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Triggers
Animal Line Tower Wars v0.3.w3x
Variables
Map Initialization
Bounty
Map Initialization
Remove Dead
Remove Leaver Items
Sell Tower
Move Referee
Probe Limits
Limit 1
Limit 2
Limit 3
Limit 4
Limit 5
Limit 6
Limit 7
Limit 8
Limit 9
Limit 10
Limit 11
Creep Movements
Move 1
Move 2
Move 3
Move 4
Move 5
Move 6
Move 7
Move 8
Move 9
Move 10
Move 11
Skip Lane 1
Skip Lane 2
Skip Lane 3
Skip Lane 4
Skip Lane 5
Skip Lane 6
Skip Lane 7
Skip Lane 8
Skip Lane 9
Skip Lane 10
Skip Lane 11
Own 1
Own 2
Own 3
Own 4
Own 5
Own 6
Own 7
Own 8
Own 9
Own 10
Own 11
Summon Creeps
Spawn 1
Spawn 2
Spawn 3
Spawn 4
Spawn 5
Spawn 6
Spawn 7
Spawn 8
Spawn 9
Spawn 10
Spawn 11
Income
Technology
Electric Technology 1
Electric Technology 2
Explosive Technology 1
Explosive Technology 2
Massive Technology 1
Massive Technology 2
Quick Technology 1
Quick Technology 2
Rocket Technology 1
Rocket Technology 2
Toxin Technology 1
Toxin Technology 2
Electric Text 1
Electric Text 2
Explosive Text 1
Explosive Text 2
Massive Text 1
Massive Text 2
Quick Text 1
Quick Text 2
Rocket Text 1
Rocket Text 2
Toxin Text 1
Toxin Text 2
Show Income Text
Show Income Text
Victory
Victory Player 1
Victory Player 2
Victory Player 3
Victory Player 4
Victory Player 5
Victory Player 6
Victory Player 7
Victory Player 8
Victory Player 9
Victory Player 10
Victory Player 11
Quest Info
Quest
Kick Command
Kick Player 2
Kick Player 3
Kick Player 4
Kick Player 5
Kick Player 6
Kick Player 7
Kick Player 8
Kick Player 9
Kick Player 10
Kick Player 11
Enter map-specific custom script code below. This text will be included in the map script after variables are declared and before any trigger code.
Name
Type
is_array
initial_value
Income
integer
Yes
incometimer
timer
No
nbr
integer
No
unit_temp
unitcode
No
Vie
integer
Yes
Default melee game initialization for all players
Bounty
Events
Map initialization
Conditions
Actions
Player - Turn Gives bounty On for Player 1 (Red)
Player - Turn Gives bounty On for Player 2 (Blue)
Player - Turn Gives bounty On for Player 3 (Teal)
Player - Turn Gives bounty On for Player 4 (Purple)
Player - Turn Gives bounty On for Player 5 (Yellow)
Player - Turn Gives bounty On for Player 6 (Orange)
Player - Turn Gives bounty On for Player 7 (Green)
Player - Turn Gives bounty On for Player 8 (Pink)
Player - Turn Gives bounty On for Player 9 (Gray)
Player - Turn Gives bounty On for Player 10 (Light Blue)
Player - Turn Gives bounty On for Player 11 (Dark Green)
Map Initialization
Events
Map initialization
Conditions
Actions
Game - Set the time of day to 0.00
Game - Turn the day/night cycle Off
Visibility - Disable fog of war
Visibility - Disable black mask
Environment - Set sky to Lordaeron Winter Sky (Bright Green)
For each (Integer A) from 1 to 11 , do (Set (Player((Integer A))).Current gold to 30)
For each (Integer A) from 1 to 11 , do (Set VariableSet Income[(Integer A)] = "25")
For each (Integer A) from 1 to 11 , do (Set VariableSet Vie[(Integer A)] = "30")
Wait 0.01 seconds
Countdown Timer - Start incometimer as a Repeating timer that will expire in 20.00 seconds
Countdown Timer - Create a timer window for (Last started timer) with title Income In
Wait 2 seconds
Leaderboard - Create a leaderboard for (All players) titled Lives :
For each (Integer A) from 1 to 11 , do (Add (Player((Integer A))) to (Last created leaderboard) with label (Name of (Player((Integer A)))) and value 30)
Game - Display to (All players) the text: Check the quest menu for information about this game.This map is brought to you by |cffff0000Norad III|r. Good luck and have fun!
For each (Integer A) from 1 to 11 , do (If (((Player((Integer A))) slot status) Equal to Is unused) then do (Pick every unit in (Units owned by (Player((Integer A))).) and do (Remove (Picked unit) from the game)) else do (Do nothing))
For each (Integer A) from 1 to 11 , do (If (((Player((Integer A))) slot status) Equal to Is unused) then do (Remove (Player((Integer A))) from (Last created leaderboard).) else do (Do nothing))
Remove Dead
Events
Unit - A unit owned by Player 1 (Red) . Dies
Unit - A unit owned by Player 2 (Blue) . Dies
Unit - A unit owned by Player 3 (Teal) . Dies
Unit - A unit owned by Player 4 (Purple) . Dies
Unit - A unit owned by Player 5 (Yellow) . Dies
Unit - A unit owned by Player 6 (Orange) . Dies
Unit - A unit owned by Player 7 (Green) . Dies
Unit - A unit owned by Player 8 (Pink) . Dies
Unit - A unit owned by Player 9 (Gray) . Dies
Unit - A unit owned by Player 10 (Light Blue) . Dies
Unit - A unit owned by Player 11 (Dark Green) . Dies
Conditions
Actions
Wait 1.00 seconds
Unit - Remove (Dying unit) from the game
Remove Leaver Items
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
For each (Integer A) from 1 to 11 , do (If (((Player((Integer A))) slot status) Equal to Has left the game) then do (Pick every unit in (Units owned by (Player((Integer A))).) and do (Remove (Picked unit) from the game)) else do (Do nothing))
Sell Tower
Events
Unit - A unit owned by Player 1 (Red) . Finishes training a unit
Unit - A unit owned by Player 2 (Blue) . Finishes training a unit
Unit - A unit owned by Player 3 (Teal) . Finishes training a unit
Unit - A unit owned by Player 4 (Purple) . Finishes training a unit
Unit - A unit owned by Player 5 (Yellow) . Finishes training a unit
Unit - A unit owned by Player 6 (Orange) . Finishes training a unit
Unit - A unit owned by Player 7 (Green) . Finishes training a unit
Unit - A unit owned by Player 8 (Pink) . Finishes training a unit
Unit - A unit owned by Player 9 (Gray) . Finishes training a unit
Unit - A unit owned by Player 10 (Light Blue) . Finishes training a unit
Unit - A unit owned by Player 11 (Dark Green) . Finishes training a unit
Conditions
(Unit-type of (Trained unit)) Equal to Sell
Actions
Unit - Remove (Triggering unit) from the game
Unit - Remove (Trained unit) from the game
Player - Add (Point-value of (Triggering unit)) to (Triggering player) . Current gold
Game - Display to (Player group((Owner of (Trained unit)))) the text: ((|cff00ff00You received |r + (String((Point-value of (Triggering unit))))) + (|cff00ff00 gold for selling a |r + (Name of (Triggering unit))))
Move Referee
Events
Time - Every 2 seconds of game time
Conditions
Actions
Unit - Order Referee 0201 <gen> to Move To . (Center of Move_Referee <gen>)
Unit - Order Referee 0202 <gen> to Move To . (Center of Move_Referee <gen>)
Unit - Order Referee 0203 <gen> to Move To . (Center of Move_Referee <gen>)
Limit 1
Events
Unit - A unit enters Limit_1_Bottom <gen>
Unit - A unit enters Limit_1_Left <gen>
Unit - A unit enters Limit_1_Right <gen>
Unit - A unit enters Limit_1_Top <gen>
Conditions
(Unit-type of (Entering unit)) Equal to (Unit-type of Protoss Probe 0011 <gen>)
Actions
Unit - Move Protoss Probe 0011 <gen> instantly to (Center of Probe_1 <gen>)
Limit 2
Events
Unit - A unit enters Limit_2_Bottom <gen>
Unit - A unit enters Limit_2_Left <gen>
Unit - A unit enters Limit_2_Right <gen>
Unit - A unit enters Limit_2_Top <gen>
Conditions
(Unit-type of (Entering unit)) Equal to (Unit-type of Protoss Probe 0013 <gen>)
Actions
Unit - Move Protoss Probe 0013 <gen> instantly to (Center of Probe_2 <gen>)
Limit 3
Events
Unit - A unit enters Limit_3_Bottom <gen>
Unit - A unit enters Limit_3_Left <gen>
Unit - A unit enters Limit_3_Right <gen>
Unit - A unit enters Limit_3_Top <gen>
Conditions
(Unit-type of (Entering unit)) Equal to (Unit-type of Protoss Probe 0014 <gen>)
Actions
Unit - Move Protoss Probe 0014 <gen> instantly to (Center of Probe_3 <gen>)
Limit 4
Events
Unit - A unit enters Limit_4_Bottom <gen>
Unit - A unit enters Limit_4_Left <gen>
Unit - A unit enters Limit_4_Right <gen>
Unit - A unit enters Limit_4_Top <gen>
Conditions
(Unit-type of (Entering unit)) Equal to (Unit-type of Protoss Probe 0015 <gen>)
Actions
Unit - Move Protoss Probe 0015 <gen> instantly to (Center of Probe_4 <gen>)
Limit 5
Events
Unit - A unit enters Limit_5_Bottom <gen>
Unit - A unit enters Limit_5_Left <gen>
Unit - A unit enters Limit_5_Right <gen>
Unit - A unit enters Limit_5_Top <gen>
Conditions
(Unit-type of (Entering unit)) Equal to (Unit-type of Protoss Probe 0016 <gen>)
Actions
Unit - Move Protoss Probe 0016 <gen> instantly to (Center of Probe_5 <gen>)
Limit 6
Events
Unit - A unit enters Limit_6_Bottom <gen>
Unit - A unit enters Limit_6_Left <gen>
Unit - A unit enters Limit_6_Right <gen>
Unit - A unit enters Limit_6_Top <gen>
Conditions
(Unit-type of (Entering unit)) Equal to (Unit-type of Protoss Probe 0017 <gen>)
Actions
Unit - Move Protoss Probe 0017 <gen> instantly to (Center of Probe_6 <gen>)
Limit 7
Events
Unit - A unit enters Limit_7_Bottom <gen>
Unit - A unit enters Limit_7_Left <gen>
Unit - A unit enters Limit_7_Right <gen>
Unit - A unit enters Limit_7_Top <gen>
Conditions
(Unit-type of (Entering unit)) Equal to (Unit-type of Protoss Probe 0018 <gen>)
Actions
Unit - Move Protoss Probe 0018 <gen> instantly to (Center of Probe_7 <gen>)
Limit 8
Events
Unit - A unit enters Limit_8_Bottom <gen>
Unit - A unit enters Limit_8_Left <gen>
Unit - A unit enters Limit_8_Right <gen>
Unit - A unit enters Limit_8_Top <gen>
Conditions
(Unit-type of (Entering unit)) Equal to (Unit-type of Protoss Probe 0019 <gen>)
Actions
Unit - Move Protoss Probe 0019 <gen> instantly to (Center of Probe_8 <gen>)
Limit 9
Events
Unit - A unit enters Limit_9_Bottom <gen>
Unit - A unit enters Limit_9_Left <gen>
Unit - A unit enters Limit_9_Right <gen>
Unit - A unit enters Limit_9_Top <gen>
Conditions
(Unit-type of (Entering unit)) Equal to (Unit-type of Protoss Probe 0020 <gen>)
Actions
Unit - Move Protoss Probe 0020 <gen> instantly to (Center of Probe_9 <gen>)
Limit 10
Events
Unit - A unit enters Limit_10_Bottom <gen>
Unit - A unit enters Limit_10_Left <gen>
Unit - A unit enters Limit_10_Right <gen>
Unit - A unit enters Limit_10_Top <gen>
Conditions
(Unit-type of (Entering unit)) Equal to (Unit-type of Protoss Probe 0021 <gen>)
Actions
Unit - Move Protoss Probe 0021 <gen> instantly to (Center of Probe_10 <gen>)
Limit 11
Events
Unit - A unit enters Limit_11_Bottom <gen>
Unit - A unit enters Limit_11_Left <gen>
Unit - A unit enters Limit_11_Right <gen>
Unit - A unit enters Limit_11_Top <gen>
Conditions
(Unit-type of (Entering unit)) Equal to (Unit-type of Protoss Probe 0022 <gen>)
Actions
Unit - Move Protoss Probe 0022 <gen> instantly to (Center of Probe_11 <gen>)
Move 1
Events
Unit - A unit enters Start_1 <gen>
Conditions
((Entering unit) is A structure) Equal to False
(Unit-type of (Entering unit)) Not equal to Protoss Probe
(Protoss Probe 0011 <gen> is alive) Equal to True
(Player 1 (Red) slot status) Equal to Is playing
Actions
Unit - Order (Entering unit) to Move To . (Center of End_1 <gen>)
If (((Unit-type of (Entering unit)) Equal to Hermit Crab) or ((Unit-type of (Entering unit)) Equal to Zergling)) then do (Order (Entering unit) to Attack-Move To.(Center of End_1 <gen>)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Uber Sheep) then do (Order (Entering unit) to Attack-Move To.(Center of End_1 <gen>)) else do (Do nothing)
Move 2
Events
Unit - A unit enters Start_2 <gen>
Conditions
((Entering unit) is A structure) Equal to False
(Unit-type of (Entering unit)) Not equal to Protoss Probe
(Protoss Probe 0013 <gen> is alive) Equal to True
(Player 2 (Blue) slot status) Equal to Is playing
Actions
Unit - Order (Entering unit) to Move To . (Center of End_2 <gen>)
If (((Unit-type of (Entering unit)) Equal to Hermit Crab) or ((Unit-type of (Entering unit)) Equal to Zergling)) then do (Order (Entering unit) to Attack-Move To.(Center of End_2 <gen>)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Uber Sheep) then do (Order (Entering unit) to Attack-Move To.(Center of End_2 <gen>)) else do (Do nothing)
Move 3
Events
Unit - A unit enters Start_3 <gen>
Conditions
((Entering unit) is A structure) Equal to False
(Unit-type of (Entering unit)) Not equal to Protoss Probe
(Protoss Probe 0014 <gen> is alive) Equal to True
(Player 3 (Teal) slot status) Equal to Is playing
Actions
Unit - Order (Entering unit) to Move To . (Center of End_3 <gen>)
If (((Unit-type of (Entering unit)) Equal to Hermit Crab) or ((Unit-type of (Entering unit)) Equal to Zergling)) then do (Order (Entering unit) to Attack-Move To.(Center of End_3 <gen>)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Uber Sheep) then do (Order (Entering unit) to Attack-Move To.(Center of End_3 <gen>)) else do (Do nothing)
Move 4
Events
Unit - A unit enters Start_4 <gen>
Conditions
((Entering unit) is A structure) Equal to False
(Unit-type of (Entering unit)) Not equal to Protoss Probe
(Protoss Probe 0015 <gen> is alive) Equal to True
(Player 4 (Purple) slot status) Equal to Is playing
Actions
Unit - Order (Entering unit) to Move To . (Center of End_4 <gen>)
If (((Unit-type of (Entering unit)) Equal to Hermit Crab) or ((Unit-type of (Entering unit)) Equal to Zergling)) then do (Order (Entering unit) to Attack-Move To.(Center of End_4 <gen>)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Uber Sheep) then do (Order (Entering unit) to Attack-Move To.(Center of End_4 <gen>)) else do (Do nothing)
Move 5
Events
Unit - A unit enters Start_5 <gen>
Conditions
((Entering unit) is A structure) Equal to False
(Unit-type of (Entering unit)) Not equal to Protoss Probe
(Protoss Probe 0016 <gen> is alive) Equal to True
(Player 5 (Yellow) slot status) Equal to Is playing
Actions
Unit - Order (Entering unit) to Move To . (Center of End_5 <gen>)
If (((Unit-type of (Entering unit)) Equal to Hermit Crab) or ((Unit-type of (Entering unit)) Equal to Zergling)) then do (Order (Entering unit) to Attack-Move To.(Center of End_5 <gen>)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Uber Sheep) then do (Order (Entering unit) to Attack-Move To.(Center of End_5 <gen>)) else do (Do nothing)
Move 6
Events
Unit - A unit enters Start_6 <gen>
Conditions
((Entering unit) is A structure) Equal to False
(Unit-type of (Entering unit)) Not equal to Protoss Probe
(Protoss Probe 0017 <gen> is alive) Equal to True
(Player 6 (Orange) slot status) Equal to Is playing
Actions
Unit - Order (Entering unit) to Move To . (Center of End_6 <gen>)
If (((Unit-type of (Entering unit)) Equal to Hermit Crab) or ((Unit-type of (Entering unit)) Equal to Zergling)) then do (Order (Entering unit) to Attack-Move To.(Center of End_6 <gen>)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Uber Sheep) then do (Order (Entering unit) to Attack-Move To.(Center of End_6 <gen>)) else do (Do nothing)
Move 7
Events
Unit - A unit enters Start_7 <gen>
Conditions
((Entering unit) is A structure) Equal to False
(Unit-type of (Entering unit)) Not equal to Protoss Probe
(Protoss Probe 0018 <gen> is alive) Equal to True
(Player 7 (Green) slot status) Equal to Is playing
Actions
Unit - Order (Entering unit) to Move To . (Center of End_7 <gen>)
If (((Unit-type of (Entering unit)) Equal to Hermit Crab) or ((Unit-type of (Entering unit)) Equal to Zergling)) then do (Order (Entering unit) to Attack-Move To.(Center of End_7 <gen>)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Uber Sheep) then do (Order (Entering unit) to Attack-Move To.(Center of End_7 <gen>)) else do (Do nothing)
Move 8
Events
Unit - A unit enters Start_8 <gen>
Conditions
((Entering unit) is A structure) Equal to False
(Unit-type of (Entering unit)) Not equal to Protoss Probe
(Protoss Probe 0019 <gen> is alive) Equal to True
(Player 8 (Pink) slot status) Equal to Is playing
Actions
Unit - Order (Entering unit) to Move To . (Center of End_8 <gen>)
If (((Unit-type of (Entering unit)) Equal to Hermit Crab) or ((Unit-type of (Entering unit)) Equal to Zergling)) then do (Order (Entering unit) to Attack-Move To.(Center of End_8 <gen>)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Uber Sheep) then do (Order (Entering unit) to Attack-Move To.(Center of End_8 <gen>)) else do (Do nothing)
Move 9
Events
Unit - A unit enters Start_9 <gen>
Conditions
((Entering unit) is A structure) Equal to False
(Unit-type of (Entering unit)) Not equal to Protoss Probe
(Protoss Probe 0020 <gen> is alive) Equal to True
(Player 9 (Gray) slot status) Equal to Is playing
Actions
Unit - Order (Entering unit) to Move To . (Center of End_9 <gen>)
If (((Unit-type of (Entering unit)) Equal to Hermit Crab) or ((Unit-type of (Entering unit)) Equal to Zergling)) then do (Order (Entering unit) to Attack-Move To.(Center of End_9 <gen>)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Uber Sheep) then do (Order (Entering unit) to Attack-Move To.(Center of End_9 <gen>)) else do (Do nothing)
Move 10
Events
Unit - A unit enters Start_10 <gen>
Conditions
((Entering unit) is A structure) Equal to False
(Unit-type of (Entering unit)) Not equal to Protoss Probe
(Protoss Probe 0021 <gen> is alive) Equal to True
(Player 10 (Light Blue) slot status) Equal to Is playing
Actions
Unit - Order (Entering unit) to Move To . (Center of End_10 <gen>)
If (((Unit-type of (Entering unit)) Equal to Hermit Crab) or ((Unit-type of (Entering unit)) Equal to Zergling)) then do (Order (Entering unit) to Attack-Move To.(Center of End_10 <gen>)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Uber Sheep) then do (Order (Entering unit) to Attack-Move To.(Center of End_10 <gen>)) else do (Do nothing)
Move 11
Events
Unit - A unit enters Start_11 <gen>
Conditions
((Entering unit) is A structure) Equal to False
(Unit-type of (Entering unit)) Not equal to Protoss Probe
(Protoss Probe 0022 <gen> is alive) Equal to True
(Player 11 (Dark Green) slot status) Equal to Is playing
Actions
Unit - Order (Entering unit) to Move To . (Center of End_11 <gen>)
If (((Unit-type of (Entering unit)) Equal to Hermit Crab) or ((Unit-type of (Entering unit)) Equal to Zergling)) then do (Order (Entering unit) to Attack-Move To.(Center of End_11 <gen>)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Uber Sheep) then do (Order (Entering unit) to Attack-Move To.(Center of End_11 <gen>)) else do (Do nothing)
Skip Lane 1
Events
Unit - A unit enters Start_1 <gen>
Conditions
((Owner of (Entering unit)) Equal to Player 1 (Red)) or ((Protoss Probe 0011 <gen> is dead) Equal to True)
((Entering unit) is A structure) Equal to False
(Unit-type of (Entering unit)) Not equal to Protoss Probe
Actions
Unit - Order (Entering unit) to Stop .
Wait 1.00 seconds
Unit - Move (Entering unit) instantly to (Random point in Spawn_2 <gen>)
Skip Lane 2
Events
Unit - A unit enters Start_2 <gen>
Conditions
((Owner of (Entering unit)) Equal to Player 2 (Blue)) or ((Protoss Probe 0013 <gen> is dead) Equal to True)
((Entering unit) is A structure) Equal to False
(Unit-type of (Entering unit)) Not equal to Protoss Probe
Actions
Unit - Order (Entering unit) to Stop .
Wait 1.00 seconds
Unit - Move (Entering unit) instantly to (Random point in Spawn_3 <gen>)
Skip Lane 3
Events
Unit - A unit enters Start_3 <gen>
Conditions
((Owner of (Entering unit)) Equal to Player 3 (Teal)) or ((Protoss Probe 0014 <gen> is dead) Equal to True)
((Entering unit) is A structure) Equal to False
(Unit-type of (Entering unit)) Not equal to Protoss Probe
Actions
Unit - Order (Entering unit) to Stop .
Wait 1.00 seconds
Unit - Move (Entering unit) instantly to (Random point in Spawn_4 <gen>)
Skip Lane 4
Events
Unit - A unit enters Start_4 <gen>
Conditions
((Owner of (Entering unit)) Equal to Player 4 (Purple)) or ((Protoss Probe 0015 <gen> is dead) Equal to True)
((Entering unit) is A structure) Equal to False
(Unit-type of (Entering unit)) Not equal to Protoss Probe
Actions
Unit - Order (Entering unit) to Stop .
Wait 1.00 seconds
Unit - Move (Entering unit) instantly to (Random point in Spawn_5 <gen>)
Skip Lane 5
Events
Unit - A unit enters Start_5 <gen>
Conditions
((Owner of (Entering unit)) Equal to Player 5 (Yellow)) or ((Protoss Probe 0016 <gen> is dead) Equal to True)
((Entering unit) is A structure) Equal to False
(Unit-type of (Entering unit)) Not equal to Protoss Probe
Actions
Unit - Order (Entering unit) to Stop .
Wait 1.00 seconds
Unit - Move (Entering unit) instantly to (Random point in Spawn_6 <gen>)
Skip Lane 6
Events
Unit - A unit enters Start_6 <gen>
Conditions
((Owner of (Entering unit)) Equal to Player 6 (Orange)) or ((Protoss Probe 0017 <gen> is dead) Equal to True)
((Entering unit) is A structure) Equal to False
(Unit-type of (Entering unit)) Not equal to Protoss Probe
Actions
Unit - Order (Entering unit) to Stop .
Wait 1.00 seconds
Unit - Move (Entering unit) instantly to (Random point in Spawn_7 <gen>)
Skip Lane 7
Events
Unit - A unit enters Start_7 <gen>
Conditions
((Owner of (Entering unit)) Equal to Player 7 (Green)) or ((Protoss Probe 0018 <gen> is dead) Equal to True)
((Entering unit) is A structure) Equal to False
(Unit-type of (Entering unit)) Not equal to Protoss Probe
Actions
Unit - Order (Entering unit) to Stop .
Wait 1.00 seconds
Unit - Move (Entering unit) instantly to (Random point in Spawn_8 <gen>)
Skip Lane 8
Events
Unit - A unit enters Start_8 <gen>
Conditions
((Owner of (Entering unit)) Equal to Player 8 (Pink)) or ((Protoss Probe 0019 <gen> is dead) Equal to True)
((Entering unit) is A structure) Equal to False
(Unit-type of (Entering unit)) Not equal to Protoss Probe
Actions
Unit - Order (Entering unit) to Stop .
Wait 1.00 seconds
Unit - Move (Entering unit) instantly to (Random point in Spawn_9 <gen>)
Skip Lane 9
Events
Unit - A unit enters Start_9 <gen>
Conditions
((Owner of (Entering unit)) Equal to Player 9 (Gray)) or ((Protoss Probe 0020 <gen> is dead) Equal to True)
((Entering unit) is A structure) Equal to False
(Unit-type of (Entering unit)) Not equal to Protoss Probe
Actions
Unit - Order (Entering unit) to Stop .
Wait 1.00 seconds
Unit - Move (Entering unit) instantly to (Random point in Spawn_10 <gen>)
Skip Lane 10
Events
Unit - A unit enters Start_10 <gen>
Conditions
((Owner of (Entering unit)) Equal to Player 10 (Light Blue)) or ((Protoss Probe 0021 <gen> is dead) Equal to True)
((Entering unit) is A structure) Equal to False
(Unit-type of (Entering unit)) Not equal to Protoss Probe
Actions
Unit - Order (Entering unit) to Stop .
Wait 1.00 seconds
Unit - Move (Entering unit) instantly to (Random point in Spawn_11 <gen>)
Skip Lane 11
Events
Unit - A unit enters Start_11 <gen>
Conditions
((Owner of (Entering unit)) Equal to Player 11 (Dark Green)) or ((Protoss Probe 0022 <gen> is dead) Equal to True)
((Entering unit) is A structure) Equal to False
(Unit-type of (Entering unit)) Not equal to Protoss Probe
Actions
Unit - Order (Entering unit) to Stop .
Wait 1.00 seconds
Unit - Move (Entering unit) instantly to (Random point in Spawn_1 <gen>)
Own 1
Events
Unit - A unit enters End_1 <gen>
Conditions
(Unit-type of (Entering unit)) Not equal to Protoss Probe
Actions
Unit - Move (Entering unit) instantly to (Random point in Spawn_2 <gen>)
Set Variable Set nbr = "1"
If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Display to (Player group((Player(nbr)))) for 5.00 seconds the text: ((Name of (Owner of (Entering unit))) + has owned 1 life from you.)) else do (Do nothing)
If (Vie[nbr] Greater than 0) then do (Display to (Player group((Owner of (Entering unit)))) for 5.00 seconds the text: (You have owned 1 life from + (Name of (Player(nbr))))) else do (Do nothing)
If (Vie[nbr] Greater than 0) then do (Set VariableSet Vie[(Player number of (Owner of (Entering unit)))] = (Vie[(Player number of (Owner of (Entering unit)))] + 1)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Set VariableSet Vie[nbr] = (Vie[nbr] - 1)) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Create 1.Technician for (Owner of (Entering unit)) at (Center of Extra_Technician_1 <gen>) facing Default building facing degrees) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Display to (Player group((Owner of (Entering unit)))) for 20.00 seconds the text: YOU OWNED A PLAYER.YOU CAN ACQUIRE A NEW TECHNOLOGY.) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Pick every unit in (Units owned by (Player(nbr)).) and do (Remove (Picked unit) from the game)) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Remove (Player(nbr)) from (Last created leaderboard).) else do (Do nothing)
For each (Integer A) from 1 to 11 , do (Change the value for (Player((Integer A))) in (Last created leaderboard) to Vie[(Integer A)])
Own 2
Events
Unit - A unit enters End_2 <gen>
Conditions
(Unit-type of (Entering unit)) Not equal to Protoss Probe
Actions
Unit - Move (Entering unit) instantly to (Random point in Spawn_3 <gen>)
Set Variable Set nbr = "2"
If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Display to (Player group((Player(nbr)))) for 5.00 seconds the text: ((Name of (Owner of (Entering unit))) + has owned 1 life from you.)) else do (Do nothing)
If (Vie[nbr] Greater than 0) then do (Display to (Player group((Owner of (Entering unit)))) for 5.00 seconds the text: (You have owned 1 life from + (Name of (Player(nbr))))) else do (Do nothing)
If (Vie[nbr] Greater than 0) then do (Set VariableSet Vie[(Player number of (Owner of (Entering unit)))] = (Vie[(Player number of (Owner of (Entering unit)))] + 1)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Set VariableSet Vie[nbr] = (Vie[nbr] - 1)) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Create 1.Technician for (Owner of (Entering unit)) at (Center of Extra_Technician_1 <gen>) facing Default building facing degrees) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Display to (Player group((Owner of (Entering unit)))) for 20.00 seconds the text: YOU OWNED A PLAYER.YOU CAN ACQUIRE A NEW TECHNOLOGY.) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Pick every unit in (Units owned by (Player(nbr)).) and do (Remove (Picked unit) from the game)) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Remove (Player(nbr)) from (Last created leaderboard).) else do (Do nothing)
For each (Integer A) from 1 to 11 , do (Change the value for (Player((Integer A))) in (Last created leaderboard) to Vie[(Integer A)])
Own 3
Events
Unit - A unit enters End_3 <gen>
Conditions
(Unit-type of (Entering unit)) Not equal to Protoss Probe
Actions
Unit - Move (Entering unit) instantly to (Random point in Spawn_4 <gen>)
Set Variable Set nbr = "3"
If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Display to (Player group((Player(nbr)))) for 5.00 seconds the text: ((Name of (Owner of (Entering unit))) + has owned 1 life from you.)) else do (Do nothing)
If (Vie[nbr] Greater than 0) then do (Display to (Player group((Owner of (Entering unit)))) for 5.00 seconds the text: (You have owned 1 life from + (Name of (Player(nbr))))) else do (Do nothing)
If (Vie[nbr] Greater than 0) then do (Set VariableSet Vie[(Player number of (Owner of (Entering unit)))] = (Vie[(Player number of (Owner of (Entering unit)))] + 1)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Set VariableSet Vie[nbr] = (Vie[nbr] - 1)) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Create 1.Technician for (Owner of (Entering unit)) at (Center of Extra_Technician_1 <gen>) facing Default building facing degrees) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Display to (Player group((Owner of (Entering unit)))) for 20.00 seconds the text: YOU OWNED A PLAYER.YOU CAN ACQUIRE A NEW TECHNOLOGY.) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Pick every unit in (Units owned by (Player(nbr)).) and do (Remove (Picked unit) from the game)) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Remove (Player(nbr)) from (Last created leaderboard).) else do (Do nothing)
For each (Integer A) from 1 to 11 , do (Change the value for (Player((Integer A))) in (Last created leaderboard) to Vie[(Integer A)])
Own 4
Events
Unit - A unit enters End_4 <gen>
Conditions
(Unit-type of (Entering unit)) Not equal to Protoss Probe
Actions
Unit - Move (Entering unit) instantly to (Random point in Spawn_5 <gen>)
Set Variable Set nbr = "4"
If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Display to (Player group((Player(nbr)))) for 5.00 seconds the text: ((Name of (Owner of (Entering unit))) + has owned 1 life from you.)) else do (Do nothing)
If (Vie[nbr] Greater than 0) then do (Display to (Player group((Owner of (Entering unit)))) for 5.00 seconds the text: (You have owned 1 life from + (Name of (Player(nbr))))) else do (Do nothing)
If (Vie[nbr] Greater than 0) then do (Set VariableSet Vie[(Player number of (Owner of (Entering unit)))] = (Vie[(Player number of (Owner of (Entering unit)))] + 1)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Set VariableSet Vie[nbr] = (Vie[nbr] - 1)) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Create 1.Technician for (Owner of (Entering unit)) at (Center of Extra_Technician_1 <gen>) facing Default building facing degrees) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Display to (Player group((Owner of (Entering unit)))) for 20.00 seconds the text: YOU OWNED A PLAYER.YOU CAN ACQUIRE A NEW TECHNOLOGY.) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Pick every unit in (Units owned by (Player(nbr)).) and do (Remove (Picked unit) from the game)) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Remove (Player(nbr)) from (Last created leaderboard).) else do (Do nothing)
For each (Integer A) from 1 to 11 , do (Change the value for (Player((Integer A))) in (Last created leaderboard) to Vie[(Integer A)])
Own 5
Events
Unit - A unit enters End_5 <gen>
Conditions
(Unit-type of (Entering unit)) Not equal to Protoss Probe
Actions
Unit - Move (Entering unit) instantly to (Random point in Spawn_6 <gen>)
Set Variable Set nbr = "5"
If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Display to (Player group((Player(nbr)))) for 5.00 seconds the text: ((Name of (Owner of (Entering unit))) + has owned 1 life from you.)) else do (Do nothing)
If (Vie[nbr] Greater than 0) then do (Display to (Player group((Owner of (Entering unit)))) for 5.00 seconds the text: (You have owned 1 life from + (Name of (Player(nbr))))) else do (Do nothing)
If (Vie[nbr] Greater than 0) then do (Set VariableSet Vie[(Player number of (Owner of (Entering unit)))] = (Vie[(Player number of (Owner of (Entering unit)))] + 1)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Set VariableSet Vie[nbr] = (Vie[nbr] - 1)) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Create 1.Technician for (Owner of (Entering unit)) at (Center of Extra_Technician_1 <gen>) facing Default building facing degrees) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Display to (Player group((Owner of (Entering unit)))) for 20.00 seconds the text: YOU OWNED A PLAYER.YOU CAN ACQUIRE A NEW TECHNOLOGY.) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Pick every unit in (Units owned by (Player(nbr)).) and do (Remove (Picked unit) from the game)) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Remove (Player(nbr)) from (Last created leaderboard).) else do (Do nothing)
For each (Integer A) from 1 to 11 , do (Change the value for (Player((Integer A))) in (Last created leaderboard) to Vie[(Integer A)])
Own 6
Events
Unit - A unit enters End_6 <gen>
Conditions
(Unit-type of (Entering unit)) Not equal to Protoss Probe
Actions
Unit - Move (Entering unit) instantly to (Random point in Spawn_7 <gen>)
Set Variable Set nbr = "6"
If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Display to (Player group((Player(nbr)))) for 5.00 seconds the text: ((Name of (Owner of (Entering unit))) + has owned 1 life from you.)) else do (Do nothing)
If (Vie[nbr] Greater than 0) then do (Display to (Player group((Owner of (Entering unit)))) for 5.00 seconds the text: (You have owned 1 life from + (Name of (Player(nbr))))) else do (Do nothing)
If (Vie[nbr] Greater than 0) then do (Set VariableSet Vie[(Player number of (Owner of (Entering unit)))] = (Vie[(Player number of (Owner of (Entering unit)))] + 1)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Set VariableSet Vie[nbr] = (Vie[nbr] - 1)) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Create 1.Technician for (Owner of (Entering unit)) at (Center of Extra_Technician_1 <gen>) facing Default building facing degrees) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Display to (Player group((Owner of (Entering unit)))) for 20.00 seconds the text: YOU OWNED A PLAYER.YOU CAN ACQUIRE A NEW TECHNOLOGY.) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Pick every unit in (Units owned by (Player(nbr)).) and do (Remove (Picked unit) from the game)) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Remove (Player(nbr)) from (Last created leaderboard).) else do (Do nothing)
For each (Integer A) from 1 to 11 , do (Change the value for (Player((Integer A))) in (Last created leaderboard) to Vie[(Integer A)])
Own 7
Events
Unit - A unit enters End_7 <gen>
Conditions
(Unit-type of (Entering unit)) Not equal to Protoss Probe
Actions
Unit - Move (Entering unit) instantly to (Random point in Spawn_8 <gen>)
Set Variable Set nbr = "7"
If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Display to (Player group((Player(nbr)))) for 5.00 seconds the text: ((Name of (Owner of (Entering unit))) + has owned 1 life from you.)) else do (Do nothing)
If (Vie[nbr] Greater than 0) then do (Display to (Player group((Owner of (Entering unit)))) for 5.00 seconds the text: (You have owned 1 life from + (Name of (Player(nbr))))) else do (Do nothing)
If (Vie[nbr] Greater than 0) then do (Set VariableSet Vie[(Player number of (Owner of (Entering unit)))] = (Vie[(Player number of (Owner of (Entering unit)))] + 1)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Set VariableSet Vie[nbr] = (Vie[nbr] - 1)) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Create 1.Technician for (Owner of (Entering unit)) at (Center of Extra_Technician_2 <gen>) facing Default building facing degrees) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Display to (Player group((Owner of (Entering unit)))) for 20.00 seconds the text: YOU OWNED A PLAYER.YOU CAN ACQUIRE A NEW TECHNOLOGY.) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Pick every unit in (Units owned by (Player(nbr)).) and do (Remove (Picked unit) from the game)) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Remove (Player(nbr)) from (Last created leaderboard).) else do (Do nothing)
For each (Integer A) from 1 to 11 , do (Change the value for (Player((Integer A))) in (Last created leaderboard) to Vie[(Integer A)])
Own 8
Events
Unit - A unit enters End_8 <gen>
Conditions
(Unit-type of (Entering unit)) Not equal to Protoss Probe
Actions
Unit - Move (Entering unit) instantly to (Random point in Spawn_9 <gen>)
Set Variable Set nbr = "8"
If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Display to (Player group((Player(nbr)))) for 5.00 seconds the text: ((Name of (Owner of (Entering unit))) + has owned 1 life from you.)) else do (Do nothing)
If (Vie[nbr] Greater than 0) then do (Display to (Player group((Owner of (Entering unit)))) for 5.00 seconds the text: (You have owned 1 life from + (Name of (Player(nbr))))) else do (Do nothing)
If (Vie[nbr] Greater than 0) then do (Set VariableSet Vie[(Player number of (Owner of (Entering unit)))] = (Vie[(Player number of (Owner of (Entering unit)))] + 1)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Set VariableSet Vie[nbr] = (Vie[nbr] - 1)) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Create 1.Technician for (Owner of (Entering unit)) at (Center of Extra_Technician_2 <gen>) facing Default building facing degrees) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Display to (Player group((Owner of (Entering unit)))) for 20.00 seconds the text: YOU OWNED A PLAYER.YOU CAN ACQUIRE A NEW TECHNOLOGY.) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Pick every unit in (Units owned by (Player(nbr)).) and do (Remove (Picked unit) from the game)) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Remove (Player(nbr)) from (Last created leaderboard).) else do (Do nothing)
For each (Integer A) from 1 to 11 , do (Change the value for (Player((Integer A))) in (Last created leaderboard) to Vie[(Integer A)])
Own 9
Events
Unit - A unit enters End_9 <gen>
Conditions
(Unit-type of (Entering unit)) Not equal to Protoss Probe
Actions
Unit - Move (Entering unit) instantly to (Random point in Spawn_10 <gen>)
Set Variable Set nbr = "9"
If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Display to (Player group((Player(nbr)))) for 5.00 seconds the text: ((Name of (Owner of (Entering unit))) + has owned 1 life from you.)) else do (Do nothing)
If (Vie[nbr] Greater than 0) then do (Display to (Player group((Owner of (Entering unit)))) for 5.00 seconds the text: (You have owned 1 life from + (Name of (Player(nbr))))) else do (Do nothing)
If (Vie[nbr] Greater than 0) then do (Set VariableSet Vie[(Player number of (Owner of (Entering unit)))] = (Vie[(Player number of (Owner of (Entering unit)))] + 1)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Set VariableSet Vie[nbr] = (Vie[nbr] - 1)) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Create 1.Technician for (Owner of (Entering unit)) at (Center of Extra_Technician_2 <gen>) facing Default building facing degrees) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Display to (Player group((Owner of (Entering unit)))) for 20.00 seconds the text: YOU OWNED A PLAYER.YOU CAN ACQUIRE A NEW TECHNOLOGY.) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Pick every unit in (Units owned by (Player(nbr)).) and do (Remove (Picked unit) from the game)) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Remove (Player(nbr)) from (Last created leaderboard).) else do (Do nothing)
For each (Integer A) from 1 to 11 , do (Change the value for (Player((Integer A))) in (Last created leaderboard) to Vie[(Integer A)])
Own 10
Events
Unit - A unit enters End_10 <gen>
Conditions
(Unit-type of (Entering unit)) Not equal to Protoss Probe
Actions
Unit - Move (Entering unit) instantly to (Random point in Spawn_11 <gen>)
Set Variable Set nbr = "10"
If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Display to (Player group((Player(nbr)))) for 5.00 seconds the text: ((Name of (Owner of (Entering unit))) + has owned 1 life from you.)) else do (Do nothing)
If (Vie[nbr] Greater than 0) then do (Display to (Player group((Owner of (Entering unit)))) for 5.00 seconds the text: (You have owned 1 life from + (Name of (Player(nbr))))) else do (Do nothing)
If (Vie[nbr] Greater than 0) then do (Set VariableSet Vie[(Player number of (Owner of (Entering unit)))] = (Vie[(Player number of (Owner of (Entering unit)))] + 1)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Set VariableSet Vie[nbr] = (Vie[nbr] - 1)) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Create 1.Technician for (Owner of (Entering unit)) at (Center of Extra_Technician_2 <gen>) facing Default building facing degrees) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Display to (Player group((Owner of (Entering unit)))) for 20.00 seconds the text: YOU OWNED A PLAYER.YOU CAN ACQUIRE A NEW TECHNOLOGY.) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Pick every unit in (Units owned by (Player(nbr)).) and do (Remove (Picked unit) from the game)) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Remove (Player(nbr)) from (Last created leaderboard).) else do (Do nothing)
For each (Integer A) from 1 to 11 , do (Change the value for (Player((Integer A))) in (Last created leaderboard) to Vie[(Integer A)])
Own 11
Events
Unit - A unit enters End_11 <gen>
Conditions
(Unit-type of (Entering unit)) Not equal to Protoss Probe
Actions
Unit - Move (Entering unit) instantly to (Random point in Spawn_1 <gen>)
Set Variable Set nbr = "11"
If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Display to (Player group((Player(nbr)))) for 5.00 seconds the text: ((Name of (Owner of (Entering unit))) + has owned 1 life from you.)) else do (Do nothing)
If (Vie[nbr] Greater than 0) then do (Display to (Player group((Owner of (Entering unit)))) for 5.00 seconds the text: (You have owned 1 life from + (Name of (Player(nbr))))) else do (Do nothing)
If (Vie[nbr] Greater than 0) then do (Set VariableSet Vie[(Player number of (Owner of (Entering unit)))] = (Vie[(Player number of (Owner of (Entering unit)))] + 1)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Set VariableSet Vie[nbr] = (Vie[nbr] - 1)) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Create 1.Technician for (Owner of (Entering unit)) at (Center of Extra_Technician_2 <gen>) facing Default building facing degrees) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Display to (Player group((Owner of (Entering unit)))) for 20.00 seconds the text: YOU OWNED A PLAYER.YOU CAN ACQUIRE A NEW TECHNOLOGY.) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Pick every unit in (Units owned by (Player(nbr)).) and do (Remove (Picked unit) from the game)) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Remove (Player(nbr)) from (Last created leaderboard).) else do (Do nothing)
For each (Integer A) from 1 to 11 , do (Change the value for (Player((Integer A))) in (Last created leaderboard) to Vie[(Integer A)])
Spawn 1
Events
Unit - A unit enters Unit_1 <gen>
Conditions
((Entering unit) is A structure) Equal to False
Actions
If (((Unit-type of (Entering unit)) Not equal to Summoned Prawn) and ((Unit-type of (Entering unit)) Not equal to Hydralisk)) then do (Create 2.(Unit-type of (Entering unit)) for (Owner of (Entering unit)) at (Center of (Playable map area)) facing Default building facing degrees) else do (Do nothing)
Unit Group - Pick every unit in (Last created unit group) and do (Move (Picked unit) instantly to (Random point in Spawn_2 <gen>))
Unit - Move (Entering unit) instantly to (Random point in Spawn_2 <gen>)
If ((Unit-type of (Entering unit)) Equal to Rat) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Frog) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 2)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Skink) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 4)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Raccoon) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 6)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Rabbit) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 7)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Chicken) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 10)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Sheep) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 13)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Giant Deer) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 16)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Vulture) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 18)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Crab) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 22)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Hermit Crab) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 23)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Summoned Prawn) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 30)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Dog) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 30)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Pig) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 45)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Fel Boar) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 64)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Spirit Pig) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 70)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Albatross) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 110)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Dune Worm) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 200)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Seal) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 240)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Penguin) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 300)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Snowy Owl) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 380)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Zergling) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 550)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Hydralisk) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1040)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Uber Sheep) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] - 20000)) else do (Do nothing)
Spawn 2
Events
Unit - A unit enters Unit_2 <gen>
Conditions
((Entering unit) is A structure) Equal to False
Actions
If (((Unit-type of (Entering unit)) Not equal to Summoned Prawn) and ((Unit-type of (Entering unit)) Not equal to Hydralisk)) then do (Create 2.(Unit-type of (Entering unit)) for (Owner of (Entering unit)) at (Center of (Playable map area)) facing Default building facing degrees) else do (Do nothing)
Unit Group - Pick every unit in (Last created unit group) and do (Move (Picked unit) instantly to (Random point in Spawn_3 <gen>))
Unit - Move (Entering unit) instantly to (Random point in Spawn_3 <gen>)
If ((Unit-type of (Entering unit)) Equal to Rat) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Frog) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 2)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Skink) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 4)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Raccoon) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 6)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Rabbit) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 7)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Chicken) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 10)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Sheep) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 13)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Giant Deer) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 16)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Vulture) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 18)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Crab) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 22)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Hermit Crab) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 23)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Summoned Prawn) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 30)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Dog) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 30)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Pig) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 45)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Fel Boar) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 64)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Spirit Pig) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 70)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Albatross) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 110)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Dune Worm) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 200)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Seal) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 240)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Penguin) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 300)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Snowy Owl) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 380)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Zergling) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 550)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Hydralisk) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1040)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Uber Sheep) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] - 20000)) else do (Do nothing)
Spawn 3
Events
Unit - A unit enters Unit_3 <gen>
Conditions
((Entering unit) is A structure) Equal to False
Actions
If (((Unit-type of (Entering unit)) Not equal to Summoned Prawn) and ((Unit-type of (Entering unit)) Not equal to Hydralisk)) then do (Create 2.(Unit-type of (Entering unit)) for (Owner of (Entering unit)) at (Center of (Playable map area)) facing Default building facing degrees) else do (Do nothing)
Unit Group - Pick every unit in (Last created unit group) and do (Move (Picked unit) instantly to (Random point in Spawn_4 <gen>))
Unit - Move (Entering unit) instantly to (Random point in Spawn_4 <gen>)
If ((Unit-type of (Entering unit)) Equal to Rat) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Frog) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 2)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Skink) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 4)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Raccoon) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 6)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Rabbit) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 7)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Chicken) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 10)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Sheep) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 13)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Giant Deer) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 16)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Vulture) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 18)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Crab) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 22)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Hermit Crab) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 23)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Summoned Prawn) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 30)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Dog) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 30)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Pig) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 45)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Fel Boar) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 64)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Spirit Pig) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 70)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Albatross) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 110)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Dune Worm) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 200)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Seal) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 240)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Penguin) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 300)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Snowy Owl) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 380)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Zergling) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 550)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Hydralisk) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1040)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Uber Sheep) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] - 20000)) else do (Do nothing)
Spawn 4
Events
Unit - A unit enters Unit_4 <gen>
Conditions
((Entering unit) is A structure) Equal to False
Actions
If (((Unit-type of (Entering unit)) Not equal to Summoned Prawn) and ((Unit-type of (Entering unit)) Not equal to Hydralisk)) then do (Create 2.(Unit-type of (Entering unit)) for (Owner of (Entering unit)) at (Center of (Playable map area)) facing Default building facing degrees) else do (Do nothing)
Unit Group - Pick every unit in (Last created unit group) and do (Move (Picked unit) instantly to (Random point in Spawn_5 <gen>))
Unit - Move (Entering unit) instantly to (Random point in Spawn_5 <gen>)
If ((Unit-type of (Entering unit)) Equal to Rat) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Frog) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 2)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Skink) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 4)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Raccoon) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 6)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Rabbit) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 7)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Chicken) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 10)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Sheep) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 13)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Giant Deer) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 16)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Vulture) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 18)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Crab) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 22)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Hermit Crab) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 23)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Summoned Prawn) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 30)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Dog) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 30)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Pig) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 45)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Fel Boar) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 64)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Spirit Pig) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 70)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Albatross) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 110)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Dune Worm) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 200)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Seal) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 240)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Penguin) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 300)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Snowy Owl) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 380)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Zergling) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 550)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Hydralisk) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1040)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Uber Sheep) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] - 20000)) else do (Do nothing)
Spawn 5
Events
Unit - A unit enters Unit_5 <gen>
Conditions
((Entering unit) is A structure) Equal to False
Actions
If (((Unit-type of (Entering unit)) Not equal to Summoned Prawn) and ((Unit-type of (Entering unit)) Not equal to Hydralisk)) then do (Create 2.(Unit-type of (Entering unit)) for (Owner of (Entering unit)) at (Center of (Playable map area)) facing Default building facing degrees) else do (Do nothing)
Unit Group - Pick every unit in (Last created unit group) and do (Move (Picked unit) instantly to (Random point in Spawn_6 <gen>))
Unit - Move (Entering unit) instantly to (Random point in Spawn_6 <gen>)
If ((Unit-type of (Entering unit)) Equal to Rat) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Frog) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 2)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Skink) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 4)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Raccoon) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 6)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Rabbit) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 7)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Chicken) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 10)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Sheep) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 13)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Giant Deer) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 16)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Vulture) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 18)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Crab) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 22)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Hermit Crab) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 23)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Summoned Prawn) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 30)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Dog) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 30)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Pig) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 45)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Fel Boar) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 64)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Spirit Pig) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 70)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Albatross) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 110)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Dune Worm) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 200)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Seal) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 240)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Penguin) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 300)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Snowy Owl) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 380)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Zergling) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 550)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Hydralisk) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1040)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Uber Sheep) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] - 20000)) else do (Do nothing)
Spawn 6
Events
Unit - A unit enters Unit_6 <gen>
Conditions
((Entering unit) is A structure) Equal to False
Actions
If (((Unit-type of (Entering unit)) Not equal to Summoned Prawn) and ((Unit-type of (Entering unit)) Not equal to Hydralisk)) then do (Create 2.(Unit-type of (Entering unit)) for (Owner of (Entering unit)) at (Center of (Playable map area)) facing Default building facing degrees) else do (Do nothing)
Unit Group - Pick every unit in (Last created unit group) and do (Move (Picked unit) instantly to (Random point in Spawn_7 <gen>))
Unit - Move (Entering unit) instantly to (Random point in Spawn_7 <gen>)
If ((Unit-type of (Entering unit)) Equal to Rat) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Frog) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 2)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Skink) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 4)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Raccoon) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 6)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Rabbit) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 7)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Chicken) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 10)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Sheep) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 13)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Giant Deer) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 16)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Vulture) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 18)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Crab) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 22)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Hermit Crab) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 23)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Summoned Prawn) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 30)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Dog) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 30)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Pig) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 45)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Fel Boar) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 64)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Spirit Pig) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 70)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Albatross) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 110)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Dune Worm) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 200)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Seal) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 240)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Penguin) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 300)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Snowy Owl) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 380)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Zergling) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 550)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Hydralisk) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1040)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Uber Sheep) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] - 20000)) else do (Do nothing)
Spawn 7
Events
Unit - A unit enters Unit_7 <gen>
Conditions
((Entering unit) is A structure) Equal to False
Actions
If (((Unit-type of (Entering unit)) Not equal to Summoned Prawn) and ((Unit-type of (Entering unit)) Not equal to Hydralisk)) then do (Create 2.(Unit-type of (Entering unit)) for (Owner of (Entering unit)) at (Center of (Playable map area)) facing Default building facing degrees) else do (Do nothing)
Unit Group - Pick every unit in (Last created unit group) and do (Move (Picked unit) instantly to (Random point in Spawn_8 <gen>))
Unit - Move (Entering unit) instantly to (Random point in Spawn_8 <gen>)
If ((Unit-type of (Entering unit)) Equal to Rat) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Frog) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 2)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Skink) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 4)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Raccoon) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 6)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Rabbit) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 7)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Chicken) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 10)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Sheep) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 13)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Giant Deer) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 16)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Vulture) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 18)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Crab) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 22)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Hermit Crab) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 23)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Summoned Prawn) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 30)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Dog) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 30)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Pig) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 45)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Fel Boar) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 64)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Spirit Pig) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 70)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Albatross) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 110)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Dune Worm) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 200)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Seal) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 240)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Penguin) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 300)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Snowy Owl) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 380)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Zergling) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 550)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Hydralisk) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1040)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Uber Sheep) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] - 20000)) else do (Do nothing)
Spawn 8
Events
Unit - A unit enters Unit_8 <gen>
Conditions
((Entering unit) is A structure) Equal to False
Actions
If (((Unit-type of (Entering unit)) Not equal to Summoned Prawn) and ((Unit-type of (Entering unit)) Not equal to Hydralisk)) then do (Create 2.(Unit-type of (Entering unit)) for (Owner of (Entering unit)) at (Center of (Playable map area)) facing Default building facing degrees) else do (Do nothing)
Unit Group - Pick every unit in (Last created unit group) and do (Move (Picked unit) instantly to (Random point in Spawn_9 <gen>))
Unit - Move (Entering unit) instantly to (Random point in Spawn_9 <gen>)
If ((Unit-type of (Entering unit)) Equal to Rat) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Frog) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 2)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Skink) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 4)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Raccoon) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 6)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Rabbit) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 7)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Chicken) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 10)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Sheep) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 13)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Giant Deer) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 16)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Vulture) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 18)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Crab) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 22)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Hermit Crab) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 23)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Summoned Prawn) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 30)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Dog) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 30)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Pig) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 45)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Fel Boar) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 64)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Spirit Pig) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 70)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Albatross) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 110)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Dune Worm) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 200)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Seal) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 240)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Penguin) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 300)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Snowy Owl) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 380)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Zergling) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 550)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Hydralisk) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1040)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Uber Sheep) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] - 20000)) else do (Do nothing)
Spawn 9
Events
Unit - A unit enters Unit_9 <gen>
Conditions
((Entering unit) is A structure) Equal to False
Actions
If (((Unit-type of (Entering unit)) Not equal to Summoned Prawn) and ((Unit-type of (Entering unit)) Not equal to Hydralisk)) then do (Create 2.(Unit-type of (Entering unit)) for (Owner of (Entering unit)) at (Center of (Playable map area)) facing Default building facing degrees) else do (Do nothing)
Unit Group - Pick every unit in (Last created unit group) and do (Move (Picked unit) instantly to (Random point in Spawn_10 <gen>))
Unit - Move (Entering unit) instantly to (Random point in Spawn_10 <gen>)
If ((Unit-type of (Entering unit)) Equal to Rat) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Frog) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 2)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Skink) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 4)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Raccoon) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 6)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Rabbit) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 7)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Chicken) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 10)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Sheep) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 13)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Giant Deer) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 16)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Vulture) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 18)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Crab) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 22)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Hermit Crab) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 23)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Summoned Prawn) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 30)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Dog) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 30)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Pig) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 45)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Fel Boar) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 64)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Spirit Pig) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 70)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Albatross) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 110)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Dune Worm) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 200)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Seal) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 240)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Penguin) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 300)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Snowy Owl) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 380)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Zergling) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 550)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Hydralisk) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1040)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Uber Sheep) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] - 20000)) else do (Do nothing)
Spawn 10
Events
Unit - A unit enters Unit_10 <gen>
Conditions
((Entering unit) is A structure) Equal to False
Actions
If (((Unit-type of (Entering unit)) Not equal to Summoned Prawn) and ((Unit-type of (Entering unit)) Not equal to Hydralisk)) then do (Create 2.(Unit-type of (Entering unit)) for (Owner of (Entering unit)) at (Center of (Playable map area)) facing Default building facing degrees) else do (Do nothing)
Unit Group - Pick every unit in (Last created unit group) and do (Move (Picked unit) instantly to (Random point in Spawn_11 <gen>))
Unit - Move (Entering unit) instantly to (Random point in Spawn_11 <gen>)
If ((Unit-type of (Entering unit)) Equal to Rat) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Frog) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 2)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Skink) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 4)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Raccoon) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 6)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Rabbit) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 7)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Chicken) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 10)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Sheep) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 13)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Giant Deer) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 16)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Vulture) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 18)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Crab) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 22)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Hermit Crab) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 23)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Summoned Prawn) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 30)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Dog) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 30)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Pig) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 45)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Fel Boar) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 64)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Spirit Pig) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 70)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Albatross) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 110)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Dune Worm) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 200)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Seal) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 240)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Penguin) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 300)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Snowy Owl) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 380)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Zergling) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 550)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Hydralisk) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1040)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Uber Sheep) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] - 20000)) else do (Do nothing)
Spawn 11
Events
Unit - A unit enters Unit_11 <gen>
Conditions
((Entering unit) is A structure) Equal to False
Actions
If (((Unit-type of (Entering unit)) Not equal to Summoned Prawn) and ((Unit-type of (Entering unit)) Not equal to Hydralisk)) then do (Create 2.(Unit-type of (Entering unit)) for (Owner of (Entering unit)) at (Center of (Playable map area)) facing Default building facing degrees) else do (Do nothing)
Unit Group - Pick every unit in (Last created unit group) and do (Move (Picked unit) instantly to (Random point in Spawn_1 <gen>))
Unit - Move (Entering unit) instantly to (Random point in Spawn_1 <gen>)
If ((Unit-type of (Entering unit)) Equal to Rat) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Frog) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 2)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Skink) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 4)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Raccoon) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 6)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Rabbit) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 7)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Chicken) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 10)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Sheep) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 13)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Giant Deer) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 16)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Vulture) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 18)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Crab) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 22)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Hermit Crab) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 23)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Summoned Prawn) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 30)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Dog) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 30)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Pig) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 45)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Fel Boar) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 64)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Spirit Pig) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 70)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Albatross) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 110)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Dune Worm) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 200)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Seal) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 240)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Penguin) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 300)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Snowy Owl) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 380)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Zergling) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 550)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Hydralisk) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1040)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Uber Sheep) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] - 20000)) else do (Do nothing)
Income
Events
Time - Every 20.00 seconds of game time
Conditions
Actions
For each (Integer A) from 1 to 11 , do (Add Income[(Integer A)] to (Player((Integer A))).Current gold)
For each (Integer A) from 1 to 11 , do (Display to (Player group((Player((Integer A))))) for 10.00 seconds the text: (Your income is : + (String(Income[(Integer A)]))))
For each (Integer A) from 1 to 11 , do (Display to (All players) for 10.00 seconds the text: (((String((Integer A))) + ) ) + (String(Income[(Integer A)]))))
Electric Technology 1
Events
Unit - A unit enters Electric_Select_1 <gen>
Conditions
Actions
Set Variable Set unit_temp = "h012"
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Kill (Entering unit)) else do (Display to (Player group((Owner of (Entering unit)))) the text: YOU ALREADY RESEARCHED THIS TECHNOLOGY!!!)
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Create 1.unit_temp for (Owner of (Entering unit)) at (Random point in Technology_Area <gen>) facing Default building facing degrees) else do (Do nothing)
Electric Technology 2
Events
Unit - A unit enters Electric_Select_2 <gen>
Conditions
Actions
Set Variable Set unit_temp = "h012"
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Kill (Entering unit)) else do (Display to (Player group((Owner of (Entering unit)))) the text: YOU ALREADY RESEARCHED THIS TECHNOLOGY!!!)
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Create 1.unit_temp for (Owner of (Entering unit)) at (Random point in Technology_Area <gen>) facing Default building facing degrees) else do (Do nothing)
Explosive Technology 1
Events
Unit - A unit enters Explosive_Select_1 <gen>
Conditions
Actions
Set Variable Set unit_temp = "h016"
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Kill (Entering unit)) else do (Display to (Player group((Owner of (Entering unit)))) the text: YOU ALREADY RESEARCHED THIS TECHNOLOGY!!!)
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Create 1.unit_temp for (Owner of (Entering unit)) at (Random point in Technology_Area <gen>) facing Default building facing degrees) else do (Do nothing)
Explosive Technology 2
Events
Unit - A unit enters Explosive_Select_2 <gen>
Conditions
Actions
Set Variable Set unit_temp = "h016"
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Kill (Entering unit)) else do (Display to (Player group((Owner of (Entering unit)))) the text: YOU ALREADY RESEARCHED THIS TECHNOLOGY!!!)
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Create 1.unit_temp for (Owner of (Entering unit)) at (Random point in Technology_Area <gen>) facing Default building facing degrees) else do (Do nothing)
Massive Technology 1
Events
Unit - A unit enters Massive_Select_1 <gen>
Conditions
Actions
Set Variable Set unit_temp = "h013"
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Kill (Entering unit)) else do (Display to (Player group((Owner of (Entering unit)))) the text: YOU ALREADY RESEARCHED THIS TECHNOLOGY!!!)
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Create 1.unit_temp for (Owner of (Entering unit)) at (Random point in Technology_Area <gen>) facing Default building facing degrees) else do (Do nothing)
Massive Technology 2
Events
Unit - A unit enters Massive_Select_2 <gen>
Conditions
Actions
Set Variable Set unit_temp = "h013"
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Kill (Entering unit)) else do (Display to (Player group((Owner of (Entering unit)))) the text: YOU ALREADY RESEARCHED THIS TECHNOLOGY!!!)
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Create 1.unit_temp for (Owner of (Entering unit)) at (Random point in Technology_Area <gen>) facing Default building facing degrees) else do (Do nothing)
Quick Technology 1
Events
Unit - A unit enters Quick_Select_1 <gen>
Conditions
Actions
Set Variable Set unit_temp = "h015"
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Kill (Entering unit)) else do (Display to (Player group((Owner of (Entering unit)))) the text: YOU ALREADY RESEARCHED THIS TECHNOLOGY!!!)
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Create 1.unit_temp for (Owner of (Entering unit)) at (Random point in Technology_Area <gen>) facing Default building facing degrees) else do (Do nothing)
Quick Technology 2
Events
Unit - A unit enters Quick_Select_2 <gen>
Conditions
Actions
Set Variable Set unit_temp = "h015"
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Kill (Entering unit)) else do (Display to (Player group((Owner of (Entering unit)))) the text: YOU ALREADY RESEARCHED THIS TECHNOLOGY!!!)
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Create 1.unit_temp for (Owner of (Entering unit)) at (Random point in Technology_Area <gen>) facing Default building facing degrees) else do (Do nothing)
Rocket Technology 1
Events
Unit - A unit enters Rocket_Select_1 <gen>
Conditions
Actions
Set Variable Set unit_temp = "h011"
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Kill (Entering unit)) else do (Display to (Player group((Owner of (Entering unit)))) the text: YOU ALREADY RESEARCHED THIS TECHNOLOGY!!!)
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Create 1.unit_temp for (Owner of (Entering unit)) at (Random point in Technology_Area <gen>) facing Default building facing degrees) else do (Do nothing)
Rocket Technology 2
Events
Unit - A unit enters Rocket_Select_2 <gen>
Conditions
Actions
Set Variable Set unit_temp = "h011"
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Kill (Entering unit)) else do (Display to (Player group((Owner of (Entering unit)))) the text: YOU ALREADY RESEARCHED THIS TECHNOLOGY!!!)
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Create 1.unit_temp for (Owner of (Entering unit)) at (Random point in Technology_Area <gen>) facing Default building facing degrees) else do (Do nothing)
Toxin Technology 1
Events
Unit - A unit enters Toxin_Select_1 <gen>
Conditions
Actions
Set Variable Set unit_temp = "h014"
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Kill (Entering unit)) else do (Display to (Player group((Owner of (Entering unit)))) the text: YOU ALREADY RESEARCHED THIS TECHNOLOGY!!!)
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Create 1.unit_temp for (Owner of (Entering unit)) at (Random point in Technology_Area <gen>) facing Default building facing degrees) else do (Do nothing)
Toxin Technology 2
Events
Unit - A unit enters Toxin_Select_2 <gen>
Conditions
Actions
Set Variable Set unit_temp = "h014"
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Kill (Entering unit)) else do (Display to (Player group((Owner of (Entering unit)))) the text: YOU ALREADY RESEARCHED THIS TECHNOLOGY!!!)
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Create 1.unit_temp for (Owner of (Entering unit)) at (Random point in Technology_Area <gen>) facing Default building facing degrees) else do (Do nothing)
Electric Text 1
Events
Unit - A unit enters Electric_Text_1 <gen>
Conditions
Actions
Game - Display to (Player group((Owner of (Entering unit)))) the text: Electric: Shocks enemies with electricity which slows them down.
Electric Text 2
Events
Unit - A unit enters Electric_Text_2 <gen>
Conditions
Actions
Game - Display to (Player group((Owner of (Entering unit)))) the text: Electric: Shocks enemies with electricity which slows them down.
Explosive Text 1
Events
Unit - A unit enters Explosive_Text_1 <gen>
Conditions
Actions
Game - Display to (Player group((Owner of (Entering unit)))) the text: Explosive: Devastating explosions damage enemies nearby the primary target.
Explosive Text 2
Events
Unit - A unit enters Explosive_Text_2 <gen>
Conditions
Actions
Game - Display to (Player group((Owner of (Entering unit)))) the text: Explosive: Devastating explosions damage enemies nearby the primary target.
Massive Text 1
Events
Unit - A unit enters Massive_Text_1 <gen>
Conditions
Actions
Game - Display to (Player group((Owner of (Entering unit)))) the text: Massive: Slow but could deal massive damage.
Massive Text 2
Events
Unit - A unit enters Massive_Text_2 <gen>
Conditions
Actions
Game - Display to (Player group((Owner of (Entering unit)))) the text: Massive: Slow but could deal massive damage.
Quick Text 1
Events
Unit - A unit enters Quick_Text_1 <gen>
Conditions
Actions
Game - Display to (Player group((Owner of (Entering unit)))) the text: Quick: Low damage but fires quickly.
Quick Text 2
Events
Unit - A unit enters Quick_Text_2 <gen>
Conditions
Actions
Game - Display to (Player group((Owner of (Entering unit)))) the text: Quick: Low damage but fires quickly.
Rocket Text 1
Events
Unit - A unit enters Rocket_Text_1 <gen>
Conditions
Actions
Game - Display to (Player group((Owner of (Entering unit)))) the text: Rocket: Rocket blasts will blow the armor of enemies into pieces and lower their defenses.
Rocket Text 2
Events
Unit - A unit enters Rocket_Text_2 <gen>
Conditions
Actions
Game - Display to (Player group((Owner of (Entering unit)))) the text: Rocket: Rocket blasts will blow the armor of enemies into pieces and lower their defenses.
Toxin Text 1
Events
Unit - A unit enters Toxin_Text_1 <gen>
Conditions
Actions
Game - Display to (Player group((Owner of (Entering unit)))) the text: Toxin: The toxin absorbs into the enemies and weakens them bit by bit.
Toxin Text 2
Events
Unit - A unit enters Toxin_Text_2 <gen>
Conditions
Actions
Game - Display to (Player group((Owner of (Entering unit)))) the text: Toxin: The toxin absorbs into the enemies and weakens them bit by bit.
Show Income Text
Events
Player - Player 1 (Red) types a chat message containing -income (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -income (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -income (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -income (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -income (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -income (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -income (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -income (Unexpected type: 'stringnoformat') as An exact match
Player - Player 9 (Gray) types a chat message containing -income (Unexpected type: 'stringnoformat') as An exact match
Player - Player 10 (Light Blue) types a chat message containing -income (Unexpected type: 'stringnoformat') as An exact match
Player - Player 11 (Dark Green) types a chat message containing -income (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
For each (Integer A) from 1 to 11 , do (Display to (Player group((Player((Integer A))))) for 10.00 seconds the text: (Your income is : + (String(Income[(Integer A)]))))
For each (Integer A) from 1 to 11 , do (Display to (Player group((Triggering player))) for 10.00 seconds the text: (((String((Integer A))) + ) ) + (String(Income[(Integer A)]))))
uses builders as flags to determine if player is still alive, if only one builder is left awards victory to remaining player
Victory Player 1
Events
Time - Every 10.00 seconds of game time
Conditions
(Protoss Probe 0011 <gen> is alive) Equal to True
(Protoss Probe 0013 <gen> is alive) Equal to False
(Protoss Probe 0014 <gen> is alive) Equal to False
(Protoss Probe 0015 <gen> is alive) Equal to False
(Protoss Probe 0016 <gen> is alive) Equal to False
(Protoss Probe 0017 <gen> is alive) Equal to False
(Protoss Probe 0018 <gen> is alive) Equal to False
(Protoss Probe 0019 <gen> is alive) Equal to False
(Protoss Probe 0020 <gen> is alive) Equal to False
(Protoss Probe 0021 <gen> is alive) Equal to False
(Protoss Probe 0022 <gen> is alive) Equal to False
Actions
Floating Text - Create floating text that reads You Are Dominating !!! above Protoss Probe 0011 <gen> with Z offset 0.00 , using font size 15.00 , color ( 100.00 %, 25.00 %, 25.00 %), and 0 % transparency
Game - Display to (All players) the text: Red owned everyone !!!
Wait 10.00 seconds
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Game - Defeat Player 2 (Blue) with the message: Owned!
Game - Defeat Player 3 (Teal) with the message: Owned!
Game - Defeat Player 4 (Purple) with the message: Owned!
Game - Defeat Player 5 (Yellow) with the message: Owned!
Game - Defeat Player 6 (Orange) with the message: Owned!
Game - Defeat Player 7 (Green) with the message: Owned!
Game - Defeat Player 8 (Pink) with the message: Owned!
Game - Defeat Player 9 (Gray) with the message: Owned!
Game - Defeat Player 10 (Light Blue) with the message: Owned!
Game - Defeat Player 11 (Dark Green) with the message: Owned!
uses builders as flags to determine if player is still alive, if only one builder is left awards victory to remaining player
Victory Player 2
Events
Time - Every 10.00 seconds of game time
Conditions
(Protoss Probe 0011 <gen> is alive) Equal to False
(Protoss Probe 0013 <gen> is alive) Equal to True
(Protoss Probe 0014 <gen> is alive) Equal to False
(Protoss Probe 0015 <gen> is alive) Equal to False
(Protoss Probe 0016 <gen> is alive) Equal to False
(Protoss Probe 0017 <gen> is alive) Equal to False
(Protoss Probe 0018 <gen> is alive) Equal to False
(Protoss Probe 0019 <gen> is alive) Equal to False
(Protoss Probe 0020 <gen> is alive) Equal to False
(Protoss Probe 0021 <gen> is alive) Equal to False
(Protoss Probe 0022 <gen> is alive) Equal to False
Actions
Floating Text - Create floating text that reads You Are Dominating !!! above Protoss Probe 0013 <gen> with Z offset 0.00 , using font size 15.00 , color ( 100.00 %, 25.00 %, 25.00 %), and 0 % transparency
Game - Display to (All players) the text: Blue owned everyone !!!
Wait 10.00 seconds
Game - Defeat Player 1 (Red) with the message: Owned!
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
Game - Defeat Player 3 (Teal) with the message: Owned!
Game - Defeat Player 4 (Purple) with the message: Owned!
Game - Defeat Player 5 (Yellow) with the message: Owned!
Game - Defeat Player 6 (Orange) with the message: Owned!
Game - Defeat Player 7 (Green) with the message: Owned!
Game - Defeat Player 8 (Pink) with the message: Owned!
Game - Defeat Player 9 (Gray) with the message: Owned!
Game - Defeat Player 10 (Light Blue) with the message: Owned!
Game - Defeat Player 11 (Dark Green) with the message: Owned!
uses builders as flags to determine if player is still alive, if only one builder is left awards victory to remaining player
Victory Player 3
Events
Time - Every 10.00 seconds of game time
Conditions
(Protoss Probe 0011 <gen> is alive) Equal to False
(Protoss Probe 0013 <gen> is alive) Equal to False
(Protoss Probe 0014 <gen> is alive) Equal to True
(Protoss Probe 0015 <gen> is alive) Equal to False
(Protoss Probe 0016 <gen> is alive) Equal to False
(Protoss Probe 0017 <gen> is alive) Equal to False
(Protoss Probe 0018 <gen> is alive) Equal to False
(Protoss Probe 0019 <gen> is alive) Equal to False
(Protoss Probe 0020 <gen> is alive) Equal to False
(Protoss Probe 0021 <gen> is alive) Equal to False
(Protoss Probe 0022 <gen> is alive) Equal to False
Actions
Floating Text - Create floating text that reads You Are Dominating !!! above Protoss Probe 0014 <gen> with Z offset 0.00 , using font size 15.00 , color ( 100.00 %, 25.00 %, 25.00 %), and 0 % transparency
Game - Display to (All players) the text: Teal owned everyone !!!
Wait 10.00 seconds
Game - Defeat Player 1 (Red) with the message: Owned!
Game - Defeat Player 2 (Blue) with the message: Owned!
Game - Victory Player 3 (Teal) ( Show dialogs, Show scores)
Game - Defeat Player 4 (Purple) with the message: Owned!
Game - Defeat Player 5 (Yellow) with the message: Owned!
Game - Defeat Player 6 (Orange) with the message: Owned!
Game - Defeat Player 7 (Green) with the message: Owned!
Game - Defeat Player 8 (Pink) with the message: Owned!
Game - Defeat Player 9 (Gray) with the message: Owned!
Game - Defeat Player 10 (Light Blue) with the message: Owned!
Game - Defeat Player 11 (Dark Green) with the message: Owned!
uses builders as flags to determine if player is still alive, if only one builder is left awards victory to remaining player
Victory Player 4
Events
Time - Every 10.00 seconds of game time
Conditions
(Protoss Probe 0011 <gen> is alive) Equal to False
(Protoss Probe 0013 <gen> is alive) Equal to False
(Protoss Probe 0014 <gen> is alive) Equal to False
(Protoss Probe 0015 <gen> is alive) Equal to True
(Protoss Probe 0016 <gen> is alive) Equal to False
(Protoss Probe 0017 <gen> is alive) Equal to False
(Protoss Probe 0018 <gen> is alive) Equal to False
(Protoss Probe 0019 <gen> is alive) Equal to False
(Protoss Probe 0020 <gen> is alive) Equal to False
(Protoss Probe 0021 <gen> is alive) Equal to False
(Protoss Probe 0022 <gen> is alive) Equal to False
Actions
Floating Text - Create floating text that reads You Are Dominating !!! above Protoss Probe 0015 <gen> with Z offset 0.00 , using font size 15.00 , color ( 100.00 %, 25.00 %, 25.00 %), and 0 % transparency
Game - Display to (All players) the text: Purple owned everyone !!!
Wait 10.00 seconds
Game - Defeat Player 1 (Red) with the message: Owned!
Game - Defeat Player 2 (Blue) with the message: Owned!
Game - Defeat Player 3 (Teal) with the message: Owned!
Game - Victory Player 4 (Purple) ( Show dialogs, Show scores)
Game - Defeat Player 5 (Yellow) with the message: Owned!
Game - Defeat Player 6 (Orange) with the message: Owned!
Game - Defeat Player 7 (Green) with the message: Owned!
Game - Defeat Player 8 (Pink) with the message: Owned!
Game - Defeat Player 9 (Gray) with the message: Owned!
Game - Defeat Player 10 (Light Blue) with the message: Owned!
Game - Defeat Player 11 (Dark Green) with the message: Owned!
uses builders as flags to determine if player is still alive, if only one builder is left awards victory to remaining player
Victory Player 5
Events
Time - Every 10.00 seconds of game time
Conditions
(Protoss Probe 0011 <gen> is alive) Equal to False
(Protoss Probe 0013 <gen> is alive) Equal to False
(Protoss Probe 0014 <gen> is alive) Equal to False
(Protoss Probe 0015 <gen> is alive) Equal to False
(Protoss Probe 0016 <gen> is alive) Equal to True
(Protoss Probe 0017 <gen> is alive) Equal to False
(Protoss Probe 0018 <gen> is alive) Equal to False
(Protoss Probe 0019 <gen> is alive) Equal to False
(Protoss Probe 0020 <gen> is alive) Equal to False
(Protoss Probe 0021 <gen> is alive) Equal to False
(Protoss Probe 0022 <gen> is alive) Equal to False
Actions
Floating Text - Create floating text that reads You Are Dominating !!! above Protoss Probe 0016 <gen> with Z offset 0.00 , using font size 15.00 , color ( 100.00 %, 25.00 %, 25.00 %), and 0 % transparency
Game - Display to (All players) the text: Yellow owned everyone !!!
Wait 10.00 seconds
Game - Defeat Player 1 (Red) with the message: Owned!
Game - Defeat Player 2 (Blue) with the message: Owned!
Game - Defeat Player 3 (Teal) with the message: Owned!
Game - Defeat Player 4 (Purple) with the message: Owned!
Game - Victory Player 5 (Yellow) ( Show dialogs, Show scores)
Game - Defeat Player 6 (Orange) with the message: Owned!
Game - Defeat Player 7 (Green) with the message: Owned!
Game - Defeat Player 8 (Pink) with the message: Owned!
Game - Defeat Player 9 (Gray) with the message: Owned!
Game - Defeat Player 10 (Light Blue) with the message: Owned!
Game - Defeat Player 11 (Dark Green) with the message: Owned!
uses builders as flags to determine if player is still alive, if only one builder is left awards victory to remaining player
Victory Player 6
Events
Time - Every 10.00 seconds of game time
Conditions
(Protoss Probe 0011 <gen> is alive) Equal to False
(Protoss Probe 0013 <gen> is alive) Equal to False
(Protoss Probe 0014 <gen> is alive) Equal to False
(Protoss Probe 0015 <gen> is alive) Equal to False
(Protoss Probe 0016 <gen> is alive) Equal to False
(Protoss Probe 0017 <gen> is alive) Equal to True
(Protoss Probe 0018 <gen> is alive) Equal to False
(Protoss Probe 0019 <gen> is alive) Equal to False
(Protoss Probe 0020 <gen> is alive) Equal to False
(Protoss Probe 0021 <gen> is alive) Equal to False
(Protoss Probe 0022 <gen> is alive) Equal to False
Actions
Floating Text - Create floating text that reads You Are Dominating !!! above Protoss Probe 0017 <gen> with Z offset 0.00 , using font size 15.00 , color ( 100.00 %, 25.00 %, 25.00 %), and 0 % transparency
Game - Display to (All players) the text: Orange owned everyone !!!
Wait 10.00 seconds
Game - Defeat Player 1 (Red) with the message: Owned!
Game - Defeat Player 2 (Blue) with the message: Owned!
Game - Defeat Player 3 (Teal) with the message: Owned!
Game - Defeat Player 4 (Purple) with the message: Owned!
Game - Defeat Player 5 (Yellow) with the message: Owned!
Game - Victory Player 6 (Orange) ( Show dialogs, Show scores)
Game - Defeat Player 7 (Green) with the message: Owned!
Game - Defeat Player 8 (Pink) with the message: Owned!
Game - Defeat Player 9 (Gray) with the message: Owned!
Game - Defeat Player 10 (Light Blue) with the message: Owned!
Game - Defeat Player 11 (Dark Green) with the message: Owned!
uses builders as flags to determine if player is still alive, if only one builder is left awards victory to remaining player
Victory Player 7
Events
Time - Every 10.00 seconds of game time
Conditions
(Protoss Probe 0011 <gen> is alive) Equal to False
(Protoss Probe 0013 <gen> is alive) Equal to False
(Protoss Probe 0014 <gen> is alive) Equal to False
(Protoss Probe 0015 <gen> is alive) Equal to False
(Protoss Probe 0016 <gen> is alive) Equal to False
(Protoss Probe 0017 <gen> is alive) Equal to False
(Protoss Probe 0018 <gen> is alive) Equal to True
(Protoss Probe 0019 <gen> is alive) Equal to False
(Protoss Probe 0020 <gen> is alive) Equal to False
(Protoss Probe 0021 <gen> is alive) Equal to False
(Protoss Probe 0022 <gen> is alive) Equal to False
Actions
Floating Text - Create floating text that reads You Are Dominating !!! above Protoss Probe 0018 <gen> with Z offset 0.00 , using font size 15.00 , color ( 100.00 %, 25.00 %, 25.00 %), and 0 % transparency
Game - Display to (All players) the text: Green owned everyone !!!
Wait 10.00 seconds
Game - Defeat Player 1 (Red) with the message: Owned!
Game - Defeat Player 2 (Blue) with the message: Owned!
Game - Defeat Player 3 (Teal) with the message: Owned!
Game - Defeat Player 4 (Purple) with the message: Owned!
Game - Defeat Player 5 (Yellow) with the message: Owned!
Game - Defeat Player 6 (Orange) with the message: Owned!
Game - Victory Player 7 (Green) ( Show dialogs, Show scores)
Game - Defeat Player 8 (Pink) with the message: Owned!
Game - Defeat Player 9 (Gray) with the message: Owned!
Game - Defeat Player 10 (Light Blue) with the message: Owned!
Game - Defeat Player 11 (Dark Green) with the message: Owned!
uses builders as flags to determine if player is still alive, if only one builder is left awards victory to remaining player
Victory Player 8
Events
Time - Every 10.00 seconds of game time
Conditions
(Protoss Probe 0011 <gen> is alive) Equal to False
(Protoss Probe 0013 <gen> is alive) Equal to False
(Protoss Probe 0014 <gen> is alive) Equal to False
(Protoss Probe 0015 <gen> is alive) Equal to False
(Protoss Probe 0016 <gen> is alive) Equal to False
(Protoss Probe 0017 <gen> is alive) Equal to False
(Protoss Probe 0018 <gen> is alive) Equal to False
(Protoss Probe 0019 <gen> is alive) Equal to True
(Protoss Probe 0020 <gen> is alive) Equal to False
(Protoss Probe 0021 <gen> is alive) Equal to False
(Protoss Probe 0022 <gen> is alive) Equal to False
Actions
Floating Text - Create floating text that reads You Are Dominating !!! above Protoss Probe 0019 <gen> with Z offset 0.00 , using font size 15.00 , color ( 100.00 %, 25.00 %, 25.00 %), and 0 % transparency
Game - Display to (All players) the text: Pink owned everyone !!!
Wait 10.00 seconds
Game - Defeat Player 1 (Red) with the message: Owned!
Game - Defeat Player 2 (Blue) with the message: Owned!
Game - Defeat Player 3 (Teal) with the message: Owned!
Game - Defeat Player 4 (Purple) with the message: Owned!
Game - Defeat Player 5 (Yellow) with the message: Owned!
Game - Defeat Player 6 (Orange) with the message: Owned!
Game - Defeat Player 7 (Green) with the message: Owned!
Game - Victory Player 8 (Pink) ( Show dialogs, Show scores)
Game - Defeat Player 9 (Gray) with the message: Owned!
Game - Defeat Player 10 (Light Blue) with the message: Owned!
Game - Defeat Player 11 (Dark Green) with the message: Owned!
uses builders as flags to determine if player is still alive, if only one builder is left awards victory to remaining player
Victory Player 9
Events
Time - Every 10.00 seconds of game time
Conditions
(Protoss Probe 0011 <gen> is alive) Equal to False
(Protoss Probe 0013 <gen> is alive) Equal to False
(Protoss Probe 0014 <gen> is alive) Equal to False
(Protoss Probe 0015 <gen> is alive) Equal to False
(Protoss Probe 0016 <gen> is alive) Equal to False
(Protoss Probe 0017 <gen> is alive) Equal to False
(Protoss Probe 0018 <gen> is alive) Equal to False
(Protoss Probe 0019 <gen> is alive) Equal to False
(Protoss Probe 0020 <gen> is alive) Equal to True
(Protoss Probe 0021 <gen> is alive) Equal to False
(Protoss Probe 0022 <gen> is alive) Equal to False
Actions
Floating Text - Create floating text that reads You Are Dominating !!! above Protoss Probe 0020 <gen> with Z offset 0.00 , using font size 15.00 , color ( 100.00 %, 25.00 %, 25.00 %), and 0 % transparency
Game - Display to (All players) the text: Gray owned everyone !!!
Wait 10.00 seconds
Game - Defeat Player 1 (Red) with the message: Owned!
Game - Defeat Player 2 (Blue) with the message: Owned!
Game - Defeat Player 3 (Teal) with the message: Owned!
Game - Defeat Player 4 (Purple) with the message: Owned!
Game - Defeat Player 5 (Yellow) with the message: Owned!
Game - Defeat Player 6 (Orange) with the message: Owned!
Game - Defeat Player 7 (Green) with the message: Owned!
Game - Defeat Player 8 (Pink) with the message: Owned!
Game - Victory Player 9 (Gray) ( Show dialogs, Show scores)
Game - Defeat Player 10 (Light Blue) with the message: Owned!
Game - Defeat Player 11 (Dark Green) with the message: Owned!
uses builders as flags to determine if player is still alive, if only one builder is left awards victory to remaining player
Victory Player 10
Events
Time - Every 10.00 seconds of game time
Conditions
(Protoss Probe 0011 <gen> is alive) Equal to False
(Protoss Probe 0013 <gen> is alive) Equal to False
(Protoss Probe 0014 <gen> is alive) Equal to False
(Protoss Probe 0015 <gen> is alive) Equal to False
(Protoss Probe 0016 <gen> is alive) Equal to False
(Protoss Probe 0017 <gen> is alive) Equal to False
(Protoss Probe 0018 <gen> is alive) Equal to False
(Protoss Probe 0019 <gen> is alive) Equal to False
(Protoss Probe 0020 <gen> is alive) Equal to False
(Protoss Probe 0021 <gen> is alive) Equal to True
(Protoss Probe 0022 <gen> is alive) Equal to False
Actions
Floating Text - Create floating text that reads You Are Dominating !!! above Protoss Probe 0021 <gen> with Z offset 0.00 , using font size 15.00 , color ( 100.00 %, 25.00 %, 25.00 %), and 0 % transparency
Game - Display to (All players) the text: Light Blue owned everyone !!!
Wait 10.00 seconds
Game - Defeat Player 1 (Red) with the message: Owned!
Game - Defeat Player 2 (Blue) with the message: Owned!
Game - Defeat Player 3 (Teal) with the message: Owned!
Game - Defeat Player 4 (Purple) with the message: Owned!
Game - Defeat Player 5 (Yellow) with the message: Owned!
Game - Defeat Player 6 (Orange) with the message: Owned!
Game - Defeat Player 7 (Green) with the message: Owned!
Game - Defeat Player 8 (Pink) with the message: Owned!
Game - Defeat Player 9 (Gray) with the message: Owned!
Game - Victory Player 10 (Light Blue) ( Show dialogs, Show scores)
Game - Defeat Player 11 (Dark Green) with the message: Owned!
uses builders as flags to determine if player is still alive, if only one builder is left awards victory to remaining player
Victory Player 11
Events
Time - Every 10.00 seconds of game time
Conditions
(Protoss Probe 0011 <gen> is alive) Equal to False
(Protoss Probe 0013 <gen> is alive) Equal to False
(Protoss Probe 0014 <gen> is alive) Equal to False
(Protoss Probe 0015 <gen> is alive) Equal to False
(Protoss Probe 0016 <gen> is alive) Equal to False
(Protoss Probe 0017 <gen> is alive) Equal to False
(Protoss Probe 0018 <gen> is alive) Equal to False
(Protoss Probe 0019 <gen> is alive) Equal to False
(Protoss Probe 0020 <gen> is alive) Equal to False
(Protoss Probe 0021 <gen> is alive) Equal to False
(Protoss Probe 0022 <gen> is alive) Equal to True
Actions
Floating Text - Create floating text that reads You Are Dominating !!! above Protoss Probe 0022 <gen> with Z offset 0.00 , using font size 15.00 , color ( 100.00 %, 25.00 %, 25.00 %), and 0 % transparency
Game - Display to (All players) the text: Dark Green owned everyone !!!
Wait 10.00 seconds
Game - Defeat Player 1 (Red) with the message: Owned!
Game - Defeat Player 2 (Blue) with the message: Owned!
Game - Defeat Player 3 (Teal) with the message: Owned!
Game - Defeat Player 4 (Purple) with the message: Owned!
Game - Defeat Player 5 (Yellow) with the message: Owned!
Game - Defeat Player 6 (Orange) with the message: Owned!
Game - Defeat Player 7 (Green) with the message: Owned!
Game - Defeat Player 8 (Pink) with the message: Owned!
Game - Defeat Player 9 (Gray) with the message: Owned!
Game - Defeat Player 10 (Light Blue) with the message: Owned!
Game - Victory Player 11 (Dark Green) ( Show dialogs, Show scores)
Quest
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Quest - Create a Required quest titled Basic Gameplay with the description Animal Line Tower Wars is a tower defence game where you summon creeps to steal lives from the player(s) to your right, while building hi-tech towers to defend yourself from the player(s) to your left. Summoned creeps which make it to the bottom of your lane steal one life from you. Likewise each creature you get through your opponents maze gives you an extra life. To win the game, you must eliminate all the other players by stealing all of their lives.The neutral referee will destroy your defensive towers if you do not leave a path though your maze because blocking is not allowed! , using icon path ReplaceableTextures\CommandButtons\BTNManual3.blp
Quest - Create a Required quest titled Cross Technology Towers with the description To upgrade to the advanced towers you must have the required technologies listed below.Electric TechnologySupercharged Tesla Coil: Tesla Coil + Toxin TechnologyLightning Spire: Supercharged Tesla Coil + Rocket TechnologyExplosive TechnologyTerran Siege Tank: Terran Ghost + Electric TechnologyTerran Nuclear Silo: Terran Siege Tank + Toxin TechnologyMassive TechnologyInferno Cannon: Heavy Cannon + Explosive TechnologyArtillery: Inferno Cannon + Electric TechnologyQuick TechnologySentry Gun: Vulcan + Massive TechnologyReloaded Sentry Gun: Sentry Gun + Explosive TechnologyRocket TechnologyTerran Missile Turret: Sam Site + Quick TechnologyRocket Launcher: Terran Missile Turret + Massive TechnologyToxin TechnologyPulse Laser: Whirlwind + Rocket TechnologyProtoss Photon Cannon: Pulse Laser + Quick TechnologyThese towers are created by upgrading the appropriate technology tower. Example: The Pulse Laser is upgraded from the Whirlwind and the Protoss Photon Cannon is upgraded from the Pulse Laser. , using icon path ReplaceableTextures\CommandButtons\BTNSpellBookBLS.blp
Quest - Create a Required quest titled Income with the description At the beginning of the game you have 30 gold in the bank, and a starting income of 25 gold. Every 20 seconds of game time your income is added to your bank, there is a timer that displays the time remaining to the next income cycle. As income is paid, all players are given a text mesage showing the current income of every player in the game. Pay attention at your opponent's income as it is critical to know who is capable of summoning the higher end animals. Try to raise your income quickly, as the higher level animals are far more effective at penetrating (or in the case of attackers - destroying) your opponent's defences. Every creep you summon at the Terran Command Center and Terran Nuclear Silo increases your income base by the amount listed in the tooltip. The only exception is the Uber Sheep attacking unit which LOWERS your income by 20,000 gold. Note that lower cost creeps generally have a better cost to income ratio then higher level creeps. , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Required quest titled Summoning with the description In the centerline of the map you have two buildings, a Terran Command Center and Terran Nuclear Silo. At these buildings you may purchase creeps to send at your opponents which raises your income and gives you the chance to steal lives from the other players. Experienced players realize that usually, all other things being equal, the player with the highest income is in the best position to win the game. Build just enough defense to kill what your opponents are sending, while challenging the downstream opponents with as many creeps as you can. , using icon path ReplaceableTextures\CommandButtons\BTNPriestessOfTheMoon.blp
Quest - Create a Required quest titled Attackers with the description Most of the units summoned in the game are simple maze running creeps, however 3 units are different. The Hermit Crab (Terran Nuclear Silo), Zergling and Uber Sheep (Terran Command Center) are all tower attackers which attempt to destroy your opponent's maze. Tower attackers are most effective against someone who builds complicated mazes, and not as effective against a player who packs their towers together densely.A special note about Uber SheepUber Sheeps are the only summons which REDUCE your income (-20,000 income) but they are the best tower attackers in the game and will explode upon death. , using icon path ReplaceableTextures\CommandButtons\BTNUndeadShrine.blp
Quest - Create a Required quest titled Technology Research with the description Below your Terran Command Center and Terran Nuclear Silo area is the tech area, where you have 2 starting technicians. In front of the technicians are foot switches with their corrosponding hi-tech towers. Use the technicians to choose which towers you want to research. All the high-tech towers upgrade from the Earth tower built by your probe. When you eliminate another player, you are given an extra technician to research new technologies with. , using icon path ReplaceableTextures\CommandButtons\BTNSylvanusWindrunner.blp
Quest - Create a Optional quest titled About this Map with the description This map was created by Norad III and inspired by Line Tower Wars 12.0 Hell Final by HolyKannibal. Models could be downloaded at www.wc3sear.ch. , using icon path ReplaceableTextures\CommandButtons\BTNBookOfSummoning.blp
Quest - Create a Optional quest titled Credits with the description Credits goes to all the model makers (too many to mention but you know who you are), HolyKannibal and www.wc3sear.ch. , using icon path ReplaceableTextures\CommandButtons\BTNNightElfRunner.blp
Quest - Create a Optional quest titled Contact with the description Any bug reports, error reports, comments or suggestions please send it to my e-mail address at [email protected]. , using icon path ReplaceableTextures\CommandButtons\BTNTemp.blp
Kick Player 2
Events
Player - Player 1 (Red) types a chat message containing -kick 2 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Defeat Player 2 (Blue) with the message: You should think twice before you do that.....
Kick Player 3
Events
Player - Player 1 (Red) types a chat message containing -kick 3 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Defeat Player 3 (Teal) with the message: You should think twice before you do that.....
Kick Player 4
Events
Player - Player 1 (Red) types a chat message containing -kick 4 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Defeat Player 4 (Purple) with the message: Defeat!
Kick Player 5
Events
Player - Player 1 (Red) types a chat message containing -kick 5 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Defeat Player 5 (Yellow) with the message: You should think twice before you do that.....
Kick Player 6
Events
Player - Player 1 (Red) types a chat message containing -kick 6 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Defeat Player 6 (Orange) with the message: You should think twice before you do that.....
Kick Player 7
Events
Player - Player 1 (Red) types a chat message containing -kick 7 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Defeat Player 7 (Green) with the message: You should think twice before you do that.....
Kick Player 8
Events
Player - Player 1 (Red) types a chat message containing -kick 8 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Defeat Player 8 (Pink) with the message: You should think twice before you do that.....
Kick Player 9
Events
Player - Player 1 (Red) types a chat message containing -kick 9 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Defeat Player 9 (Gray) with the message: You should think twice before you do that.....
Kick Player 10
Events
Player - Player 1 (Red) types a chat message containing -kick 10 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Defeat Player 10 (Light Blue) with the message: You should think twice before you do that.....
Kick Player 11
Events
Player - Player 1 (Red) types a chat message containing -kick 11 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Defeat Player 11 (Dark Green) with the message: You should think twice before you do that.....
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