdropv2[3] = Void Flames
    Set VariableSet itemdropv2[4] = Void Axe
    Set VariableSet itemdropv2[5] = Void Helm
Abyss1 set
  Events
    Map initialization
  Conditions
  Actions
    Set VariableSet itemdropA1[1] = (1) Potion of Life
    Set VariableSet itemdropA1[2] = (1) Potion of Essence
    Set VariableSet itemdropA1[3] = Abyssal Armor
    Set VariableSet itemdropA1[4] = Abyssal Attack
    Set VariableSet itemdropA1[5] = Abyssal Energy
Abyss Commander set
  Events
    Map initialization
  Conditions
  Actions
    Set VariableSet itemdropAC[1] = Bow of Light
    Set VariableSet itemdropAC[2] = Abyssal Sword
    Set VariableSet itemdropAC[3] = Abyssal Rose
Bloodbane set
  Events
    Map initialization
  Conditions
  Actions
    Set VariableSet itemdropbloodbane[1] = Holy Armor
    Set VariableSet itemdropbloodbane[2] = Abyssal Magic
    Set VariableSet itemdropbloodbane[3] = Abyssal Spirit of Magic
    Set VariableSet itemdropbloodbane[4] = Blood Armor
    Set VariableSet itemdropbloodbane[5] = Abyssal Spirit of Fire
    Set VariableSet itemdropbloodbane[6] = Abyssal Spirit of Ice
    Set VariableSet itemdropbloodbane[7] = Abyssal Spirit of Darkness
    Set VariableSet itemdropbloodbane[8] = Abyssal Spirit of Darkness
    Set VariableSet itemdropbloodbane[9] = Abyssal Spirit of Darkness
    Set VariableSet itemdropbloodbane[10] = Abyssal Spirit of Darkness
    Set VariableSet itemdropbloodbane[11] = Abyssal Spirit of Darkness
    Set VariableSet itemdropbloodbane[12] = Abyssal Spirit of Darkness
    Set VariableSet itemdropbloodbane[13] = Abyssal Spirit of Darkness
    Set VariableSet itemdropbloodbane[14] = Abyssal Spirit of Darkness
Class raise Items
  Events
    Map initialization
  Conditions
  Actions
    Set VariableSet itemdropclassraise1[1] = Abused Armor of Pride
    Set VariableSet itemdropclassraise1[2] = Bloody Letter
    Set VariableSet itemdropclassraise1[3] = Dark BladeShard
    Set VariableSet itemdropclassraise1[4] = Glowing Stone of Light
    Set VariableSet itemdropclassraise1[5] = Greenskin
    Set VariableSet itemdropclassraise1[6] = Lost Arrowtip
    Set VariableSet itemdropclassraise1[7] = Shiny Armor
    Set VariableSet itemdropclassraise1[8] = Skull
    Set VariableSet itemdropclassraise1[9] = Stolen Coin of Luck
    Set VariableSet itemdropclassraise1[10] = The Blue Stone
Class raise Items 2
  Events
    Map initialization
  Conditions
  Actions
    Set VariableSet itemdropclassraise2[1] = Armor for a Fallen Friend
    Set VariableSet itemdropclassraise2[2] = Arrow of Dark Reincarnation
    Set VariableSet itemdropclassraise2[3] = Bloody Dagger
    Set VariableSet itemdropclassraise2[4] = Corpse
    Set VariableSet itemdropclassraise2[5] = Crystal of Light
    Set VariableSet itemdropclassraise2[6] = GreenerSkin
    Set VariableSet itemdropclassraise2[7] = Magic Essence
    Set VariableSet itemdropclassraise2[8] = The Dead's Galleon
    Set VariableSet itemdropclassraise2[9] = Void Shard
    Set VariableSet itemdropclassraise2[10] = Water Resistant Armor
Item Drop Necromancer Set
  Events
    Map initialization
  Conditions
  Actions
    Set VariableSet itemdropn[1] = (1) Mana Potion
    Set VariableSet itemdropn[2] = Necromancer Charm
    Set VariableSet itemdropn[3] = Necromancer Helm
Item Ownership
  Events
    Unit - A unit Loses an item
  Conditions
  Actions
    Item - Change ownership of (Last dropped item) to (Owner of (Hero manipulating item)) and Retain color
GOBLIN HALLOW
  Events
    Unit - A unit owned by Neutral Hostile.Dies
  Conditions
    (Unit-type of (Dying unit)) Equal to Demonic Goblin
  Actions
    Wait 0.02 seconds
    Set VariableSet point = (Center of Goblin_Hallow_Items <gen>)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in Goblin_Hallow_Rewards <gen>)) Equal to 1
      Then - Actions
        Set VariableSet Temp_Interger2 = 1
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Number of units in (Units in Goblin_Hallow_Rewards <gen>)) Equal to 2
          Then - Actions
            Set VariableSet Temp_Interger2 = 2
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Number of units in (Units in Goblin_Hallow_Rewards <gen>)) Equal to 3
              Then - Actions
                Set VariableSet Temp_Interger2 = 3
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Number of units in (Units in Goblin_Hallow_Rewards <gen>)) Equal to 4
                  Then - Actions
                    Set VariableSet Temp_Interger2 = 4
                  Else - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        (Number of units in (Units in Goblin_Hallow_Rewards <gen>)) Equal to 5
                      Then - Actions
                        Set VariableSet Temp_Interger2 = 5
                      Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            (Number of units in (Units in Goblin_Hallow_Rewards <gen>)) Equal to 6
                          Then - Actions
                            Set VariableSet Temp_Interger2 = 6
                          Else - Actions
                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              If - Conditions
                                (Number of units in (Units in Goblin_Hallow_Rewards <gen>)) Equal to 7
                              Then - Actions
                                Set VariableSet Temp_Interger2 = 7
                              Else - Actions
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                  If - Conditions
                                    (Number of units in (Units in Goblin_Hallow_Rewards <gen>)) Equal to 8
                                  Then - Actions
                                    Set VariableSet Temp_Interger2 = 8
                                  Else - Actions
    For each (Integer A) from 1 to 12, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Player((Integer A))) controller) Equal to User
            ((Player((Integer A))) slot status) Equal to Is playing
          Then - Actions
            For each (Integer B) from 1 to Temp_Interger2, do (Actions)
              Loop - Actions
                Item - Create itemdropgoblinhallow[(Random integer number between 1 and 6)] at (Center of Goblin_Hallow_Items <gen>)
                Item - Move (Last created item) to (Random point in Goblin_Hallow_Items <gen>)
          Else - Actions
    Custom script: call RemoveLocation(udg_point)
    Item - Set the custom value of (Last created item) to 0
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Camera - .Apply. gg_cam_Hallow_Rewards for (Owner of (Killing unit)) over 0 seconds
GOBLIN HALLOW Exit
  Events
    Unit - A unit Acquires an item
  Conditions
    (Goblin_Hallow_Items <gen> contains (Triggering unit)) Equal to True
  Actions
    Unit - Move (Triggering unit) instantly to (Center of Priest <gen>)
    Camera - .Apply. gg_cam_Priest for (Owner of (Triggering unit)) over 0 seconds
    Wait 0.01 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Units in Goblin_Hallow_Items <gen>) is empty) Equal to True
      Then - Actions
        Item - Pick every item in Goblin_Hallow_Items <gen> and do (Actions)
          Loop - Actions
            Item - Remove (Picked item)
      Else - Actions
DARK LABYRINTH
  Events
    Unit - A unit owned by Neutral Hostile.Dies
  Conditions
    (Unit-type of (Dying unit)) Equal to Dark Destroyer
  Actions
    Camera - .Apply. gg_cam_Dark_Labyrinth_Reward for (Owner of (Killing unit)) over 0 seconds
    Wait 0.02 seconds
    Set VariableSet point = (Center of Dark_Labyrinth_Rewards_Zone <gen>)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in Dark_Labyrinth_Rewards_Zone <gen>)) Equal to 1
      Then - Actions
        Set VariableSet Temp_Interger2 = 1
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Number of units in (Units in Dark_Labyrinth_Rewards_Zone <gen>)) Equal to 2
          Then - Actions
            Set VariableSet Temp_Interger2 = 2
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Number of units in (Units in Dark_Labyrinth_Rewards_Zone <gen>)) Equal to 3
              Then - Actions
                Set VariableSet Temp_Interger2 = 3
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Number of units in (Units in Dark_Labyrinth_Rewards_Zone <gen>)) Equal to 4
                  Then - Actions
                    Set VariableSet Temp_Interger2 = 4
                  Else - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        (Number of units in (Units in Dark_Labyrinth_Rewards_Zone <gen>)) Equal to 5
                      Then - Actions
                        Set VariableSet Temp_Interger2 = 5
                      Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            (Number of units in (Units in Dark_Labyrinth_Rewards_Zone <gen>)) Equal to 6
                          Then - Actions
                            Set VariableSet Temp_Interger2 = 6
                          Else - Actions
                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              If - Conditions
                                (Number of units in (Units in Dark_Labyrinth_Rewards_Zone <gen>)) Equal to 7
                              Then - Actions
                                Set VariableSet Temp_Interger2 = 7
                              Else - Actions
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                  If - Conditions
                                    (Number of units in (Units in Dark_Labyrinth_Rewards_Zone <gen>)) Equal to 8
                                  Then - Actions
                                    Set VariableSet Temp_Interger2 = 8
                                  Else - Actions
                                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                      If - Conditions
                                        (Number of units in (Units in Dark_Labyrinth_Rewards_Zone <gen>)) Equal to 9
                                      Then - Actions
                                        Set VariableSet Temp_Interger2 = 9
                                      Else - Actions
                                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                          If - Conditions
                                            (Number of units in (Units in Dark_Labyrinth_Rewards_Zone <gen>)) Equal to 10
                                          Then - Actions
                                            Set VariableSet Temp_Interger2 = 10
                                          Else - Actions
    For each (Integer A) from 1 to 12, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Player((Integer A))) controller) Equal to User
            ((Player((Integer A))) slot status) Equal to Is playing
          Then - Actions
            For each (Integer B) from 1 to Temp_Interger2, do (Actions)
              Loop - Actions
                Item - Create itemdropdarklabyrinth[(Random integer number between 1 and 8)] at (Center of Dark_Labyrinth_Rewards_Zone <gen>)
                Item - Move (Last created item) to (Random point in Dark_Labyrinth_Rewards_Zone <gen>)
          Else - Actions
    Custom script: call RemoveLocation(udg_point)
    Item - Set the custom value of (Last created item) to 0
Mountain Cave
  Events
    Unit - A unit owned by Neutral Hostile.Dies
  Conditions
    (Unit-type of (Dying unit)) Equal to Lord of the Mountain
  Actions
    Wait 0.02 seconds
    Set VariableSet point = (Center of Mountain_Room_Choose <gen>)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in Mountain_Room_Choose <gen>)) Equal to 1
      Then - Actions
        Set VariableSet Temp_Interger2 = 1
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Number of units in (Units in Mountain_Room_Choose <gen>)) Equal to 2
          Then - Actions
            Set VariableSet Temp_Interger2 = 2
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Number of units in (Units in Mountain_Room_Choose <gen>)) Equal to 3
              Then - Actions
                Set VariableSet Temp_Interger2 = 3
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Number of units in (Units in Mountain_Room_Choose <gen>)) Equal to 4
                  Then - Actions
                    Set VariableSet Temp_Interger2 = 4
                  Else - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        (Number of units in (Units in Mountain_Room_Choose <gen>)) Equal to 5
                      Then - Actions
                        Set VariableSet Temp_Interger2 = 5
                      Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            (Number of units in (Units in Mountain_Room_Choose <gen>)) Equal to 6
                          Then - Actions
                            Set VariableSet Temp_Interger2 = 6
                          Else - Actions
                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              If - Conditions
                                (Number of units in (Units in Mountain_Room_Choose <gen>)) Equal to 7
                              Then - Actions
                                Set VariableSet Temp_Interger2 = 7
                              Else - Actions
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                  If - Conditions
                                    (Number of units in (Units in Mountain_Room_Choose <gen>)) Equal to 8
                                  Then - Actions
                                    Set VariableSet Temp_Interger2 = 8
                                  Else - Actions
    For each (Integer A) from 1 to 12, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Player((Integer A))) controller) Equal to User
            ((Player((Integer A))) slot status) Equal to Is playing
          Then - Actions
            For each (Integer B) from 1 to Temp_Interger2, do (Actions)
              Loop - Actions
                Item - Create itemdropmc[(Random integer number between 1 and 3)] at (Center of Mountain_Room_Choose <gen>)
                Item - Move (Last created item) to (Random point in Mountain_Room_Choose <gen>)
          Else - Actions
    Custom script: call RemoveLocation(udg_point)
    Item - Set the custom value of (Last created item) to 0
Volcano
  Events
    Unit - A unit owned by Neutral Hostile.Dies
  Conditions
    (Unit-type of (Dying unit)) Equal to Volcano Lord
  Actions
    Camera - .Apply. gg_cam_Volcano_Loot for (Owner of (Killing unit)) over 0 seconds
    Wait 0.02 seconds
    Set VariableSet point = (Center of Volcano_Loot <gen>)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in Volcano_Loot <gen>)) Equal to 1
      Then - Actions
        Set VariableSet Temp_Interger2 = 1
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Number of units in (Units in Volcano_Loot <gen>)) Equal to 2
          Then - Actions
            Set VariableSet Temp_Interger2 = 2
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Number of units in (Units in Volcano_Loot <gen>)) Equal to 3
              Then - Actions
                Set VariableSet Temp_Interger2 = 3
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Number of units in (Units in Volcano_Loot <gen>)) Equal to 4
                  Then - Actions
                    Set VariableSet Temp_Interger2 = 4
                  Else - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        (Number of units in (Units in Volcano_Loot <gen>)) Equal to 5
                      Then - Actions
                        Set VariableSet Temp_Interger2 = 5
                      Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            (Number of units in (Units in Volcano_Loot <gen>)) Equal to 6
                          Then - Actions
                            Set VariableSet Temp_Interger2 = 6
                          Else - Actions
                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              If - Conditions
                                (Number of units in (Units in Volcano_Loot <gen>)) Equal to 7
                              Then - Actions
                                Set VariableSet Temp_Interger2 = 7
                              Else - Actions
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                  If - Conditions
                                    (Number of units in (Units in Volcano_Loot <gen>)) Equal to 8
                                  Then - Actions
                                    Set VariableSet Temp_Interger2 = 8
                                  Else - Actions
    For each (Integer A) from 1 to 12, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Player((Integer A))) controller) Equal to User
            ((Player((Integer A))) slot status) Equal to Is playing
          Then - Actions
            For each (Integer B) from 1 to Temp_Interger2, do (Actions)
              Loop - Actions
                Item - Create itemdropvolc[(Random integer number between 1 and 3)] at (Center of Volcano_Loot <gen>)
                Item - Move (Last created item) to (Random point in Volcano_Loot <gen>)
          Else - Actions
    Custom script: call RemoveLocation(udg_point)
    Item - Set the custom value of (Last created item) to 0
Volcano Exit
  Events
    Unit - A unit Acquires an item
  Conditions
    (Volcano_Loot <gen> contains (Triggering unit)) Equal to True
  Actions
    Unit - Move (Triggering unit) instantly to (Center of Hell_Village_Dungeon_ex <gen>)
    Camera - .Apply. gg_cam_Hell_Village for (Owner of (Triggering unit)) over 0 seconds
    Wait 0.01 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Units in Volcano_Loot <gen>) is empty) Equal to True
      Then - Actions
        Item - Pick every item in Volcano_Loot <gen> and do (Actions)
          Loop - Actions
            Item - Remove (Picked item)
      Else - Actions
Crypt
  Events
    Unit - A unit owned by Neutral Hostile.Dies
  Conditions
    (Unit-type of (Dying unit)) Equal to Tizargon
  Actions
    Camera - .Apply. gg_cam_Crypt_loot for (Owner of (Killing unit)) over 0 seconds
    Wait 0.02 seconds
    Set VariableSet point = (Center of Crypt_Loot <gen>)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in Crypt_Loot <gen>)) Equal to 1
      Then - Actions
        Set VariableSet Temp_Interger2 = 1
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Number of units in (Units in Crypt_Loot <gen>)) Equal to 2
          Then - Actions
            Set VariableSet Temp_Interger2 = 2
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Number of units in (Units in Crypt_Loot <gen>)) Equal to 3
              Then - Actions
                Set VariableSet Temp_Interger2 = 3
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Number of units in (Units in Crypt_Loot <gen>)) Equal to 4
                  Then - Actions
                    Set VariableSet Temp_Interger2 = 4
                  Else - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        (Number of units in (Units in Crypt_Loot <gen>)) Equal to 5
                      Then - Actions
                        Set VariableSet Temp_Interger2 = 5
                      Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            (Number of units in (Units in Crypt_Loot <gen>)) Equal to 6
                          Then - Actions
                            Set VariableSet Temp_Interger2 = 6
                          Else - Actions
                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              If - Conditions
                                (Number of units in (Units in Crypt_Loot <gen>)) Equal to 7
                              Then - Actions
                                Set VariableSet Temp_Interger2 = 7
                              Else - Actions
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                  If - Conditions
                                    (Number of units in (Units in Crypt_Loot <gen>)) Equal to 8
                                  Then - Actions
                                    Set VariableSet Temp_Interger2 = 8
                                  Else - Actions
    For each (Integer A) from 1 to 12, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Player((Integer A))) controller) Equal to User
            ((Player((Integer A))) slot status) Equal to Is playing
          Then - Actions
            For each (Integer B) from 1 to Temp_Interger2, do (Actions)
              Loop - Actions
                Item - Create itemdropfc[(Random integer number between 1 and 3)] at (Center of Crypt_Loot <gen>)
                Item - Move (Last created item) to (Random point in Crypt_Loot <gen>)
          Else - Actions
    Custom script: call RemoveLocation(udg_point)
    Item - Set the custom value of (Last created item) to 0
Crypt Exit
  Events
    Unit - A unit Acquires an item
  Conditions
    (Crypt_Loot <gen> contains (Triggering unit)) Equal to True
  Actions
    Unit - Move (Triggering unit) instantly to (Center of warriors_guild_dungeon_ex <gen>)
    Camera - .Apply. gg_cam_Warriors_guild for (Owner of (Triggering unit)) over 0 seconds
    Wait 0.01 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Units in Crypt_Loot <gen>) is empty) Equal to True
      Then - Actions
        Item - Pick every item in Crypt_Loot <gen> and do (Actions)
          Loop - Actions
            Item - Remove (Picked item)
      Else - Actions
BLOODBANE
  Events
    Unit - A unit owned by Neutral Hostile.Dies
  Conditions
    (Unit-type of (Dying unit)) Equal to Emperor of the Abyss
  Actions
    Wait 0.02 seconds
    Set VariableSet point = (Center of Final_Boss_Reward <gen>)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in Final_Boss_Reward <gen>)) Equal to 1
      Then - Actions
        Set VariableSet Temp_Interger2 = 1
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Number of units in (Units in Final_Boss_Reward <gen>)) Equal to 2
          Then - Actions
            Set VariableSet Temp_Interger2 = 2
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Number of units in (Units in Final_Boss_Reward <gen>)) Equal to 3
              Then - Actions
                Set VariableSet Temp_Interger2 = 3
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Number of units in (Units in Final_Boss_Reward <gen>)) Equal to 4
                  Then - Actions
                    Set VariableSet Temp_Interger2 = 4
                  Else - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        (Number of units in (Units in Final_Boss_Reward <gen>)) Equal to 5
                      Then - Actions
                        Set VariableSet Temp_Interger2 = 5
                      Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            (Number of units in (Units in Final_Boss_Reward <gen>)) Equal to 6
                          Then - Actions
                            Set VariableSet Temp_Interger2 = 6
                          Else - Actions
                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              If - Conditions
                                (Number of units in (Units in Final_Boss_Reward <gen>)) Equal to 7
                              Then - Actions
                                Set VariableSet Temp_Interger2 = 7
                              Else - Actions
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                  If - Conditions
                                    (Number of units in (Units in Final_Boss_Reward <gen>)) Equal to 8
                                  Then - Actions
                                    Set VariableSet Temp_Interger2 = 8
                                  Else - Actions
    For each (Integer A) from 1 to 12, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Player((Integer A))) controller) Equal to User
            ((Player((Integer A))) slot status) Equal to Is playing
          Then - Actions
            For each (Integer B) from 1 to Temp_Interger2, do (Actions)
              Loop - Actions
                Item - Create itemdropbloodbane[(Random integer number between 1 and 14)] at (Center of Final_Boss_Reward <gen>)
                Item - Move (Last created item) to (Random point in Final_Boss_Reward <gen>)
          Else - Actions
    Custom script: call RemoveLocation(udg_point)
    Item - Set the custom value of (Last created item) to 0
DARK L EXIT
  Events
    Unit - A unit Acquires an item
  Conditions
    (Dark_Labyrinth_Rewards_Zone <gen> contains (Triggering unit)) Equal to True
  Actions
    Unit - Move (Triggering unit) instantly to (Center of Priest <gen>)
    Camera - .Apply. gg_cam_Priest for (Owner of (Triggering unit)) over 0 seconds
    Wait 0.01 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Units in Dark_Labyrinth_Rewards_Zone <gen>) is empty) Equal to True
      Then - Actions
        Item - Pick every item in Dark_Labyrinth_Rewards_Zone <gen> and do (Actions)
          Loop - Actions
            Item - Remove (Picked item)
      Else - Actions
Bloodbane exit
  Events
    Unit - A unit Acquires an item
  Conditions
    (Final_Boss_Reward <gen> contains (Triggering unit)) Equal to True
  Actions
    Unit - Move (Triggering unit) instantly to (Center of Abyss_Loot_Exit <gen>)
    Camera - .Apply. gg_cam_Abyss_Loot_Exit for (Owner of (Triggering unit)) over 0 seconds
    Wait 0.01 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Units in Final_Boss_Reward <gen>) is empty) Equal to True
      Then - Actions
        Item - Pick every item in Final_Boss_Reward <gen> and do (Actions)
          Loop - Actions
            Item - Remove (Picked item)
      Else - Actions
Low Levels
  Events
    Unit - A unit owned by Neutral Hostile.Dies
  Conditions
    (Level of (Dying unit)) Less than or equal to 6
  Actions
    Set VariableSet point = (Position of (Dying unit))
    Item - Create itemdrop[(Random integer number between 1 and 10)] at point
    Custom script: call RemoveLocation(udg_point)
    Item - Set the custom value of (Last created item) to 0
Bear
  Events
    Unit - A unit owned by Neutral Hostile.Dies
  Conditions
    (Unit-type of (Triggering unit)) Not equal to Necromancer Practicer
    (Unit-type of (Triggering unit)) Not equal to Demonic Goblin
    (Level of (Dying unit)) Greater than or equal to 7
    (Level of (Dying unit)) Less than or equal to 12
  Actions
    Set VariableSet point = (Position of (Dying unit))
    Item - Create itemdrop2[(Random integer number between 1 and 20)] at point
    Custom script: call RemoveLocation(udg_point)
    Item - Set the custom value of (Last created item) to 0
Tauren Druegh Bandit
  Events
    Unit - A unit owned by Neutral Hostile.Dies
  Conditions
    (Unit-type of (Triggering unit)) Not equal to Necromancer Initiate
    (Level of (Dying unit)) Greater than or equal to 13
    (Level of (Dying unit)) Less than or equal to 20
  Actions
    Set VariableSet point = (Position of (Dying unit))
    Item - Create itemdrop3[(Random integer number between 1 and 22)] at point
    Custom script: call RemoveLocation(udg_point)
    Item - Set the custom value of (Last created item) to 0
lvl 21 39
  Events
    Unit - A unit owned by Neutral Hostile.Dies
  Conditions
    (Unit-type of (Triggering unit)) Not equal to Necromancer Acolyte
    (Level of (Dying unit)) Greater than or equal to 21
    (Level of (Dying unit)) Less than or equal to 39
  Actions
    Set VariableSet point = (Position of (Dying unit))
    Item - Create itemdrop4[(Random integer number between 1 and 40)] at point
    Custom script: call RemoveLocation(udg_point)
    Item - Set the custom value of (Last created item) to 0
lvl 40 59
  Events
    Unit - A unit owned by Neutral Hostile.Dies
  Conditions
    (Level of (Dying unit)) Greater than or equal to 40
    (Level of (Dying unit)) Less than or equal to 59
  Actions
    Set VariableSet point = (Position of (Dying unit))
    Item - Create itemdrop5[(Random integer number between 1 and 42)] at point
    Custom script: call RemoveLocation(udg_point)
    Item - Set the custom value of (Last created item) to 0
lvl 60 80
  Events
    Unit - A unit owned by Neutral Hostile.Dies
  Conditions
    (Level of (Dying unit)) Greater than or equal to 60
    (Level of (Dying unit)) Less than or equal to 80
  Actions
    Set VariableSet point = (Position of (Dying unit))
    Item - Create itemdrop6[(Random integer number between 1 and 50)] at point
    Custom script: call RemoveLocation(udg_point)
    Item - Set the custom value of (Last created item) to 0
lvl 81 99
  Events
    Unit - A unit owned by Neutral Hostile.Dies
  Conditions
    (Level of (Dying unit)) Greater than or equal to 81
    (Level of (Dying unit)) Less than or equal to 99
  Actions
    Set VariableSet point = (Position of (Dying unit))
    Item - Create itemdrop7[(Random integer number between 1 and 50)] at point
    Custom script: call RemoveLocation(udg_point)
    Item - Set the custom value of (Last created item) to 0
hound set death
  Events
    Unit - A unit owned by Neutral Hostile.Dies
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Dying unit)) Equal to Demonhound
        (Unit-type of (Dying unit)) Equal to Hellhound
  Actions
    Set VariableSet point = (Position of (Dying unit))
    Item - Create itemdrop8[(Random integer number between 1 and 40)] at point
    Custom script: call RemoveLocation(udg_point)
    Item - Set the custom value of (Last created item) to 0
low demon set death
  Events
    Unit - A unit owned by Neutral Hostile.Dies
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Dying unit)) Equal to Demon Caster
        (Unit-type of (Dying unit)) Equal to Demon
        (Unit-type of (Dying unit)) Equal to Demon Guard
        (Unit-type of (Dying unit)) Equal to Demon Captain
        (Unit-type of (Dying unit)) Equal to Demon Sorceror
  Actions
    Set VariableSet point = (Position of (Dying unit))
    Item - Create itemdropLD[(Random integer number between 1 and 80)] at point
    Custom script: call RemoveLocation(udg_point)
    Item - Set the custom value of (Last created item) to 0
Higher demon set death
  Events
    Unit - A unit owned by Neutral Hostile.Dies
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Dying unit)) Equal to Demon Soldier
        (Unit-type of (Dying unit)) Equal to Demon Commander
  Actions
    Set VariableSet point = (Position of (Dying unit))
    Item - Create itemdropHD[(Random integer number between 1 and 70)] at point
    Custom script: call RemoveLocation(udg_point)
    Item - Set the custom value of (Last created item) to 0
void1 set death
  Events
    Unit - A unit owned by Neutral Hostile.Dies
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Dying unit)) Equal to Void Fiend
        (Unit-type of (Dying unit)) Equal to Void Demon Commander
  Actions
    Set VariableSet point = (Position of (Dying unit))
    Item - Create itemdropv1[(Random integer number between 1 and 70)] at point
    Custom script: call RemoveLocation(udg_point)
    Item - Set the custom value of (Last created item) to 0
void2 set death
  Events
    Unit - A unit owned by Neutral Hostile.Dies
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Dying unit)) Equal to Void Destoyer
        (Unit-type of (Dying unit)) Equal to Void Skeleton
        (Unit-type of (Dying unit)) Equal to Void Commander
        (Unit-type of (Dying unit)) Equal to Void General
  Actions
    Set VariableSet point = (Position of (Dying unit))
    Item - Create itemdropv2[(Random integer number between 1 and 70)] at point
    Custom script: call RemoveLocation(udg_point)
    Item - Set the custom value of (Last created item) to 0
abyss1 set death
  Events
    Unit - A unit owned by Neutral Hostile.Dies
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Dying unit)) Equal to Abyssal Guard
        (Unit-type of (Dying unit)) Equal to Infernal Guard
        (Unit-type of (Dying unit)) Equal to Abyss Destoyer
        (Unit-type of (Dying unit)) Equal to Infernal Destroyer
  Actions
    Set VariableSet point = (Position of (Dying unit))
    Item - Create itemdropA1[(Random integer number between 1 and 80)] at point
    Custom script: call RemoveLocation(udg_point)
    Item - Set the custom value of (Last created item) to 0
Abyss commander set death
  Events
    Unit - A unit owned by Neutral Hostile.Dies
  Conditions
    (Unit-type of (Dying unit)) Equal to Abyss Commander
  Actions
    Set VariableSet point = (Position of (Dying unit))
    Item - Create itemdropAC[(Random integer number between 1 and 40)] at point
    Custom script: call RemoveLocation(udg_point)
    Item - Set the custom value of (Last created item) to 0
the doomed set death
  Events
    Unit - A unit owned by Neutral Hostile.Dies
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Dying unit)) Equal to The Doomed
        (Unit-type of (Dying unit)) Equal to Doomed Caster
  Actions
    Set VariableSet point = (Position of (Dying unit))
    Item - Create itemdrop9[(Random integer number between 1 and 50)] at point
    Custom script: call RemoveLocation(udg_point)
    Item - Set the custom value of (Last created item) to 0
Necromancer one
  Events
    Unit - A unit owned by Neutral Hostile.Dies
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Triggering unit)) Equal to Necromancer Initiate
        (Unit-type of (Triggering unit)) Equal to Necromancer Practicer
  Actions
    Set VariableSet point = (Position of (Dying unit))
    Item - Create itemdropn[(Random integer number between 1 and 15)] at point
    Custom script: call RemoveLocation(udg_point)
    Item - Set the custom value of (Last created item) to 0
Class Raise one
  Events
    Unit - A unit owned by Neutral Hostile.Dies
  Conditions
    (Unit-type of (Triggering unit)) Equal to Treant
  Actions
    Set VariableSet point = (Position of (Dying unit))
    Item - Create itemdropclassraise1[(Random integer number between 1 and 10)] at point
    Custom script: call RemoveLocation(udg_point)
    Item - Set the custom value of (Last created item) to 0
Class Raise two
  Events
    Unit - A unit owned by Neutral Hostile.Dies
  Conditions
    (Unit-type of (Triggering unit)) Equal to Defiled Nature Spirit
  Actions
    Set VariableSet point = (Position of (Dying unit))
    Item - Create itemdropclassraise2[(Random integer number between 1 and 10)] at point
    Custom script: call RemoveLocation(udg_point)
    Item - Set the custom value of (Last created item) to 0
Jail Enter
  Events
    Unit - A unit enters Imperial_Barracks_and_Prison <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Unit - Move (Triggering unit) instantly to (Center of Inside_Barracks_Entrance <gen>)
    Camera - .Apply. gg_cam_Prison for (Owner of (Triggering unit)) over 0 seconds
Jail Exit
  Events
    Unit - A unit enters Inside_Barracks_Exi <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Unit - Move (Triggering unit) instantly to (Center of Outside_Barracks_Exit <gen>)
    Camera - .Apply. gg_cam_Prison_Buildiing for (Owner of (Triggering unit)) over 0 seconds
Temple Enter
  Events
    Unit - A unit enters Temple <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Unit - Move (Triggering unit) instantly to (Center of Temple_inside_Entrance <gen>)
    Camera - .Apply. gg_cam_Temple_of_the_One for (Owner of (Triggering unit)) over 0 seconds
Temple Exit
  Events
    Unit - A unit enters Temple_Exit <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Unit - Move (Triggering unit) instantly to (Center of Temple_Exit_Outside <gen>)
    Camera - .Apply. gg_cam_Temple_of_the_One_Building for (Owner of (Triggering unit)) over 0 seconds
Palace Enter
  Events
    Unit - A unit enters The_Palace <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Unit - Move (Triggering unit) instantly to (Center of Enter_Palace <gen>)
    Camera - .Apply. gg_cam_White_Gold_Inside for (Owner of (Triggering unit)) over 0 seconds
Palace Exit
  Events
    Unit - A unit enters Palace <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Unit - Move (Triggering unit) instantly to (Center of Palace_Exit_Outside <gen>)
    Camera - .Apply. gg_cam_White_Gold_Outside for (Owner of (Triggering unit)) over 0 seconds
Mages Enter
  Events
    Unit - A unit enters Mages_Guild_Entrance <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Unit - Move (Triggering unit) instantly to (Center of Mages_Entrance_Inside <gen>)
    Camera - .Apply. gg_cam_Inside_Mages_guild_lobby for (Owner of (Triggering unit)) over 0 seconds
Mages Exit
  Events
    Unit - A unit enters Mages_Exit_Inside <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Unit - Move (Triggering unit) instantly to (Center of Mages_Guild_Gates <gen>)
    Camera - .Apply. gg_cam_Mages_Guild_Building for (Owner of (Triggering unit)) over 0 seconds
Goblin H Enter
  Events
    Unit - A unit enters Goblin_Hallow_Entrance <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Unit - Move (Triggering unit) instantly to (Center of Enter_Inside_Goblin_H <gen>)
    Camera - .Apply. gg_cam_Dzonot_Inside for (Owner of (Triggering unit)) over 0 seconds
Goblin H Exit
  Events
    Unit - A unit enters Exit_inside_Goblin_H <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Unit - Move (Triggering unit) instantly to (Center of Goblin_Hallow_Outside_Exit <gen>)
    Camera - .Apply. gg_cam_Dzonot_Outside for (Owner of (Triggering unit)) over 0 seconds
Necro Grove
  Events
    Unit - A unit enters Wolves_Cave_Necro_Grove <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Unit - Move (Triggering unit) instantly to (Center of Entrance_Inside_Necro_Grove <gen>)
    Camera - .Apply. gg_cam_Necro_Grove_Inside for (Owner of (Triggering unit)) over 0 seconds
Necro Grove Exit
  Events
    Unit - A unit enters Exit_inside_Necro_Grove <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Unit - Move (Triggering unit) instantly to (Center of Exit_Outside_Necro_grove <gen>)
    Camera - .Apply. gg_cam_Necro_Grove_Outside for (Owner of (Triggering unit)) over 0 seconds
Necro Portal
  Events
    Unit - A unit enters Portal_Entrance <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Unit - Move (Triggering unit) instantly to (Center of Necro_portal_tele_1 <gen>)
    Camera - .Apply. gg_cam_Portal_Grove_Entrance for (Owner of (Triggering unit)) over 0 seconds
Necro Portal Exit
  Events
    Unit - A unit enters Necro_portal_tele_2 <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Unit - Move (Triggering unit) instantly to (Center of Portal_Exit <gen>)
    Camera - .Apply. gg_cam_Portal_Grove_Return for (Owner of (Triggering unit)) over 0 seconds
Bandit Enter
  Events
    Unit - A unit enters Bandit_Pass_Enter <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Unit - Move (Triggering unit) instantly to (Center of Bandit_Enter_Inside <gen>)
    Camera - .Apply. gg_cam_Bandit_Pass for (Owner of (Triggering unit)) over 0 seconds
Bandit Exit
  Events
    Unit - A unit enters Bandit_Exit_inside <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Unit - Move (Triggering unit) instantly to (Center of Bandit_Pass_Out_Exit <gen>)
    Camera - .Apply. gg_cam_Bandit_Pass_Outside for (Owner of (Triggering unit)) over 0 seconds
Warrior Enter
  Events
    Unit - A unit enters Warrior_Enter_inside <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Unit - Move (Triggering unit) instantly to (Center of Warrior_Enter_outside <gen>)
    Camera - .Apply. gg_cam_Warrior_Near_bandit for (Owner of (Triggering unit)) over 0 seconds
Warrior Exit
  Events
    Unit - A unit enters Warrior_Exit_outside <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Unit - Move (Triggering unit) instantly to (Center of Warrior_Exit_inside <gen>)
    Camera - .Apply. gg_cam_Warrior_in_Cave for (Owner of (Triggering unit)) over 0 seconds
Mountain West Enter
  Events
    Unit - A unit enters Mountain_Cave_Entrance <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Unit - Move (Triggering unit) instantly to (Center of Inside_Enter_Mountain <gen>)
    Camera - .Apply. gg_cam_Mountain_Inside_West for (Owner of (Triggering unit)) over 0 seconds
Mountain West Exit
  Events
    Unit - A unit enters inside_exit_mountain <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Unit - Move (Triggering unit) instantly to (Center of Mountain_Cave_Exit_outside <gen>)
    Camera - .Apply. gg_cam_West_Outside_Mountain for (Owner of (Triggering unit)) over 0 seconds
Mountain East Enter
  Events
    Unit - A unit enters Enter_East_Mountain_Out <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Unit - Move (Triggering unit) instantly to (Center of East_Mountain_Inside_Enter <gen>)
    Camera - .Apply. gg_cam_East_Mountain for (Owner of (Triggering unit)) over 0 seconds
Mountain Room W
  Events
    Unit - A unit enters West_Mountain_Choose <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Unit - Move (Triggering unit) instantly to (Center of West_Boss_Mountain_Exit <gen>)
    Camera - .Apply. gg_cam_West_Mountain_Boss for (Owner of (Triggering unit)) over 0 seconds
Mountain Room E
  Events
    Unit - A unit enters East_Mountain_Choose <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Unit - Move (Triggering unit) instantly to (Center of East_Boss_Mountain_Exit <gen>)
    Camera - .Apply. gg_cam_East_Mountain_Boss for (Owner of (Triggering unit)) over 0 seconds
Mountain East Exit
  Events
    Unit - A unit enters East_Mountain_Exit_inside <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Unit - Move (Triggering unit) instantly to (Center of Outside_East_Mountain <gen>)
    Camera - .Apply. gg_cam_East_Mountain_outside for (Owner of (Triggering unit)) over 0 seconds
Mountain Boss Enter
  Events
    Unit - A unit enters West_Boss_Mountain <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn off Mountain_Boss_Enter_East <gen>
    Game - Display to (All players matching ((West_Boss_Mountain <gen> contains (Triggering unit)) Equal to True).) the text: 10 Seconds Until Entry
    Wait 2 seconds
    Game - Display to (All players matching ((West_Boss_Mountain <gen> contains (Triggering unit)) Equal to True).) the text: 8
    Wait 2 seconds
    Game - Display to (All players matching ((West_Boss_Mountain <gen> contains (Triggering unit)) Equal to True).) the text: 6
    Wait 2 seconds
    Game - Display to (All players matching ((West_Boss_Mountain <gen> contains (Triggering unit)) Equal to True).) the text: 4
    Wait 2 seconds
    Game - Display to (All players matching ((West_Boss_Mountain <gen> contains (Triggering unit)) Equal to True).) the text: 2
    Wait 2 seconds
    Unit Group - Pick every unit in (Units in West_Boss_Mountain <gen>) and do (Actions)
      Loop - Actions
        Unit - Move (Picked unit) instantly to (Center of Boss_Inside <gen>)
    Camera - .Apply. gg_cam_Mountain_Boss for (Owner of (Triggering unit)) over 0 seconds
    Wait 61.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in Mountain_Boss <gen>)) Equal to 1
      Then - Actions
        Trigger - Turn on (This trigger)
        Trigger - Turn on Mountain_Boss_Enter_East <gen>
      Else - Actions
Mountain Boss Enter East
  Events
    Unit - A unit enters East_Boss_Moutain <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn off Mountain_Boss_Enter <gen>
    Game - Display to (All players matching ((East_Boss_Moutain <gen> contains (Triggering unit)) Equal to True).) the text: 10 Seconds Until Entry
    Wait 2 seconds
    Game - Display to (All players matching ((East_Boss_Moutain <gen> contains (Triggering unit)) Equal to True).) the text: 8 Seconds Until Entry
    Wait 2 seconds
    Game - Display to (All players matching ((East_Boss_Moutain <gen> contains (Triggering unit)) Equal to True).) the text: 6 Seconds Until Entry
    Wait 2 seconds
    Game - Display to (All players matching ((East_Boss_Moutain <gen> contains (Triggering unit)) Equal to True).) the text: 4 Seconds Until Entry
    Wait 2 seconds
    Game - Display to (All players matching ((East_Boss_Moutain <gen> contains (Triggering unit)) Equal to True).) the text: 2 Seconds Until Entry
    Wait 2 seconds
    Unit Group - Pick every unit in (Units in East_Boss_Moutain <gen>) and do (Actions)
      Loop - Actions
        Unit - Move (Picked unit) instantly to (Center of Boss_Inside <gen>)
    Camera - .Apply. gg_cam_Mountain_Boss for (Owner of (Triggering unit)) over 0 seconds
    Wait 61.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in Mountain_Boss <gen>)) Equal to 1
      Then - Actions
        Trigger - Turn on (This trigger)
        Trigger - Turn on Mountain_Boss_Enter <gen>
      Else - Actions
Boss Defeat
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Dying unit)) Equal to Lord of the Mountain
  Actions
    Unit Group - Pick every unit in (Units in Mountain_Boss <gen> matching (((Matching unit) is A Hero) Equal to True)) and do (Actions)
      Loop - Actions
        Unit - Move (Picked unit) instantly to (Center of Mountain_Room_Choose <gen>)
    Camera - .Apply. gg_cam_Mountain_Room_Choose for (Owner of (Triggering unit)) over 0 seconds
    Wait 61.00 seconds
    Game - Display to (All players) the text: Lord of the Mountain has recovered
    Trigger - Turn on Mountain_Boss_Enter <gen>
    Trigger - Turn on Mountain_Boss_Enter_East <gen>
Boss Lose
  Events
    Unit - A unit Dies
  Conditions
    ((Triggering unit) is A Hero) Equal to True
    (Mountain_Boss <gen> contains (Triggering unit)) Equal to True
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (All units of (Units in Mountain_Boss <gen> matching (((Matching unit) is A Hero) Equal to True)) are dead) Equal to True
      Then - Actions
        Trigger - Turn on Mountain_Boss_Enter_East <gen>
        Trigger - Turn on Mountain_Boss_Enter <gen>
        Unit Group - Pick every unit in (Units owned by Neutral Hostile of type Lord of the Mountain) and do (Actions)
          Loop - Actions
            Unit - Set life of (Picked unit) to 100%
            Unit - Set mana of (Picked unit) to 100%
      Else - Actions
Dark Labyrinth Enter
  Events
    Unit - A unit enters Dark_Labyrinth <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Unit - Move (Triggering unit) instantly to (Center of Dark_Labyrinth_Center <gen>)
    Camera - .Apply. gg_cam_Dark_Labyrinth_Center for (Owner of (Triggering unit)) over 0 seconds
Dark Labyrinth Exit
  Events
    Unit - A unit enters Dark_Labyrinth_Exit <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Unit - Move (Triggering unit) instantly to (Center of Dark_Labyrinth_out_exit <gen>)
    Camera - .Apply. gg_cam_Dark_Labyrinth_Outside for (Owner of (Triggering unit)) over 0 seconds
Dark Labyrinth Boss Enter
  Events
    Unit - A unit enters Dark_Labyrinth_Boss_Enter <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Player Group - Add (Owner of (Triggering unit)) to Temp_Text_Group
    Game - Display to Temp_Text_Group the text: 10 Seconds Until Entry
    Player Group - Remove (Owner of (Triggering unit)) from Temp_Text_Group.
    Wait 2 seconds
    Player Group - Add (Owner of (Triggering unit)) to Temp_Text_Group
    Game - Display to (All players matching ((Dark_Labyrinth_Boss_Enter <gen> contains (Triggering unit)) Equal to True).) the text: 8
    Player Group - Remove (Owner of (Triggering unit)) from Temp_Text_Group.
    Wait 2 seconds
    Player Group - Add (Owner of (Triggering unit)) to Temp_Text_Group
    Game - Display to (All players matching ((Dark_Labyrinth_Boss_Enter <gen> contains (Triggering unit)) Equal to True).) the text: 6
    Player Group - Remove (Owner of (Triggering unit)) from Temp_Text_Group.
    Wait 2 seconds
    Player Group - Add (Owner of (Triggering unit)) to Temp_Text_Group
    Game - Display to (All players matching ((Dark_Labyrinth_Boss_Enter <gen> contains (Triggering unit)) Equal to True).) the text: 4
    Player Group - Remove (Owner of (Triggering unit)) from Temp_Text_Group.
    Wait 2 seconds
    Player Group - Add (Owner of (Triggering unit)) to Temp_Text_Group
    Game - Display to (All players matching ((Dark_Labyrinth_Boss_Enter <gen> contains (Triggering unit)) Equal to True).) the text: 2
    Player Group - Remove (Owner of (Triggering unit)) from Temp_Text_Group.
    Wait 2 seconds
    Unit Group - Pick every unit in (Units in Dark_Labyrinth_Boss_Enter <gen> matching (((Matching unit) is A Hero) Equal to True)) and do (Actions)
      Loop - Actions
        Unit - Move (Picked unit) instantly to (Center of Dark_Labyrinth_Boss <gen>)
    Camera - .Apply. gg_cam_Dark_Labyrinth_Boss for (Owner of (Triggering unit)) over 0 seconds
Crypt Boss Enter
  Events
    Unit - A unit enters Forgotten_Crypt_boss_enter <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Game - Display to (Player group((Owner of (Triggering unit)))) the text: 10 Seconds Until Entry
    Wait 2 seconds
    Game - Display to (Player group((Owner of (Triggering unit)))) the text: 8 Seconds Until Entry
    Wait 2 seconds
    Game - Display to (Player group((Owner of (Triggering unit)))) the text: 6 Seconds Until Entry
    Wait 2 seconds
    Game - Display to (Player group((Owner of (Triggering unit)))) the text: 4 Seconds Until Entry
    Wait 2 seconds
    Game - Display to (Player group((Owner of (Triggering unit)))) the text: 2 Seconds Until Entry
    Wait 2 seconds
    Unit Group - Pick every unit in (Units in Forgotten_Crypt_boss_enter <gen> matching (((Matching unit) is A Hero) Equal to True)) and do (Actions)
      Loop - Actions
        Unit - Move (Picked unit) instantly to (Center of Forgotten_Crypt <gen>)
    Camera - .Apply. gg_cam_Crypt_Boss for (Owner of (Triggering unit)) over 0 seconds
Crypt Defeat
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Dying unit)) Equal to Tizargon
  Actions
    Unit Group - Pick every unit in (Units in Forgotten_Crypt <gen> matching (((Matching unit) is A Hero) Equal to True)) and do (Actions)
      Loop - Actions
        Unit - Move (Picked unit) instantly to (Center of Crypt_Loot <gen>)
    Camera - .Apply. gg_cam_Crypt_loot for (Owner of (Triggering unit)) over 0 seconds
    Wait 61.00 seconds
    Trigger - Turn on Crypt_Boss_Enter <gen>
Crypt Lose
  Events
    Unit - A unit Dies
  Conditions
    ((Triggering unit) is A Hero) Equal to True
    (Forgotten_Crypt <gen> contains (Triggering unit)) Equal to True
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (All units of (Units in Forgotten_Crypt <gen> matching (((Matching unit) is A Hero) Equal to True)) are dead) Equal to True
      Then - Actions
        Trigger - Turn on Crypt_Boss_Enter <gen>
        Unit Group - Pick every unit in (Units owned by Neutral Hostile of type Tizargon) and do (Actions)
          Loop - Actions
            Unit - Set life of (Picked unit) to 100%
            Unit - Set mana of (Picked unit) to 100%
      Else - Actions
Volcano 1
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Triggering unit)) Equal to Doomed Leader
    (Volcano_region1 <gen> contains (Triggering unit)) Equal to True
  Actions
    Unit Group - Pick every unit in (Units in Volcano_region1 <gen> matching (((Matching unit) is A Hero) Equal to True)) and do (Actions)
      Loop - Actions
        Unit - Move (Picked unit) instantly to (Center of Region_320 <gen>)
    Camera - .Apply. gg_cam_volcano_region_2 for (Owner of (Triggering unit)) over 0 seconds
Volcano 2
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Triggering unit)) Equal to Doomed Leader
    (Volcano_region2 <gen> contains (Triggering unit)) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Unit Group - Pick every unit in (Units in Volcano_region2 <gen> matching (((Matching unit) is A Hero) Equal to True)) and do (Actions)
      Loop - Actions
        Unit - Move (Picked unit) instantly to (Center of Volcano_boss <gen>)
    Camera - .Apply. gg_cam_Volcano_Boss for (Owner of (Triggering unit)) over 0 seconds
Volcano Defeat
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Dying unit)) Equal to Volcano Lord
  Actions
    Unit Group - Pick every unit in (Units in Volcano_boss <gen> matching (((Matching unit) is A Hero) Equal to True)) and do (Actions)
      Loop - Actions
        Unit - Move (Picked unit) instantly to (Center of Volcano_Loot <gen>)
    Camera - .Apply. gg_cam_Volcano_Loot for (Owner of (Triggering unit)) over 0 seconds
    Wait 61.00 seconds
    Trigger - Turn on Volcano_2 <gen>
Volcano Lose
  Events
    Unit - A unit Dies
  Conditions
    ((Triggering unit) is A Hero) Equal to True
    (Volcano_boss <gen> contains (Triggering unit)) Equal to True
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (All units of (Units in Volcano_boss <gen> matching (((Matching unit) is A Hero) Equal to True)) are dead) Equal to True
      Then - Actions
        Trigger - Turn on Volcano_2 <gen>
        Unit Group - Pick every unit in (Units owned by Neutral Hostile of type Volcano Lord) and do (Actions)
          Loop - Actions
            Unit - Set life of (Picked unit) to 100%
            Unit - Set mana of (Picked unit) to 100%
      Else - Actions
Boss Defeat Labyrinth
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Dying unit)) Equal to Dark Destroyer
  Actions
    Unit Group - Pick every unit in (Units in Dark_Labyrinth_Boss_Zone <gen> matching (((Matching unit) is A Hero) Equal to True)) and do (Actions)
      Loop - Actions
        Unit - Move (Picked unit) instantly to (Center of Dark_Labyrinth_Rewards_Zone <gen>)
    Camera - .Apply. gg_cam_Dark_Labyrinth_Reward for (Owner of (Triggering unit)) over 0 seconds
    Wait 61.00 seconds
    Trigger - Turn on Dark_Labyrinth_Boss_Enter <gen>
Boss Lose Labyrinth
  Events
    Unit - A unit Dies
  Conditions
    ((Triggering unit) is A Hero) Equal to True
    (Dark_Labyrinth_Boss_Zone <gen> contains (Triggering unit)) Equal to True
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (All units of (Units in Dark_Labyrinth_Boss_Zone <gen> matching (((Matching unit) is A Hero) Equal to True)) are dead) Equal to True
      Then - Actions
        Trigger - Turn on Dark_Labyrinth_Boss_Enter <gen>
        Unit Group - Pick every unit in (Units owned by Neutral Hostile of type Dark Destroyer) and do (Actions)
          Loop - Actions
            Unit - Set life of (Picked unit) to 100%
            Unit - Set mana of (Picked unit) to 100%
      Else - Actions
Assassins Guild Labyrinth Enter
  Events
    Unit - A unit enters Assassins_Portal <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Unit - Move (Triggering unit) instantly to (Center of Assassins_Portal_Entrance <gen>)
    Camera - .Apply. gg_cam_Assassins_Guild for (Owner of (Triggering unit)) over 0 seconds
Assassins Guild Labyrinth Portal
  Events
    Unit - A unit enters Assassins_Teleport_Pad <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Unit - Move (Triggering unit) instantly to (Center of Dark_Labyrinth_Center <gen>)
    Camera - .Apply. gg_cam_Dark_Labyrinth_Center for (Owner of (Triggering unit)) over 0 seconds
Enter Assassins Guild
  Events
    Unit - A unit enters Assassins_Guild <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            ((Triggering unit) has an item of type Assassin's Pass) Equal to True
      Then - Actions
        Player - Make (Owner of (Triggering unit)) treat Player 12 (Brown) as an Ally
        Player - Make Player 12 (Brown) treat (Owner of (Triggering unit)) as an Ally
      Else - Actions
        Player - Make (Owner of (Triggering unit)) treat Player 12 (Brown) as an Enemy
        Player - Make Player 12 (Brown) treat (Owner of (Triggering unit)) as an Enemy
Hell Enter
  Events
    Unit - A unit enters Hell_Gate <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Unit - Move (Triggering unit) instantly to (Center of Inside_Hell <gen>)
    Camera - .Apply. gg_cam_Inside_Hell for (Owner of (Triggering unit)) over 0 seconds
    Player Group - Add (Owner of (Entering unit)) to Temp_Text_Group
    Game - Display to Temp_Text_Group the text: Entering Hell
    Player Group - Remove (Owner of (Entering unit)) from Temp_Text_Group.
Volcano Enter
  Events
    Unit - A unit enters Volcano <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Unit - Move (Triggering unit) instantly to (Center of Volcano_inside <gen>)
    Camera - .Apply. gg_cam_Volcano_Inside for (Owner of (Triggering unit)) over 0 seconds
Volcano ex inside
  Events
    Unit - A unit enters Volcano_inside_exit <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Unit - Move (Triggering unit) instantly to (Center of Exit_Volcano <gen>)
    Camera - .Apply. gg_cam_Volcano_Outside for (Owner of (Triggering unit)) over 0 seconds
Crypt enter
  Events
    Unit - A unit enters Enter_Forgotten_Crypt <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Unit - Move (Triggering unit) instantly to (Center of Forgotten_Crypt_Ent <gen>)
    Camera - .Apply. gg_cam_Crypt_enter for (Owner of (Triggering unit)) over 0 seconds
    Game - Display to (Player group((Owner of (Triggering unit)))) the text: *The door slams shut behind you*
Hell Exit
  Events
    Unit - A unit enters Hell_Gate_in_hell <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Unit - Move (Triggering unit) instantly to (Center of Outside_Hell <gen>)
    Camera - .Apply. gg_cam_Outside_Hell for (Owner of (Triggering unit)) over 0 seconds
Void Enter
  Events
    Unit - A unit enters Void_Gate <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Unit - Move (Triggering unit) instantly to (Center of Void_Enter <gen>)
    Camera - .Apply. gg_cam_Void for (Owner of (Triggering unit)) over 0 seconds
    Player Group - Add (Owner of (Entering unit)) to Temp_Text_Group
    Game - Display to Temp_Text_Group the text: Entering The Void
    Player Group - Remove (Owner of (Entering unit)) from Temp_Text_Group.
Void Exit
  Events
    Unit - A unit enters Void_to_Hell <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Unit - Move (Triggering unit) instantly to (Center of Void_Hell <gen>)
    Camera - .Apply. gg_cam_Void_Gate for (Owner of (Triggering unit)) over 0 seconds
Abyss Enter
  Events
    Unit - A unit enters Abyss_Gate <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Unit - Move (Triggering unit) instantly to (Center of Abyss_Enter <gen>)
    Camera - .Apply. gg_cam_Abyss for (Owner of (Triggering unit)) over 0 seconds
    Player Group - Add (Owner of (Entering unit)) to Temp_Text_Group
    Game - Display to Temp_Text_Group the text: Entering The Abyss
    Player Group - Remove (Owner of (Entering unit)) from Temp_Text_Group.
Abyss Exit
  Events
    Unit - A unit enters Abyss_Gate_in_Abyss <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Unit - Move (Triggering unit) instantly to (Center of Abyss_Gate_in_Void <gen>)
    Camera - .Apply. gg_cam_Abyss_Gate for (Owner of (Triggering unit)) over 0 seconds
Abyss End
  Events
    Unit - A unit enters End_of_Abyss <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Unit - Move (Triggering unit) instantly to (Center of End_of_Abyss_Entrance <gen>)
    Camera - .Apply. gg_cam_End_of_Abyss for (Owner of (Triggering unit)) over 0 seconds
    Player Group - Add (Owner of (Entering unit)) to Temp_Text_Group
    Game - Display to Temp_Text_Group the text: Entering The End of the AbyssYou must type -enter when ready to confront the Abyssal Emperior
    Player Group - Remove (Owner of (Entering unit)) from Temp_Text_Group.
Final Boss Enter
  Events
    Player - Player 1 (Red) types a chat message containing -enter (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -enter (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -enter (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -enter (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -enter (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -enter (stringnoformat) as An exact match
    Player - Player 7 (Green) types a chat message containing -enter (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing -enter (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -enter (stringnoformat) as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -enter (stringnoformat) as An exact match
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in End_of_Abyss_Zone <gen>) and do (Actions)
      Loop - Actions
        Unit - Move (Picked unit) instantly to (Center of Final_Boss <gen>)
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Camera - .Apply. gg_cam_Final_Boss for (Picked player) over 0 seconds
    Trigger - Turn off (This trigger)
    Trigger - Turn off Abyss_End <gen>
The Impossible
Final Boss Defeat
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Dying unit)) Equal to Emperor of the Abyss
  Actions
    Game - Display to (All players) the text: The Abyss...Will never die...
    Wait 7.00 seconds
    Unit Group - Pick every unit in (Units in Final_Boss_Zone <gen> matching (((Matching unit) is A Hero) Equal to True)) and do (Actions)
      Loop - Actions
        Unit - Move (Picked unit) instantly to (Center of Final_Boss_Reward <gen>)
    Camera - .Apply. gg_cam_Final_Boss_Reward for (Owner of (Triggering unit)) over 0 seconds
    Wait 61.00 seconds
    Trigger - Turn on Final_Boss_Enter <gen>
    Trigger - Turn on Abyss_End <gen>
Final Boss Lose
  Events
    Unit - A unit Dies
  Conditions
    ((Triggering unit) is A Hero) Equal to True
    (Final_Boss_Zone <gen> contains (Triggering unit)) Equal to True
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (All units of (Units in Final_Boss_Zone <gen> matching ((Unit-type of (Matching unit)) Not equal to Emperor of the Abyss)) are dead) Equal to True
      Then - Actions
        Unit Group - Pick every unit in (Units owned by Neutral Hostile of type Emperor of the Abyss) and do (Actions)
          Loop - Actions
            Unit - Set life of (Picked unit) to 100%
            Unit - Set mana of (Picked unit) to 100%
        Trigger - Turn on Final_Boss_Enter <gen>
        Trigger - Turn on Abyss_End <gen>
      Else - Actions
Forgotten Charter
  Events
    Unit - A unit enters Forgotten_City_Charter <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
    ((Triggering unit) has an item of type Assassin's Pass) Equal to True
  Actions
    Unit - Move (Triggering unit) instantly to (Center of Forgotten_City <gen>)
    Camera - .Apply. gg_cam_Forgotten_Docks for (Owner of (Triggering unit)) over 0 seconds
Forgotten Docks
  Events
    Unit - A unit enters Forgotten_city_exit <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Unit - Move (Triggering unit) instantly to (Center of Forgotten_City_imp_dock <gen>)
    Camera - .Apply. gg_cam_Imperial_Docks for (Owner of (Triggering unit)) over 0 seconds
Forgotten Cave ent
  Events
    Unit - A unit enters Forgotten_City_Entrance <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Unit - Move (Triggering unit) instantly to (Center of Forgotten_city_cave <gen>)
    Camera - .Apply. gg_cam_Forgotten_Cave for (Owner of (Triggering unit)) over 0 seconds
Forgotten Cave x
  Events
    Unit - A unit enters Forgotten_city_cave_exit <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Unit - Move (Triggering unit) instantly to (Center of Naga_Circle <gen>)
    Camera - .Apply. gg_cam_Naga_Circle for (Owner of (Triggering unit)) over 0 seconds
thousand realm
  Events
    Unit - A unit enters 1000realm <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Unit - Move (Triggering unit) instantly to (Center of 1000_realm <gen>)
    Camera - .Apply. gg_cam_1000_realm for (Owner of (Triggering unit)) over 0 seconds
    Player Group - Add (Owner of (Entering unit)) to Temp_Text_Group
    Game - Display to Temp_Text_Group the text: Entering "The 1000+ Realm"Enemies here are more powerful than Bloodbane!
    Player Group - Remove (Owner of (Entering unit)) from Temp_Text_Group.
Remove and Teleport
  Events
    Unit - A unit Sells a unit
  Conditions
    ((Sold unit) is A Hero) Equal to True
    Abyssal Destroyer Not equal to (Unit-type of (Sold unit))
  Actions
    Set VariableSet hero[(Player number of (Owner of (Sold unit)))] = (Sold unit)
    Unit - Move (Sold unit) instantly to (Center of Palace_Exit_Outside <gen>)
    Unit Group - Pick every unit in (Units in New_Player_Start <gen> owned by (Owner of (Buying unit))) and do (Actions)
      Loop - Actions
        Unit - Remove (Picked unit) from the game
red
  Events
    Time - Elapsed game time is 1.00 seconds
  Conditions
    (Player 1 (Red) slot status) Equal to Is unused
  Actions
    Unit - Remove New Game or Repick 0034 <gen> from the game
red Copy
  Events
    Time - Elapsed game time is 1.00 seconds
  Conditions
    (Player 2 (Blue) slot status) Equal to Is unused
  Actions
    Unit - Remove New Game or Repick 0035 <gen> from the game
red Copy 2
  Events
    Time - Elapsed game time is 1.00 seconds
  Conditions
    (Player 3 (Teal) slot status) Equal to Is unused
  Actions
    Unit - Remove New Game or Repick 0036 <gen> from the game
red Copy 3
  Events
    Time - Elapsed game time is 1.00 seconds
  Conditions
    (Player 4 (Purple) slot status) Equal to Is unused
  Actions
    Unit - Remove New Game or Repick 0037 <gen> from the game
red Copy 4
  Events
    Time - Elapsed game time is 1.00 seconds
  Conditions
    (Player 5 (Yellow) slot status) Equal to Is unused
  Actions
    Unit - Remove New Game or Repick 0038 <gen> from the game
red Copy 5
  Events
    Time - Elapsed game time is 1.00 seconds
  Conditions
    (Player 6 (Orange) slot status) Equal to Is unused
  Actions
    Unit - Remove New Game or Repick 0039 <gen> from the game
red Copy 6
  Events
    Time - Elapsed game time is 1.00 seconds
  Conditions
    (Player 7 (Green) slot status) Equal to Is unused
  Actions
    Unit - Remove New Game or Repick 0040 <gen> from the game
red Copy 7
  Events
    Time - Elapsed game time is 1.00 seconds
  Conditions
    (Player 8 (Pink) slot status) Equal to Is unused
  Actions
    Unit - Remove New Game or Repick 0041 <gen> from the game
Red Leaves Game
  Events
    Player - Player 1 (Red) leaves the game
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 1 (Red)) and do (Remove (Picked unit) from the game)
ble Leaves Game Copy
  Events
    Player - Player 2 (Blue) leaves the game
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 2 (Blue)) and do (Remove (Picked unit) from the game)
teal
  Events
    Player - Player 3 (Teal) leaves the game