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Trigger Viewer

akaka's TDs and Minigames.w3x
Variables
Quests
Quests
War mode
redleave
blueleave
tealleave
purpleleave
yellowleave
orangeleave
Redremoval
Blueremoval
Tealremoval
Purpleremoval
Yellowremoval
Orangeremoval
Display lives
Check for winner
Income
Reorder red
Reorder blue
Reorder teal
Reorder purple
Reorder yelllow
Reorder orange
Unit move red
Kill unit red
Red check
Unit move blue
Killl unit blue
Bluecheck
Unit move teal
Killl unit teal
Tealcheck
Unit move purple
Killl unit purple
Purpcheck
Unit move yellow
Killl unit yellow
Yellocheck
Unit move orange
Killl unit orange
Orangecheck
turn off sheep collision
Anit-stuck spell
Anitstuck
Blockage mode
Blockage mode
Income leaderboard
Income leaderboard
Remove shops
Set income
Normal creeps
Morhping
pierce types
Velocity types
Velocity types Copy
Creep sending
Red
Blue
Teal
Purple
Yellow
Orange
Gold share
Gold share
set variables
Variables
sell tower
sell tower
Name commands
change name
Nightmare(final boss)
Nightmare death
Spawn nightmare to the beggining
spawn check
Nightmares bubble
Nightmares bubble text
Teleport
Teleport 2
Turn map dark
Turn map white and cause chaos
Destroy environment
CameraHeightFixer
CameraHeightFixer
lightning strike
lightning strike
lightning strike 2
Light strike cast
Light strike cast 2
Stunning pillars
Stunning pillars
Stunning pillars 2
Stunning pillars cast
Stunning pillars cast 2
Freezing nova
Freezing nova
Freezing nova 2
Freezing nova autocast
Freezing nova autocast 2
Cripple armor
Cripple armor
Cripple armor 2
Energy leech
Energy leech
Energy leech 2
Energy leech autocast
Energy leech autocast Copy 2
Zeal aura
Zeal aura
Zeal aura 2
Ravaging aura
Ravaging aura
Ravaging aura 2
Energetic pulse
Energetic pulse
Energetic pulse 2
Spell tower
tower
Magic tower
Magic tower
Crafting
Rainbow gem
Orb of rainbow
Turqouise gem recipe
White gem
Reinforced rainbow gem
Gold gem
points award
Giant goblin
Icelord
Demon of pain
Lucid infernal
Wandering soul
Dragon lord
Mammoth lord
Doom wyvern
Succubus
tower gold
tower gold
Drop items
Drop items
Drop items mode 2
Clear bodys
Clear bodys
build areas
area 1
area 2
area 3
Change lane
Lane change
Lane change 2
Lane change 3
Move 1 to 2
Move 2 to 3
Move 3 to 4
Move 4 to 5
Move 5 to 6
Move 6 to 7
Move 1a to 2b
Move 2b to g
Tower abilitys
Teleport tower
Teleport tower 2
Teleport tower 3
Arctic blast
Arctic blast 2
Arctic blast 3
Tesla chain
Tesla chain 2
Tesla chain 3
Purge
Purge Copy
Purge Copy 2
Terra pillars
Terra pillars 2
Terra pillars 3
Tower abilitys 2
Arctic blast Copy
Arctic blast 2 Copy
Arctic blast 3 Copy
Tesla chain Copy
Tesla chain 2 Copy
Tesla chain 3 Copy
Purge Copy 3
Purge Copy Copy
Purge Copy 2 Copy
Terra pillars Copy
Terra pillars 2 Copy
Terra pillars 3 Copy
Tower abilitys 3
Arctic blast Copy Copy
Arctic blast 2 Copy Copy
Arctic blast 3 Copy Copy
Tesla chain Copy Copy
Tesla chain 2 Copy Copy
Tesla chain 3 Copy Copy
Purge Copy 3 Copy
Purge Copy Copy Copy
Purge Copy 2 Copy Copy
Terra pillars Copy Copy
Terra pillars 2 Copy Copy
Terra pillars 3 Copy Copy
Towers
plant turret
Mage
Cannon
Archer
Multishot
Water elemental
Spell tower
Magic tower
Towers 2
Turrets
Turrets 2
Turrets 3
Turrets 4
Turrets 5
Turrets 6
Slates
Harming slate
Freezing slate
Freezing slate 2
Freezing slate 3
Slate limit
Slate limit 2
Slate limit 3
Slate limit 4
Slate limit 5
Slate limit 6
Click leaderboard
Leaderboard
Cllicks
click point
click points
Remove unneccasry things
player is playing
Tips
player leaves
Camera and view set
set cam and remove dark
Click to kill
clickto kill red
clickto kill blue
clickto kill teal
clickto kill purple
clickto kill yellow
clickto kill orange
Moving units trigger
Move from a to b
Move from b to c
Move from c to d
Move from d to e
Move from e to f
Move from f to g
Move from g to h
Move from h to i
Move from i to j
Move from j to k
Move from k to l
Move from l to m
Move from m to n
Move from n to o
Move from o to p
Move from p to q
Move from q to r
Move from r to s
Move from s to t
Move from t to u
Spawning
Spawning
Spider
Gnoll
Troll
Ogre ARMOR
Bear
Abomination REGEN
Banshee
Warlock ARMOR
Centaur TINY
BOSS goblin giant
Random mini
Random mini Copy
Project x
Project x 2
demon AREGEN
Mysterious preist
Dryad
Void walker
Faceless one ARMOR
Magic dragon
Ravager REGEN
Fel grunt TINY
BOSS ice lord
Random mini 2
Random mini 2 Copy
Kodo beast ARMOR
Kodo beast ARMOR 2
Wolf raider
Forest troll
Ursa bear REGEN
Giant turtle ARMOR
Batman
Wolf
Glaive hrower
Golem ARTINY
BOSS demon of pain
Random mini 3
Random mini 3 Copy
Harpy REGEN
Harpy REGEN 2
Nightrider
Spine ripper ARMOR
Mock destroyer
Tide prawn
Boar
Living water AREGEN
Salamander rhino
Heart ripper TINY
BOSS lucid infernal
Random mini 4
Random mini 4 Copy
Wolf shaman ARMOR
Wolf shaman ARMOR 2
Undead mage
Undead orc REGEN
Undead archer
Naga dog ARMOR
Female naga
Mutated bull
Living tree
Frog soldier ARTINY
BOSS Wandering soul
Random mini 5
Random mini 5 Copy
Bigfoot REGEN
Bigfoot REGEN 2
Samurai
Infernal machine
Archfiend ARMOR
Imp
Hellspawn
Lich REGEN
Demonic disgrace ARMOR
Snake mutation TINY
BOSS Dragon lord
Random mini 6
Random mini 6 Copy
Razorback
Razorback 2
Savage wolf ARMOR
Blood hellion REGEN
Crypt arachnid
Mechanical goblin
Giant beetle ARMOR
Zombie
Mammoth
Mystical creature TINY
BOSS Mammoth lord
Random mini 7
Random mini 7 Copy
Vampeer AREGEN
Vampeer AREGEN 2
Shooter
Purple rhino
Leviathan
Voodoo stalker ARMOR
Mr sheepstein
Doctor chickowski REGEN
Mr krabs
Floating statue ARTINY
BOSS Doom wyvern
Random mini 8
Random mini 8 Copy
Mage on a horse
Mage on a horse 2
Obscurity
Flappy bird REGEN
Subsisting tree ARMOR
Tarragon
Flying hydra
Deprived subsisting tree
Subsisting treant ARMOR
Flying serpent TINY
BOSS Succubus
Random mini 9
Random mini 9 Copy
Destructive hurler REGEN
Destructive hurler REGEN 2
Toxoid vapor ARMOR
Giant larva
Hippogyph
Creature
Arthropod queen ARMOR
Bacon REGEN
Wabbit
Rocky the pest TINY
BOSS FINAL
Cinematic
Minigames
Teleporters
Frosty the killer
Demon hunters
Chickens
PvP forest
Catapulters
Pacman
Coinhunt
Coin hunt pt2
Chest looters
PvP desert
Zombie survivors
Fish hunter
PvP water
Coin hunt
Stop unit movement
Enable movement
remove coins
Red coin
End red coin
Green coin 2
End green coin 2
Green coin 1
End green coin 1
Normal coin 4
End normal coin 4
normal coin 3
End normal coin 3
normal coin 2
End normal coin 2
normal coin 1
End normal coin 1
Respawn coin 1
Respawn coin 2
Respawn coin 3
Respawn coin 4
Respawn green coin 1
Respawn green coin 2
Respawn red coin
Catapulters
Spawn ugly things
Move ugly things
Fish hunters
give gold to shark killer
Spawn fish
Spawn shark
move fish
teleporters
Check if all dead 2
coins 50
Choose element
Fire elemental
Sand elemental
ice elemental
poison elemental
OOB prevent
Demon hunters
Demon spawning
Chickens
Worm spawning
Wander
PvP forest
Reviveforest
Bounty award
PvP water
Revivewater
Bounty award water
PvP desert
Revivedesert
Bounty award1
Zombie survivors
Check if all dead
Spawn zombies
Coin spawning
Frosty the killer
Check if all dead 3
penguin spawn
Chest looters
Remove from pillar
Remove items from pillar
Spawn chest
Items
Evil chest gold steal
Pacman
Check if all dead 4
death sound
death sound Copy
Chomp sound
Remove cherry
spawn dots
Spawn apple
Red to grey
Blue to purple
Green to orange
Yellow to black
Minigames mode
add score
Secondminigame
Thirdminigame
Fourthminigame
Fifthminigame
Sixthminigame
Seventhminigame
Eightminigame
Ninthminigame
Tenthminigame
Choosing game type
Game type
Normal mode
Towers only mode
War towers
Minigames mode
Leaderboard Copy
Reduce life regen
Split boss gold
Choosing war mode
Mode types
Normal war
Sudden death war
Dark War
Blockage war
Block number
Set block amount
Sudden death
sudden death
Choosing mode
Difficulty
Noob
Noob pt2
Easy
Easy pt2
Normal
Normal pt2
Hard
Hard pt2
Expert
Expert pt2
Hell
Hell pt2
Doom
Doom pt2
Destruction
Destruction pt2
Annihilation
Annihilation p2
Impossible
Impossible pt2
Choosing mode 2
Difficulty 2
Super easy
Super easy pt2
E a s y
E a s y pt2
M e d i u m
M e d i u m pt2
H a r d
H a r d pt2
Choosing speedrate
speed rate
Slow
Slow pt2
moderate
moderate pt2
quick
quick pt2
accelerated
accelerated pt2
ultra speed
ultra speed pt2
extreme speed
extreme speed pt2
Choosing blood type
blood effect
no blood
special blood effect
Choosing blood color
blood effect Copy
Bright red
Bright red pt2
green
green pt2
purple
purple pt2
Explosion
Explosion pt2
Water explosion
Water explosion pt2
Sand explosion
Sand explosino pt2
Time between waves
Time between waves
Time between waves pt 2
Upgrades
Upgrades
Game over
Boss
Game over
Game over pt2

		
Name Type Is Array Initial Value
Blue playercolor No Color01
Blue_lane group No
Blue_lane_end location No
bluegem texttag No
Boardincome leaderboard No
Boardlives leaderboard No
centpoint location No
Clicks integer Yes 0
CurrentCameraHeight real No
Dialog_block dialog No
Dialog_button button Yes
Dialogchoose dialog No
Dialogmenu dialog No
Dialogmenu_2 dialog No
Dialogmenu_3 dialog No
Dialogmenu_4 dialog No
Dialogmenu_5 dialog No
Dialogmenu_6 dialog No
Dialogmenu_7 dialog No
Dialogmenu_8 dialog No
Dialogmenu_cheat dialog No
Dialogmenu_gametype dialog No
Dialogmenu_mode2 dialog No
Dialogmenu_timebetweenwaves dialog No
Dialogmenu_war dialog No
Eightminigame integer No
Fifthminigame integer No
Firstminigame integer No
fish unit No
floatingtext texttag No
Fourthminigame integer No
freezingorb texttag No
Gold integer Yes 2
Goldincome integer No
Goldincome_2 integer No
Goldincome_3 integer No
Goldincome_4 integer No
Goldincome_5 integer No
Goldincome_6 integer No
Goldperclick integer No
Goldperclick2 integer Yes 0
Goldtotalboard leaderboard No
greengem texttag No
Income_window timerdialog No
Incometimer timer No
Increaselife real No
Itemshop unit No
Itemstorage unit No
Itemstorage2 unit No
Leaderboard leaderboard No
Leaderboard_2 leaderboard No
Leaderboard_3 leaderboard No
Leaderboard_4 leaderboard No
Leaderboard_5 leaderboard No
Leaderboard_6 leaderboard No
Leaderboard_7 leaderboard No
Life real Yes 1.00
Lightning_strike_2 string No Lightning strike 2
Livenumber string No
Livenumber2 string No
Livenumber3 string No
Livenumber4 string No
Livenumber5 string No
Livenumber6 string No
Lives integer Yes
Lives_blue texttag No
Lives_orange texttag No
Lives_purple texttag No
Lives_red texttag No
Lives_teal texttag No
Lives_yellow texttag No
Livesblue string No
Livesorange string No
Livespurple string No
Livesteal_Copy string No
Livesyellow string No
Magictower unit No
magmaorb texttag No
Moveregion location No
Nightmare unit No
Ninthminigame integer No
Orange_lane group No
Orange_lane_end location No
orangegem texttag No
owner player No
playergroup force No
playerslotstatus force No
point1 location No
Purple_lane group No
Purple_lane_end location No
purplegem texttag No
rainbowgem texttag No
Random_element integer No 0
Random_item integer No
Random_minigame integer No
Red playercolor No Color00
Red_lane group No
Red_lane_end location No
redgem texttag No
Rockamount integer No
rockpoint location No
Secondminigame integer No
Seventhminigame integer No
Sixthminigame integer No
specialeffect effect No
specpoint location No
Spelltower unit No
Subtract_one integer No
Teal_lane group No
Teal_lane_end location No
Tenthminigame integer No
Thirdminigame integer No
timebetweenwaves real No
timer timerdialog No
towergold player No
uglything unit No
unitgroup group No
upgradeunit unit No
venomorb texttag No
worm unit No
X integer No 1
X2 integer Yes
X4 integer No
X5 integer No
xrandom integer No 9
Yellow_lane group No
Yellow_lane_end location No
yellowgem texttag No
Quests
  Events
    Time - Elapsed game time is 0.30 seconds
  Conditions
  Actions
    Quest - Create a Required quest titled |cff32cd32How to play!|r with the description |cff32cd32Clicking and Towers mode(normal mode):|r This uses both the power of your mouse and the power of towers combined to fight off creeps.Inorder to survive, you must upgrade your Damage tower and Gold tower, These towers increase the Damage per click and the gold per click., using icon path ReplaceableTextures\CommandButtons\BTNDefendStop.blp
    Quest - Create a Required quest titled |cff32cd32GEMS!|r with the description GEMS will be a very useful role in surviving. As they can add boosts to your towers immensly if used correctly. When a gem is aquired it will appear in your item storage. Take this gem out and place it in a tower to give it the bonuses the gem is incripted with.Combining gems helps as well., using icon path ReplaceableTextures\CommandButtons\BTNDefendStop.blp
    Quest - Create a Required quest titled |cff32cd32Armored unit|r with the description These units have increased armor making it harder for towers to kill it. These units are represented by a large purple aura., using icon path ReplaceableTextures\CommandButtons\BTNDefendStop.blp
    Quest - Create a Required quest titled |cff32cd32Regen unit|r with the description These units regenerate health which can make them a hard unit to kill. These units are represented by a red aura., using icon path ReplaceableTextures\PassiveButtons\PASBTNVampiricAura.blp
    Quest - Create a Required quest titled |cff32cd32Tiny unit|r with the description These units are small, which can make it rather hard to click on and can be a pain because they can dodge your towers attacks.They are represented by a tiny purple aura., using icon path ReplaceableTextures\CommandButtons\BTNMassTeleport.blp
    Quest - Create a Required quest titled |cffff0000SUDDEN DEATH|r with the description This is a game type on War Mode that can be dangerous because every 110 seconds a random tower is removed from each players lane, and if that tower is important than chances are you will be weakend. NOTE: EVEN YOUR BUILDER CAN GET REMOVED!, using icon path ReplaceableTextures\CommandButtons\BTNOrbOfCorruption.blp
    Quest - Create a Required quest titled Morphing with the description In line tower wars you can morph towers, here is a list of morphs:-Splash + Pierce-Velocity + Pierce-Double-shot + Pierce-Ricchochet + Pierce-Velocity + Ricchochet-Velocity + Splash-Velocity + Double-shot, using icon path ReplaceableTextures\CommandButtons\BTNSnazzyScrollPurple.blp
    Quest - Create a Optional quest titled |cff32cd32Name command|r with the description Type "-name xxxxxxxx" to change your name., using icon path ReplaceableTextures\WorldEditUI\Editor-Ally-HighPriority.blp
    Quest - Create a Optional quest titled |cff32cd32Testers|r with the description Thanks to these testers!:|cff32cd32Destroylife002|r|c006969FFMizu|r|c00FF0000Ni|r|c00FFFF00gh|r|c00FF7F00tf|r|c0096FF96an|r|c006969FFg|r|cff32cd32Valigar|r--------------Small testers--------------fireheartBatcorp420tydieguyvarenValyseerZombiezach8AbagofmeowmixWaterknightEvilminion222Derdan--------------Special tester--------------Itzasheep, using icon path ReplaceableTextures\WorldEditUI\Editor-MultipleUnits.blp
    Quest - Create a Optional quest titled |cff32cd32Creditsl|r with the description |cff32cd32Custom model and icon creators:|rFrankster,kuhneghetz,WILLTHEALMIGHTY,Thrikodius,WeirdHuman,Ochibi,Hammerfist132,unknownczar,happytuaren,Callahan,Sin'dorei300,NFwar,PeeKay,Captain_Rufar,4eNNightmare,Kitabatake,CoffinPuppet,Anachron,-Berz-,Golden-Drake,Raging Ent,JesusHipster,nGy,paulH,TheWeirdHuman,Misha,Skipper,Sunchips,Sellenisko,WherewolfTherewolf,Malvodion,FrancK,Kwaliti,DickxUnder,|cff32cd32Check their models out at Hiveworkshop.com.|r, using icon path ReplaceableTextures\WorldEditUI\Editor-MultipleUnits.blp
    Quest - Flash the quest dialog button
    Custom script: call DestroyTrigger( GetTriggeringTrigger() )
redleave
  Events
    Player - Player 1 (Red) leaves the game
  Conditions
  Actions
    Floating Text - Destroy Lives_red
    Set VariableSet centpoint = (Center of Livesdisplayred <gen>)
    Floating Text - Create floating text that reads |cffff0000<LEFT>|r at centpoint with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Custom script: call RemoveLocation(udg_centpoint)
    Leaderboard - Change the label for Player 1 (Red) in Boardincome to |cffff0000<<LEFT>>|r
    Custom script: call DestroyTrigger( GetTriggeringTrigger() )
blueleave
  Events
    Player - Player 2 (Blue) leaves the game
  Conditions
  Actions
    Floating Text - Destroy Lives_blue
    Set VariableSet centpoint = (Center of Livesdisplayblue <gen>)
    Floating Text - Create floating text that reads |cffff0000<LEFT>|r at centpoint with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Custom script: call RemoveLocation(udg_centpoint)
    Leaderboard - Change the label for Player 2 (Blue) in Boardincome to |cffff0000<<LEFT>>|r
    Custom script: call DestroyTrigger( GetTriggeringTrigger() )
tealleave
  Events
    Player - Player 3 (Teal) leaves the game
  Conditions
  Actions
    Floating Text - Destroy Lives_teal
    Set VariableSet centpoint = (Center of Livesdisplayteal <gen>)
    Floating Text - Create floating text that reads |cffff0000<LEFT>|r at centpoint with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Custom script: call RemoveLocation(udg_centpoint)
    Leaderboard - Change the label for Player 3 (Teal) in Boardincome to |cffff0000<<LEFT>>|r
    Custom script: call DestroyTrigger( GetTriggeringTrigger() )
purpleleave
  Events
    Player - Player 4 (Purple) leaves the game
  Conditions
  Actions
    Floating Text - Destroy Lives_purple
    Set VariableSet centpoint = (Center of Livesdisplaypurple <gen>)
    Floating Text - Create floating text that reads |cffff0000<LEFT>|r at centpoint with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Custom script: call RemoveLocation(udg_centpoint)
    Leaderboard - Change the label for Player 4 (Purple) in Boardincome to |cffff0000<<LEFT>>|r
    Custom script: call DestroyTrigger( GetTriggeringTrigger() )
yellowleave
  Events
    Player - Player 5 (Yellow) leaves the game
  Conditions
  Actions
    Floating Text - Destroy Lives_yellow
    Set VariableSet centpoint = (Center of Livesdisplayellow <gen>)
    Floating Text - Create floating text that reads |cffff0000<LEFT>|r at centpoint with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Custom script: call RemoveLocation(udg_centpoint)
    Leaderboard - Change the label for Player 5 (Yellow) in Boardincome to |cffff0000<<LEFT>>|r
    Custom script: call DestroyTrigger( GetTriggeringTrigger() )
orangeleave
  Events
    Player - Player 6 (Orange) leaves the game
  Conditions
  Actions
    Floating Text - Destroy Lives_orange
    Set VariableSet centpoint = (Center of Livesdesplayorange <gen>)
    Floating Text - Create floating text that reads |cffff0000<LEFT>|r at centpoint with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Custom script: call RemoveLocation(udg_centpoint)
    Leaderboard - Change the label for Player 6 (Orange) in Boardincome to |cffff0000<<LEFT>>|r
    Custom script: call DestroyTrigger( GetTriggeringTrigger() )
Redremoval
  Events
    Unit - A unit enters Redremoval <gen>
  Conditions
  Actions
    Unit - Remove (Triggering unit) from the game
Blueremoval
  Events
    Unit - A unit enters Blueremoval <gen>
  Conditions
  Actions
    Unit - Remove (Triggering unit) from the game
Tealremoval
  Events
    Unit - A unit enters Tealremoval <gen>
  Conditions
  Actions
    Unit - Remove (Triggering unit) from the game
Purpleremoval
  Events
    Unit - A unit enters Purpleremoval <gen>
  Conditions
  Actions
    Unit - Remove (Triggering unit) from the game
Yellowremoval
  Events
    Unit - A unit enters Yellowremoval <gen>
  Conditions
  Actions
    Unit - Remove (Triggering unit) from the game
Orangeremoval
  Events
    Unit - A unit enters Orangeremoval <gen>
  Conditions
  Actions
    Unit - Remove (Triggering unit) from the game
Display lives
  Events
  Conditions
  Actions
    Set VariableSet Livenumber = (String((Charges remaining in (Item carried by (Random unit from (Units in King_stand_red <gen>)) in slot 1))))
    Set VariableSet Livenumber2 = (String((Charges remaining in (Item carried by (Random unit from (Units in King_stand_blue <gen>)) in slot 1))))
    Set VariableSet Livenumber3 = (String((Charges remaining in (Item carried by (Random unit from (Units in King_stand_teal <gen>)) in slot 1))))
    Set VariableSet Livenumber4 = (String((Charges remaining in (Item carried by (Random unit from (Units in King_stand_purple <gen>)) in slot 1))))
    Set VariableSet Livenumber5 = (String((Charges remaining in (Item carried by (Random unit from (Units in King_stand_yellow <gen>)) in slot 1))))
    Set VariableSet Livenumber6 = (String((Charges remaining in (Item carried by (Random unit from (Units in King_stand_orange <gen>)) in slot 1))))
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 1 (Red) slot status) Equal to Is playing
      Then - Actions
        Floating Text - Destroy Lives_red
        Set VariableSet centpoint = (Center of Livesdisplayred <gen>)
        Floating Text - Create floating text that reads (|cffff0000Lives:|r + Livenumber) at centpoint with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
        Custom script: call RemoveLocation(udg_centpoint)
        Set VariableSet Lives_red = (Last created floating text)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 2 (Blue) slot status) Equal to Is playing
      Then - Actions
        Floating Text - Destroy Lives_blue
        Set VariableSet centpoint = (Center of Livesdisplayblue <gen>)
        Floating Text - Create floating text that reads (|cffff0000Lives:|r + Livenumber2) at centpoint with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
        Custom script: call RemoveLocation(udg_centpoint)
        Set VariableSet Lives_blue = (Last created floating text)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 3 (Teal) slot status) Equal to Is playing
      Then - Actions
        Floating Text - Destroy Lives_teal
        Set VariableSet centpoint = (Center of Livesdisplayteal <gen>)
        Floating Text - Create floating text that reads (|cffff0000Lives:|r + Livenumber3) at centpoint with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
        Custom script: call RemoveLocation(udg_centpoint)
        Set VariableSet Lives_teal = (Last created floating text)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 4 (Purple) slot status) Equal to Is playing
      Then - Actions
        Floating Text - Destroy Lives_purple
        Set VariableSet centpoint = (Center of Livesdisplaypurple <gen>)
        Floating Text - Create floating text that reads (|cffff0000Lives:|r + Livenumber4) at centpoint with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
        Custom script: call RemoveLocation(udg_centpoint)
        Set VariableSet Lives_purple = (Last created floating text)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 5 (Yellow) slot status) Equal to Is playing
      Then - Actions
        Floating Text - Destroy Lives_yellow
        Set VariableSet centpoint = (Center of Livesdisplayellow <gen>)
        Floating Text - Create floating text that reads (|cffff0000Lives:|r + Livenumber5) at centpoint with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
        Custom script: call RemoveLocation(udg_centpoint)
        Set VariableSet Lives_yellow = (Last created floating text)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 6 (Orange) slot status) Equal to Is playing
      Then - Actions
        Floating Text - Destroy Lives_orange
        Set VariableSet centpoint = (Center of Livesdesplayorange <gen>)
        Floating Text - Create floating text that reads (|cffff0000Lives:|r + Livenumber6) at centpoint with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
        Custom script: call RemoveLocation(udg_centpoint)
        Set VariableSet Lives_orange = (Last created floating text)
      Else - Actions
Check for winner
  Events
    Time - Every 0.30 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units of type Tower constructor)) Equal to 1
      Then - Actions
        Set VariableSet unitgroup = (Units in (Entire map))
        Unit Group - Pick every unit in unitgroup and do (Remove (Picked unit) from the game)
        Custom script: call DestroyGroup (udg_unitgroup)
        Game - Display to (All players) the text: ((Name of (Owner of (Random unit from (Units of type Tower constructor)))) + HAS WON THE GAME!)
        Trigger - Turn off (This trigger)
        Wait 5.00 game-time seconds
        Game - Victory Player 1 (Red) (Show dialogs, Skip scores)
        Game - Victory Player 2 (Blue) (Show dialogs, Skip scores)
        Game - Victory Player 3 (Teal) (Show dialogs, Skip scores)
        Game - Victory Player 4 (Purple) (Show dialogs, Skip scores)
        Game - Victory Player 5 (Yellow) (Show dialogs, Skip scores)
        Game - Victory Player 6 (Orange) (Show dialogs, Skip scores)
      Else - Actions
Income
  Events
    Time - Every 10.00 seconds of game time
  Conditions
  Actions
    Countdown Timer - Start Incometimer as a One-shot timer that will expire in 10.00 seconds
    Player - Add Goldincome to Player 1 (Red).Current gold
    Player - Add Goldincome_2 to Player 2 (Blue).Current gold
    Player - Add Goldincome_3 to Player 3 (Teal).Current gold
    Player - Add Goldincome_4 to Player 4 (Purple).Current gold
    Player - Add Goldincome_5 to Player 5 (Yellow).Current gold
    Player - Add Goldincome_6 to Player 6 (Orange).Current gold
Reorder red
  Events
    Time - Every 5.00 seconds of game time
  Conditions
  Actions
    Set VariableSet Red_lane_end = (Center of Lane_red_end <gen>)
    Set VariableSet Red_lane = (Units in Red_lane <gen> owned by Player 12 (Brown))
    Unit Group - Pick every unit in Red_lane and do (Order (Picked unit) to Move To.Red_lane_end)
    Custom script: call DestroyGroup(udg_Red_lane)
    Custom script: call RemoveLocation(udg_Red_lane_end)
Reorder blue
  Events
    Time - Every 5.00 seconds of game time
  Conditions
  Actions
    Set VariableSet Blue_lane_end = (Center of Lane_blue_end <gen>)
    Set VariableSet Blue_lane = (Units in Blue_lane <gen> owned by Player 12 (Brown))
    Unit Group - Pick every unit in Blue_lane and do (Order (Picked unit) to Move To.Blue_lane_end)
    Custom script: call DestroyGroup(udg_Blue_lane)
    Custom script: call RemoveLocation(udg_Blue_lane_end)
Reorder teal
  Events
    Time - Every 5.00 seconds of game time
  Conditions
  Actions
    Set VariableSet Teal_lane_end = (Center of Lane_teal_end <gen>)
    Set VariableSet Teal_lane = (Units in Teal_lane <gen> owned by Player 12 (Brown))
    Unit Group - Pick every unit in Teal_lane and do (Order (Picked unit) to Move To.Teal_lane_end)
    Custom script: call DestroyGroup(udg_Teal_lane)
    Custom script: call RemoveLocation(udg_Teal_lane_end)
Reorder purple
  Events
    Time - Every 5.00 seconds of game time
  Conditions
  Actions
    Set VariableSet Purple_lane_end = (Center of Lane_purple_end <gen>)
    Set VariableSet Purple_lane = (Units in Purple_lane <gen> owned by Player 12 (Brown))
    Unit Group - Pick every unit in Purple_lane and do (Order (Picked unit) to Move To.Purple_lane_end)
    Custom script: call DestroyGroup(udg_Purple_lane)
    Custom script: call RemoveLocation(udg_Purple_lane_end)
Reorder yelllow
  Events
    Time - Every 5.00 seconds of game time
  Conditions
  Actions
    Set VariableSet Yellow_lane_end = (Center of Lane_yellow_end <gen>)
    Set VariableSet Yellow_lane = (Units in Yellow_lane <gen> owned by Player 12 (Brown))
    Unit Group - Pick every unit in Yellow_lane and do (Order (Picked unit) to Move To.Yellow_lane_end)
    Custom script: call DestroyGroup(udg_Yellow_lane)
    Custom script: call RemoveLocation(udg_Yellow_lane_end)
Reorder orange
  Events
    Time - Every 5.00 seconds of game time
  Conditions
  Actions
    Set VariableSet Orange_lane_end = (Center of Lane_orange_end <gen>)
    Set VariableSet Orange_lane = (Units in Orange_lane <gen> owned by Player 12 (Brown))
    Unit Group - Pick every unit in Orange_lane and do (Order (Picked unit) to Move To.Orange_lane_end)
    Custom script: call DestroyGroup(udg_Orange_lane)
    Custom script: call RemoveLocation(udg_Orange_lane_end)
Unit move red
  Events
    Unit - A unit enters Lane_red_start <gen>
  Conditions
    ((Triggering unit) is in (Units owned by Player 12 (Brown).).) Equal to True
  Actions
    Set VariableSet Red_lane_end = (Center of Lane_red_end <gen>)
    Unit - Order (Triggering unit) to Move To.Red_lane_end
    Custom script: call RemoveLocation(udg_Red_lane_end)
Kill unit red
  Events
    Unit - A unit enters Lane_red_end <gen>
  Conditions
    ((Triggering unit) is in (Units owned by Player 12 (Brown).).) Equal to True
  Actions
    Unit - Remove (Triggering unit) from the game
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Charges remaining in (Item carried by (Random unit from (Units in King_stand_red <gen>)) in slot 1)) Equal to 1
      Then - Actions
        Floating Text - Destroy Lives_red
        Floating Text - Create floating text that reads |cffff0000DEFEATED|r at (Center of Livesdisplayred <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
        Item - Remove (Item carried by (Random unit from (Units in King_stand_red <gen>)) in slot 1)
        Game - Display to (All players) the text: ((Name of (Owner of (Random unit from (Units in Red_lane <gen> owned by Player 1 (Red))))) + |cffff0000HAS BEEN DEFEATED!)
        Set VariableSet unitgroup = (Units owned by Player 1 (Red).)
        Unit Group - Pick every unit in unitgroup and do (Remove (Picked unit) from the game)
        Custom script: call DestroyGroup (udg_unitgroup)
        Player - Set Player 1 (Red).Current gold to 0
        Floating Text - Create floating text that reads |cffff0000DEFEATED|r at (Center of King_stand_red <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
        Trigger - Turn on Redremoval <gen>
        Set VariableSet Goldincome = 0
        Visibility - Create an initially Disabled visibility modifier for Player 1 (Red) emitting Visibility across (Playable map area)
        Visibility - Enable (Last created visibility modifier)
      Else - Actions
        Item - Set charges remaining in (Item carried by (Random unit from (Units in King_stand_red <gen>)) in slot 1) to ((Charges remaining in (Item carried by (Random unit from (Units in King_stand_red <gen>)) in slot 1)) - 1)
        Leaderboard - Change the value for Player 1 (Red) in Boardlives to (Charges remaining in (Item carried by (Random unit from (Units in King_stand_red <gen>)) in slot 1))
        Wait until ((Number of units in (Units in Lifepointred <gen> owned by Player 12 (Brown))) Equal to 0), checking every 0.25 seconds
        Set VariableSet Livenumber = 0
        Floating Text - Destroy Lives_red
        Trigger - Run Display_lives <gen> (ignoring conditions)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Unit-type of (Triggering unit)) Equal to Goblin Giant
            (Unit-type of (Triggering unit)) Equal to Ice lord
            (Unit-type of (Triggering unit)) Equal to Demon Of Pain
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Charges remaining in (Item carried by (Random unit from (Units in King_stand_red <gen>)) in slot 1)) Equal to 1
          Then - Actions
            Floating Text - Destroy Lives_red
            Floating Text - Create floating text that reads |cffff0000DEFEATED|r at (Center of Livesdisplayred <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
            Item - Remove (Item carried by (Random unit from (Units in King_stand_red <gen>)) in slot 1)
            Game - Display to (All players) the text: ((Name of (Owner of (Random unit from (Units in Red_lane <gen> owned by Player 1 (Red))))) + |cffff0000HAS BEEN DEFEATED!)
            Set VariableSet unitgroup = (Units owned by Player 1 (Red).)
            Unit Group - Pick every unit in unitgroup and do (Remove (Picked unit) from the game)
            Custom script: call DestroyGroup (udg_unitgroup)
            Player - Set Player 1 (Red).Current gold to 0
            Floating Text - Create floating text that reads |cffff0000DEFEATED|r at (Center of King_stand_red <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
            Trigger - Turn on Redremoval <gen>
            Set VariableSet Goldincome = 0
            Visibility - Create an initially Disabled visibility modifier for Player 1 (Red) emitting Visibility across (Playable map area)
            Visibility - Enable (Last created visibility modifier)
          Else - Actions
            Item - Set charges remaining in (Item carried by (Random unit from (Units in King_stand_red <gen>)) in slot 1) to ((Charges remaining in (Item carried by (Random unit from (Units in King_stand_red <gen>)) in slot 1)) - 2)
            Wait until ((Number of units in (Units in Lifepointred <gen> owned by Player 12 (Brown))) Equal to 0), checking every 0.25 seconds
            Set VariableSet Livenumber = 0
            Floating Text - Destroy Lives_red
            Trigger - Run Display_lives <gen> (ignoring conditions)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Unit-type of (Triggering unit)) Equal to Lucid Infernal
            (Unit-type of (Triggering unit)) Equal to Wandering Soul
            (Unit-type of (Triggering unit)) Equal to Dragon Lord
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Charges remaining in (Item carried by (Random unit from (Units in King_stand_red <gen>)) in slot 1)) Equal to 1
          Then - Actions
            Floating Text - Destroy Lives_red
            Floating Text - Create floating text that reads |cffff0000DEFEATED|r at (Center of Livesdisplayred <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
            Item - Remove (Item carried by (Random unit from (Units in King_stand_red <gen>)) in slot 1)
            Game - Display to (All players) the text: ((Name of (Owner of (Random unit from (Units in Red_lane <gen> owned by Player 1 (Red))))) + |cffff0000HAS BEEN DEFEATED!)
            Set VariableSet unitgroup = (Units owned by Player 1 (Red).)
            Unit Group - Pick every unit in unitgroup and do (Remove (Picked unit) from the game)
            Custom script: call DestroyGroup (udg_unitgroup)
            Player - Set Player 1 (Red).Current gold to 0
            Floating Text - Create floating text that reads |cffff0000DEFEATED|r at (Center of King_stand_red <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
            Trigger - Turn on Redremoval <gen>
            Set VariableSet Goldincome = 0
            Visibility - Create an initially Disabled visibility modifier for Player 1 (Red) emitting Visibility across (Playable map area)
            Visibility - Enable (Last created visibility modifier)
          Else - Actions
            Item - Set charges remaining in (Item carried by (Random unit from (Units in King_stand_red <gen>)) in slot 1) to ((Charges remaining in (Item carried by (Random unit from (Units in King_stand_red <gen>)) in slot 1)) - 3)
            Wait until ((Number of units in (Units in Lifepointred <gen> owned by Player 12 (Brown))) Equal to 0), checking every 0.25 seconds
            Set VariableSet Livenumber = 0
            Floating Text - Destroy Lives_red
            Trigger - Run Display_lives <gen> (ignoring conditions)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Unit-type of (Triggering unit)) Equal to Mammoth Lord
            (Unit-type of (Triggering unit)) Equal to Doom Wyvern
            (Unit-type of (Triggering unit)) Equal to Succubus
            (Unit-type of (Triggering unit)) Equal to NightMare
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Charges remaining in (Item carried by (Random unit from (Units in King_stand_red <gen>)) in slot 1)) Equal to 1
          Then - Actions
            Floating Text - Destroy Lives_red
            Floating Text - Create floating text that reads |cffff0000DEFEATED|r at (Center of Livesdisplayred <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
            Item - Remove (Item carried by (Random unit from (Units in King_stand_red <gen>)) in slot 1)
            Game - Display to (All players) the text: ((Name of (Owner of (Random unit from (Units in Red_lane <gen> owned by Player 1 (Red))))) + |cffff0000HAS BEEN DEFEATED!)
            Set VariableSet unitgroup = (Units owned by Player 1 (Red).)
            Unit Group - Pick every unit in unitgroup and do (Remove (Picked unit) from the game)
            Custom script: call DestroyGroup (udg_unitgroup)
            Player - Set Player 1 (Red).Current gold to 0
            Floating Text - Create floating text that reads |cffff0000DEFEATED|r at (Center of King_stand_red <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
            Trigger - Turn on Redremoval <gen>
            Set VariableSet Goldincome = 0
            Visibility - Create an initially Disabled visibility modifier for Player 1 (Red) emitting Visibility across (Playable map area)
            Visibility - Enable (Last created visibility modifier)
          Else - Actions
            Item - Set charges remaining in (Item carried by (Random unit from (Units in King_stand_red <gen>)) in slot 1) to ((Charges remaining in (Item carried by (Random unit from (Units in King_stand_red <gen>)) in slot 1)) - 4)
            Wait until ((Number of units in (Units in Lifepointred <gen> owned by Player 12 (Brown))) Equal to 0), checking every 0.25 seconds
            Set VariableSet Livenumber = 0
            Floating Text - Destroy Lives_red
            Trigger - Run Display_lives <gen> (ignoring conditions)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Unit-type of (Triggering unit)) Equal to Mr. SheepStein
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Charges remaining in (Item carried by (Random unit from (Units in King_stand_red <gen>)) in slot 1)) Equal to 1
          Then - Actions
            Floating Text - Destroy Lives_red
            Floating Text - Create floating text that reads |cffff0000DEFEATED|r at (Center of Livesdisplayred <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
            Item - Remove (Item carried by (Random unit from (Units in King_stand_red <gen>)) in slot 1)
            Game - Display to (All players) the text: ((Name of (Owner of (Random unit from (Units in Red_lane <gen> owned by Player 1 (Red))))) + |cffff0000HAS BEEN DEFEATED!)
            Set VariableSet unitgroup = (Units owned by Player 1 (Red).)
            Unit Group - Pick every unit in unitgroup and do (Remove (Picked unit) from the game)
            Custom script: call DestroyGroup (udg_unitgroup)
            Player - Set Player 1 (Red).Current gold to 0
            Floating Text - Create floating text that reads |cffff0000DEFEATED|r at (Center of King_stand_red <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
            Trigger - Turn on Redremoval <gen>
            Set VariableSet Goldincome = 0
            Visibility - Create an initially Disabled visibility modifier for Player 1 (Red) emitting Visibility across (Playable map area)
            Visibility - Enable (Last created visibility modifier)
          Else - Actions
            Item - Set charges remaining in (Item carried by (Random unit from (Units in King_stand_red <gen>)) in slot 1) to ((Charges remaining in (Item carried by (Random unit from (Units in King_stand_red <gen>)) in slot 1)) - 6)
            Wait until ((Number of units in (Units in Lifepointred <gen> owned by Player 12 (Brown))) Equal to 0), checking every 0.25 seconds
            Set VariableSet Livenumber = 0
            Floating Text - Destroy Lives_red
            Trigger - Run Display_lives <gen> (ignoring conditions)
      Else - Actions
Red check
  Events
    Time - Every 0.20 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Charges remaining in (Item carried by (Random unit from (Units in King_stand_red <gen>)) in slot 1)) Equal to 0
      Then - Actions
        Floating Text - Destroy Lives_red
        Floating Text - Create floating text that reads |cffff0000DEFEATED|r at (Center of Livesdisplayred <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
        Item - Remove (Item carried by (Random unit from (Units in King_stand_red <gen>)) in slot 1)
        Game - Display to (All players) the text: ((Name of (Owner of (Random unit from (Units in Red_lane <gen> owned by Player 1 (Red))))) + |cffff0000HAS BEEN DEFEATED!)
        Set VariableSet unitgroup = (Units owned by Player 1 (Red).)
        Unit Group - Pick every unit in unitgroup and do (Remove (Picked unit) from the game)
        Custom script: call DestroyGroup (udg_unitgroup)
        Player - Set Player 1 (Red).Current gold to 0
        Floating Text - Create floating text that reads |cffff0000DEFEATED|r at (Center of King_stand_red <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
        Trigger - Turn on Redremoval <gen>
        Set VariableSet Goldincome = 0
        Trigger - Turn off (This trigger)
        Custom script: call DestroyTrigger( GetTriggeringTrigger() )
      Else - Actions
Unit move blue
  Events
    Unit - A unit enters Lane_blue_start <gen>
  Conditions
    ((Triggering unit) is in (Units owned by Player 12 (Brown).).) Equal to True
  Actions
    Set VariableSet Blue_lane_end = (Center of Lane_blue_end <gen>)
    Unit - Order (Triggering unit) to Move To.Blue_lane_end
    Custom script: call RemoveLocation(udg_Blue_lane_end)
Killl unit blue
  Events
    Unit - A unit enters Lane_blue_end <gen>
  Conditions
    ((Triggering unit) is in (Units owned by Player 12 (Brown).).) Equal to True
  Actions
    Unit - Remove (Triggering unit) from the game
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Charges remaining in (Item carried by (Random unit from (Units in King_stand_blue <gen>)) in slot 1)) Equal to 1
      Then - Actions
        Floating Text - Destroy Lives_blue
        Floating Text - Create floating text that reads |cffff0000DEFEATED|r at (Center of Livesdisplayblue <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
        Item - Remove (Item carried by (Random unit from (Units in King_stand_blue <gen>)) in slot 1)
        Game - Display to (All players) the text: ((Name of (Owner of (Random unit from (Units in Blue_lane <gen> owned by Player 2 (Blue))))) + |cffff0000HAS BEEN DEFEATED!)
        Set VariableSet unitgroup = (Units owned by Player 2 (Blue).)
        Unit Group - Pick every unit in unitgroup and do (Remove (Picked unit) from the game)
        Custom script: call DestroyGroup (udg_unitgroup)
        Player - Set Player 2 (Blue).Current gold to 0
        Floating Text - Create floating text that reads |cffff0000DEFEATED|r at (Center of King_stand_blue <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
        Trigger - Turn on Blueremoval <gen>
        Set VariableSet Goldincome_2 = 0
        Visibility - Create an initially Disabled visibility modifier for Player 2 (Blue) emitting Visibility across (Playable map area)
        Visibility - Enable (Last created visibility modifier)
      Else - Actions
        Item - Set charges remaining in (Item carried by (Random unit from (Units in King_stand_blue <gen>)) in slot 1) to ((Charges remaining in (Item carried by (Random unit from (Units in King_stand_blue <gen>)) in slot 1)) - 1)
        Leaderboard - Change the value for Player 2 (Blue) in Boardlives to (Charges remaining in (Item carried by (Random unit from (Units in King_stand_blue <gen>)) in slot 1))
        Wait until ((Number of units in (Units in Lifepointblue <gen> owned by Player 12 (Brown))) Equal to 0), checking every 0.25 seconds
        Set VariableSet Livenumber2 = 0
        Floating Text - Destroy Lives_blue
        Trigger - Run Display_lives <gen> (ignoring conditions)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Unit-type of (Triggering unit)) Equal to Goblin Giant
            (Unit-type of (Triggering unit)) Equal to Ice lord
            (Unit-type of (Triggering unit)) Equal to Demon Of Pain
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Charges remaining in (Item carried by (Random unit from (Units in King_stand_blue <gen>)) in slot 1)) Equal to 1
          Then - Actions
            Floating Text - Destroy Lives_blue
            Floating Text - Create floating text that reads |cffff0000DEFEATED|r at (Center of Livesdisplayblue <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
            Item - Remove (Item carried by (Random unit from (Units in King_stand_blue <gen>)) in slot 1)
            Game - Display to (All players) the text: ((Name of (Owner of (Random unit from (Units in Blue_lane <gen> owned by Player 2 (Blue))))) + |cffff0000HAS BEEN DEFEATED!)
            Set VariableSet unitgroup = (Units owned by Player 2 (Blue).)
            Unit Group - Pick every unit in unitgroup and do (Remove (Picked unit) from the game)
            Custom script: call DestroyGroup (udg_unitgroup)
            Player - Set Player 2 (Blue).Current gold to 0
            Floating Text - Create floating text that reads |cffff0000DEFEATED|r at (Center of King_stand_blue <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
            Trigger - Turn on Blueremoval <gen>
            Set VariableSet Goldincome_2 = 0
            Visibility - Create an initially Disabled visibility modifier for Player 2 (Blue) emitting Visibility across (Playable map area)
            Visibility - Enable (Last created visibility modifier)
          Else - Actions
            Item - Set charges remaining in (Item carried by (Random unit from (Units in King_stand_blue <gen>)) in slot 1) to ((Charges remaining in (Item carried by (Random unit from (Units in King_stand_blue <gen>)) in slot 1)) - 2)
            Wait until ((Number of units in (Units in Lifepointblue <gen> owned by Player 12 (Brown))) Equal to 0), checking every 0.25 seconds
            Set VariableSet Livenumber2 = 0
            Floating Text - Destroy Lives_blue
            Trigger - Run Display_lives <gen> (ignoring conditions)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Unit-type of (Triggering unit)) Equal to Lucid Infernal
            (Unit-type of (Triggering unit)) Equal to Dragon Lord
            (Unit-type of (Triggering unit)) Equal to Wandering Soul
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Charges remaining in (Item carried by (Random unit from (Units in King_stand_blue <gen>)) in slot 1)) Equal to 1
          Then - Actions
            Floating Text - Destroy Lives_blue
            Floating Text - Create floating text that reads |cffff0000DEFEATED|r at (Center of Livesdisplayblue <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
            Item - Remove (Item carried by (Random unit from (Units in King_stand_blue <gen>)) in slot 1)
            Game - Display to (All players) the text: ((Name of (Owner of (Random unit from (Units in Blue_lane <gen> owned by Player 2 (Blue))))) + |cffff0000HAS BEEN DEFEATED!)
            Set VariableSet unitgroup = (Units owned by Player 2 (Blue).)
            Unit Group - Pick every unit in unitgroup and do (Remove (Picked unit) from the game)
            Custom script: call DestroyGroup (udg_unitgroup)
            Player - Set Player 2 (Blue).Current gold to 0
            Floating Text - Create floating text that reads |cffff0000DEFEATED|r at (Center of King_stand_blue <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
            Trigger - Turn on Blueremoval <gen>
            Set VariableSet Goldincome_2 = 0
            Visibility - Create an initially Disabled visibility modifier for Player 2 (Blue) emitting Visibility across (Playable map area)
            Visibility - Enable (Last created visibility modifier)
          Else - Actions
            Item - Set charges remaining in (Item carried by (Random unit from (Units in King_stand_blue <gen>)) in slot 1) to ((Charges remaining in (Item carried by (Random unit from (Units in King_stand_blue <gen>)) in slot 1)) - 3)
            Wait until ((Number of units in (Units in Lifepointblue <gen> owned by Player 12 (Brown))) Equal to 0), checking every 0.25 seconds
            Set VariableSet Livenumber2 = 0
            Floating Text - Destroy Lives_blue
            Trigger - Run Display_lives <gen> (ignoring conditions)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Unit-type of (Triggering unit)) Equal to Mammoth Lord
            (Unit-type of (Triggering unit)) Equal to Doom Wyvern
            (Unit-type of (Triggering unit)) Equal to Succubus
            (Unit-type of (Triggering unit)) Equal to NightMare
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Charges remaining in (Item carried by (Random unit from (Units in King_stand_blue <gen>)) in slot 1)) Equal to 1
          Then - Actions
            Floating Text - Destroy Lives_blue
            Floating Text - Create floating text that reads |cffff0000DEFEATED|r at (Center of Livesdisplayblue <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
            Item - Remove (Item carried by (Random unit from (Units in King_stand_blue <gen>)) in slot 1)
            Game - Display to (All players) the text: ((Name of (Owner of (Random unit from (Units in Blue_lane <gen> owned by Player 2 (Blue))))) + |cffff0000HAS BEEN DEFEATED!)
            Set VariableSet unitgroup = (Units owned by Player 2 (Blue).)
            Unit Group - Pick every unit in unitgroup and do (Remove (Picked unit) from the game)
            Custom script: call DestroyGroup (udg_unitgroup)
            Player - Set Player 2 (Blue).Current gold to 0
            Floating Text - Create floating text that reads |cffff0000DEFEATED|r at (Center of King_stand_blue <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
            Trigger - Turn on Blueremoval <gen>
            Set VariableSet Goldincome_2 = 0
            Visibility - Create an initially Disabled visibility modifier for Player 2 (Blue) emitting Visibility across (Playable map area)
            Visibility - Enable (Last created visibility modifier)
          Else - Actions
            Item - Set charges remaining in (Item carried by (Random unit from (Units in King_stand_blue <gen>)) in slot 1) to ((Charges remaining in (Item carried by (Random unit from (Units in King_stand_blue <gen>)) in slot 1)) - 4)
            Wait until ((Number of units in (Units in Lifepointblue <gen> owned by Player 12 (Brown))) Equal to 0), checking every 0.25 seconds
            Set VariableSet Livenumber2 = 0
            Floating Text - Destroy Lives_blue
            Trigger - Run Display_lives <gen> (ignoring conditions)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Unit-type of (Triggering unit)) Equal to Mr. SheepStein
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Charges remaining in (Item carried by (Random unit from (Units in King_stand_blue <gen>)) in slot 1)) Equal to 1
          Then - Actions
            Floating Text - Destroy Lives_blue
            Floating Text - Create floating text that reads |cffff0000DEFEATED|r at (Center of Livesdisplayblue <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
            Item - Remove (Item carried by (Random unit from (Units in King_stand_blue <gen>)) in slot 1)
            Game - Display to (All players) the text: ((Name of (Owner of (Random unit from (Units in Blue_lane <gen> owned by Player 2 (Blue))))) + |cffff0000HAS BEEN DEFEATED!)
            Set VariableSet unitgroup = (Units owned by Player 2 (Blue).)
            Unit Group - Pick every unit in unitgroup and do (Remove (Picked unit) from the game)
            Custom script: call DestroyGroup (udg_unitgroup)
            Player - Set Player 2 (Blue).Current gold to 0
            Floating Text - Create floating text that reads |cffff0000DEFEATED|r at (Center of King_stand_blue <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
            Trigger - Turn on Blueremoval <gen>
            Set VariableSet Goldincome_2 = 0
            Visibility - Create an initially Disabled visibility modifier for Player 2 (Blue) emitting Visibility across (Playable map area)
            Visibility - Enable (Last created visibility modifier)
          Else - Actions
            Item - Set charges remaining in (Item carried by (Random unit from (Units in King_stand_blue <gen>)) in slot 1) to ((Charges remaining in (Item carried by (Random unit from (Units in King_stand_blue <gen>)) in slot 1)) - 6)
            Wait until ((Number of units in (Units in Lifepointblue <gen> owned by Player 12 (Brown))) Equal to 0), checking every 0.25 seconds
            Set VariableSet Livenumber2 = 0
            Floating Text - Destroy Lives_blue
            Trigger - Run Display_lives <gen> (ignoring conditions)
      Else - Actions
Bluecheck
  Events
    Time - Every 0.20 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Charges remaining in (Item carried by (Random unit from (Units in King_stand_blue <gen>)) in slot 1)) Equal to 0
      Then - Actions
        Floating Text - Destroy Lives_blue
        Floating Text - Create floating text that reads |cffff0000DEFEATED|r at (Center of Livesdisplayblue <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
        Item - Remove (Item carried by (Random unit from (Units in King_stand_blue <gen>)) in slot 1)
        Game - Display to (All players) the text: ((Name of (Owner of (Random unit from (Units in Blue_lane <gen> owned by Player 2 (Blue))))) + |cffff0000HAS BEEN DEFEATED!)
        Set VariableSet unitgroup = (Units owned by Player 2 (Blue).)
        Unit Group - Pick every unit in unitgroup and do (Remove (Picked unit) from the game)
        Custom script: call DestroyGroup (udg_unitgroup)
        Player - Set Player 2 (Blue).Current gold to 0
        Floating Text - Create floating text that reads |cffff0000DEFEATED|r at (Center of King_stand_blue <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
        Trigger - Turn on Blueremoval <gen>
        Set VariableSet Goldincome_2 = 0
        Trigger - Turn off (This trigger)
        Custom script: call DestroyTrigger( GetTriggeringTrigger() )
      Else - Actions
Unit move teal
  Events
    Unit - A unit enters Lane_teal_start <gen>
  Conditions
    ((Triggering unit) is in (Units owned by Player 12 (Brown).).) Equal to True
  Actions
    Set VariableSet Teal_lane_end = (Center of Lane_teal_end <gen>)
    Unit - Order (Triggering unit) to Move To.Teal_lane_end
    Custom script: call RemoveLocation(udg_Teal_lane_end)
Killl unit teal
  Events
    Unit - A unit enters Lane_teal_end <gen>
  Conditions
    ((Triggering unit) is in (Units owned by Player 12 (Brown).).) Equal to True
  Actions
    Unit - Remove (Triggering unit) from the game
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Charges remaining in (Item carried by (Random unit from (Units in King_stand_teal <gen>)) in slot 1)) Equal to 1
      Then - Actions
        Floating Text - Destroy Lives_teal
        Floating Text - Create floating text that reads |cffff0000DEFEATED|r at (Center of Livesdisplayteal <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
        Item - Remove (Item carried by (Random unit from (Units in King_stand_teal <gen>)) in slot 1)
        Game - Display to (All players) the text: ((Name of (Owner of (Random unit from (Units in Teal_lane <gen> owned by Player 3 (Teal))))) + |cffff0000HAS BEEN DEFEATED!)
        Set VariableSet unitgroup = (Units owned by Player 3 (Teal).)
        Unit Group - Pick every unit in unitgroup and do (Remove (Picked unit) from the game)
        Custom script: call DestroyGroup (udg_unitgroup)
        Player - Set Player 3 (Teal).Current gold to 0
        Floating Text - Create floating text that reads |cffff0000DEFEATED|r at (Center of King_stand_teal <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
        Trigger - Turn on Tealremoval <gen>
        Set VariableSet Goldincome_3 = 0
        Visibility - Create an initially Disabled visibility modifier for Player 3 (Teal) emitting Visibility across (Playable map area)
        Visibility - Enable (Last created visibility modifier)
      Else - Actions
        Item - Set charges remaining in (Item carried by (Random unit from (Units in King_stand_teal <gen>)) in slot 1) to ((Charges remaining in (Item carried by (Random unit from (Units in King_stand_teal <gen>)) in slot 1)) - 1)
        Leaderboard - Change the value for Player 3 (Teal) in Boardlives to (Charges remaining in (Item carried by (Random unit from (Units in King_stand_teal <gen>)) in slot 1))
        Wait until ((Number of units in (Units in Lifepointteal <gen> owned by Player 12 (Brown))) Equal to 0), checking every 0.25 seconds
        Set VariableSet Livenumber3 = 0
        Floating Text - Destroy Lives_teal
        Trigger - Run Display_lives <gen> (ignoring conditions)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Unit-type of (Triggering unit)) Equal to Goblin Giant
            (Unit-type of (Triggering unit)) Equal to Ice lord
            (Unit-type of (Triggering unit)) Equal to Demon Of Pain
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Charges remaining in (Item carried by (Random unit from (Units in King_stand_teal <gen>)) in slot 1)) Equal to 1
          Then - Actions
            Floating Text - Destroy Lives_teal
            Floating Text - Create floating text that reads |cffff0000DEFEATED|r at (Center of Livesdisplayteal <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
            Item - Remove (Item carried by (Random unit from (Units in King_stand_teal <gen>)) in slot 1)
            Game - Display to (All players) the text: ((Name of (Owner of (Random unit from (Units in Teal_lane <gen> owned by Player 3 (Teal))))) + |cffff0000HAS BEEN DEFEATED!)
            Set VariableSet unitgroup = (Units owned by Player 3 (Teal).)
            Unit Group - Pick every unit in unitgroup and do (Remove (Picked unit) from the game)
            Custom script: call DestroyGroup (udg_unitgroup)
            Player - Set Player 3 (Teal).Current gold to 0
            Floating Text - Create floating text that reads |cffff0000DEFEATED|r at (Center of King_stand_teal <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
            Trigger - Turn on Tealremoval <gen>
            Set VariableSet Goldincome_3 = 0
            Visibility - Create an initially Disabled visibility modifier for Player 3 (Teal) emitting Visibility across (Playable map area)
            Visibility - Enable (Last created visibility modifier)
          Else - Actions
            Item - Set charges remaining in (Item carried by (Random unit from (Units in King_stand_teal <gen>)) in slot 1) to ((Charges remaining in (Item carried by (Random unit from (Units in King_stand_teal <gen>)) in slot 1)) - 2)
            Wait until ((Number of units in (Units in Lifepointteal <gen> owned by Player 12 (Brown))) Equal to 0), checking every 0.25 seconds
            Set VariableSet Livenumber3 = 0
            Floating Text - Destroy Lives_teal
            Trigger - Run Display_lives <gen> (ignoring conditions)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Unit-type of (Triggering unit)) Equal to Lucid Infernal
            (Unit-type of (Triggering unit)) Equal to Wandering Soul
            (Unit-type of (Triggering unit)) Equal to Dragon Lord
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Charges remaining in (Item carried by (Random unit from (Units in King_stand_teal <gen>)) in slot 1)) Equal to 1
          Then - Actions
            Floating Text - Destroy Lives_teal
            Floating Text - Create floating text that reads |cffff0000DEFEATED|r at (Center of Livesdisplayteal <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
            Item - Remove (Item carried by (Random unit from (Units in King_stand_teal <gen>)) in slot 1)
            Game - Display to (All players) the text: ((Name of (Owner of (Random unit from (Units in Teal_lane <gen> owned by Player 3 (Teal))))) + |cffff0000HAS BEEN DEFEATED!)
            Set VariableSet unitgroup = (Units owned by Player 3 (Teal).)
            Unit Group - Pick every unit in unitgroup and do (Remove (Picked unit) from the game)
            Custom script: call DestroyGroup (udg_unitgroup)
            Player - Set Player 3 (Teal).Current gold to 0
            Floating Text - Create floating text that reads |cffff0000DEFEATED|r at (Center of King_stand_teal <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
            Trigger - Turn on Tealremoval <gen>
            Set VariableSet Goldincome_3 = 0
            Visibility - Create an initially Disabled visibility modifier for Player 3 (Teal) emitting Visibility across (Playable map area)
            Visibility - Enable (Last created visibility modifier)
          Else - Actions
            Item - Set charges remaining in (Item carried by (Random unit from (Units in King_stand_teal <gen>)) in slot 1) to ((Charges remaining in (Item carried by (Random unit from (Units in King_stand_teal <gen>)) in slot 1)) - 3)
            Wait until ((Number of units in (Units in Lifepointteal <gen> owned by Player 12 (Brown))) Equal to 0), checking every 0.25 seconds
            Set VariableSet Livenumber3 = 0
            Floating Text - Destroy Lives_teal
            Trigger - Run Display_lives <gen> (ignoring conditions)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Unit-type of (Triggering unit)) Equal to Mammoth Lord
            (Unit-type of (Triggering unit)) Equal to Doom Wyvern
            (Unit-type of (Triggering unit)) Equal to Succubus
            (Unit-type of (Triggering unit)) Equal to NightMare
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Charges remaining in (Item carried by (Random unit from (Units in King_stand_teal <gen>)) in slot 1)) Equal to 1
          Then - Actions
            Floating Text - Destroy Lives_teal
            Floating Text - Create floating text that reads |cffff0000DEFEATED|r at (Center of Livesdisplayteal <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
            Item - Remove (Item carried by (Random unit from (Units in King_stand_teal <gen>)) in slot 1)
            Game - Display to (All players) the text: ((Name of (Owner of (Random unit from (Units in Teal_lane <gen> owned by Player 3 (Teal))))) + |cffff0000HAS BEEN DEFEATED!)
            Set VariableSet unitgroup = (Units owned by Player 3 (Teal).)
            Unit Group - Pick every unit in unitgroup and do (Remove (Picked unit) from the game)
            Custom script: call DestroyGroup (udg_unitgroup)
            Player - Set Player 3 (Teal).Current gold to 0
            Floating Text - Create floating text that reads |cffff0000DEFEATED|r at (Center of King_stand_teal <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
            Trigger - Turn on Tealremoval <gen>
            Set VariableSet Goldincome_3 = 0
            Visibility - Create an initially Disabled visibility modifier for Player 3 (Teal) emitting Visibility across (Playable map area)
            Visibility - Enable (Last created visibility modifier)
          Else - Actions
            Item - Set charges remaining in (Item carried by (Random unit from (Units in King_stand_teal <gen>)) in slot 1) to ((Charges remaining in (Item carried by (Random unit from (Units in King_stand_teal <gen>)) in slot 1)) - 4)
            Wait until ((Number of units in (Units in Lifepointteal <gen> owned by Player 12 (Brown))) Equal to 0), checking every 0.25 seconds
            Set VariableSet Livenumber3 = 0
            Floating Text - Destroy Lives_teal
            Trigger - Run Display_lives <gen> (ignoring conditions)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Unit-type of (Triggering unit)) Equal to Mr. SheepStein
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Charges remaining in (Item carried by (Random unit from (Units in King_stand_teal <gen>)) in slot 1)) Equal to 1
          Then - Actions
            Floating Text - Destroy Lives_teal
            Floating Text - Create floating text that reads |cffff0000DEFEATED|r at (Center of Livesdisplayteal <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
            Item - Remove (Item carried by (Random unit from (Units in King_stand_teal <gen>)) in slot 1)
            Game - Display to (All players) the text: ((Name of (Owner of (Random unit from (Units in Teal_lane <gen> owned by Player 3 (Teal))))) + |cffff0000HAS BEEN DEFEATED!)
            Set VariableSet unitgroup = (Units owned by Player 3 (Teal).)
            Unit Group - Pick every unit in unitgroup and do (Remove (Picked unit) from the game)
            Custom script: call DestroyGroup (udg_unitgroup)
            Player - Set Player 3 (Teal).Current gold to 0
            Floating Text - Create floating text that reads |cffff0000DEFEATED|r at (Center of King_stand_teal <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
            Trigger - Turn on Tealremoval <gen>
            Set VariableSet Goldincome_3 = 0
            Visibility - Create an initially Disabled visibility modifier for Player 3 (Teal) emitting Visibility across (Playable map area)
            Visibility - Enable (Last created visibility modifier)
          Else - Actions
            Item - Set charges remaining in (Item carried by (Random unit from (Units in King_stand_teal <gen>)) in slot 1) to ((Charges remaining in (Item carried by (Random unit from (Units in King_stand_teal <gen>)) in slot 1)) - 6)
            Wait until ((Number of units in (Units in Lifepointteal <gen> owned by Player 12 (Brown))) Equal to 0), checking every 0.25 seconds
            Set VariableSet Livenumber3 = 0
            Floating Text - Destroy Lives_teal
            Trigger - Run Display_lives <gen> (ignoring conditions)
      Else - Actions
Tealcheck
  Events
    Time - Every 0.20 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Charges remaining in (Item carried by (Random unit from (Units in King_stand_teal <gen>)) in slot 1)) Equal to 0
      Then - Actions
        Floating Text - Destroy Lives_teal
        Floating Text - Create floating text that reads |cffff0000DEFEATED|r at (Center of Livesdisplayteal <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
        Item - Remove (Item carried by (Random unit from (Units in King_stand_teal <gen>)) in slot 1)
        Game - Display to (All players) the text: ((Name of (Owner of (Random unit from (Units in Teal_lane <gen> owned by Player 3 (Teal))))) + |cffff0000HAS BEEN DEFEATED!)
        Set VariableSet unitgroup = (Units owned by Player 3 (Teal).)
        Unit Group - Pick every unit in unitgroup and do (Remove (Picked unit) from the game)
        Custom script: call DestroyGroup (udg_unitgroup)
        Player - Set Player 3 (Teal).Current gold to 0
        Floating Text - Create floating text that reads |cffff0000DEFEATED|r at (Center of King_stand_teal <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
        Trigger - Turn on Tealremoval <gen>
        Set VariableSet Goldincome_3 = 0
        Trigger - Turn off (This trigger)
        Custom script: call DestroyTrigger( GetTriggeringTrigger() )
      Else - Actions
Unit move purple
  Events
    Unit - A unit enters Lane_purple_start <gen>
  Conditions
    ((Triggering unit) is in (Units owned by Player 12 (Brown).).) Equal to True
  Actions
    Set VariableSet Purple_lane_end = (Center of Lane_purple_end <gen>)
    Unit - Order (Triggering unit) to Move To.Purple_lane_end
    Custom script: call RemoveLocation(udg_Purple_lane_end)
Killl unit purple
  Events
    Unit - A unit enters Lane_purple_end <gen>
  Conditions
    ((Triggering unit) is in (Units owned by Player 12 (Brown).).) Equal to True
  Actions
    Unit - Remove (Triggering unit) from the game
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Charges remaining in (Item carried by (Random unit from (Units in King_stand_purple <gen>)) in slot 1)) Equal to 1
      Then - Actions
        Floating Text - Destroy Lives_purple
        Floating Text - Create floating text that reads |cffff0000DEFEATED|r at (Center of Livesdisplaypurple <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
        Item - Remove (Item carried by (Random unit from (Units in King_stand_purple <gen>)) in slot 1)
        Game - Display to (All players) the text: ((Name of (Owner of (Random unit from (Units in Purple_lane <gen> owned by Player 4 (Purple))))) + |cffff0000HAS BEEN DEFEATED!)
        Set VariableSet unitgroup = (Units owned by Player 4 (Purple).)
        Unit Group - Pick every unit in unitgroup and do (Remove (Picked unit) from the game)
        Custom script: call DestroyGroup (udg_unitgroup)
        Player - Set Player 4 (Purple).Current gold to 0
        Floating Text - Create floating text that reads |cffff0000DEFEATED|r at (Center of King_stand_purple <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
        Trigger - Turn on Purpleremoval <gen>
        Set VariableSet Goldincome_4 = 0
        Visibility - Create an initially Disabled visibility modifier for Player 4 (Purple) emitting Visibility across (Playable map area)
        Visibility - Enable (Last created visibility modifier)
      Else - Actions
        Item - Set charges remaining in (Item carried by (Random unit from (Units in King_stand_purple <gen>)) in slot 1) to ((Charges remaining in (Item carried by (Random unit from (Units in King_stand_purple <gen>)) in slot 1)) - 1)
        Leaderboard - Change the value for Player 4 (Purple) in Boardlives to (Charges remaining in (Item carried by (Random unit from (Units in King_stand_purple <gen>)) in slot 1))
        Wait until ((Number of units in (Units in Lifepointpurple <gen> owned by Player 12 (Brown))) Equal to 0), checking every 0.25 seconds
        Set VariableSet Livenumber4 = 0
        Floating Text - Destroy Lives_purple
        Trigger - Run Display_lives <gen> (ignoring conditions)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Unit-type of (Triggering unit)) Equal to Goblin Giant
            (Unit-type of (Triggering unit)) Equal to Ice lord
            (Unit-type of (Triggering unit)) Equal to Demon Of Pain
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Charges remaining in (Item carried by (Random unit from (Units in King_stand_purple <gen>)) in slot 1)) Equal to 1
          Then - Actions
            Floating Text - Destroy Lives_purple
            Floating Text - Create floating text that reads |cffff0000DEFEATED|r at (Center of Livesdisplaypurple <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
            Item - Remove (Item carried by (Random unit from (Units in King_stand_purple <gen>)) in slot 1)
            Game - Display to (All players) the text: ((Name of (Owner of (Random unit from (Units in Purple_lane <gen> owned by Player 4 (Purple))))) + |cffff0000HAS BEEN DEFEATED!)
            Set VariableSet unitgroup = (Units owned by Player 4 (Purple).)
            Unit Group - Pick every unit in unitgroup and do (Remove (Picked unit) from the game)
            Custom script: call DestroyGroup (udg_unitgroup)
            Player - Set Player 4 (Purple).Current gold to 0
            Floating Text - Create floating text that reads |cffff0000DEFEATED|r at (Center of King_stand_purple <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
            Trigger - Turn on Purpleremoval <gen>
            Set VariableSet Goldincome_4 = 0
            Visibility - Create an initially Disabled visibility modifier for Player 4 (Purple) emitting Visibility across (Playable map area)
            Visibility - Enable (Last created visibility modifier)
          Else - Actions
            Item - Set charges remaining in (Item carried by (Random unit from (Units in King_stand_purple <gen>)) in slot 1) to ((Charges remaining in (Item carried by (Random unit from (Units in King_stand_purple <gen>)) in slot 1)) - 2)
            Wait until ((Number of units in (Units in Lifepointpurple <gen> owned by Player 12 (Brown))) Equal to 0), checking every 0.25 seconds
            Set VariableSet Livenumber4 = 0
            Floating Text - Destroy Lives_purple
            Trigger - Run Display_lives <gen> (ignoring conditions)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Unit-type of (Triggering unit)) Equal to Lucid Infernal
            (Unit-type of (Triggering unit)) Equal to Wandering Soul
            (Unit-type of (Triggering unit)) Equal to Dragon Lord
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Charges remaining in (Item carried by (Random unit from (Units in King_stand_purple <gen>)) in slot 1)) Equal to 1
          Then - Actions
            Floating Text - Destroy Lives_purple
            Floating Text - Create floating text that reads |cffff0000DEFEATED|r at (Center of Livesdisplaypurple <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
            Item - Remove (Item carried by (Random unit from (Units in King_stand_purple <gen>)) in slot 1)
            Game - Display to (All players) the text: ((Name of (Owner of (Random unit from (Units in Purple_lane <gen> owned by Player 4 (Purple))))) + |cffff0000HAS BEEN DEFEATED!)
            Set VariableSet unitgroup = (Units owned by Player 4 (Purple).)
            Unit Group - Pick every unit in unitgroup and do (Remove (Picked unit) from the game)
            Custom script: call DestroyGroup (udg_unitgroup)
            Player - Set Player 4 (Purple).Current gold to 0
            Floating Text - Create floating text that reads |cffff0000DEFEATED|r at (Center of King_stand_purple <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
            Trigger - Turn on Purpleremoval <gen>
            Set VariableSet Goldincome_4 = 0
            Visibility - Create an initially Disabled visibility modifier for Player 4 (Purple) emitting Visibility across (Playable map area)
            Visibility - Enable (Last created visibility modifier)
          Else - Actions
            Item - Set charges remaining in (Item carried by (Random unit from (Units in King_stand_purple <gen>)) in slot 1) to ((Charges remaining in (Item carried by (Random unit from (Units in King_stand_purple <gen>)) in slot 1)) - 3)
            Wait until ((Number of units in (Units in Lifepointpurple <gen> owned by Player 12 (Brown))) Equal to 0), checking every 0.25 seconds
            Set VariableSet Livenumber4 = 0
            Floating Text - Destroy Lives_purple
            Trigger - Run Display_lives <gen> (ignoring conditions)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Unit-type of (Triggering unit)) Equal to Mammoth Lord
            (Unit-type of (Triggering unit)) Equal to Doom Wyvern
            (Unit-type of (Triggering unit)) Equal to Succubus
            (Unit-type of (Triggering unit)) Equal to NightMare
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Charges remaining in (Item carried by (Random unit from (Units in King_stand_purple <gen>)) in slot 1)) Equal to 1
          Then - Actions
            Floating Text - Destroy Lives_purple
            Floating Text - Create floating text that reads |cffff0000DEFEATED|r at (Center of Livesdisplaypurple <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
            Item - Remove (Item carried by (Random unit from (Units in King_stand_purple <gen>)) in slot 1)
            Game - Display to (All players) the text: ((Name of (Owner of (Random unit from (Units in Purple_lane <gen> owned by Player 4 (Purple))))) + |cffff0000HAS BEEN DEFEATED!)
            Set VariableSet unitgroup = (Units owned by Player 4 (Purple).)
            Unit Group - Pick every unit in unitgroup and do (Remove (Picked unit) from the game)
            Custom script: call DestroyGroup (udg_unitgroup)
            Player - Set Player 4 (Purple).Current gold to 0
            Floating Text - Create floating text that reads |cffff0000DEFEATED|r at (Center of King_stand_purple <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
            Trigger - Turn on Purpleremoval <gen>
            Set VariableSet Goldincome_4 = 0
            Visibility - Create an initially Disabled visibility modifier for Player 4 (Purple) emitting Visibility across (Playable map area)
            Visibility - Enable (Last created visibility modifier)
          Else - Actions
            Item - Set charges remaining in (Item carried by (Random unit from (Units in King_stand_purple <gen>)) in slot 1) to ((Charges remaining in (Item carried by (Random unit from (Units in King_stand_purple <gen>)) in slot 1)) - 4)
            Wait until ((Number of units in (Units in Lifepointpurple <gen> owned by Player 12 (Brown))) Equal to 0), checking every 0.25 seconds
            Set VariableSet Livenumber4 = 0
            Floating Text - Destroy Lives_purple
            Trigger - Run Display_lives <gen> (ignoring conditions)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Unit-type of (Triggering unit)) Equal to Mr. SheepStein
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Charges remaining in (Item carried by (Random unit from (Units in King_stand_purple <gen>)) in slot 1)) Equal to 1
          Then - Actions
            Floating Text - Destroy Lives_purple
            Floating Text - Create floating text that reads |cffff0000DEFEATED|r at (Center of Livesdisplaypurple <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
            Item - Remove (Item carried by (Random unit from (Units in King_stand_purple <gen>)) in slot 1)
            Game - Display to (All players) the text: ((Name of (Owner of (Random unit from (Units in Purple_lane <gen> owned by Player 4 (Purple))))) + |cffff0000HAS BEEN DEFEATED!)
            Set VariableSet unitgroup = (Units owned by Player 4 (Purple).)
            Unit Group - Pick every unit in unitgroup and do (Remove (Picked unit) from the game)
            Custom script: call DestroyGroup (udg_unitgroup)
            Player - Set Player 4 (Purple).Current gold to 0
            Floating Text - Create floating text that reads |cffff0000DEFEATED|r at (Center of King_stand_purple <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
            Trigger - Turn on Purpleremoval <gen>
            Set VariableSet Goldincome_4 = 0
            Visibility - Create an initially Disabled visibility modifier for Player 4 (Purple) emitting Visibility across (Playable map area)
            Visibility - Enable (Last created visibility modifier)
          Else - Actions
            Item - Set charges remaining in (Item carried by (Random unit from (Units in King_stand_purple <gen>)) in slot 1) to ((Charges remaining in (Item carried by (Random unit from (Units in King_stand_purple <gen>)) in slot 1)) - 6)
            Wait until ((Number of units in (Units in Lifepointpurple <gen> owned by Player 12 (Brown))) Equal to 0), checking every 0.25 seconds
            Set VariableSet Livenumber4 = 0
            Floating Text - Destroy Lives_purple
            Trigger - Run Display_lives <gen> (ignoring conditions)
      Else - Actions
Purpcheck
  Events
    Time - Every 0.20 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Charges remaining in (Item carried by (Random unit from (Units in King_stand_purple <gen>)) in slot 1)) Equal to 0
      Then - Actions
        Floating Text - Destroy Lives_purple
        Floating Text - Create floating text that reads |cffff0000DEFEATED|r at (Center of Livesdisplaypurple <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
        Item - Remove (Item carried by (Random unit from (Units in King_stand_purple <gen>)) in slot 1)
        Game - Display to (All players) the text: ((Name of (Owner of (Random unit from (Units in Purple_lane <gen> owned by Player 4 (Purple))))) + |cffff0000HAS BEEN DEFEATED!)
        Set VariableSet unitgroup = (Units owned by Player 4 (Purple).)
        Unit Group - Pick every unit in unitgroup and do (Remove (Picked unit) from the game)
        Custom script: call DestroyGroup (udg_unitgroup)
        Player - Set Player 4 (Purple).Current gold to 0
        Floating Text - Create floating text that reads |cffff0000DEFEATED|r at (Center of King_stand_purple <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
        Trigger - Turn on Purpleremoval <gen>
        Set VariableSet Goldincome_4 = 0
        Trigger - Turn off (This trigger)
        Custom script: call DestroyTrigger( GetTriggeringTrigger() )
      Else - Actions
Unit move yellow
  Events
    Unit - A unit enters Lane_yellow_start <gen>
  Conditions
    ((Triggering unit) is in (Units owned by Player 12 (Brown).).) Equal to True
  Actions
    Set VariableSet Yellow_lane_end = (Center of Lane_yellow_end <gen>)
    Unit - Order (Triggering unit) to Move To.Yellow_lane_end
    Custom script: call RemoveLocation(udg_Yellow_lane_end)
Killl unit yellow
  Events
    Unit - A unit enters Lane_yellow_end <gen>
  Conditions
    ((Triggering unit) is in (Units owned by Player 12 (Brown).).) Equal to True
  Actions
    Unit - Remove (Triggering unit) from the game
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Charges remaining in (Item carried by (Random unit from (Units in King_stand_yellow <gen>)) in slot 1)) Equal to 1
      Then - Actions
        Floating Text - Destroy Lives_yellow
        Floating Text - Create floating text that reads |cffff0000DEFEATED|r at (Center of Livesdisplayellow <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
        Item - Remove (Item carried by (Random unit from (Units in King_stand_yellow <gen>)) in slot 1)
        Game - Display to (All players) the text: ((Name of (Owner of (Random unit from (Units in Yellow_lane <gen> owned by Player 5 (Yellow))))) + |cffff0000HAS BEEN DEFEATED!)
        Set VariableSet unitgroup = (Units owned by Player 5 (Yellow).)
        Unit Group - Pick every unit in unitgroup and do (Remove (Picked unit) from the game)
        Custom script: call DestroyGroup (udg_unitgroup)
        Player - Set Player 5 (Yellow).Current gold to 0
        Floating Text - Create floating text that reads |cffff0000DEFEATED|r at (Center of King_stand_yellow <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
        Trigger - Turn on Yellowremoval <gen>
        Set VariableSet Goldincome_5 = 0
        Visibility - Create an initially Disabled visibility modifier for Player 5 (Yellow) emitting Visibility across (Playable map area)
        Visibility - Enable (Last created visibility modifier)
      Else - Actions
        Item - Set charges remaining in (Item carried by (Random unit from (Units in King_stand_yellow <gen>)) in slot 1) to ((Charges remaining in (Item carried by (Random unit from (Units in King_stand_yellow <gen>)) in slot 1)) - 1)
        Leaderboard - Change the value for Player 5 (Yellow) in Boardlives to (Charges remaining in (Item carried by (Random unit from (Units in King_stand_yellow <gen>)) in slot 1))
        Wait until ((Number of units in (Units in Lifepointyellow <gen> owned by Player 12 (Brown))) Equal to 0), checking every 0.25 seconds
        Set VariableSet Livenumber5 = 0
        Floating Text - Destroy Lives_yellow
        Trigger - Run Display_lives <gen> (ignoring conditions)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Unit-type of (Triggering unit)) Equal to Goblin Giant
            (Unit-type of (Triggering unit)) Equal to Ice lord
            (Unit-type of (Triggering unit)) Equal to Demon Of Pain
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Charges remaining in (Item carried by (Random unit from (Units in King_stand_yellow <gen>)) in slot 1)) Equal to 1
          Then - Actions
            Floating Text - Destroy Lives_yellow
            Floating Text - Create floating text that reads |cffff0000DEFEATED|r at (Center of Livesdisplayellow <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
            Item - Remove (Item carried by (Random unit from (Units in King_stand_yellow <gen>)) in slot 1)
            Game - Display to (All players) the text: ((Name of (Owner of (Random unit from (Units in Yellow_lane <gen> owned by Player 5 (Yellow))))) + |cffff0000HAS BEEN DEFEATED!)
            Set VariableSet unitgroup = (Units owned by Player 5 (Yellow).)
            Unit Group - Pick every unit in unitgroup and do (Remove (Picked unit) from the game)
            Custom script: call DestroyGroup (udg_unitgroup)
            Player - Set Player 5 (Yellow).Current gold to 0
            Floating Text - Create floating text that reads |cffff0000DEFEATED|r at (Center of King_stand_yellow <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
            Trigger - Turn on Yellowremoval <gen>
            Set VariableSet Goldincome_5 = 0
            Visibility - Create an initially Disabled visibility modifier for Player 5 (Yellow) emitting Visibility across (Playable map area)
            Visibility - Enable (Last created visibility modifier)
          Else - Actions
            Item - Set charges remaining in (Item carried by (Random unit from (Units in King_stand_yellow <gen>)) in slot 1) to ((Charges remaining in (Item carried by (Random unit from (Units in King_stand_yellow <gen>)) in slot 1)) - 2)
            Wait until ((Number of units in (Units in Lifepointyellow <gen> owned by Player 12 (Brown))) Equal to 0), checking every 0.25 seconds
            Set VariableSet Livenumber5 = 0
            Floating Text - Destroy Lives_yellow
            Trigger - Run Display_lives <gen> (ignoring conditions)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Unit-type of (Triggering unit)) Equal to Lucid Infernal
            (Unit-type of (Triggering unit)) Equal to Wandering Soul
            (Unit-type of (Triggering unit)) Equal to Dragon Lord
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Charges remaining in (Item carried by (Random unit from (Units in King_stand_yellow <gen>)) in slot 1)) Equal to 1
          Then - Actions
            Floating Text - Destroy Lives_yellow
            Floating Text - Create floating text that reads |cffff0000DEFEATED|r at (Center of Livesdisplayellow <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
            Item - Remove (Item carried by (Random unit from (Units in King_stand_yellow <gen>)) in slot 1)
            Game - Display to (All players) the text: ((Name of (Owner of (Random unit from (Units in Yellow_lane <gen> owned by Player 5 (Yellow))))) + |cffff0000HAS BEEN DEFEATED!)
            Set VariableSet unitgroup = (Units owned by Player 5 (Yellow).)
            Unit Group - Pick every unit in unitgroup and do (Remove (Picked unit) from the game)
            Custom script: call DestroyGroup (udg_unitgroup)
            Player - Set Player 5 (Yellow).Current gold to 0
            Floating Text - Create floating text that reads |cffff0000DEFEATED|r at (Center of King_stand_yellow <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
            Trigger - Turn on Yellowremoval <gen>
            Set VariableSet Goldincome_5 = 0
            Visibility - Create an initially Disabled visibility modifier for Player 5 (Yellow) emitting Visibility across (Playable map area)
            Visibility - Enable (Last created visibility modifier)
          Else - Actions
            Item - Set charges remaining in (Item carried by (Random unit from (Units in King_stand_yellow <gen>)) in slot 1) to ((Charges remaining in (Item carried by (Random unit from (Units in King_stand_yellow <gen>)) in slot 1)) - 3)
            Wait until ((Number of units in (Units in Lifepointyellow <gen> owned by Player 12 (Brown))) Equal to 0), checking every 0.25 seconds
            Set VariableSet Livenumber5 = 0
            Floating Text - Destroy Lives_yellow
            Trigger - Run Display_lives <gen> (ignoring conditions)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Unit-type of (Triggering unit)) Equal to Mammoth Lord
            (Unit-type of (Triggering unit)) Equal to Doom Wyvern
            (Unit-type of (Triggering unit)) Equal to Succubus
            (Unit-type of (Triggering unit)) Equal to NightMare
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Charges remaining in (Item carried by (Random unit from (Units in King_stand_yellow <gen>)) in slot 1)) Equal to 1
          Then - Actions
            Floating Text - Destroy Lives_yellow
            Floating Text - Create floating text that reads |cffff0000DEFEATED|r at (Center of Livesdisplayellow <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
            Item - Remove (Item carried by (Random unit from (Units in King_stand_yellow <gen>)) in slot 1)
            Game - Display to (All players) the text: ((Name of (Owner of (Random unit from (Units in Yellow_lane <gen> owned by Player 5 (Yellow))))) + |cffff0000HAS BEEN DEFEATED!)
            Set VariableSet unitgroup = (Units owned by Player 5 (Yellow).)
            Unit Group - Pick every unit in unitgroup and do (Remove (Picked unit) from the game)
            Custom script: call DestroyGroup (udg_unitgroup)
            Player - Set Player 5 (Yellow).Current gold to 0
            Floating Text - Create floating text that reads |cffff0000DEFEATED|r at (Center of King_stand_yellow <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
            Trigger - Turn on Yellowremoval <gen>
            Set VariableSet Goldincome_5 = 0
            Visibility - Create an initially Disabled visibility modifier for Player 5 (Yellow) emitting Visibility across (Playable map area)
            Visibility - Enable (Last created visibility modifier)
          Else - Actions
            Item - Set charges remaining in (Item carried by (Random unit from (Units in King_stand_yellow <gen>)) in slot 1) to ((Charges remaining in (Item carried by (Random unit from (Units in King_stand_yellow <gen>)) in slot 1)) - 4)
            Wait until ((Number of units in (Units in Lifepointyellow <gen> owned by Player 12 (Brown))) Equal to 0), checking every 0.25 seconds
            Set VariableSet Livenumber5 = 0
            Floating Text - Destroy Lives_yellow
            Trigger - Run Display_lives <gen> (ignoring conditions)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Unit-type of (Triggering unit)) Equal to Mr. SheepStein
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Charges remaining in (Item carried by (Random unit from (Units in King_stand_yellow <gen>)) in slot 1)) Equal to 1
          Then - Actions
            Floating Text - Destroy Lives_yellow
            Floating Text - Create floating text that reads |cffff0000DEFEATED|r at (Center of Livesdisplayellow <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
            Item - Remove (Item carried by (Random unit from (Units in King_stand_yellow <gen>)) in slot 1)
            Game - Display to (All players) the text: ((Name of (Owner of (Random unit from (Units in Yellow_lane <gen> owned by Player 5 (Yellow))))) + |cffff0000HAS BEEN DEFEATED!)
            Set VariableSet unitgroup = (Units owned by Player 5 (Yellow).)
            Unit Group - Pick every unit in unitgroup and do (Remove (Picked unit) from the game)
            Custom script: call DestroyGroup (udg_unitgroup)
            Player - Set Player 5 (Yellow).Current gold to 0
            Floating Text - Create floating text that reads |cffff0000DEFEATED|r at (Center of King_stand_yellow <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
            Trigger - Turn on Yellowremoval <gen>
            Set VariableSet Goldincome_5 = 0
            Visibility - Create an initially Disabled visibility modifier for Player 5 (Yellow) emitting Visibility across (Playable map area)
            Visibility - Enable (Last created visibility modifier)
          Else - Actions
            Item - Set charges remaining in (Item carried by (Random unit from (Units in King_stand_yellow <gen>)) in slot 1) to ((Charges remaining in (Item carried by (Random unit from (Units in King_stand_yellow <gen>)) in slot 1)) - 6)
            Wait until ((Number of units in (Units in Lifepointyellow <gen> owned by Player 12 (Brown))) Equal to 0), checking every 0.25 seconds
            Set VariableSet Livenumber5 = 0
            Floating Text - Destroy Lives_yellow
            Trigger - Run Display_lives <gen> (ignoring conditions)
      Else - Actions
Yellocheck
  Events
    Time - Every 0.20 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Charges remaining in (Item carried by (Random unit from (Units in King_stand_yellow <gen>)) in slot 1)) Equal to 0
      Then - Actions
        Floating Text - Destroy Lives_yellow
        Floating Text - Create floating text that reads |cffff0000DEFEATED|r at (Center of Livesdisplayellow <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
        Item - Remove (Item carried by (Random unit from (Units in King_stand_yellow <gen>)) in slot 1)
        Game - Display to (All players) the text: ((Name of (Owner of (Random unit from (Units in Yellow_lane <gen> owned by Player 5 (Yellow))))) + |cffff0000HAS BEEN DEFEATED!)
        Set VariableSet unitgroup = (Units owned by Player 5 (Yellow).)
        Unit Group - Pick every unit in unitgroup and do (Remove (Picked unit) from the game)
        Custom script: call DestroyGroup (udg_unitgroup)
        Player - Set Player 5 (Yellow).Current gold to 0
        Floating Text - Create floating text that reads |cffff0000DEFEATED|r at (Center of King_stand_yellow <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
        Trigger - Turn on Yellowremoval <gen>
        Set VariableSet Goldincome_5 = 0
        Trigger - Turn off (This trigger)
        Custom script: call DestroyTrigger( GetTriggeringTrigger() )
      Else - Actions
Unit move orange
  Events
    Unit - A unit enters Lane_orange_start <gen>
  Conditions
    ((Triggering unit) is in (Units owned by Player 12 (Brown).).) Equal to True
  Actions
    Set VariableSet Orange_lane_end = (Center of Lane_orange_end <gen>)
    Unit - Order (Triggering unit) to Move To.Orange_lane_end
    Custom script: call RemoveLocation(udg_Orange_lane_end)
Killl unit orange
  Events
    Unit - A unit enters Lane_orange_end <gen>
  Conditions
    ((Triggering unit) is in (Units owned by Player 12 (Brown).).) Equal to True
  Actions
    Unit - Remove (Triggering unit) from the game
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Charges remaining in (Item carried by (Random unit from (Units in King_stand_orange <gen>)) in slot 1)) Equal to 1
      Then - Actions
        Floating Text - Destroy Lives_orange
        Floating Text - Create floating text that reads |cffff0000DEFEATED|r at (Center of Livesdesplayorange <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
        Item - Remove (Item carried by (Random unit from (Units in King_stand_orange <gen>)) in slot 1)
        Game - Display to (All players) the text: ((Name of (Owner of (Random unit from (Units in Orange_lane <gen> owned by Player 6 (Orange))))) + |cffff0000HAS BEEN DEFEATED!)
        Set VariableSet unitgroup = (Units owned by Player 6 (Orange).)
        Unit Group - Pick every unit in unitgroup and do (Remove (Picked unit) from the game)
        Custom script: call DestroyGroup (udg_unitgroup)
        Player - Set Player 6 (Orange).Current gold to 0
        Floating Text - Create floating text that reads |cffff0000DEFEATED|r at (Center of King_stand_orange <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
        Trigger - Turn on Orangeremoval <gen>
        Set VariableSet Goldincome_6 = 0
        Visibility - Create an initially Disabled visibility modifier for Player 6 (Orange) emitting Visibility across (Playable map area)
        Visibility - Enable (Last created visibility modifier)
      Else - Actions
        Item - Set charges remaining in (Item carried by (Random unit from (Units in King_stand_orange <gen>)) in slot 1) to ((Charges remaining in (Item carried by (Random unit from (Units in King_stand_orange <gen>)) in slot 1)) - 1)
        Leaderboard - Change the value for Player 6 (Orange) in Boardlives to (Charges remaining in (Item carried by (Random unit from (Units in King_stand_orange <gen>)) in slot 1))
        Wait until ((Number of units in (Units in Lifepointorange <gen> owned by Player 12 (Brown))) Equal to 0), checking every 0.25 seconds
        Set VariableSet Livenumber6 = 0
        Floating Text - Destroy Lives_orange
        Trigger - Run Display_lives <gen> (ignoring conditions)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Unit-type of (Triggering unit)) Equal to Goblin Giant
            (Unit-type of (Triggering unit)) Equal to Ice lord
            (Unit-type of (Triggering unit)) Equal to Demon Of Pain
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Charges remaining in (Item carried by (Random unit from (Units in King_stand_orange <gen>)) in slot 1)) Equal to 1
          Then - Actions
            Floating Text - Destroy Lives_orange
            Floating Text - Create floating text that reads |cffff0000DEFEATED|r at (Center of Livesdesplayorange <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
            Item - Remove (Item carried by (Random unit from (Units in King_stand_orange <gen>)) in slot 1)
            Game - Display to (All players) the text: ((Name of (Owner of (Random unit from (Units in Orange_lane <gen> owned by Player 6 (Orange))))) + |cffff0000HAS BEEN DEFEATED!)
            Set VariableSet unitgroup = (Units owned by Player 6 (Orange).)
            Unit Group - Pick every unit in unitgroup and do (Remove (Picked unit) from the game)
            Custom script: call DestroyGroup (udg_unitgroup)
            Player - Set Player 6 (Orange).Current gold to 0
            Floating Text - Create floating text that reads |cffff0000DEFEATED|r at (Center of King_stand_orange <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
            Trigger - Turn on Orangeremoval <gen>
            Set VariableSet Goldincome_6 = 0
            Visibility - Create an initially Disabled visibility modifier for Player 6 (Orange) emitting Visibility across (Playable map area)
            Visibility - Enable (Last created visibility modifier)
          Else - Actions
            Item - Set charges remaining in (Item carried by (Random unit from (Units in King_stand_orange <gen>)) in slot 1) to ((Charges remaining in (Item carried by (Random unit from (Units in King_stand_orange <gen>)) in slot 1)) - 2)
            Wait until ((Number of units in (Units in Lifepointorange <gen> owned by Player 12 (Brown))) Equal to 0), checking every 0.25 seconds
            Set VariableSet Livenumber6 = 0
            Floating Text - Destroy Lives_orange
            Trigger - Run Display_lives <gen> (ignoring conditions)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Unit-type of (Triggering unit)) Equal to Lucid Infernal
            (Unit-type of (Triggering unit)) Equal to Wandering Soul
            (Unit-type of (Triggering unit)) Equal to Dragon Lord
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Charges remaining in (Item carried by (Random unit from (Units in King_stand_orange <gen>)) in slot 1)) Equal to 1
          Then - Actions
            Floating Text - Destroy Lives_orange
            Floating Text - Create floating text that reads |cffff0000DEFEATED|r at (Center of Livesdesplayorange <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
            Item - Remove (Item carried by (Random unit from (Units in King_stand_orange <gen>)) in slot 1)
            Game - Display to (All players) the text: ((Name of (Owner of (Random unit from (Units in Orange_lane <gen> owned by Player 6 (Orange))))) + |cffff0000HAS BEEN DEFEATED!)
            Set VariableSet unitgroup = (Units owned by Player 6 (Orange).)
            Unit Group - Pick every unit in unitgroup and do (Remove (Picked unit) from the game)
            Custom script: call DestroyGroup (udg_unitgroup)
            Player - Set Player 6 (Orange).Current gold to 0
            Floating Text - Create floating text that reads |cffff0000DEFEATED|r at (Center of King_stand_orange <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
            Trigger - Turn on Orangeremoval <gen>
            Set VariableSet Goldincome_6 = 0
            Visibility - Create an initially Disabled visibility modifier for Player 6 (Orange) emitting Visibility across (Playable map area)
            Visibility - Enable (Last created visibility modifier)
          Else - Actions
            Item - Set charges remaining in (Item carried by (Random unit from (Units in King_stand_orange <gen>)) in slot 1) to ((Charges remaining in (Item carried by (Random unit from (Units in King_stand_orange <gen>)) in slot 1)) - 3)
            Wait until ((Number of units in (Units in Lifepointorange <gen> owned by Player 12 (Brown))) Equal to 0), checking every 0.25 seconds
            Set VariableSet Livenumber6 = 0
            Floating Text - Destroy Lives_orange
            Trigger - Run Display_lives <gen> (ignoring conditions)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Unit-type of (Triggering unit)) Equal to Mammoth Lord
            (Unit-type of (Triggering unit)) Equal to Doom Wyvern
            (Unit-type of (Triggering unit)) Equal to Succubus
            (Unit-type of (Triggering unit)) Equal to NightMare
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Charges remaining in (Item carried by (Random unit from (Units in King_stand_orange <gen>)) in slot 1)) Equal to 1
          Then - Actions
            Floating Text - Destroy Lives_orange
            Floating Text - Create floating text that reads |cffff0000DEFEATED|r at (Center of Livesdesplayorange <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
            Item - Remove (Item carried by (Random unit from (Units in King_stand_orange <gen>)) in slot 1)
            Game - Display to (All players) the text: ((Name of (Owner of (Random unit from (Units in Orange_lane <gen> owned by Player 6 (Orange))))) + |cffff0000HAS BEEN DEFEATED!)
            Set VariableSet unitgroup = (Units owned by Player 6 (Orange).)
            Unit Group - Pick every unit in unitgroup and do (Remove (Picked unit) from the game)
            Custom script: call DestroyGroup (udg_unitgroup)
            Player - Set Player 6 (Orange).Current gold to 0
            Floating Text - Create floating text that reads |cffff0000DEFEATED|r at (Center of King_stand_orange <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
            Trigger - Turn on Orangeremoval <gen>
            Set VariableSet Goldincome_6 = 0
            Visibility - Create an initially Disabled visibility modifier for Player 6 (Orange) emitting Visibility across (Playable map area)
            Visibility - Enable (Last created visibility modifier)
          Else - Actions
            Item - Set charges remaining in (Item carried by (Random unit from (Units in King_stand_orange <gen>)) in slot 1) to ((Charges remaining in (Item carried by (Random unit from (Units in King_stand_orange <gen>)) in slot 1)) - 4)
            Wait until ((Number of units in (Units in Lifepointorange <gen> owned by Player 12 (Brown))) Equal to 0), checking every 0.25 seconds
            Set VariableSet Livenumber6 = 0
            Floating Text - Destroy Lives_orange
            Trigger - Run Display_lives <gen> (ignoring conditions)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Unit-type of (Triggering unit)) Equal to Mr. SheepStein
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Charges remaining in (Item carried by (Random unit from (Units in King_stand_orange <gen>)) in slot 1)) Equal to 1
          Then - Actions
            Floating Text - Destroy Lives_orange
            Floating Text - Create floating text that reads |cffff0000DEFEATED|r at (Center of Livesdesplayorange <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
            Item - Remove (Item carried by (Random unit from (Units in King_stand_orange <gen>)) in slot 1)
            Game - Display to (All players) the text: ((Name of (Owner of (Random unit from (Units in Orange_lane <gen> owned by Player 6 (Orange))))) + |cffff0000HAS BEEN DEFEATED!)
            Set VariableSet unitgroup = (Units owned by Player 6 (Orange).)
            Unit Group - Pick every unit in unitgroup and do (Remove (Picked unit) from the game)
            Custom script: call DestroyGroup (udg_unitgroup)
            Player - Set Player 6 (Orange).Current gold to 0
            Floating Text - Create floating text that reads |cffff0000DEFEATED|r at (Center of King_stand_orange <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
            Trigger - Turn on Orangeremoval <gen>
            Set VariableSet Goldincome_6 = 0
            Visibility - Create an initially Disabled visibility modifier for Player 6 (Orange) emitting Visibility across (Playable map area)
            Visibility - Enable (Last created visibility modifier)
          Else - Actions
            Item - Set charges remaining in (Item carried by (Random unit from (Units in King_stand_orange <gen>)) in slot 1) to ((Charges remaining in (Item carried by (Random unit from (Units in King_stand_orange <gen>)) in slot 1)) - 6)
            Wait until ((Number of units in (Units in Lifepointorange <gen> owned by Player 12 (Brown))) Equal to 0), checking every 0.25 seconds
            Set VariableSet Livenumber6 = 0
            Floating Text - Destroy Lives_orange
            Trigger - Run Display_lives <gen> (ignoring conditions)
      Else - Actions
Orangecheck
  Events
    Time - Every 0.20 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Charges remaining in (Item carried by (Random unit from (Units in King_stand_orange <gen>)) in slot 1)) Equal to 0
      Then - Actions
        Floating Text - Destroy Lives_orange
        Floating Text - Create floating text that reads |cffff0000DEFEATED|r at (Center of Livesdesplayorange <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
        Item - Remove (Item carried by (Random unit from (Units in King_stand_orange <gen>)) in slot 1)
        Game - Display to (All players) the text: ((Name of (Owner of (Random unit from (Units in Orange_lane <gen> owned by Player 6 (Orange))))) + |cffff0000HAS BEEN DEFEATED!)
        Set VariableSet unitgroup = (Units owned by Player 6 (Orange).)
        Unit Group - Pick every unit in unitgroup and do (Remove (Picked unit) from the game)
        Custom script: call DestroyGroup (udg_unitgroup)
        Player - Set Player 6 (Orange).Current gold to 0
        Floating Text - Create floating text that reads |cffff0000DEFEATED|r at (Center of King_stand_orange <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
        Trigger - Turn on Orangeremoval <gen>
        Set VariableSet Goldincome_6 = 0
        Trigger - Turn off (This trigger)
        Custom script: call DestroyTrigger( GetTriggeringTrigger() )
      Else - Actions
turn off sheep collision
  Events
    Unit - A unit enters (Playable map area)
  Conditions
    (Unit-type of (Triggering unit)) Equal to Mr. SheepStein
  Actions
    Unit - Turn collision for (Triggering unit) Off.
Anitstuck
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Tower constructor
  Actions
    Unit - Add Ghost (Visible) to (Attacked unit)
    Wait 5.00 seconds
    Unit - Remove Ghost (Visible) from (Attacked unit)
Blockage mode
  Events
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 1 (Red) slot status) Equal to Is playing
      Then - Actions
        For each (Integer A) from 1 to Rockamount, do (Actions)
          Loop - Actions
            Set VariableSet rockpoint = (Random point in Blockagered <gen>)
            Destructible - Create a LTrc (destructablecode) at rockpoint facing (Random angle) with scale 1 and variation 0
            Custom script: call RemoveLocation(udg_rockpoint)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 2 (Blue) slot status) Equal to Is playing
      Then - Actions
        For each (Integer A) from 1 to Rockamount, do (Actions)
          Loop - Actions
            Set VariableSet rockpoint = (Random point in Blockageblue <gen>)
            Destructible - Create a LTrc (destructablecode) at rockpoint facing (Random angle) with scale 1 and variation 0
            Custom script: call RemoveLocation(udg_rockpoint)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 3 (Teal) slot status) Equal to Is playing
      Then - Actions
        For each (Integer A) from 1 to Rockamount, do (Actions)
          Loop - Actions
            Set VariableSet rockpoint = (Random point in Blockageteal <gen>)
            Destructible - Create a LTrc (destructablecode) at rockpoint facing (Random angle) with scale 1 and variation 0
            Custom script: call RemoveLocation(udg_rockpoint)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 4 (Purple) slot status) Equal to Is playing
      Then - Actions
        For each (Integer A) from 1 to Rockamount, do (Actions)
          Loop - Actions
            Set VariableSet rockpoint = (Random point in Blockagepurp <gen>)
            Destructible - Create a LTrc (destructablecode) at rockpoint facing (Random angle) with scale 1 and variation 0
            Custom script: call RemoveLocation(udg_rockpoint)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 5 (Yellow) slot status) Equal to Is playing
      Then - Actions
        For each (Integer A) from 1 to Rockamount, do (Actions)
          Loop - Actions
            Set VariableSet rockpoint = (Random point in Blockageyellow <gen>)
            Destructible - Create a LTrc (destructablecode) at rockpoint facing (Random angle) with scale 1 and variation 0
            Custom script: call RemoveLocation(udg_rockpoint)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 6 (Orange) slot status) Equal to Is playing
      Then - Actions
        For each (Integer A) from 1 to Rockamount, do (Actions)
          Loop - Actions
            Set VariableSet rockpoint = (Random point in Blockageorange <gen>)
            Destructible - Create a LTrc (destructablecode) at rockpoint facing (Random angle) with scale 1 and variation 0
            Custom script: call RemoveLocation(udg_rockpoint)
      Else - Actions
Income leaderboard
  Events
  Conditions
  Actions
    Leaderboard - Create a leaderboard for (All players) titled Income total:
    Set VariableSet Boardincome = (Last created leaderboard)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 1 (Red) slot status) Equal to Is playing
      Then - Actions
        Leaderboard - Add Player 1 (Red) to Boardincome with label (Name of Player 1 (Red)) and value 100
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 2 (Blue) slot status) Equal to Is playing
      Then - Actions
        Leaderboard - Add Player 2 (Blue) to Boardincome with label (Name of Player 2 (Blue)) and value 100
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 3 (Teal) slot status) Equal to Is playing
      Then - Actions
        Leaderboard - Add Player 3 (Teal) to Boardincome with label (Name of Player 3 (Teal)) and value 100
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 4 (Purple) slot status) Equal to Is playing
      Then - Actions
        Leaderboard - Add Player 4 (Purple) to Boardincome with label (Name of Player 4 (Purple)) and value 100
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 5 (Yellow) slot status) Equal to Is playing
      Then - Actions
        Leaderboard - Add Player 5 (Yellow) to Boardincome with label (Name of Player 5 (Yellow)) and value 100
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 6 (Orange) slot status) Equal to Is playing
      Then - Actions
        Leaderboard - Add Player 6 (Orange) to Boardincome with label (Name of Player 6 (Orange)) and value 100
      Else - Actions
    Leaderboard - Show Boardincome
    Custom script: call DestroyTrigger( GetTriggeringTrigger() )
Set income
  Events
    Time - Every 0.30 seconds of game time
  Conditions
  Actions
    Leaderboard - Change the value for Player 1 (Red) in Boardincome to Goldincome
    Leaderboard - Change the value for Player 2 (Blue) in Boardincome to Goldincome_2
    Leaderboard - Change the value for Player 3 (Teal) in Boardincome to Goldincome_3
    Leaderboard - Change the value for Player 4 (Purple) in Boardincome to Goldincome_4
    Leaderboard - Change the value for Player 5 (Yellow) in Boardincome to Goldincome_5
    Leaderboard - Change the value for Player 6 (Orange) in Boardincome to Goldincome_6
Normal creeps
  Events
    Time - Elapsed game time is 1000.00 seconds
  Conditions
  Actions
    Game - Display to (All players) the text: The Normal Creeps shop is now unavailable.
    Set VariableSet Itemshop = (Random unit from (Units owned by Player 1 (Red) of type Normal creeps))
    Unit - Remove Itemshop from the game
    Set VariableSet Itemshop = (Random unit from (Units owned by Player 2 (Blue) of type Normal creeps))
    Unit - Remove Itemshop from the game
    Set VariableSet Itemshop = (Random unit from (Units owned by Player 3 (Teal) of type Normal creeps))
    Unit - Remove Itemshop from the game
    Set VariableSet Itemshop = (Random unit from (Units owned by Player 4 (Purple) of type Normal creeps))
    Unit - Remove Itemshop from the game
    Set VariableSet Itemshop = (Random unit from (Units owned by Player 5 (Yellow) of type Normal creeps))
    Unit - Remove Itemshop from the game
    Set VariableSet Itemshop = (Random unit from (Units owned by Player 6 (Orange) of type Normal creeps))
    Unit - Remove Itemshop from the game
    Custom script: call DestroyTrigger( GetTriggeringTrigger() )
pierce types
  Events
    Unit - A unit Finishes an upgrade
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Triggering unit)) Equal to Double-Pierce Tower
        (Unit-type of (Triggering unit)) Equal to Piercing Ricchochet Tower
        (Unit-type of (Triggering unit)) Equal to Spierce Tower
        (Unit-type of (Triggering unit)) Equal to Piercing Velocity Tower
  Actions
    Set VariableSet upgradeunit = (Random unit from (Units owned by (Owner of (Triggering unit)) of type Pierce Tower level 3))
    Unit - Remove upgradeunit from the game
Velocity types
  Events
    Unit - A unit Finishes an upgrade
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Triggering unit)) Equal to Velorichet Tower
        (Unit-type of (Triggering unit)) Equal to Splashing Velocity Tower
        (Unit-type of (Triggering unit)) Equal to Double-Velocity Tower
  Actions
    Set VariableSet upgradeunit = (Random unit from (Units owned by (Owner of (Triggering unit)) of type Velocity Tower level 3))
    Unit - Remove upgradeunit from the game
Velocity types Copy
  Events
    Unit - A unit Finishes training a unit
  Conditions
    (Unit-type of (Trained unit)) Equal to Piercing Velocity Tower
  Actions
    Unit - Remove (Trained unit) from the game
    Unit - Remove (Triggering unit) from the game
    Set VariableSet centpoint = (Position of (Triggering unit))
    Unit - Create 1.Piercing Velocity Tower for (Owner of (Triggering unit)) at centpoint facing Default building facing degrees
    Custom script: call RemoveLocation(udg_centpoint)
    Set VariableSet upgradeunit = (Random unit from (Units owned by (Owner of (Triggering unit)) of type Velocity Tower level 3))
    Unit - Remove upgradeunit from the game
Red
  Events
    Unit - A unit Sells an item (from shop)
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Selling unit)) Equal to Normal creeps
        (Unit-type of (Selling unit)) Equal to Special creeps
        (Unit-type of (Selling unit)) Equal to BOSSES
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Selling unit) is in (Units owned by Player 1 (Red).).) Equal to True
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Item-type of (Sold Item)) Equal to Spiders
          Then - Actions
            Set VariableSet Goldincome = (Goldincome + 2)
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Player 2 (Blue) slot status) Equal to Is playing
              Then - Actions
                For each (Integer A) from 1 to 10, do (Actions)
                  Loop - Actions
                    Set VariableSet centpoint = (Random point in Lane_blue_start <gen>)
                    Unit - Create 1.Le spider for Player 12 (Brown) at centpoint facing Default building facing degrees
                    Custom script: call RemoveLocation(udg_centpoint)
              Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Player 3 (Teal) slot status) Equal to Is playing
              Then - Actions
                For each (Integer A) from 1 to 10, do (Actions)
                  Loop - Actions
                    Set VariableSet centpoint = (Random point in Lane_teal_start <gen>)
                    Unit - Create 1.Le spider for Player 12 (Brown) at centpoint facing Default building facing degrees
                    Custom script: call RemoveLocation(udg_centpoint)
              Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Player 4 (Purple) slot status) Equal to Is playing
              Then - Actions
                For each (Integer A) from 1 to 10, do (Actions)
                  Loop - Actions
                    Set VariableSet centpoint = (Random point in Lane_purple_start <gen>)