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Trigger Viewer

Battle for Orion (v.2.1.1).w3x
Variables
Init&AI
ai
map init
Derelicts
Debug
Debug Mode On
Diplomacy
Menu
War Copy
Peace Copy
Ally
Cease Fire Copy
Quests
Basic hints
Civs
Civs Theo
Civs Fed
Civs Emp
Civs Copy
Civs Copy 2
Civs Copy 3
Research
research indicator
research limit change
Photovoltaic Spec
Laser or Ion Copy
Camouflage
Occular Res
Quantic Comp
AnyShielding
AnyShielding Copy
AnyShielding lv2 Copy
AnyShielding lv2
CHemLevel
CHemLevel Copy
CHemLevel Copy 2
CHemLevel Copy 3
CHemLevel Copy 3 Copy
Select
Select Copy
Select Copy 2
Select Copy 3
Select Copy 3 Copy
freetechs
AI
research back
research back Copy
research limit
Galaxy
stars names
Crystal
Ice crystals Copy
factories
forest
forest Copy
Ice crystals
Fed
Terra cry
Terra cry Copy
Terra cry Copy 2
HW cry
Ressources
G Asteroid
Forest Moon
Forest Moon Copy
Hot
Toxic
metal moon
Lava
Ice metal
Rock moon
Barren
HW
Terra
Terra Copy
Terra Copy 2
Planets
removed
no support for planet
no support for planet Copy 2
no support for planet Copy
Pirate Heaven
planet ownership
HW bonus
Unit specials
Planet cloak
Hiveship construction
Hiveship load
Carrier autoload
Carrier Unload
Hiveship Attack Unload
Hiveship Unload
Time Incursions
Missile Silos
Missile Silos Copy
Antibalistic Missile
Inhibitor Field
Inhibitor Field Copy
Infest
turn rate
turn rate Copy
Items
HS Sensor
HS Sensor Destroy
Only Frigates item
Only Organic Item
Only Capital item
carrier heal
carrier heal Copy
Destruction
fighter first
fighter second
Shield Test
How to impliment
Load Game Cache
Energy Shield
Deflecting Shield
Self Shield
design
Scaffold desig
select Scaffold
Scaffold desig Copy
select Scaffold Copy
select Scaffold Copy 2
select Scaffold Copy 3
select Scaffold Copy 4
select Scaffold Copy 5
select Scaffold Copy 5 Copy
select Scaffold Copy 5 Copy 2
select Scaffold Copy 5 Copy 3
select Scaffold Copy 5 Copy 4
select Scaffold Copy 5 Copy 5
select Scaffold Copy 5 Copy 6
Turrets(failled)
Turrets
Teleport
Hyperspace limit
Hyperspace limit Copy
warp
Teleport
Portal
Portal Copy
Teleport JASS
da
Teleport Copy
portal creation
Items
infestation
Virus
Reveal Copy
Reveal Copy Copy
Shielding&Icezones
Shield units
Activation Shielding
Deactivation Shielding
kuiper exit
Shielding
Shielding Copy
kuiper effect Copy
kuiper effect
Ice
Planetary Defences
DSforallPD
select PD
DSadd
DSadd Copy 2
DSadd Copy
SGadd
PCGadd
DSremove
DSremove Copy 2
DSremove Copy
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
arrival location No
Begin location No
Boolean boolean No
buff buffcode No
cache gamecache No
da weathereffect No
DebugDialog dialog No
DebugOn button No
DiplomatButton button Yes
diplomatic dialog No
freetechs integer Yes
gain player No
gamecache gamecache No
HSSensor fogmodifier Yes
hypertest rect No
ionturret unit Yes
itemused itemcode No
number integer No
pl player No
planetR unitcode No
playerTech player No
Quests quest Yes
Real integer No
Realnum real No
Shielding rect Yes
Shieldleft boolean No
Shieldleftnb integer No
ShieldNumber integer No
Sound sound No
unit unit No
unitgroup group No
Warp rect Yes
warpnumber integer No
ai
  Events
    Map initialization
  Conditions
  Actions
    Player Group - Pick every player in (All players controlled by a User player) and do (Actions)
      Loop - Actions
        Player - Set (Picked player).Current gold to 50
        Player - Set (Picked player).Current lumber to 30
        Set VariableSet freetechs[(Player number of (Picked player))] = 3
        Unit Group - Pick every unit in (Units owned by (Picked player) of type Ice Moon) and do (Actions)
          Loop - Actions
            Unit - Change ownership of (Picked unit) to Neutral Passive and Change color
        Unit Group - Pick every unit in (Units owned by (Picked player) of type Ice Planet) and do (Actions)
          Loop - Actions
            Unit - Change ownership of (Picked unit) to Neutral Passive and Change color
        Unit Group - Pick every unit in (Units owned by (Picked player) of type Lava Planet) and do (Actions)
          Loop - Actions
            Unit - Change ownership of (Picked unit) to Neutral Passive and Change color
        Unit Group - Pick every unit in (Units owned by (Picked player) of type Metalic Moon) and do (Actions)
          Loop - Actions
            Unit - Change ownership of (Picked unit) to Neutral Passive and Change color
        Unit Group - Pick every unit in (Units owned by (Picked player) of type Ring Hot Planet) and do (Actions)
          Loop - Actions
            Unit - Change ownership of (Picked unit) to Neutral Passive and Change color
        Unit Group - Pick every unit in (Units owned by (Picked player) of type Rocky Moon) and do (Actions)
          Loop - Actions
            Unit - Change ownership of (Picked unit) to Neutral Passive and Change color
        Unit Group - Pick every unit in (Units owned by (Picked player) of type Giant Asteroid) and do (Actions)
          Loop - Actions
            Unit - Change ownership of (Picked unit) to Neutral Passive and Change color
        Unit Group - Pick every unit in (Units owned by (Picked player) of type Forest Moon) and do (Actions)
          Loop - Actions
            Unit - Change ownership of (Picked unit) to Neutral Passive and Change color
        Unit Group - Pick every unit in (Units owned by (Picked player) of type Toxic Planet) and do (Actions)
          Loop - Actions
            Unit - Change ownership of (Picked unit) to Neutral Passive and Change color
        Unit Group - Pick every unit in (Units owned by (Picked player) of type Terraformed Planet) and do (Actions)
          Loop - Actions
            Unit - Change ownership of (Picked unit) to Neutral Passive and Change color
        Unit Group - Pick every unit in (Units owned by (Picked player) of type Carbon Moon) and do (Actions)
          Loop - Actions
            Unit - Change ownership of (Picked unit) to Neutral Passive and Change color
        Unit Group - Pick every unit in (Units owned by (Picked player) of type Barren Planet) and do (Actions)
          Loop - Actions
            Unit - Change ownership of (Picked unit) to Neutral Passive and Change color
        Unit Group - Pick every unit in (Units owned by (Picked player).) and do (Actions)
          Loop - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                Or - Any (Conditions) are true
                  Conditions
                    (Unit-type of (Picked unit)) Equal to Homeworld
                    (Unit-type of (Picked unit)) Equal to Planetary Defences
                    (Unit-type of (Picked unit)) Equal to Battlecruiser
              Then - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Unit-type of (Picked unit)) Equal to Homeworld
                  Then - Actions
                    Unit - Create 1.Planetary Defences for (Picked player) at (Position of (Picked unit)) facing Default building facing degrees
                  Else - Actions
              Else - Actions
                Unit - Remove (Picked unit) from the game
    Player Group - Pick every player in (All players controlled by a Computer player) and do (Actions)
      Loop - Actions
        AI - Start melee AI script for (Picked player): war3mapImported\Empire.ai (aiscript)
        Unit Group - Pick every unit in (Units owned by (Picked player).) and do (Actions)
          Loop - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                ((Picked unit) is A town-hall-type unit) Equal to True
              Then - Actions
                Unit - Create 1.Planetary Defences for (Picked player) at (Position of (Picked unit)) facing Default building facing degrees
              Else - Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Unit - Create 1.Physics for (Picked player) at (Center of Technology <gen>) facing Default building facing degrees
        Unit - Create 1.Chemistry for (Picked player) at (Center of Technology <gen>) facing Default building facing degrees
        Unit - Create 1.Engineering for (Picked player) at (Center of Technology <gen>) facing Default building facing degrees
        Unit - Create 1.Computer Science for (Picked player) at (Center of Technology <gen>) facing Default building facing degrees
        Unit - Create 1.Biology for (Picked player) at (Center of Technology <gen>) facing Default building facing degrees
        Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Technology <gen>
        Visibility - Enable (Last created visibility modifier)
        Unit - Create 1.Chemistry Laboratory for (Picked player) at (Center of Technology <gen>) facing Default building facing degrees
        Unit - Create 1.Engineering Laboratory for (Picked player) at (Center of Technology <gen>) facing Default building facing degrees
        Unit - Create 1.Fundamental Physics Laboratory for (Picked player) at (Center of Technology <gen>) facing Default building facing degrees
        Unit - Create 1.Computer Science Laboratory for (Picked player) at (Center of Technology <gen>) facing Default building facing degrees
        Unit - Create 1.Biology Laboratory for (Picked player) at (Center of Technology <gen>) facing Default building facing degrees
map init
  Events
    Map initialization
  Conditions
  Actions
    Player Group - Make (All players) treat (All players) as an Neutral
    Player Group - Make (All players controlled by a Computer player) treat (All players) as an Enemy
    Player Group - Make (All players controlled by a Computer player) treat Player Group - Neutral Passive as an Neutral
    Player Group - Make (All players) treat Player Group - Neutral Hostile as an Enemy
    Player Group - Make Player Group - Neutral Hostile treat (All players) as an Enemy
    Melee Game - Enforce victory/defeat conditions (for all players)
    Game - Set the time of day to 23.00
    Game - Turn the day/night cycle Off
    Set VariableSet warpnumber = 0
    Set VariableSet ShieldNumber = 0
    Set VariableSet Shieldleft = False
    Unit Group - Pick every unit in (Units of type Barren Planet) and do (Actions)
      Loop - Actions
        Animation - Change (Picked unit)'s animation speed to 5.00% of its original speed
        Animation - Change (Picked unit) flying height to (Random real number between 200.00 and 330.00) at 1000.00
    Unit Group - Pick every unit in (Units of type Carbon Moon) and do (Actions)
      Loop - Actions
        Animation - Change (Picked unit)'s animation speed to 5.00% of its original speed
        Animation - Change (Picked unit) flying height to (Random real number between 200.00 and 330.00) at 1000.00
    Unit Group - Pick every unit in (Units of type Lava Planet) and do (Actions)
      Loop - Actions
        Animation - Change (Picked unit)'s animation speed to 10.00% of its original speed
        Animation - Change (Picked unit) flying height to (Random real number between 200.00 and 330.00) at 1000.00
    Unit Group - Pick every unit in (Units of type Terraformed Planet) and do (Actions)
      Loop - Actions
        Animation - Change (Picked unit)'s animation speed to 50.00% of its original speed
        Animation - Change (Picked unit) flying height to (Random real number between 200.00 and 330.00) at 1000.00
    Unit Group - Pick every unit in (Units of type Forest Moon) and do (Actions)
      Loop - Actions
        Animation - Change (Picked unit)'s animation speed to 50.00% of its original speed
        Animation - Change (Picked unit) flying height to (Random real number between 200.00 and 330.00) at 1000.00
    Unit Group - Pick every unit in (Units of type Homeworld) and do (Actions)
      Loop - Actions
        Animation - Change (Picked unit)'s animation speed to 50.00% of its original speed
        Animation - Change (Picked unit) flying height to (Random real number between 200.00 and 330.00) at 1000.00
Derelicts
  Events
    Map initialization
  Conditions
  Actions
    -------- Free Probes --------
    Item - Create Derelict Probe at (Random point in (Playable map area))
    Item - Create Derelict Probe at (Random point in (Playable map area))
    Item - Create Derelict Probe at (Random point in (Playable map area))
    Item - Create Derelict Probe at (Random point in (Playable map area))
    Item - Create Derelict Probe at (Random point in (Playable map area))
    Item - Create Derelict Probe at (Random point in (Playable map area))
    Item - Create Derelict Probe at (Random point in (Playable map area))
    Item - Create Derelict Probe at (Random point in (Playable map area))
    Item - Create Derelict Probe at (Random point in (Playable map area))
    Item - Create Derelict Probe at (Random point in (Playable map area))
    Item - Create Derelict Probe at (Random point in (Playable map area))
    Item - Create Derelict Probe at (Random point in (Playable map area))
    Item - Create Derelict Probe at (Random point in (Playable map area))
    Item - Create Derelict Probe at (Random point in (Playable map area))
    -------- Metal Container --------
    Item - Create Derelict Container at (Random point in (Playable map area))
    Item - Create Derelict Container at (Random point in (Playable map area))
    Item - Create Derelict Container at (Random point in (Playable map area))
    Item - Create Derelict Container at (Random point in (Playable map area))
    Item - Create Derelict Container at (Random point in (Playable map area))
    Item - Create Derelict Container at (Random point in (Playable map area))
    Item - Create Derelict Container at (Random point in (Playable map area))
    Item - Create Derelict Container at (Random point in (Playable map area))
    Item - Create Derelict Container at (Random point in (Playable map area))
    Item - Create Derelict Container at (Random point in (Playable map area))
    Item - Create Derelict Container at (Random point in (Playable map area))
    Item - Create Derelict Container at (Random point in (Playable map area))
    Item - Create Derelict Container at (Random point in (Playable map area))
    Item - Create Derelict Container at (Random point in (Playable map area))
    Item - Create Derelict Container at (Random point in (Playable map area))
    Item - Create Derelict Container at (Random point in (Playable map area))
    -------- Virus Probe --------
    Item - Create Derelict Probe at (Random point in (Playable map area))
    Item - Create Derelict Probe at (Random point in (Playable map area))
    Item - Create Derelict Probe at (Random point in (Playable map area))
    -------- Infestation Container --------
    Item - Create Derelict Container at (Random point in (Playable map area))
    -------- free Exploration Probes --------
    Item - Create Derelict Probe at (Random point in (Playable map area))
    Item - Create Derelict Probe at (Random point in (Playable map area))
    Item - Create Derelict Probe at (Random point in (Playable map area))
    Item - Create Derelict Probe at (Random point in (Playable map area))
    Item - Create Derelict Probe at (Random point in (Playable map area))
    Item - Create Derelict Probe at (Random point in (Playable map area))
    Item - Create Derelict Probe at (Random point in (Playable map area))
    Item - Create Derelict Probe at (Random point in (Playable map area))
    Item - Create Derelict Probe at (Random point in (Playable map area))
    Item - Create Derelict Probe at (Random point in (Playable map area))
    Item - Create Derelict Probe at (Random point in (Playable map area))
    Item - Create Derelict Probe at (Random point in (Playable map area))
    Item - Create Derelict Probe at (Random point in (Playable map area))
    Item - Create Derelict Probe at (Random point in (Playable map area))
    Item - Create Derelict Probe at (Random point in (Playable map area))
    Item - Create Derelict Probe at (Random point in (Playable map area))
    -------- Crystal Container --------
    Item - Create Derelict Container at (Random point in (Playable map area))
    Item - Create Derelict Container at (Random point in (Playable map area))
    Item - Create Derelict Container at (Random point in (Playable map area))
    Item - Create Derelict Container at (Random point in (Playable map area))
    Item - Create Derelict Container at (Random point in (Playable map area))
    Item - Create Derelict Container at (Random point in (Playable map area))
    Item - Create Derelict Container at (Random point in (Playable map area))
    Item - Create Derelict Container at (Random point in (Playable map area))
    Item - Create Derelict Container at (Random point in (Playable map area))
    Item - Create Derelict Container at (Random point in (Playable map area))
    Item - Create Derelict Container at (Random point in (Playable map area))
    Item - Create Derelict Container at (Random point in (Playable map area))
    Item - Create Derelict Container at (Random point in (Playable map area))
Debug
  Events
    Time - Elapsed game time is 2.00 seconds
  Conditions
  Actions
    Dialog - Clear DebugDialog
    Dialog - Change the title of DebugDialog to Debug Mode
    Dialog - Create a dialog button for DebugDialog labelled On
    Set VariableSet DebugOn = (Last created dialog Button)
    Dialog - Create a dialog button for DebugDialog labelled Off
    Dialog - Show DebugDialog for Player 1 (Red)
Debug Mode On
  Events
    Dialog - A dialog button is clicked for DebugDialog
  Conditions
    (Clicked dialog button) Equal to DebugOn
  Actions
    Player - Set Player 1 (Red).Current gold to 99999
    Player - Set Player 1 (Red).Current lumber to 99999
    Set VariableSet freetechs[(Player number of Player 1 (Red))] = 99
    Game - Display to (All players) the text: Debug Mode Activated by Host. If you are playing on the Net, know that the party is unbalanced.
Menu
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to 1
  Actions
    Dialog - Clear diplomatic
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Owner of (Triggering unit)) is an enemy of Player 1 (Red).) Equal to True
      Then - Actions
        Dialog - Change the title of diplomatic to (You are actually at war with + (Name of Player 1 (Red)))
        Dialog - Create a dialog button for diplomatic labelled Ask for peace
        Set VariableSet DiplomatButton[3] = (Last created dialog Button)
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Owner of (Triggering unit)) is giving Player 1 (Red).Shared vision) Equal to True
          Then - Actions
            Dialog - Change the title of diplomatic to (You are actually allied with + (Name of Player 1 (Red)))
            Dialog - Create a dialog button for diplomatic labelled Resign from alliance
            Set VariableSet DiplomatButton[1] = (Last created dialog Button)
          Else - Actions
            Dialog - Change the title of diplomatic to (You are actually at peace with + (Name of Player 1 (Red)))
            Dialog - Create a dialog button for diplomatic labelled Ally
            Set VariableSet DiplomatButton[2] = (Last created dialog Button)
        Dialog - Create a dialog button for diplomatic labelled Declare war
        Set VariableSet DiplomatButton[0] = (Last created dialog Button)
    Dialog - Show diplomatic for (Owner of (Triggering unit))
function CheckForPlayerNumber takes integer num returns boolean
    if ( num < 13 ) then
         if ( num > 0 ) then
              return true
         else
         endif
    else
    endif
    return false
endfunction

function Trig_War_Copy_Actions takes nothing returns nothing
    local integer num = S2I(SubStringBJ(GetEventPlayerChatString(), 6, 7))
    if ( CheckForPlayerNumber(num) ) then
       call SetPlayerAllianceStateBJ( GetTriggerPlayer(), ConvertedPlayer( num ), bj_ALLIANCE_UNALLIED )
    else
    endif
endfunction

//===========================================================================
function InitTrig_War_Copy takes nothing returns nothing
    set gg_trg_War_Copy = CreateTrigger(  )
    call TriggerRegisterPlayerChatEvent( gg_trg_War_Copy, Player(0), "-war ", false )
    call TriggerRegisterPlayerChatEvent( gg_trg_War_Copy, Player(1), "-war ", false )
    call TriggerRegisterPlayerChatEvent( gg_trg_War_Copy, Player(2), "-war ", false )
    call TriggerRegisterPlayerChatEvent( gg_trg_War_Copy, Player(3), "-war ", false )
    call TriggerRegisterPlayerChatEvent( gg_trg_War_Copy, Player(4), "-war ", false )
    call TriggerRegisterPlayerChatEvent( gg_trg_War_Copy, Player(5), "-war ", false )
    call TriggerRegisterPlayerChatEvent( gg_trg_War_Copy, Player(6), "-war ", false )
    call TriggerRegisterPlayerChatEvent( gg_trg_War_Copy, Player(7), "-war ", false )
    call TriggerRegisterPlayerChatEvent( gg_trg_War_Copy, Player(8), "-war ", false )
    call TriggerRegisterPlayerChatEvent( gg_trg_War_Copy, Player(9), "-war ", false )
    call TriggerRegisterPlayerChatEvent( gg_trg_War_Copy, Player(10), "-war ", false )
    call TriggerRegisterPlayerChatEvent( gg_trg_War_Copy, Player(11), "-war ", false )
    call TriggerAddAction( gg_trg_War_Copy, function Trig_War_Copy_Actions )
endfunction

 
function CheckForPlayerNumber2 takes integer num returns boolean
    if ( num < 13 ) then
         if ( num > 0 ) then
              return true
         else
         endif
    else
    endif
    return false
endfunction

function Trig_Peace_Copy_Actions takes nothing returns nothing
    local integer num = S2I(SubStringBJ(GetEventPlayerChatString(), 8, 9))
    if ( CheckForPlayerNumber2(num) ) then
       call SetPlayerAllianceStateBJ( GetTriggerPlayer(), ConvertedPlayer( num ), bj_ALLIANCE_ALLIED_VISION )
    else
    endif
endfunction

//===========================================================================
function InitTrig_Peace_Copy takes nothing returns nothing
    set gg_trg_Peace_Copy = CreateTrigger(  )
    call TriggerRegisterPlayerChatEvent( gg_trg_Peace_Copy, Player(0), "-Peace ", false )
    call TriggerRegisterPlayerChatEvent( gg_trg_Peace_Copy, Player(1), "-Peace ", false )
    call TriggerRegisterPlayerChatEvent( gg_trg_Peace_Copy, Player(2), "-Peace ", false )
    call TriggerRegisterPlayerChatEvent( gg_trg_Peace_Copy, Player(3), "-Peace ", false )
    call TriggerRegisterPlayerChatEvent( gg_trg_Peace_Copy, Player(4), "-Peace ", false )
    call TriggerRegisterPlayerChatEvent( gg_trg_Peace_Copy, Player(5), "-Peace ", false )
    call TriggerRegisterPlayerChatEvent( gg_trg_Peace_Copy, Player(6), "-Peace ", false )
    call TriggerRegisterPlayerChatEvent( gg_trg_Peace_Copy, Player(7), "-Peace ", false )
    call TriggerRegisterPlayerChatEvent( gg_trg_Peace_Copy, Player(8), "-Peace ", false )
    call TriggerRegisterPlayerChatEvent( gg_trg_Peace_Copy, Player(9), "-Peace ", false )
    call TriggerRegisterPlayerChatEvent( gg_trg_Peace_Copy, Player(10), "-Peace ", false )
    call TriggerRegisterPlayerChatEvent( gg_trg_Peace_Copy, Player(11), "-Peace ", false )
    call TriggerAddAction( gg_trg_Peace_Copy, function Trig_Peace_Copy_Actions )
endfunction

 
function CheckForPlayerNumber3 takes integer num returns boolean
    if ( num < 13 ) then
         if ( num > 0 ) then
              return true
         else
         endif
    else
    endif
    return false
endfunction

function Trig_Ally_Actions takes nothing returns nothing
    local integer num = S2I(SubStringBJ(GetEventPlayerChatString(), 7, 8))
    if ( CheckForPlayerNumber3(num) ) then
       call SetPlayerAllianceStateBJ( GetTriggerPlayer(), ConvertedPlayer( num ), bj_ALLIANCE_ALLIED_UNITS )
    else
    endif
endfunction

//===========================================================================
function InitTrig_Ally takes nothing returns nothing
    set gg_trg_Ally = CreateTrigger(  )
    call TriggerRegisterPlayerChatEvent( gg_trg_Ally, Player(0), "-ally ", false )
    call TriggerRegisterPlayerChatEvent( gg_trg_Ally, Player(1), "-ally ", false )
    call TriggerRegisterPlayerChatEvent( gg_trg_Ally, Player(2), "-ally ", false )
    call TriggerRegisterPlayerChatEvent( gg_trg_Ally, Player(3), "-ally ", false )
    call TriggerRegisterPlayerChatEvent( gg_trg_Ally, Player(4), "-ally ", false )
    call TriggerRegisterPlayerChatEvent( gg_trg_Ally, Player(5), "-ally ", false )
    call TriggerRegisterPlayerChatEvent( gg_trg_Ally, Player(6), "-ally ", false )
    call TriggerRegisterPlayerChatEvent( gg_trg_Ally, Player(7), "-ally ", false )
    call TriggerRegisterPlayerChatEvent( gg_trg_Ally, Player(8), "-ally ", false )
    call TriggerRegisterPlayerChatEvent( gg_trg_Ally, Player(10), "-ally ", false )
    call TriggerRegisterPlayerChatEvent( gg_trg_Ally, Player(9), "-ally ", false )
    call TriggerRegisterPlayerChatEvent( gg_trg_Ally, Player(11), "-ally ", false )
    call TriggerAddAction( gg_trg_Ally, function Trig_Ally_Actions )
endfunction

 
function CheckForPlayerNumber4 takes integer num returns boolean
    if ( num < 13 ) then
         if ( num > 0 ) then
              return true
         else
         endif
    else
    endif
    return false
endfunction

function Trig_Cease_Fire_Copy_Actions takes nothing returns nothing
    local integer num = S2I(SubStringBJ(GetEventPlayerChatString(), 13, 14))
    if ( CheckForPlayerNumber4(num) ) then
       call SetPlayerAllianceStateBJ( GetTriggerPlayer(), ConvertedPlayer( num ), bj_ALLIANCE_NEUTRAL )
    else
    endif
endfunction

//===========================================================================
function InitTrig_Cease_Fire_Copy takes nothing returns nothing
    set gg_trg_Cease_Fire_Copy = CreateTrigger(  )
    call TriggerRegisterPlayerChatEvent( gg_trg_Cease_Fire_Copy, Player(0), "-Cease Fire ", false )
    call TriggerRegisterPlayerChatEvent( gg_trg_Cease_Fire_Copy, Player(1), "-Cease Fire ", false )
    call TriggerRegisterPlayerChatEvent( gg_trg_Cease_Fire_Copy, Player(2), "-Cease Fire ", false )
    call TriggerRegisterPlayerChatEvent( gg_trg_Cease_Fire_Copy, Player(3), "-Cease Fire ", false )
    call TriggerRegisterPlayerChatEvent( gg_trg_Cease_Fire_Copy, Player(4), "-Cease Fire ", false )
    call TriggerRegisterPlayerChatEvent( gg_trg_Cease_Fire_Copy, Player(5), "-Cease Fire ", false )
    call TriggerRegisterPlayerChatEvent( gg_trg_Cease_Fire_Copy, Player(6), "-Cease Fire ", false )
    call TriggerRegisterPlayerChatEvent( gg_trg_Cease_Fire_Copy, Player(7), "-Cease Fire ", false )
    call TriggerRegisterPlayerChatEvent( gg_trg_Cease_Fire_Copy, Player(8), "-Cease Fire ", false )
    call TriggerRegisterPlayerChatEvent( gg_trg_Cease_Fire_Copy, Player(9), "-Cease Fire ", false )
    call TriggerRegisterPlayerChatEvent( gg_trg_Cease_Fire_Copy, Player(10), "-Cease Fire ", false )
    call TriggerRegisterPlayerChatEvent( gg_trg_Cease_Fire_Copy, Player(11), "-Cease Fire ", false )
    call TriggerAddAction( gg_trg_Cease_Fire_Copy, function Trig_Cease_Fire_Copy_Actions )
endfunction

 
Basic hints
  Events
    Map initialization
  Conditions
  Actions
    Quest - Create a Required quest titled Primary Hints with the description Your 3 first technologies will be fast researched, they represent the initial technological level of your civilization, but you still have to pay for them.Think twice before you research technologies, the choice you make with them define your abilities and playing options.Beware of stars! Don't build too close to them, they DO burn..., using icon path ReplaceableTextures\WorldEditUI\Editor-Random-Unit.blp
    Quest - Create a Required quest titled Diplomacy with the description Diplomatic Commands:-war x : Declare war on player x-cease fire x : Stop the fightings with player x-peace x : Brings peace with player x-ally x : Ally with player x, using icon path ReplaceableTextures\CommandButtons\BTNBansheeAdept.blp
    Quest - Create a Required quest titled Ressources with the description There is one population limit and two ressources in this game:|cffffcc00Metal:|rYou get metal all the time as it get extracted from most of your planets and moons. You can also mine it from asteroids with mining ships. Metal is used to build all ships and structures, it's the main ressource. Be sure you have always a small amount of it to build defences.|cffffcc00Crystals:|rCrystal is a rare form of matter that has a special structure. Very rare in the universe, you usually need industries to create it. They can be planet-based or space-factories. Crystal is usually required for researches and advanced units and structures.|cffffcc00Support:|rSupport is your population limit, or what your civilization can support with water, food and oxygen. You can have more support by colonizing planets and terraforming them., using icon path ReplaceableTextures\CommandButtons\BTNPhilosophersStone.blp
    Quest - Create a Required quest titled Planets with the description Planets provide ressources, support and construction abilities. You can colonize neutral planets, or conquer ennemy planets by bombing them with your ships.There are many kind of planets and moon to colonize or conquer in the galaxy, as well as other space hazzard. Usually, bigger the planetoid, larger will be the production. Here is a brief list:|cffffcc00Ice Planetoids:|rWether a planet or a moon, Ice planetoids are often filled with crystal veins you can exploit. It doesn't produce support but can be terraformed.|cffffcc00Rocky/Barren Planetoids:|rThese planets are the usual lifeless rock world. Metal is not rare on those planets and they can be terraformed.|cffffcc00Metal Moon:|rVery rare, those planets are solid and liquid metal spheres. Extracting metal on those moon is easier than anywhere else.|cffffcc00Carbon Planetoids:|rThose planet do not hold any ressources nodes but they can provide with large amount of oxygen, food and other necessary support goods.|cffffcc00Toxic/Hot Planetoids:|rThese extreme planets usually have metal veins but the surface condition is so hellish that production is very slow. They can sometimes be terraformed., using icon path ReplaceableTextures\CommandButtons\BTNCrystalBall.blp
    Quest - Create a Required quest titled Other Space Bodies with the description Space is not filled with planets, but is composed of complex star systems. Here are the space bodies you may encounter in your exploration:|cffffcc00Hydrogen Gaz Giant:|rThese large planets are large spheres of hydrogen and other light gazes. They cannot be colonized, as they don't even have any solid surface, but they can provide with fuel your ships.|cffffcc00Stars:|rStars are the large centers of planetary systems. They are very hot and damage nearby ships. Trying to go through one would be suicidary. Red are the "colder" one while blue one are the "brighter". Beware some of them produce flares that will damage all ships in their system and others can disrupt your electronical equipments.|cffffcc00Pulsar:|rPulsars are highly magnetized rotating neutron stars which emit a beam of detectable electromagnetic radiation in the form of radio waves. They can disrupt your ship's systems.|cffffcc00Asteroid/Dust Belt:|rMost of the matter in the universe forms large rings of small asteroid or of dust. Larger asteroids can be colonized for their metal veins, while large frozen dust cloud will slow down ships in them., using icon path ReplaceableTextures\CommandButtons\BTNWisp.blp
    Quest - Create a Required quest titled Thanks with the description Thanks for all the models, icons and other ressources:- Zeal, olofmoleman, Elunes-Guardian, Mc !, AegisFang@USWest- Warhunter565, killst4r, martinisj, Max666, th15, RightField, CrazyOPOSSUM- Infinitynexus, Ergius, General Frank, Kitabatake, syc, Illidan(Evil)X, using icon path ReplaceableTextures\CommandButtons\BTNChestOfGold.blp
Civs
  Events
    Time - Elapsed game time is 5.00 seconds
  Conditions
  Actions
    Quest - Create a Optional quest titled Republic Bonuses with the description Good Morning Mister President! Our actual economical situation is quiet good, mostly in capital worlds. As a result, our homeworld bonus is the double of other's. Unluckily, as you can see by the window, journalists and pacifist keep a close eye on our actions. The construction of mass destruction weapons like Antimatter bombs is not availlable to us., using icon path ReplaceableTextures\CommandButtons\BTNHumanCaptureFlag.blp
    Set VariableSet Quests[0] = (Last created quest)
    Quest - Create a Optional quest titled The Presidency with the description The World War has left large part of most countries in ruins. Yet it has brought peace, at last! Your people are now all united with one goal, one hope, the endless space to explore.You are the one who proposed first to unite all countries into one giant space program. You have been elected president of this grand project, after a long, difficult and faulty campaign wich saw your political opponents break one after the other. You even had to help a few of them to do so with what is commonly called "pressure" and "corruption".But who cares? Because you are the best to lead your people to their destiny, and it may be full of surprise!, using icon path ReplaceableTextures\CommandButtons\BTNCallToArms.blp
    Set VariableSet Quests[1] = (Last created quest)
    Quest - Disable Quests[0]
    Quest - Disable Quests[1]
    Player Group - Pick every player in (All players controlled by a User player) and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Race of (Picked player)) Equal to Human
          Then - Actions
            Player - Make AntiMater Bomb Unavailable for training/construction by (Picked player)
            Custom script: if GetLocalPlayer() == GetEnumPlayer() then
            Quest - Enable Quests[0]
            Quest - Enable Quests[1]
            Custom script: endif
          Else - Actions
Civs Theo
  Events
    Time - Elapsed game time is 5.00 seconds
  Conditions
  Actions
    Quest - Create a Optional quest titled Theocraty Bonus with the description My Brother, in his holy name, I beg your attention. Our people are blessed with our faith, and will resist any threat better than others. Our planets are more resistant to ennemy bombing this way., using icon path ReplaceableTextures\CommandButtons\BTNAnkh.blp
    Set VariableSet Quests[4] = (Last created quest)
    Quest - Create a Optional quest titled In His Holy Name! with the description Holiest of the most sacred rank in the order, the title you have just recieved at such a young age is another proof that you are the choosen one. With the touch of divinity, you will lead with clear eyes your people on the path to the far away stars. What lies beyound the void, you have no idea, but you know one thing. You will stay true to your beliefs!, using icon path ReplaceableTextures\CommandButtons\BTNNightElfCaptureFlag.blp
    Set VariableSet Quests[5] = (Last created quest)
    Quest - Disable Quests[4]
    Quest - Disable Quests[5]
    Player Group - Pick every player in (All players controlled by a User player) and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Race of (Picked player)) Equal to Undead
          Then - Actions
            Player - Make AntiMater Bomb Unavailable for training/construction by (Picked player)
            Custom script: if GetLocalPlayer() == GetEnumPlayer() then
            Quest - Enable Quests[4]
            Quest - Enable Quests[5]
            Custom script: endif
          Else - Actions
Civs Fed
  Events
    Time - Elapsed game time is 5.00 seconds
  Conditions
  Actions
    Quest - Create a Optional quest titled Federal Bonuses with the description Good day mister. As leader of the federal union, you have to know that the main rulling council is the senate and the representativ chamber. They won't tolerate the construction of mass destruction weapons like Antimatter Bombs, and they will certainly vote to distribute some amount of supplies to our colonies., using icon path ReplaceableTextures\WorldEditUI\Editor-MultipleUnits.blp
    Set VariableSet Quests[6] = (Last created quest)
    Quest - Create a Optional quest titled Unity with the description The World War has ended.And with it all the dictatorships and false democraty that had crippled this world. The creation of a planetary Senate was the first step to peace, the second was the discovery o a goal for everyone to keep dreaming in the ruined world that had been left after the fightings.The infinite space!As elected commander of the world's space programm, you know look at the stars wondering what will await your people in the depth of the void. Now the future of this new united peacefull world is in your hands in some way, for this dream is all that matters to the millions of people following you., using icon path ReplaceableTextures\CommandButtons\BTNCallToArms.blp
    Set VariableSet Quests[7] = (Last created quest)
    Quest - Disable Quests[6]
    Quest - Disable Quests[7]
    Player Group - Pick every player in (All players controlled by a User player) and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Race of (Picked player)) Equal to Night Elf
          Then - Actions
            Player - Make AntiMater Bomb Unavailable for training/construction by (Picked player)
            Custom script: if GetLocalPlayer() == GetEnumPlayer() then
            Quest - Enable Quests[6]
            Quest - Enable Quests[7]
            Custom script: endif
          Else - Actions
Civs Emp
  Events
    Time - Elapsed game time is 5.00 seconds
  Conditions
  Actions
    Quest - Create a Optional quest titled Imperial Bonuses with the description Your majesty, with full control of our homeworld under your rule, we have more support at disposal. This bonus means we can control more units than our ennemies. Your ennemies I mean. Our armies are also already better... trained for military occupation of planets. As a result captured planets begins with more control than our ennemy's., using icon path ReplaceableTextures\CommandButtons\BTNCirclet.blp
    Set VariableSet Quests[2] = (Last created quest)
    Quest - Create a Optional quest titled Hail the Emperor! with the description Here it is done!With the crowd's applause you celebrate the end of World War, or your World War. They have tried resisting, but they have all failled. Now you rule over all the surface!Still something in your mind warns you that it is not over. It is because of this, and to show everyone your complete victory, you have given yourself a great mission. To launch the first humans in space, and to conquer the only thing left for you to conquer. The infinite void! You have no fear for you know that your people are all to your command, and you shall lead them to glory!, using icon path ReplaceableTextures\CommandButtons\BTNCallToArms.blp
    Set VariableSet Quests[3] = (Last created quest)
    Quest - Disable Quests[2]
    Quest - Disable Quests[3]
    Player Group - Pick every player in (All players controlled by a User player) and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Race of (Picked player)) Equal to Orc
          Then - Actions
            Player - Make AntiMater Bomb Unavailable for training/construction by (Picked player)
            Custom script: if GetLocalPlayer() == GetEnumPlayer() then
            Quest - Enable Quests[2]
            Quest - Enable Quests[3]
            Custom script: endif
          Else - Actions
Civs Copy
  Events
    Time - Elapsed game time is 5.00 seconds
  Conditions
  Actions
    Player Group - Pick every player in (All players controlled by a User player) and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Race of (Picked player)) Equal to Orc
          Then - Actions
            Quest - Create a Optional quest titled Imperial Bonuses with the description Your majesty, with full control of our homeworld under your rule, we have more support at disposal. This bonus means we can control more units than our ennemies. Your ennemies I mean. Our armies are also already better... trained for military occupation of planets. As a result captured planets begi, using icon path ReplaceableTextures\CommandButtons\BTNCirclet.blp
            Quest - Create a Optional quest titled Hail the Emperor! with the description Here it is done!With the crowd's applause you celebrate the end of World War, or your World War. They have tried resisting, but they have all failled. Now you rule over all the surface!Still something in your mind warns you that it is not over. It is because of this, and to show everyone yo, using icon path ReplaceableTextures\CommandButtons\BTNCallToArms.blp
            Player - Set (Picked player).Food cap to 55
          Else - Actions
Civs Copy 2
  Events
    Time - Elapsed game time is 5.00 seconds
  Conditions
  Actions
    Player Group - Pick every player in (All players controlled by a User player) and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Race of (Picked player)) Equal to Undead
          Then - Actions
            Player - Set the current research level of R000 (techcode) to 1 for (Picked player)
            Quest - Create a Optional quest titled Theocraty Bonus with the description My Brother, in his holy name, I beg your attention. Our people are blessed with our faith, and will resist any threat better than others. Our planets are more resistant to ennemy bombing this way., using icon path ReplaceableTextures\CommandButtons\BTNAnkh.blp
            Quest - Create a Optional quest titled In His Holy Name! with the description Holiest of the most sacred rank in the order, the title you have just recieved at such a young age is another proof that you are the choosen one. With the touch of divinity, you will lead with clear eyes your people on the path to the far away stars. What lies beyound the void, you have no idea, bu, using icon path ReplaceableTextures\CommandButtons\BTNNightElfCaptureFlag.blp
          Else - Actions
Civs Copy 3
  Events
    Time - Elapsed game time is 5.00 seconds
  Conditions
  Actions
    Player Group - Pick every player in (All players controlled by a User player) and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Race of (Picked player)) Equal to Night Elf
          Then - Actions
            Player - Make AntiMater Bomb Unavailable for training/construction by (Picked player)
            Set VariableSet freetechs[(Player number of (Picked player))] = 4
            Quest - Create a Optional quest titled Federal Bonuses with the description Good day mister. As leader of the federal union, you have to know that the main rulling council is the senate and the representativ chamber. They won't tolerate the construction of mass destruction weapons like Antimatter Bombs, and they will certainly vote to distribute some amount of supplies to , using icon path ReplaceableTextures\WorldEditUI\Editor-MultipleUnits.blp
            Quest - Create a Optional quest titled Unity with the description The World War has ended.And with it all the dictatorships and false democraty that had crippled this world. The creation of a planetary Senate was the first step to peace, the second was the discovery o a goal for everyone to keep dreaming in the ruined world that had been left after the fighti, using icon path ReplaceableTextures\CommandButtons\BTNCallToArms.blp
          Else - Actions
research indicator
  Events
    Unit - A unit Begins research
  Conditions
    freetechs[(Player number of (Owner of (Researching unit)))] Less than 0
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Researching unit)) Equal to Biology Laboratory
      Then - Actions
        Unit Group - Pick every unit in (Units owned by (Owner of (Researching unit)) of type Biology) and do (Actions)
          Loop - Actions
            Unit - Set mana of (Picked unit) to 0.00%
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Researching unit)) Equal to Computer Science Laboratory
      Then - Actions
        Unit Group - Pick every unit in (Units owned by (Owner of (Researching unit)) of type Computer Science) and do (Actions)
          Loop - Actions
            Unit - Set mana of (Picked unit) to 0.00%
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Researching unit)) Equal to Engineering Laboratory
      Then - Actions
        Unit Group - Pick every unit in (Units owned by (Owner of (Researching unit)) of type Engineering) and do (Actions)
          Loop - Actions
            Unit - Set mana of (Picked unit) to 0.00%
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Researching unit)) Equal to Fundamental Physics Laboratory
      Then - Actions
        Unit Group - Pick every unit in (Units owned by (Owner of (Researching unit)) of type Physics) and do (Actions)
          Loop - Actions
            Unit - Set mana of (Picked unit) to 0.00%
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Researching unit)) Equal to Chemistry Laboratory
      Then - Actions
        Unit Group - Pick every unit in (Units owned by (Owner of (Researching unit)) of type Chemistry) and do (Actions)
          Loop - Actions
            Unit - Set mana of (Picked unit) to 0.00%
      Else - Actions
research limit change
  Events
    Unit - A unit Begins research
  Conditions
    freetechs[(Player number of (Owner of (Researching unit)))] Equal to 0
  Actions
    Set VariableSet freetechs[(Player number of (Owner of (Researching unit)))] = (freetechs[(Player number of (Owner of (Researching unit)))] - 1)
Photovoltaic Spec
  Events
    Unit - A unit Finishes research
  Conditions
    (Researched tech-type) Equal to R01E (techcode)
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Current research level of R01E (techcode) for (Owner of (Researching unit))) Equal to 2
      Then - Actions
        Wait 0.20 seconds
        Player - Set the max research level of R01Y (techcode) to 1 for (Owner of (Researching unit))
      Else - Actions
function Trig_Laser_or_Ion_Copy_Func001C takes nothing returns boolean
    if ( ( GetResearched() == 'R01J' ) ) then
        return true
    endif
    if ( ( GetResearched() == 'R022' ) ) then
        return true
    endif
    return false
endfunction

function Trig_Laser_or_Ion_Copy_Conditions takes nothing returns boolean
    if ( not Trig_Laser_or_Ion_Copy_Func001C() ) then
        return false
    endif
    return true
endfunction

function Trig_Laser_or_Ion_Copy_Func002C takes nothing returns boolean
    if ( not ( GetPlayerTechCountSimple('R01J', GetOwningPlayer(GetResearchingUnit())) >= 2 ) ) then
        return false
    endif
    return true
endfunction

function Trig_Laser_or_Ion_Copy_Func003C takes nothing returns boolean
    if ( not ( GetPlayerTechCountSimple('R022', GetOwningPlayer(GetResearchingUnit())) >= 2 ) ) then
        return false
    endif
    return true
endfunction

function Trig_Laser_or_Ion_Copy_Actions takes nothing returns nothing
    if ( GetPlayerTechCountSimple('R01J', GetOwningPlayer(GetResearchingUnit())) == 1 ) then
        call SetPlayerUnitAvailableBJ( 'I014', true, GetOwningPlayer(GetResearchingUnit()) )
    else
    endif
    if ( Trig_Laser_or_Ion_Copy_Func002C() ) then
        call SetPlayerTechMaxAllowedSwap( 'R022', 1, GetOwningPlayer(GetResearchingUnit()) )
        call SetPlayerUnitAvailableBJ( 'I012', true, GetOwningPlayer(GetResearchingUnit()) )
        call SetPlayerUnitAvailableBJ( 'I019', true, GetOwningPlayer(GetResearchingUnit()) )
    else
    endif
    if ( Trig_Laser_or_Ion_Copy_Func003C() ) then
        call SetPlayerTechMaxAllowedSwap( 'R01J', 1, GetOwningPlayer(GetResearchingUnit()) )
        call SetPlayerUnitAvailableBJ( 'I015', true, GetOwningPlayer(GetResearchingUnit()) )
        call SetPlayerUnitAvailableBJ( 'I00I', true, GetOwningPlayer(GetResearchingUnit()) )
    else
    endif
endfunction

//===========================================================================
function InitTrig_Laser_or_Ion_Copy takes nothing returns nothing
    set gg_trg_Laser_or_Ion_Copy = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ( gg_trg_Laser_or_Ion_Copy, EVENT_PLAYER_UNIT_RESEARCH_FINISH )
    call TriggerAddCondition( gg_trg_Laser_or_Ion_Copy, Condition( function Trig_Laser_or_Ion_Copy_Conditions ) )
    call TriggerAddAction( gg_trg_Laser_or_Ion_Copy, function Trig_Laser_or_Ion_Copy_Actions )
endfunction

 
Camouflage
  Events
    Unit - A unit Finishes research
  Conditions
    (Researched tech-type) Equal to R011 (techcode)
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Current research level of R011 (techcode) for (Owner of (Researching unit))) Equal to 2
      Then - Actions
        Wait 0.20 seconds
        Player - Set the max research level of R00M (techcode) to 1 for (Owner of (Researching unit))
      Else - Actions
Occular Res
  Events
    Unit - A unit Finishes research
  Conditions
    (Researched tech-type) Equal to R00I (techcode)
  Actions
    Wait 0.20 seconds
    Player - Set the max research level of R00L (techcode) to 2 for (Owner of (Researching unit))
Quantic Comp
  Events
    Unit - A unit Finishes research
  Conditions
    (Researched tech-type) Equal to R002 (techcode)
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Current research level of R002 (techcode) for (Owner of (Researching unit))) Equal to 1
      Then - Actions
        Wait 0.20 seconds
        Set VariableSet freetechs[(Player number of (Owner of (Researching unit)))] = 1
      Else - Actions
AnyShielding
  Events
    Unit - A unit Finishes research
  Conditions
    (Researched tech-type) Equal to R021 (techcode)
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Current research level of R021 (techcode) for (Owner of (Researching unit))) Equal to 1
        (Current research level of R01A (techcode) for (Owner of (Researching unit))) Less than or equal to 1
      Then - Actions
        Player - Set the current research level of R001 (techcode) to 1 for (Owner of (Researching unit))
      Else - Actions
AnyShielding Copy
  Events
    Unit - A unit Finishes research
  Conditions
    (Researched tech-type) Equal to R01A (techcode)
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Current research level of R01A (techcode) for (Owner of (Researching unit))) Equal to 1
        (Current research level of R021 (techcode) for (Owner of (Researching unit))) Less than or equal to 1
      Then - Actions
        Player - Set the current research level of R001 (techcode) to 1 for (Owner of (Researching unit))
      Else - Actions
AnyShielding lv2 Copy
  Events
    Unit - A unit Finishes research
  Conditions
    (Researched tech-type) Equal to R01A (techcode)
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Current research level of R01A (techcode) for (Owner of (Researching unit))) Equal to 2
      Then - Actions
        Player - Set the current research level of R001 (techcode) to 2 for (Owner of (Researching unit))
      Else - Actions
AnyShielding lv2
  Events
    Unit - A unit Finishes research
  Conditions
    (Researched tech-type) Equal to R021 (techcode)
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Current research level of R021 (techcode) for (Owner of (Researching unit))) Equal to 2
      Then - Actions
        Player - Set the current research level of R001 (techcode) to 2 for (Owner of (Researching unit))
      Else - Actions
CHemLevel
  Events
    Unit - A unit Finishes research
  Conditions
    (Unit-type of (Researching unit)) Equal to Chemistry Laboratory
  Actions
    Unit Group - Pick every unit in (Units owned by (Owner of (Researching unit)) of type Chemistry) and do (Actions)
      Loop - Actions
        Unit - Set mana of (Picked unit) to 100.00%
        Hero - Set (Picked unit) Hero-level to ((Hero level of (Picked unit)) + 1), Hide level-up graphics
CHemLevel Copy
  Events
    Unit - A unit Finishes research
  Conditions
    (Unit-type of (Researching unit)) Equal to Fundamental Physics Laboratory
  Actions
    Unit Group - Pick every unit in (Units owned by (Owner of (Researching unit)) of type Physics) and do (Actions)
      Loop - Actions
        Unit - Set mana of (Picked unit) to 100.00%
        Hero - Set (Picked unit) Hero-level to ((Hero level of (Picked unit)) + 1), Hide level-up graphics
CHemLevel Copy 2
  Events
    Unit - A unit Finishes research
  Conditions
    (Unit-type of (Researching unit)) Equal to Engineering Laboratory
  Actions
    Unit Group - Pick every unit in (Units owned by (Owner of (Researching unit)) of type Engineering) and do (Actions)
      Loop - Actions
        Unit - Set mana of (Picked unit) to 100.00%
        Hero - Set (Picked unit) Hero-level to ((Hero level of (Picked unit)) + 1), Hide level-up graphics
CHemLevel Copy 3
  Events
    Unit - A unit Finishes research
  Conditions
    (Unit-type of (Researching unit)) Equal to Computer Science Laboratory
  Actions
    Unit Group - Pick every unit in (Units owned by (Owner of (Researching unit)) of type Computer Science) and do (Actions)
      Loop - Actions
        Unit - Set mana of (Picked unit) to 100.00%
        Hero - Set (Picked unit) Hero-level to ((Hero level of (Picked unit)) + 1), Hide level-up graphics
CHemLevel Copy 3 Copy
  Events
    Unit - A unit Finishes research
  Conditions
    (Unit-type of (Researching unit)) Equal to Biology Laboratory
  Actions
    Unit Group - Pick every unit in (Units owned by (Owner of (Researching unit)) of type Biology) and do (Actions)
      Loop - Actions
        Unit - Set mana of (Picked unit) to 100.00%
        Hero - Set (Picked unit) Hero-level to ((Hero level of (Picked unit)) + 1), Hide level-up graphics
Select
  Events
    Player - Player 1 (Red) Selects a unit
    Player - Player 2 (Blue) Selects a unit
    Player - Player 3 (Teal) Selects a unit
    Player - Player 4 (Purple) Selects a unit
    Player - Player 5 (Yellow) Selects a unit
    Player - Player 6 (Orange) Selects a unit
    Player - Player 7 (Green) Selects a unit
    Player - Player 8 (Pink) Selects a unit
    Player - Player 9 (Gray) Selects a unit
    Player - Player 10 (Light Blue) Selects a unit
    Player - Player 11 (Dark Green) Selects a unit
    Player - Player 12 (Brown) Selects a unit
  Conditions
    (Unit-type of (Triggering unit)) Equal to Chemistry
  Actions
    Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit)) of type Chemistry Laboratory) and do (Actions)
      Loop - Actions
        Selection - Select (Picked unit) for (Triggering player)
Select Copy
  Events
    Player - Player 1 (Red) Selects a unit
    Player - Player 2 (Blue) Selects a unit
    Player - Player 3 (Teal) Selects a unit
    Player - Player 4 (Purple) Selects a unit
    Player - Player 5 (Yellow) Selects a unit
    Player - Player 6 (Orange) Selects a unit
    Player - Player 7 (Green) Selects a unit
    Player - Player 8 (Pink) Selects a unit
    Player - Player 9 (Gray) Selects a unit
    Player - Player 10 (Light Blue) Selects a unit
    Player - Player 11 (Dark Green) Selects a unit
    Player - Player 12 (Brown) Selects a unit
  Conditions
    (Unit-type of (Triggering unit)) Equal to Computer Science
  Actions
    Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit)) of type Computer Science Laboratory) and do (Actions)
      Loop - Actions
        Selection - Select (Picked unit) for (Triggering player)
Select Copy 2
  Events
    Player - Player 1 (Red) Selects a unit
    Player - Player 2 (Blue) Selects a unit
    Player - Player 3 (Teal) Selects a unit
    Player - Player 4 (Purple) Selects a unit
    Player - Player 5 (Yellow) Selects a unit
    Player - Player 6 (Orange) Selects a unit
    Player - Player 7 (Green) Selects a unit
    Player - Player 8 (Pink) Selects a unit
    Player - Player 9 (Gray) Selects a unit
    Player - Player 10 (Light Blue) Selects a unit
    Player - Player 11 (Dark Green) Selects a unit
    Player - Player 12 (Brown) Selects a unit
  Conditions
    (Unit-type of (Triggering unit)) Equal to Engineering
  Actions
    Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit)) of type Engineering Laboratory) and do (Actions)
      Loop - Actions
        Selection - Select (Picked unit) for (Triggering player)
Select Copy 3
  Events
    Player - Player 1 (Red) Selects a unit
    Player - Player 2 (Blue) Selects a unit
    Player - Player 3 (Teal) Selects a unit
    Player - Player 4 (Purple) Selects a unit
    Player - Player 5 (Yellow) Selects a unit
    Player - Player 6 (Orange) Selects a unit
    Player - Player 7 (Green) Selects a unit
    Player - Player 8 (Pink) Selects a unit
    Player - Player 9 (Gray) Selects a unit
    Player - Player 10 (Light Blue) Selects a unit
    Player - Player 11 (Dark Green) Selects a unit
    Player - Player 12 (Brown) Selects a unit
  Conditions
    (Unit-type of (Triggering unit)) Equal to Physics
  Actions
    Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit)) of type Fundamental Physics Laboratory) and do (Actions)
      Loop - Actions
        Selection - Select (Picked unit) for (Triggering player)
Select Copy 3 Copy
  Events
    Player - Player 1 (Red) Selects a unit
    Player - Player 2 (Blue) Selects a unit
    Player - Player 3 (Teal) Selects a unit
    Player - Player 4 (Purple) Selects a unit
    Player - Player 5 (Yellow) Selects a unit
    Player - Player 6 (Orange) Selects a unit
    Player - Player 7 (Green) Selects a unit
    Player - Player 8 (Pink) Selects a unit
    Player - Player 9 (Gray) Selects a unit
    Player - Player 10 (Light Blue) Selects a unit
    Player - Player 11 (Dark Green) Selects a unit
    Player - Player 12 (Brown) Selects a unit
  Conditions
    (Unit-type of (Triggering unit)) Equal to Biology
  Actions
    Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit)) of type Biology Laboratory) and do (Actions)
      Loop - Actions
        Selection - Select (Picked unit) for (Triggering player)
freetechs
  Events
    Unit - A unit Begins research
  Conditions
    freetechs[(Player number of (Owner of (Researching unit)))] Greater than 0
  Actions
    Set VariableSet freetechs[(Player number of (Owner of (Researching unit)))] = (freetechs[(Player number of (Owner of (Researching unit)))] - 1)
    Player - Set the current research level of (Researched tech-type) to ((Current research level of (Researched tech-type) for (Owner of (Researching unit))) + 1) for (Owner of (Researching unit))
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Researching unit)) Equal to Computer Science Laboratory
      Then - Actions
        Unit Group - Pick every unit in (Units owned by (Owner of (Researching unit)) of type Computer Science) and do (Actions)
          Loop - Actions
            Unit - Set mana of (Picked unit) to 100.00%
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Researching unit)) Equal to Engineering Laboratory
      Then - Actions
        Unit Group - Pick every unit in (Units owned by (Owner of (Researching unit)) of type Engineering) and do (Actions)
          Loop - Actions
            Unit - Set mana of (Picked unit) to 100.00%
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Researching unit)) Equal to Fundamental Physics Laboratory
      Then - Actions
        Unit Group - Pick every unit in (Units owned by (Owner of (Researching unit)) of type Physics) and do (Actions)
          Loop - Actions
            Unit - Set mana of (Picked unit) to 100.00%
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Researching unit)) Equal to Chemistry Laboratory
      Then - Actions
        Unit Group - Pick every unit in (Units owned by (Owner of (Researching unit)) of type Chemistry) and do (Actions)
          Loop - Actions
            Unit - Set mana of (Picked unit) to 100.00%
      Else - Actions
AI
  Events
    Unit - A unit Finishes research
  Conditions
    (Researched tech-type) Equal to R01U (techcode)
  Actions
    Player - Set the current research level of R016 (techcode) to 1 for (Owner of (Triggering unit))
    Player - Set the current research level of R01P (techcode) to 1 for (Owner of (Triggering unit))
    Player - Set the current research level of R01G (techcode) to 5 for (Owner of (Triggering unit))
    Player - Set (Owner of (Triggering unit)).Gold upkeep rate to 0
research back
  Events
    Unit - A unit Dies
  Conditions
  Actions
    Set VariableSet playerTech = (Owner of (Triggering unit))
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to Fundamental Physics Laboratory
      Then - Actions
        Player - Make Fundamental Physics Laboratory Available for training/construction by playerTech
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to Chemistry Laboratory
      Then - Actions
        Player - Make Chemistry Laboratory Available for training/construction by playerTech
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to Computer Science Laboratory
      Then - Actions
        Player - Make Computer Science Laboratory Available for training/construction by playerTech
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to Engineering Laboratory
      Then - Actions
        Player - Make Engineering Laboratory Available for training/construction by playerTech
      Else - Actions
research back Copy
  Events
    Unit - A unit Cancels construction
  Conditions
  Actions
    Set VariableSet playerTech = (Owner of (Cancelled structure))
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Cancelled structure)) Equal to Fundamental Physics Laboratory
      Then - Actions
        Player - Make Fundamental Physics Laboratory Available for training/construction by playerTech
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Cancelled structure)) Equal to Chemistry Laboratory
      Then - Actions
        Player - Make Chemistry Laboratory Available for training/construction by playerTech
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Cancelled structure)) Equal to Engineering Laboratory
      Then - Actions
        Player - Make Computer Science Laboratory Available for training/construction by playerTech
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Cancelled structure)) Equal to Computer Science Laboratory
      Then - Actions
        Player - Make Engineering Laboratory Available for training/construction by playerTech
      Else - Actions
research limit
  Events
    Unit - A unit Begins construction
  Conditions
  Actions
    Set VariableSet playerTech = (Owner of (Triggering unit))
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units owned by playerTech of type Fundamental Physics Laboratory)) Equal to 1
      Then - Actions
        Player - Make Fundamental Physics Laboratory Unavailable for training/construction by playerTech
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units owned by playerTech of type Chemistry Laboratory)) Equal to 1
      Then - Actions
        Player - Make Chemistry Laboratory Unavailable for training/construction by playerTech
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units owned by playerTech of type Computer Science Laboratory)) Equal to 1
      Then - Actions
        Player - Make Computer Science Laboratory Unavailable for training/construction by playerTech
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units owned by playerTech of type Engineering Laboratory)) Equal to 1
      Then - Actions
        Player - Make Engineering Laboratory Unavailable for training/construction by playerTech
      Else - Actions
stars names
  Events
    Map initialization
  Conditions
  Actions
    Floating Text - Create floating text that reads GJ 682 at (Position of Red Dwarf Star 0207 <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads GJ 1245 at (Position of Red Dwarf Star 0204 <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads GI 387 at (Position of Red Dwarf Star 0199 <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Wolf 424 at (Position of Red Dwarf Star 0196 <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Ross 614 at (Position of Red Dwarf Star 0189 <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads DEN 1048-3956 at (Position of Red Dwarf Star 0187 <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Lacaille 8760 at (Position of Red Dwarf Star 0185 <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads 61 Cygni at (Center of 61_Cygni <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Kaptein at (Position of Red Dwarf Star 0183 <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Teegarden's Star at (Position of Red Dwarf Star 0180 <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads YZ Ceti at (Position of Red Dwarf Star 0178 <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads GJ 1061 at (Position of Red Dwarf Star 0177 <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Tau Ceti at (Position of Yellow Dwarf Star 0172 <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Epsilon Indi Bb at (Position of Brown Dwarf Star 0170 <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Epsilon Indi Ba at (Position of Brown Dwarf Star 0169 <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Epsilon Indi at (Position of Yellow Dwarf Star 0168 <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Struve 2398B at (Position of Red Dwarf Star 0164 <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Struve 2398A at (Position of Red Dwarf Star 0136 <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Luyten at (Position of Red Dwarf Star 0130 <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Procyon B at (Position of White Dwarf Star 0124 <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Procyon A at (Position of Yellow Dwarf Star 0125 <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Ross 128 at (Position of Red Dwarf Star 0113 <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads EZ Aquarii at (Position of Red Dwarf Star 0103 <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Lacaille 9352 at (Position of Red Dwarf Star 0098 <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Kuiper Belt at (Position of Rich Asteroid 0147 <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Epsilon Eridani (Al-Sadirah) at (Position of Yellow Dwarf Star 0078 <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Groombridge 34 at (Position of Red Dwarf Star 0066 <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Ross 248 at (Position of Red Dwarf Star 0061 <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Ross 154 at (Position of Red Dwarf Star 0058 <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Greek's Belt at (Center of Greek <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Trojan Belt at (Center of Trojan <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Ceres at (Position of Giant Asteroid 0055 <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Luyten 726-8 at (Center of Luyten_7268 <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads BL Ceti above Red Dwarf Star 0034 <gen> with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads UV Ceti above Red Dwarf Star 0033 <gen> with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Lalande 21185 above Red Dwarf Star 0021 <gen> with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads wolf 359 above Red Dwarf Star 0014 <gen> with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Barnard above Red Dwarf Star 0009 <gen> with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Altair above White Dwarf Star 0593 <gen> with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Jupiter above Hydrogen Gas Giant 0050 <gen> with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Venus above Toxic Planet 0004 <gen> with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Mars above Barren Planet 0002 <gen> with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Proxima Centauri above Red Dwarf Star 0139 <gen> with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Alpha Centauri System at (Center of Alpha_Centauri <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Earth at (Position of Homeworld 0522 <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Sirius System at (Center of Sirius <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Solar System above Yellow Dwarf Star 0001 <gen> with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
Ice crystals Copy
  Events
    Time - Every 12.00 seconds of game time
  Conditions
  Actions
    Set VariableSet planetR = Ice Moon
    Player - Add (Number of living planetR units owned by Player 12 (Brown)) to Player 12 (Brown).Current lumber
    Player - Add (Number of living planetR units owned by Player 11 (Dark Green)) to Player 11 (Dark Green).Current lumber
    Player - Add (Number of living planetR units owned by Player 10 (Light Blue)) to Player 10 (Light Blue).Current lumber
    Player - Add (Number of living planetR units owned by Player 9 (Gray)) to Player 9 (Gray).Current lumber
    Player - Add (Number of living planetR units owned by Player 8 (Pink)) to Player 8 (Pink).Current lumber
    Player - Add (Number of living planetR units owned by Player 7 (Green)) to Player 7 (Green).Current lumber
    Player - Add (Number of living planetR units owned by Player 6 (Orange)) to Player 6 (Orange).Current lumber
    Player - Add (Number of living planetR units owned by Player 5 (Yellow)) to Player 5 (Yellow).Current lumber
    Player - Add (Number of living planetR units owned by Player 4 (Purple)) to Player 4 (Purple).Current lumber
    Player - Add (Number of living planetR units owned by Player 3 (Teal)) to Player 3 (Teal).Current lumber
    Player - Add (Number of living planetR units owned by Player 2 (Blue)) to Player 2 (Blue).Current lumber
    Player - Add (Number of living planetR units owned by Player 1 (Red)) to Player 1 (Red).Current lumber
factories
  Events
    Time - Every 8.00 seconds of game time
  Conditions
  Actions
    Set VariableSet planetR = Crystal Factory
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of living planetR units owned by Player 1 (Red)) Less than or equal to (Player 1 (Red) Current gold)
      Then - Actions
        Player - Set Player 1 (Red).Current gold to ((Player 1 (Red) Current gold) - (Number of living planetR units owned by Player 1 (Red)))
        Player - Add (Number of living planetR units owned by Player 1 (Red)) to Player 1 (Red).Current lumber
      Else - Actions
        Player - Add (Player 1 (Red) Current gold) to Player 1 (Red).Current lumber
        Player - Set Player 1 (Red).Current gold to 0
    Set VariableSet playerTech = Player 2 (Blue)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of living planetR units owned by playerTech) Less than or equal to (playerTech Current gold)
      Then - Actions
        Player - Set playerTech.Current gold to ((playerTech Current gold) - (Number of living planetR units owned by playerTech))
        Player - Add (Number of living planetR units owned by playerTech) to playerTech.Current lumber
      Else - Actions
        Player - Add (playerTech Current gold) to playerTech.Current lumber
        Player - Set playerTech.Current gold to 0
    Set VariableSet playerTech = Player 3 (Teal)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of living planetR units owned by playerTech) Less than or equal to (playerTech Current gold)
      Then - Actions
        Player - Set playerTech.Current gold to ((playerTech Current gold) - (Number of living planetR units owned by playerTech))
        Player - Add (Number of living planetR units owned by playerTech) to playerTech.Current lumber
      Else - Actions
        Player - Add (playerTech Current gold) to playerTech.Current lumber
        Player - Set playerTech.Current gold to 0
    Set VariableSet playerTech = Player 4 (Purple)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of living planetR units owned by playerTech) Less than or equal to (playerTech Current gold)
      Then - Actions
        Player - Set playerTech.Current gold to ((playerTech Current gold) - (Number of living planetR units owned by playerTech))
        Player - Add (Number of living planetR units owned by playerTech) to playerTech.Current lumber
      Else - Actions
        Player - Add (playerTech Current gold) to playerTech.Current lumber
        Player - Set playerTech.Current gold to 0
    Set VariableSet playerTech = Player 5 (Yellow)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of living planetR units owned by playerTech) Less than or equal to (playerTech Current gold)
      Then - Actions
        Player - Set playerTech.Current gold to ((playerTech Current gold) - (Number of living planetR units owned by playerTech))
        Player - Add (Number of living planetR units owned by playerTech) to playerTech.Current lumber
      Else - Actions
        Player - Add (playerTech Current gold) to playerTech.Current lumber
        Player - Set playerTech.Current gold to 0
    Set VariableSet playerTech = Player 6 (Orange)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of living planetR units owned by playerTech) Less than or equal to (playerTech Current gold)
      Then - Actions
        Player - Set playerTech.Current gold to ((playerTech Current gold) - (Number of living planetR units owned by playerTech))
        Player - Add (Number of living planetR units owned by playerTech) to playerTech.Current lumber
      Else - Actions
        Player - Add (playerTech Current gold) to playerTech.Current lumber
        Player - Set playerTech.Current gold to 0
    Set VariableSet playerTech = Player 7 (Green)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of living planetR units owned by playerTech) Less than or equal to (playerTech Current gold)
      Then - Actions
        Player - Set playerTech.Current gold to ((playerTech Current gold) - (Number of living planetR units owned by playerTech))
        Player - Add (Number of living planetR units owned by playerTech) to playerTech.Current lumber
      Else - Actions
        Player - Add (playerTech Current gold) to playerTech.Current lumber
        Player - Set playerTech.Current gold to 0
    Set VariableSet playerTech = Player 8 (Pink)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of living planetR units owned by playerTech) Less than or equal to (playerTech Current gold)
      Then - Actions
        Player - Set playerTech.Current gold to ((playerTech Current gold) - (Number of living planetR units owned by playerTech))
        Player - Add (Number of living planetR units owned by playerTech) to playerTech.Current lumber
      Else - Actions
        Player - Add (playerTech Current gold) to playerTech.Current lumber
        Player - Set playerTech.Current gold to 0
    Set VariableSet playerTech = Player 9 (Gray)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of living planetR units owned by playerTech) Less than or equal to (playerTech Current gold)
      Then - Actions
        Player - Set playerTech.Current gold to ((playerTech Current gold) - (Number of living planetR units owned by playerTech))
        Player - Add (Number of living planetR units owned by playerTech) to playerTech.Current lumber
      Else - Actions
        Player - Add (playerTech Current gold) to playerTech.Current lumber
        Player - Set playerTech.Current gold to 0
    Set VariableSet playerTech = Player 10 (Light Blue)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of living planetR units owned by playerTech) Less than or equal to (playerTech Current gold)
      Then - Actions
        Player - Set playerTech.Current gold to ((playerTech Current gold) - (Number of living planetR units owned by playerTech))
        Player - Add (Number of living planetR units owned by playerTech) to playerTech.Current lumber
      Else - Actions
        Player - Add (playerTech Current gold) to playerTech.Current lumber
        Player - Set playerTech.Current gold to 0
    Set VariableSet playerTech = Player 11 (Dark Green)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of living planetR units owned by playerTech) Less than or equal to (playerTech Current gold)
      Then - Actions
        Player - Set playerTech.Current gold to ((playerTech Current gold) - (Number of living planetR units owned by playerTech))
        Player - Add (Number of living planetR units owned by playerTech) to playerTech.Current lumber
      Else - Actions
        Player - Add (playerTech Current gold) to playerTech.Current lumber
        Player - Set playerTech.Current gold to 0
    Set VariableSet playerTech = Player 12 (Brown)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of living planetR units owned by playerTech) Less than or equal to (playerTech Current gold)
      Then - Actions
        Player - Set playerTech.Current gold to ((playerTech Current gold) - (Number of living planetR units owned by playerTech))
        Player - Add (Number of living planetR units owned by playerTech) to playerTech.Current lumber
      Else - Actions
        Player - Add (playerTech Current gold) to playerTech.Current lumber
        Player - Set playerTech.Current gold to 0
forest
  Events
    Time - Every 12.00 seconds of game time
  Conditions
  Actions
    Set VariableSet planetR = Forest Moon
    Player - Add (Number of living planetR units owned by Player 12 (Brown)) to Player 12 (Brown).Current lumber
    Player - Add (Number of living planetR units owned by Player 11 (Dark Green)) to Player 11 (Dark Green).Current lumber
    Player - Add (Number of living planetR units owned by Player 10 (Light Blue)) to Player 10 (Light Blue).Current lumber
    Player - Add (Number of living planetR units owned by Player 9 (Gray)) to Player 9 (Gray).Current lumber
    Player - Add (Number of living planetR units owned by Player 8 (Pink)) to Player 8 (Pink).Current lumber
    Player - Add (Number of living planetR units owned by Player 7 (Green)) to Player 7 (Green).Current lumber
    Player - Add (Number of living planetR units owned by Player 6 (Orange)) to Player 6 (Orange).Current lumber
    Player - Add (Number of living planetR units owned by Player 5 (Yellow)) to Player 5 (Yellow).Current lumber
    Player - Add (Number of living planetR units owned by Player 4 (Purple)) to Player 4 (Purple).Current lumber
    Player - Add (Number of living planetR units owned by Player 3 (Teal)) to Player 3 (Teal).Current lumber
    Player - Add (Number of living planetR units owned by Player 2 (Blue)) to Player 2 (Blue).Current lumber
    Player - Add (Number of living planetR units owned by Player 1 (Red)) to Player 1 (Red).Current lumber
forest Copy
  Events
    Time - Every 12.00 seconds of game time
  Conditions
  Actions
    Set VariableSet planetR = Forest Moon (from ice)
    Player - Add (Number of living planetR units owned by Player 12 (Brown)) to Player 12 (Brown).Current lumber
    Player - Add (Number of living planetR units owned by Player 11 (Dark Green)) to Player 11 (Dark Green).Current lumber
    Player - Add (Number of living planetR units owned by Player 10 (Light Blue)) to Player 10 (Light Blue).Current lumber
    Player - Add (Number of living planetR units owned by Player 9 (Gray)) to Player 9 (Gray).Current lumber
    Player - Add (Number of living planetR units owned by Player 8 (Pink)) to Player 8 (Pink).Current lumber
    Player - Add (Number of living planetR units owned by Player 7 (Green)) to Player 7 (Green).Current lumber
    Player - Add (Number of living planetR units owned by Player 6 (Orange)) to Player 6 (Orange).Current lumber
    Player - Add (Number of living planetR units owned by Player 5 (Yellow)) to Player 5 (Yellow).Current lumber
    Player - Add (Number of living planetR units owned by Player 4 (Purple)) to Player 4 (Purple).Current lumber
    Player - Add (Number of living planetR units owned by Player 3 (Teal)) to Player 3 (Teal).Current lumber
    Player - Add (Number of living planetR units owned by Player 2 (Blue)) to Player 2 (Blue).Current lumber
    Player - Add (Number of living planetR units owned by Player 1 (Red)) to Player 1 (Red).Current lumber
Ice crystals
  Events
    Time - Every 10.00 seconds of game time
  Conditions
  Actions
    Set VariableSet planetR = Ice Planet
    Player - Add (Number of living planetR units owned by Player 12 (Brown)) to Player 12 (Brown).Current lumber
    Player - Add (Number of living planetR units owned by Player 11 (Dark Green)) to Player 11 (Dark Green).Current lumber
    Player - Add (Number of living planetR units owned by Player 10 (Light Blue)) to Player 10 (Light Blue).Current lumber
    Player - Add (Number of living planetR units owned by Player 9 (Gray)) to Player 9 (Gray).Current lumber
    Player - Add (Number of living planetR units owned by Player 8 (Pink)) to Player 8 (Pink).Current lumber
    Player - Add (Number of living planetR units owned by Player 7 (Green)) to Player 7 (Green).Current lumber
    Player - Add (Number of living planetR units owned by Player 6 (Orange)) to Player 6 (Orange).Current lumber
    Player - Add (Number of living planetR units owned by Player 5 (Yellow)) to Player 5 (Yellow).Current lumber
    Player - Add (Number of living planetR units owned by Player 4 (Purple)) to Player 4 (Purple).Current lumber
    Player - Add (Number of living planetR units owned by Player 3 (Teal)) to Player 3 (Teal).Current lumber
    Player - Add (Number of living planetR units owned by Player 2 (Blue)) to Player 2 (Blue).Current lumber
    Player - Add (Number of living planetR units owned by Player 1 (Red)) to Player 1 (Red).Current lumber
Fed
  Events
    Time - Every 30.00 seconds of game time
  Conditions
  Actions
    Set VariableSet planetR = Carbon Moon
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Race of (Picked player)) Equal to Night Elf
          Then - Actions
            Player - Add (Number of living planetR units owned by (Picked player)) to (Picked player).Current lumber
            Player - Add (Number of living Terraformed Planet units owned by (Picked player)) to (Picked player).Current lumber
            Player - Add (Number of living Homeworld units owned by (Picked player)) to (Picked player).Current lumber
          Else - Actions
Terra cry
  Events
    Time - Every 8.00 seconds of game time
  Conditions
  Actions
    Set VariableSet planetR = Terraformed Planet
    Player - Add (Number of living planetR units owned by Player 12 (Brown)) to Player 12 (Brown).Current lumber
    Player - Add (Number of living planetR units owned by Player 11 (Dark Green)) to Player 11 (Dark Green).Current lumber
    Player - Add (Number of living planetR units owned by Player 10 (Light Blue)) to Player 10 (Light Blue).Current lumber
    Player - Add (Number of living planetR units owned by Player 9 (Gray)) to Player 9 (Gray).Current lumber
    Player - Add (Number of living planetR units owned by Player 8 (Pink)) to Player 8 (Pink).Current lumber
    Player - Add (Number of living planetR units owned by Player 7 (Green)) to Player 7 (Green).Current lumber
    Player - Add (Number of living planetR units owned by Player 6 (Orange)) to Player 6 (Orange).Current lumber
    Player - Add (Number of living planetR units owned by Player 5 (Yellow)) to Player 5 (Yellow).Current lumber
    Player - Add (Number of living planetR units owned by Player 4 (Purple)) to Player 4 (Purple).Current lumber
    Player - Add (Number of living planetR units owned by Player 3 (Teal)) to Player 3 (Teal).Current lumber
    Player - Add (Number of living planetR units owned by Player 2 (Blue)) to Player 2 (Blue).Current lumber
    Player - Add (Number of living planetR units owned by Player 1 (Red)) to Player 1 (Red).Current lumber
Terra cry Copy
  Events
    Time - Every 8.00 seconds of game time
  Conditions
  Actions
    Set VariableSet planetR = Terraformed Planet (from Ice)
    Player - Add (Number of living planetR units owned by Player 12 (Brown)) to Player 12 (Brown).Current lumber
    Player - Add (Number of living planetR units owned by Player 11 (Dark Green)) to Player 11 (Dark Green).Current lumber
    Player - Add (Number of living planetR units owned by Player 10 (Light Blue)) to Player 10 (Light Blue).Current lumber
    Player - Add (Number of living planetR units owned by Player 9 (Gray)) to Player 9 (Gray).Current lumber
    Player - Add (Number of living planetR units owned by Player 8 (Pink)) to Player 8 (Pink).Current lumber
    Player - Add (Number of living planetR units owned by Player 7 (Green)) to Player 7 (Green).Current lumber
    Player - Add (Number of living planetR units owned by Player 6 (Orange)) to Player 6 (Orange).Current lumber
    Player - Add (Number of living planetR units owned by Player 5 (Yellow)) to Player 5 (Yellow).Current lumber
    Player - Add (Number of living planetR units owned by Player 4 (Purple)) to Player 4 (Purple).Current lumber
    Player - Add (Number of living planetR units owned by Player 3 (Teal)) to Player 3 (Teal).Current lumber
    Player - Add (Number of living planetR units owned by Player 2 (Blue)) to Player 2 (Blue).Current lumber
    Player - Add (Number of living planetR units owned by Player 1 (Red)) to Player 1 (Red).Current lumber
Terra cry Copy 2
  Events
    Time - Every 8.00 seconds of game time
  Conditions
  Actions
    Set VariableSet planetR = Terraformed Planet (from toxic)
    Player - Add (Number of living planetR units owned by Player 12 (Brown)) to Player 12 (Brown).Current lumber
    Player - Add (Number of living planetR units owned by Player 11 (Dark Green)) to Player 11 (Dark Green).Current lumber
    Player - Add (Number of living planetR units owned by Player 10 (Light Blue)) to Player 10 (Light Blue).Current lumber
    Player - Add (Number of living planetR units owned by Player 9 (Gray)) to Player 9 (Gray).Current lumber
    Player - Add (Number of living planetR units owned by Player 8 (Pink)) to Player 8 (Pink).Current lumber
    Player - Add (Number of living planetR units owned by Player 7 (Green)) to Player 7 (Green).Current lumber
    Player - Add (Number of living planetR units owned by Player 6 (Orange)) to Player 6 (Orange).Current lumber
    Player - Add (Number of living planetR units owned by Player 5 (Yellow)) to Player 5 (Yellow).Current lumber
    Player - Add (Number of living planetR units owned by Player 4 (Purple)) to Player 4 (Purple).Current lumber
    Player - Add (Number of living planetR units owned by Player 3 (Teal)) to Player 3 (Teal).Current lumber
    Player - Add (Number of living planetR units owned by Player 2 (Blue)) to Player 2 (Blue).Current lumber
    Player - Add (Number of living planetR units owned by Player 1 (Red)) to Player 1 (Red).Current lumber
HW cry
  Events
    Time - Every 8.00 seconds of game time
  Conditions
  Actions
    Set VariableSet planetR = Homeworld
    Player - Add (Number of living planetR units owned by Player 12 (Brown)) to Player 12 (Brown).Current lumber
    Player - Add (Number of living planetR units owned by Player 11 (Dark Green)) to Player 11 (Dark Green).Current lumber
    Player - Add (Number of living planetR units owned by Player 10 (Light Blue)) to Player 10 (Light Blue).Current lumber
    Player - Add (Number of living planetR units owned by Player 9 (Gray)) to Player 9 (Gray).Current lumber
    Player - Add (Number of living planetR units owned by Player 8 (Pink)) to Player 8 (Pink).Current lumber
    Player - Add (Number of living planetR units owned by Player 7 (Green)) to Player 7 (Green).Current lumber
    Player - Add (Number of living planetR units owned by Player 6 (Orange)) to Player 6 (Orange).Current lumber
    Player - Add (Number of living planetR units owned by Player 5 (Yellow)) to Player 5 (Yellow).Current lumber
    Player - Add (Number of living planetR units owned by Player 4 (Purple)) to Player 4 (Purple).Current lumber
    Player - Add (Number of living planetR units owned by Player 3 (Teal)) to Player 3 (Teal).Current lumber
    Player - Add (Number of living planetR units owned by Player 2 (Blue)) to Player 2 (Blue).Current lumber
    Player - Add (Number of living planetR units owned by Player 1 (Red)) to Player 1 (Red).Current lumber
G Asteroid
  Events
    Time - Every 10.00 seconds of game time
  Conditions
  Actions
    Set VariableSet planetR = Giant Asteroid
    Player - Add (Number of living planetR units owned by Player 12 (Brown)) to Player 12 (Brown).Current gold
    Player - Add (Number of living planetR units owned by Player 11 (Dark Green)) to Player 11 (Dark Green).Current gold
    Player - Add (Number of living planetR units owned by Player 10 (Light Blue)) to Player 10 (Light Blue).Current gold
    Player - Add (Number of living planetR units owned by Player 9 (Gray)) to Player 9 (Gray).Current gold
    Player - Add (Number of living planetR units owned by Player 8 (Pink)) to Player 8 (Pink).Current gold
    Player - Add (Number of living planetR units owned by Player 7 (Green)) to Player 7 (Green).Current gold
    Player - Add (Number of living planetR units owned by Player 6 (Orange)) to Player 6 (Orange).Current gold
    Player - Add (Number of living planetR units owned by Player 5 (Yellow)) to Player 5 (Yellow).Current gold
    Player - Add (Number of living planetR units owned by Player 4 (Purple)) to Player 4 (Purple).Current gold
    Player - Add (Number of living planetR units owned by Player 3 (Teal)) to Player 3 (Teal).Current gold
    Player - Add (Number of living planetR units owned by Player 2 (Blue)) to Player 2 (Blue).Current gold
    Player - Add (Number of living planetR units owned by Player 1 (Red)) to Player 1 (Red).Current gold
Forest Moon
  Events
    Time - Every 5.00 seconds of game time
  Conditions
  Actions
    Set VariableSet planetR = Forest Moon
    Player - Add (Number of living planetR units owned by Player 12 (Brown)) to Player 12 (Brown).Current gold
    Player - Add (Number of living planetR units owned by Player 11 (Dark Green)) to Player 11 (Dark Green).Current gold
    Player - Add (Number of living planetR units owned by Player 10 (Light Blue)) to Player 10 (Light Blue).Current gold
    Player - Add (Number of living planetR units owned by Player 9 (Gray)) to Player 9 (Gray).Current gold
    Player - Add (Number of living planetR units owned by Player 8 (Pink)) to Player 8 (Pink).Current gold
    Player - Add (Number of living planetR units owned by Player 7 (Green)) to Player 7 (Green).Current gold
    Player - Add (Number of living planetR units owned by Player 6 (Orange)) to Player 6 (Orange).Current gold
    Player - Add (Number of living planetR units owned by Player 5 (Yellow)) to Player 5 (Yellow).Current gold
    Player - Add (Number of living planetR units owned by Player 4 (Purple)) to Player 4 (Purple).Current gold
    Player - Add (Number of living planetR units owned by Player 3 (Teal)) to Player 3 (Teal).Current gold
    Player - Add (Number of living planetR units owned by Player 2 (Blue)) to Player 2 (Blue).Current gold
    Player - Add (Number of living planetR units owned by Player 1 (Red)) to Player 1 (Red).Current gold
Forest Moon Copy
  Events
    Time - Every 5.00 seconds of game time
  Conditions
  Actions
    Set VariableSet planetR = Forest Moon (from ice)
    Player - Add (Number of living planetR units owned by Player 12 (Brown)) to Player 12 (Brown).Current gold
    Player - Add (Number of living planetR units owned by Player 11 (Dark Green)) to Player 11 (Dark Green).Current gold
    Player - Add (Number of living planetR units owned by Player 10 (Light Blue)) to Player 10 (Light Blue).Current gold
    Player - Add (Number of living planetR units owned by Player 9 (Gray)) to Player 9 (Gray).Current gold
    Player - Add (Number of living planetR units owned by Player 8 (Pink)) to Player 8 (Pink).Current gold
    Player - Add (Number of living planetR units owned by Player 7 (Green)) to Player 7 (Green).Current gold
    Player - Add (Number of living planetR units owned by Player 6 (Orange)) to Player 6 (Orange).Current gold
    Player - Add (Number of living planetR units owned by Player 5 (Yellow)) to Player 5 (Yellow).Current gold
    Player - Add (Number of living planetR units owned by Player 4 (Purple)) to Player 4 (Purple).Current gold
    Player - Add (Number of living planetR units owned by Player 3 (Teal)) to Player 3 (Teal).Current gold
    Player - Add (Number of living planetR units owned by Player 2 (Blue)) to Player 2 (Blue).Current gold
    Player - Add (Number of living planetR units owned by Player 1 (Red)) to Player 1 (Red).Current gold
Hot
  Events
    Time - Every 25.00 seconds of game time
  Conditions
  Actions
    Set VariableSet planetR = Ring Hot Planet
    Player - Add (Number of living planetR units owned by Player 12 (Brown)) to Player 12 (Brown).Current gold
    Player - Add (Number of living planetR units owned by Player 11 (Dark Green)) to Player 11 (Dark Green).Current gold
    Player - Add (Number of living planetR units owned by Player 10 (Light Blue)) to Player 10 (Light Blue).Current gold
    Player - Add (Number of living planetR units owned by Player 9 (Gray)) to Player 9 (Gray).Current gold
    Player - Add (Number of living planetR units owned by Player 8 (Pink)) to Player 8 (Pink).Current gold
    Player - Add (Number of living planetR units owned by Player 7 (Green)) to Player 7 (Green).Current gold
    Player - Add (Number of living planetR units owned by Player 6 (Orange)) to Player 6 (Orange).Current gold
    Player - Add (Number of living planetR units owned by Player 5 (Yellow)) to Player 5 (Yellow).Current gold
    Player - Add (Number of living planetR units owned by Player 4 (Purple)) to Player 4 (Purple).Current gold
    Player - Add (Number of living planetR units owned by Player 3 (Teal)) to Player 3 (Teal).Current gold
    Player - Add (Number of living planetR units owned by Player 2 (Blue)) to Player 2 (Blue).Current gold
    Player - Add (Number of living planetR units owned by Player 1 (Red)) to Player 1 (Red).Current gold
Toxic
  Events
    Time - Every 30.00 seconds of game time
  Conditions
  Actions
    Set VariableSet planetR = Toxic Planet
    Player - Add (Number of living planetR units owned by Player 12 (Brown)) to Player 12 (Brown).Current gold
    Player - Add (Number of living planetR units owned by Player 11 (Dark Green)) to Player 11 (Dark Green).Current gold
    Player - Add (Number of living planetR units owned by Player 10 (Light Blue)) to Player 10 (Light Blue).Current gold
    Player - Add (Number of living planetR units owned by Player 9 (Gray)) to Player 9 (Gray).Current gold
    Player - Add (Number of living planetR units owned by Player 8 (Pink)) to Player 8 (Pink).Current gold
    Player - Add (Number of living planetR units owned by Player 7 (Green)) to Player 7 (Green).Current gold
    Player - Add (Number of living planetR units owned by Player 6 (Orange)) to Player 6 (Orange).Current gold
    Player - Add (Number of living planetR units owned by Player 5 (Yellow)) to Player 5 (Yellow).Current gold
    Player - Add (Number of living planetR units owned by Player 4 (Purple)) to Player 4 (Purple).Current gold
    Player - Add (Number of living planetR units owned by Player 3 (Teal)) to Player 3 (Teal).Current gold
    Player - Add (Number of living planetR units owned by Player 2 (Blue)) to Player 2 (Blue).Current gold
    Player - Add (Number of living planetR units owned by Player 1 (Red)) to Player 1 (Red).Current gold
metal moon
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    Set VariableSet planetR = Metalic Moon
    Player - Add (Number of living planetR units owned by Player 12 (Brown)) to Player 12 (Brown).Current gold
    Player - Add (Number of living planetR units owned by Player 11 (Dark Green)) to Player 11 (Dark Green).Current gold
    Player - Add (Number of living planetR units owned by Player 10 (Light Blue)) to Player 10 (Light Blue).Current gold
    Player - Add (Number of living planetR units owned by Player 9 (Gray)) to Player 9 (Gray).Current gold
    Player - Add (Number of living planetR units owned by Player 8 (Pink)) to Player 8 (Pink).Current gold
    Player - Add (Number of living planetR units owned by Player 7 (Green)) to Player 7 (Green).Current gold
    Player - Add (Number of living planetR units owned by Player 6 (Orange)) to Player 6 (Orange).Current gold
    Player - Add (Number of living planetR units owned by Player 5 (Yellow)) to Player 5 (Yellow).Current gold
    Player - Add (Number of living planetR units owned by Player 4 (Purple)) to Player 4 (Purple).Current gold
    Player - Add (Number of living planetR units owned by Player 3 (Teal)) to Player 3 (Teal).Current gold
    Player - Add (Number of living planetR units owned by Player 2 (Blue)) to Player 2 (Blue).Current gold
    Player - Add (Number of living planetR units owned by Player 1 (Red)) to Player 1 (Red).Current gold
Lava
  Events
    Time - Every 5.00 seconds of game time
  Conditions
  Actions
    Set VariableSet planetR = Lava Planet
    Player - Add (Number of living planetR units owned by Player 12 (Brown)) to Player 12 (Brown).Current gold
    Player - Add (Number of living planetR units owned by Player 11 (Dark Green)) to Player 11 (Dark Green).Current gold
    Player - Add (Number of living planetR units owned by Player 10 (Light Blue)) to Player 10 (Light Blue).Current gold
    Player - Add (Number of living planetR units owned by Player 9 (Gray)) to Player 9 (Gray).Current gold
    Player - Add (Number of living planetR units owned by Player 8 (Pink)) to Player 8 (Pink).Current gold
    Player - Add (Number of living planetR units owned by Player 7 (Green)) to Player 7 (Green).Current gold
    Player - Add (Number of living planetR units owned by Player 6 (Orange)) to Player 6 (Orange).Current gold
    Player - Add (Number of living planetR units owned by Player 5 (Yellow)) to Player 5 (Yellow).Current gold
    Player - Add (Number of living planetR units owned by Player 4 (Purple)) to Player 4 (Purple).Current gold
    Player - Add (Number of living planetR units owned by Player 3 (Teal)) to Player 3 (Teal).Current gold
    Player - Add (Number of living planetR units owned by Player 2 (Blue)) to Player 2 (Blue).Current gold
    Player - Add (Number of living planetR units owned by Player 1 (Red)) to Player 1 (Red).Current gold
Ice metal
  Events
    Time - Every 15.00 seconds of game time
  Conditions
  Actions
    Set VariableSet planetR = Ice Planet
    Player - Add (Number of living planetR units owned by Player 12 (Brown)) to Player 12 (Brown).Current gold
    Player - Add (Number of living planetR units owned by Player 11 (Dark Green)) to Player 11 (Dark Green).Current gold
    Player - Add (Number of living planetR units owned by Player 10 (Light Blue)) to Player 10 (Light Blue).Current gold
    Player - Add (Number of living planetR units owned by Player 9 (Gray)) to Player 9 (Gray).Current gold
    Player - Add (Number of living planetR units owned by Player 8 (Pink)) to Player 8 (Pink).Current gold
    Player - Add (Number of living planetR units owned by Player 7 (Green)) to Player 7 (Green).Current gold
    Player - Add (Number of living planetR units owned by Player 6 (Orange)) to Player 6 (Orange).Current gold
    Player - Add (Number of living planetR units owned by Player 5 (Yellow)) to Player 5 (Yellow).Current gold
    Player - Add (Number of living planetR units owned by Player 4 (Purple)) to Player 4 (Purple).Current gold
    Player - Add (Number of living planetR units owned by Player 3 (Teal)) to Player 3 (Teal).Current gold
    Player - Add (Number of living planetR units owned by Player 2 (Blue)) to Player 2 (Blue).Current gold
    Player - Add (Number of living planetR units owned by Player 1 (Red)) to Player 1 (Red).Current gold
Rock moon
  Events
    Time - Every 5.00 seconds of game time
  Conditions
  Actions
    Set VariableSet planetR = Rocky Moon
    Player - Add (Number of living planetR units owned by Player 12 (Brown)) to Player 12 (Brown).Current gold
    Player - Add (Number of living planetR units owned by Player 11 (Dark Green)) to Player 11 (Dark Green).Current gold
    Player - Add (Number of living planetR units owned by Player 10 (Light Blue)) to Player 10 (Light Blue).Current gold
    Player - Add (Number of living planetR units owned by Player 9 (Gray)) to Player 9 (Gray).Current gold
    Player - Add (Number of living planetR units owned by Player 8 (Pink)) to Player 8 (Pink).Current gold
    Player - Add (Number of living planetR units owned by Player 7 (Green)) to Player 7 (Green).Current gold
    Player - Add (Number of living planetR units owned by Player 6 (Orange)) to Player 6 (Orange).Current gold
    Player - Add (Number of living planetR units owned by Player 5 (Yellow)) to Player 5 (Yellow).Current gold
    Player - Add (Number of living planetR units owned by Player 4 (Purple)) to Player 4 (Purple).Current gold
    Player - Add (Number of living planetR units owned by Player 3 (Teal)) to Player 3 (Teal).Current gold
    Player - Add (Number of living planetR units owned by Player 2 (Blue)) to Player 2 (Blue).Current gold
    Player - Add (Number of living planetR units owned by Player 1 (Red)) to Player 1 (Red).Current gold
Barren
  Events
    Time - Every 3.00 seconds of game time
  Conditions
  Actions
    Set VariableSet planetR = Barren Planet
    Player - Add (Number of living planetR units owned by Player 12 (Brown)) to Player 12 (Brown).Current gold
    Player - Add (Number of living planetR units owned by Player 11 (Dark Green)) to Player 11 (Dark Green).Current gold
    Player - Add (Number of living planetR units owned by Player 10 (Light Blue)) to Player 10 (Light Blue).Current gold
    Player - Add (Number of living planetR units owned by Player 9 (Gray)) to Player 9 (Gray).Current gold
    Player - Add (Number of living planetR units owned by Player 8 (Pink)) to Player 8 (Pink).Current gold
    Player - Add (Number of living planetR units owned by Player 7 (Green)) to Player 7 (Green).Current gold
    Player - Add (Number of living planetR units owned by Player 6 (Orange)) to Player 6 (Orange).Current gold
    Player - Add (Number of living planetR units owned by Player 5 (Yellow)) to Player 5 (Yellow).Current gold
    Player - Add (Number of living planetR units owned by Player 4 (Purple)) to Player 4 (Purple).Current gold
    Player - Add (Number of living planetR units owned by Player 3 (Teal)) to Player 3 (Teal).Current gold
    Player - Add (Number of living planetR units owned by Player 2 (Blue)) to Player 2 (Blue).Current gold
    Player - Add (Number of living planetR units owned by Player 1 (Red)) to Player 1 (Red).Current gold
HW
  Events
    Time - Every 2.00 seconds of game time
  Conditions
  Actions
    Set VariableSet planetR = Homeworld
    Player - Add (Number of living planetR units owned by Player 12 (Brown)) to Player 12 (Brown).Current gold
    Player - Add (Number of living planetR units owned by Player 11 (Dark Green)) to Player 11 (Dark Green).Current gold
    Player - Add (Number of living planetR units owned by Player 10 (Light Blue)) to Player 10 (Light Blue).Current gold
    Player - Add (Number of living planetR units owned by Player 9 (Gray)) to Player 9 (Gray).Current gold
    Player - Add (Number of living planetR units owned by Player 8 (Pink)) to Player 8 (Pink).Current gold
    Player - Add (Number of living planetR units owned by Player 7 (Green)) to Player 7 (Green).Current gold
    Player - Add (Number of living planetR units owned by Player 6 (Orange)) to Player 6 (Orange).Current gold
    Player - Add (Number of living planetR units owned by Player 5 (Yellow)) to Player 5 (Yellow).Current gold
    Player - Add (Number of living planetR units owned by Player 4 (Purple)) to Player 4 (Purple).Current gold
    Player - Add (Number of living planetR units owned by Player 3 (Teal)) to Player 3 (Teal).Current gold
    Player - Add (Number of living planetR units owned by Player 2 (Blue)) to Player 2 (Blue).Current gold
    Player - Add (Number of living planetR units owned by Player 1 (Red)) to Player 1 (Red).Current gold
Terra
  Events
    Time - Every 2.00 seconds of game time
  Conditions
  Actions
    Set VariableSet planetR = Terraformed Planet
    Player - Add (Number of living planetR units owned by Player 12 (Brown)) to Player 12 (Brown).Current gold
    Player - Add (Number of living planetR units owned by Player 11 (Dark Green)) to Player 11 (Dark Green).Current gold
    Player - Add (Number of living planetR units owned by Player 10 (Light Blue)) to Player 10 (Light Blue).Current gold
    Player - Add (Number of living planetR units owned by Player 9 (Gray)) to Player 9 (Gray).Current gold
    Player - Add (Number of living planetR units owned by Player 8 (Pink)) to Player 8 (Pink).Current gold
    Player - Add (Number of living planetR units owned by Player 7 (Green)) to Player 7 (Green).Current gold
    Player - Add (Number of living planetR units owned by Player 6 (Orange)) to Player 6 (Orange).Current gold
    Player - Add (Number of living planetR units owned by Player 5 (Yellow)) to Player 5 (Yellow).Current gold
    Player - Add (Number of living planetR units owned by Player 4 (Purple)) to Player 4 (Purple).Current gold
    Player - Add (Number of living planetR units owned by Player 3 (Teal)) to Player 3 (Teal).Current gold
    Player - Add (Number of living planetR units owned by Player 2 (Blue)) to Player 2 (Blue).Current gold
    Player - Add (Number of living planetR units owned by Player 1 (Red)) to Player 1 (Red).Current gold
Terra Copy
  Events
    Time - Every 2.00 seconds of game time
  Conditions
  Actions
    Set VariableSet planetR = Terraformed Planet (from Ice)
    Player - Add (Number of living planetR units owned by Player 12 (Brown)) to Player 12 (Brown).Current gold
    Player - Add (Number of living planetR units owned by Player 11 (Dark Green)) to Player 11 (Dark Green).Current gold
    Player - Add (Number of living planetR units owned by Player 10 (Light Blue)) to Player 10 (Light Blue).Current gold
    Player - Add (Number of living planetR units owned by Player 9 (Gray)) to Player 9 (Gray).Current gold
    Player - Add (Number of living planetR units owned by Player 8 (Pink)) to Player 8 (Pink).Current gold
    Player - Add (Number of living planetR units owned by Player 7 (Green)) to Player 7 (Green).Current gold
    Player - Add (Number of living planetR units owned by Player 6 (Orange)) to Player 6 (Orange).Current gold
    Player - Add (Number of living planetR units owned by Player 5 (Yellow)) to Player 5 (Yellow).Current gold
    Player - Add (Number of living planetR units owned by Player 4 (Purple)) to Player 4 (Purple).Current gold
    Player - Add (Number of living planetR units owned by Player 3 (Teal)) to Player 3 (Teal).Current gold
    Player - Add (Number of living planetR units owned by Player 2 (Blue)) to Player 2 (Blue).Current gold
    Player - Add (Number of living planetR units owned by Player 1 (Red)) to Player 1 (Red).Current gold
Terra Copy 2
  Events
    Time - Every 2.00 seconds of game time
  Conditions
  Actions
    Set VariableSet planetR = Terraformed Planet (from toxic)
    Player - Add (Number of living planetR units owned by Player 12 (Brown)) to Player 12 (Brown).Current gold
    Player - Add (Number of living planetR units owned by Player 11 (Dark Green)) to Player 11 (Dark Green).Current gold
    Player - Add (Number of living planetR units owned by Player 10 (Light Blue)) to Player 10 (Light Blue).Current gold
    Player - Add (Number of living planetR units owned by Player 9 (Gray)) to Player 9 (Gray).Current gold
    Player - Add (Number of living planetR units owned by Player 8 (Pink)) to Player 8 (Pink).Current gold
    Player - Add (Number of living planetR units owned by Player 7 (Green)) to Player 7 (Green).Current gold
    Player - Add (Number of living planetR units owned by Player 6 (Orange)) to Player 6 (Orange).Current gold
    Player - Add (Number of living planetR units owned by Player 5 (Yellow)) to Player 5 (Yellow).Current gold
    Player - Add (Number of living planetR units owned by Player 4 (Purple)) to Player 4 (Purple).Current gold
    Player - Add (Number of living planetR units owned by Player 3 (Teal)) to Player 3 (Teal).Current gold
    Player - Add (Number of living planetR units owned by Player 2 (Blue)) to Player 2 (Blue).Current gold
    Player - Add (Number of living planetR units owned by Player 1 (Red)) to Player 1 (Red).Current gold
removed
  Events
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in (Region centered at (Position of (Target unit of ability being cast)) with size (100.00, 100.00))) and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Unit-type of (Picked unit)) Equal to Planetary Defences
          Then - Actions
            Unit - Change ownership of (Picked unit) to (Owner of (Casting unit)) and Retain color
          Else - Actions
no support for planet
  Events
    Unit - A unit Finishes casting an ability
  Conditions
    (Ability being cast) Equal to Colonize
    (Ability being cast) Equal to Colonize (Mothership)
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Race of (Owner of (Casting unit))) Not equal to Night Elf
      Then - Actions
        Unit - Disable supply usage for (Target unit of ability being cast).
      Else - Actions
function Trig_no_support_for_planet_Copy_2_Conditions takes nothing returns boolean
    if ( not ( GetSpellAbilityId() == 'A011' ) ) then
        return false
    endif
    return true
endfunction

function Trig_no_support_for_planet_Copy_2_Func002C takes nothing returns boolean
    if ( not ( GetPlayerRace(GetOwningPlayer(GetSpellAbilityUnit())) != RACE_NIGHTELF ) ) then
        return false
    endif
    return true
endfunction

function Trig_no_support_for_planet_Copy_2_Actions takes nothing returns nothing
    call BJDebugMsg("Hello World")
    call CreateNUnitsAtLoc( 1, 'h03V', GetOwningPlayer(GetSpellAbilityUnit()), GetUnitLoc(GetSpellTargetUnit()), bj_UNIT_FACING )
endfunction

//===========================================================================
function InitTrig_no_support_for_planet_Copy_2 takes nothing returns nothing
    set gg_trg_no_support_for_planet_Copy_2 = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ( gg_trg_no_support_for_planet_Copy_2, EVENT_PLAYER_UNIT_SPELL_FINISH )
    call TriggerAddCondition( gg_trg_no_support_for_planet_Copy_2, Condition( function Trig_no_support_for_planet_Copy_2_Conditions ) )
    call TriggerAddAction( gg_trg_no_support_for_planet_Copy_2, function Trig_no_support_for_planet_Copy_2_Actions )
endfunction

 
no support for planet Copy
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to Colonize (Mothership)
  Actions
    Special Effect - Create a special effect at (Position of (Casting unit)) using Abilities\Spells\Human\Flare\FlareCaster.mdl
    Wait 22.00 game-time seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Target unit of ability being cast)) Equal to (Owner of (Casting unit))
      Then - Actions
        Special Effect - Create a special effect at (Position of (Casting unit)) using Abilities\Spells\Human\Flare\FlareCaster.mdl
        Unit - Create 1.Planetary Defences for (Owner of (Casting unit)) at (Position of (Target unit of ability being cast)) facing Default building facing degrees
      Else - Actions
Pirate Heaven
  Events
    Unit - A unit Dies
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Dying unit)) Equal to Pirate Heaven
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Triggering unit)) Equal to Neutral Hostile
      Then - Actions
        Unit - Change ownership of (Dying unit) to (Owner of (Killing unit)) and Change color
        Unit - Replace (Dying unit) with a Giant Asteroid using The new unit's max life and mana
        Unit - Disable supply usage for (Last replaced unit).
        Animation - Change (Last replaced unit)'s animation speed to 10.00% of its original speed
        Unit - Create 1.Planetary Defences for (Owner of (Killing unit)) at (Position of (Dying unit)) facing Default building facing degrees
      Else - Actions
planet ownership
  Events
    Unit - A unit Dies
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Dying unit)) Equal to Giant Asteroid
        (Unit-type of (Dying unit)) Equal to Metalic Moon
        (Unit-type of (Dying unit)) Equal to Lava Planet
        (Unit-type of (Dying unit)) Equal to Ice Planet
        (Unit-type of (Dying unit)) Equal to Forest Moon
        (Unit-type of (Dying unit)) Equal to Carbon Moon
        (Unit-type of (Dying unit)) Equal to Toxic Planet
        (Unit-type of (Dying unit)) Equal to Terraformed Planet
        (Unit-type of (Dying unit)) Equal to Rocky Moon
        (Unit-type of (Dying unit)) Equal to Ring Hot Planet
        (Unit-type of (Dying unit)) Equal to Barren Planet
        (Unit-type of (Dying unit)) Equal to Homeworld
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Killing unit)) Equal to AntiMater Bomb
      Then - Actions
        -------- Planet Destruction Cinematic --------
        Unit - Change ownership of (Killing unit) to Neutral Hostile and Retain color
        Unit - Cause (Killing unit) to damage circular area after 0 seconds of radius 500 at (Position of (Killing unit)), dealing 9999.00 damage of attack type Spells and damage type Normal
        Sound - Set Music to 0.00%
        Sound - Set Combat Sounds to 0.00%
        Sound - Set Ambient Sounds to 0.00%
        Sound - Set Fire Sounds to 0.00%
        Sound - Set Unit Response Sounds to 0.00%
        Sound - Set User Interface Sounds to 0.00%
        Sound - Set Animation and Spell Sounds to 0.00%
        Cinematic - Fade out and back in over 0.50 seconds using texture White Mask and color (100.00%, 100.00%, 100.00%) with 0% transparency
        Wait 0.50 seconds
        Animation - Change (Dying unit)'s size to (1.00%, 1.00%, 1.00%) of its original size
        Sound - Set Animation and Spell Sounds to 100.00%
        Special Effect - Create a special effect at (Position of (Dying unit)) using NuclearExplosion.mdx
        Wait 0.10 seconds
        Unit - Create 1.Planet Remains for Neutral Passive at (Position of (Dying unit)) facing (Random real number between 0 and 360.00) degrees
        Destructible - Create a B001 (destructablecode) at (Position of (Dying unit)) facing (Random angle) with scale 1 and variation 0
        Unit - Remove (Killing unit) from the game
        Sound - Set Music to 100.00%
        Sound - Set Combat Sounds to 100.00%
        Sound - Set Ambient Sounds to 100.00%
        Sound - Set Fire Sounds to 100.00%
        Sound - Set Unit Response Sounds to 100.00%
        Sound - Set User Interface Sounds to 100.00%
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Owner of (Triggering unit)) Not equal to Neutral Passive
          Then - Actions
            Unit Group - Pick every unit in (Units in (Region centered at (Position of (Dying unit)) with size (100.00, 100.00))) and do (Actions)
              Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Unit-type of (Picked unit)) Equal to Planetary Defences
                  Then - Actions
                    Unit - Change ownership of (Picked unit) to (Owner of (Killing unit)) and Retain color
                  Else - Actions
            -------- Planet Capture Cinematic --------
            Unit - Change ownership of (Dying unit) to (Owner of (Killing unit)) and Change color
            Unit - Replace (Dying unit) with a (Unit-type of (Triggering unit)) using The new unit's max life and mana
            Animation - Change (Last replaced unit)'s animation speed to 10.00% of its original speed
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Race of (Owner of (Killing unit))) Not equal to Night Elf
              Then - Actions
                Unit - Disable supply usage for (Last replaced unit).
              Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Race of (Owner of (Killing unit))) Equal to Orc
              Then - Actions
                Unit - Set life of (Last replaced unit) to (0.40 x (Life of (Last replaced unit)))
              Else - Actions
                Unit - Set life of (Last replaced unit) to (0.25 x (Life of (Last replaced unit)))
          Else - Actions
            Unit - Replace (Dying unit) with a (Unit-type of (Triggering unit)) using The new unit's max life and mana
HW bonus
  Events
    Time - Every 60.00 seconds of game time
  Conditions
  Actions
    Player - Add ((Number of living Homeworld units owned by Player 1 (Red)) x 15) to Player 1 (Red).Current gold
    Player - Add ((Number of living Homeworld units owned by Player 3 (Teal)) x 15) to Player 3 (Teal).Current gold
    Player - Add ((Number of living Homeworld units owned by Player 2 (Blue)) x 15) to Player 2 (Blue).Current gold
    Player - Add ((Number of living Homeworld units owned by Player 4 (Purple)) x 15) to Player 4 (Purple).Current gold
    Player - Add ((Number of living Homeworld units owned by Player 5 (Yellow)) x 15) to Player 5 (Yellow).Current gold
    Player - Add ((Number of living Homeworld units owned by Player 6 (Orange)) x 15) to Player 6 (Orange).Current gold
    Player - Add ((Number of living Homeworld units owned by Player 7 (Green)) x 15) to Player 7 (Green).Current gold
    Player - Add ((Number of living Homeworld units owned by Player 8 (Pink)) x 15) to Player 8 (Pink).Current gold
    Player - Add ((Number of living Homeworld units owned by Player 9 (Gray)) x 15) to Player 9 (Gray).Current gold
    Player - Add ((Number of living Homeworld units owned by Player 10 (Light Blue)) x 15) to Player 10 (Light Blue).Current gold
    Player - Add ((Number of living Homeworld units owned by Player 11 (Dark Green)) x 15) to Player 11 (Dark Green).Current gold
    Player - Add ((Number of living Homeworld units owned by Player 12 (Brown)) x 15) to Player 12 (Brown).Current gold
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Current research level of R00C (techcode) for (Picked player)) Greater than 2
          Then - Actions
            Player - Add ((Number of living Ice Planet units owned by (Picked player)) x 5) to (Picked player).Current gold
            Player - Add ((Number of living Ice Moon units owned by (Picked player)) x 3) to (Picked player).Current gold
            Player - Add ((Number of living Homeworld units owned by (Picked player)) x 10) to (Picked player).Current gold
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Current research level of R005 (techcode) for (Picked player)) Greater than 0
          Then - Actions
            Player - Add ((Number of living Barren Planet units owned by (Picked player)) x 6) to (Picked player).Current gold
            Player - Add ((Number of living Giant Asteroid units owned by (Picked player)) x 3) to (Picked player).Current gold
            Player - Add ((Number of living Lava Planet units owned by (Picked player)) x 6) to (Picked player).Current gold
            Player - Add ((Number of living Ring Hot Planet units owned by (Picked player)) x 2) to (Picked player).Current gold
            Player - Add ((Number of living Toxic Planet units owned by (Picked player)) x 2) to (Picked player).Current gold
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Race of (Picked player)) Equal to Human
          Then - Actions
            Player - Add ((Number of living Homeworld units owned by (Picked player)) x 15) to (Picked player).Current gold
          Else - Actions
Planet cloak
  Events
    Unit - A unit Uses an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Planetary Cloaking Generator
  Actions
    Unit Group - Pick every unit in (Units within 100.00 of (Position of (Hero manipulating item)) matching ((Matching player) Equal to (Owner of (Hero manipulating item))).) and do (Actions)
      Loop - Actions
        Unit - Set (Picked unit) acquisition range to 0.00
        Unit - Add Ghost to (Picked unit)
    Wait 20.00 game-time seconds
    Unit Group - Pick every unit in (Units within 100.00 of (Position of (Hero manipulating item)) matching ((Matching player) Equal to (Owner of (Hero manipulating item))).) and do (Actions)
      Loop - Actions
        Unit - Set (Picked unit) acquisition range to (Default acquisition range of (Picked unit))
        Unit - Remove Ghost from (Picked unit)
Hiveship construction
  Events
    Unit - A unit enters (Entire map)
  Conditions
    (Unit-type of (Entering unit)) Equal to Hiveship
  Actions
    Hero - Create Launch Bay and give it to (Triggering unit)
    Hero - Create Repair Bay and give it to (Triggering unit)
    Item - Set charges remaining in (Last created item) to 0
Hiveship load
  Events
    Unit - A unit Is loaded into a transport
  Conditions
    (Unit-type of (Transporting unit)) Equal to Hiveship
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to Manta Class Fighter
        ((Charges remaining in (Item carried by (Transporting unit) of type Launch Bay)) + (Charges remaining in (Item carried by (Transporting unit) of type Repair Bay))) Less than 16
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Percentage life of (Triggering unit)) Equal to 100.00
          Then - Actions
            Item - Set charges remaining in (Item carried by (Transporting unit) of type Launch Bay) to ((Charges remaining in (Item carried by (Transporting unit) of type Launch Bay)) + 1)
            Unit - Remove (Triggering unit) from the game
          Else - Actions
            Item - Set charges remaining in (Item carried by (Transporting unit) of type Repair Bay) to ((Charges remaining in (Item carried by (Transporting unit) of type Repair Bay)) + 1)
            Unit - Remove (Triggering unit) from the game
            Wait 6.00 game-time seconds
            Item - Set charges remaining in (Item carried by (Transporting unit) of type Repair Bay) to ((Charges remaining in (Item carried by (Transporting unit) of type Repair Bay)) - 1)
            Item - Set charges remaining in (Item carried by (Transporting unit) of type Launch Bay) to ((Charges remaining in (Item carried by (Transporting unit) of type Launch Bay)) + 1)
      Else - Actions
        Unit - Order (Transporting unit) to Unload.(Triggering unit)
Carrier autoload
  Events
    Unit - A unit Finishes training a unit
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Trained unit)) Equal to Aurora Class Frigate
        (Unit-type of (Trained unit)) Equal to Carrier
        (Unit-type of (Attacked unit)) Equal to Battlecruiser
        (Unit-type of (Attacked unit)) Equal to Cruiser
        (Unit-type of (Trained unit)) Equal to Entreprise Class Frigate
        (Unit-type of (Trained unit)) Equal to Glorious Class Frigate
        (Unit-type of (Trained unit)) Equal to Hornet Class Frigate
        (Unit-type of (Trained unit)) Equal to Illustrious Class Frigate
        (Unit-type of (Trained unit)) Equal to Cambrian Class Frigate
  Actions
    Unit Group - Pick every unit in (Units within 512.00 of (Position of (Trained unit)).) and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Or - Any (Conditions) are true
              Conditions
                (Unit-type of (Picked unit)) Equal to T-Wing Class Fighter
                (Unit-type of (Picked unit)) Equal to Stinger Class Bomber
                (Unit-type of (Picked unit)) Equal to Pirate Fighter
                (Unit-type of (Picked unit)) Equal to H-Wing Defender
                (Unit-type of (Picked unit)) Equal to Eagle Class Fighter
                (Unit-type of (Picked unit)) Equal to Viper Class Fighter
                (Unit-type of (Picked unit)) Equal to Corsair Class Corvet
                (Unit-type of (Picked unit)) Equal to Fighter Drone
                (Unit-type of (Picked unit)) Equal to Acid Virus
                (Unit-type of (Picked unit)) Equal to Hawk Class Fighter
                (Unit-type of (Picked unit)) Equal to Brenus Class Interceptor
                (Unit-type of (Picked unit)) Equal to Thor Class Bomber
                (Unit-type of (Picked unit)) Equal to Infested Shard
          Then - Actions
            Unit - Order (Picked unit) to Board.(Trained unit)
          Else - Actions
Carrier Unload
  Events
    Unit - A unit Is attacked
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Attacked unit)) Equal to Aurora Class Frigate
        (Unit-type of (Attacked unit)) Equal to Carrier
        (Unit-type of (Attacked unit)) Equal to Battlecruiser
        (Unit-type of (Attacked unit)) Equal to Cruiser
        (Unit-type of (Attacked unit)) Equal to Entreprise Class Frigate
        (Unit-type of (Attacked unit)) Equal to Glorious Class Frigate
        (Unit-type of (Attacked unit)) Equal to Hornet Class Frigate
        (Unit-type of (Attacked unit)) Equal to Illustrious Class Frigate
        (Unit-type of (Attacked unit)) Equal to Cambrian Class Frigate
  Actions
    Unit Group - Pick every unit in (Units owned by (Owner of (Attacked unit)) matching (((Matching unit) is loaded into (Attacked unit).) Equal to True).) and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Custom value of (Picked unit)) Equal to 0
          Then - Actions
            Unit - Order (Attacked unit) to Unload.(Picked unit)
            Unit - Order (Picked unit) to Attack.(Attacking unit)
          Else - Actions
Hiveship Attack Unload
  Events
    Unit - A unit Is attacked
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Attacked unit)) Equal to Hiveship
  Actions
    Unit - Create (Charges remaining in (Item carried by (Attacked unit) of type Launch Bay)).Manta Class Fighter for (Owner of (Attacked unit)) at (Position of (Attacked unit)) facing Default building facing degrees
    Unit Group - Pick every unit in (Last created unit group) and do (Actions)
      Loop - Actions
        Unit - Order (Picked unit) to Attack.(Attacking unit)
    Item - Set charges remaining in (Item carried by (Attacked unit) of type Launch Bay) to 0
Hiveship Unload
  Events
    Unit - A unit Uses an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Launch Bay
  Actions
    Item - Set charges remaining in (Item carried by (Loading unit) of type Launch Bay) to ((Charges remaining in (Item carried by (Loading unit) of type Launch Bay)) - 1)
    Unit - Create 1.Manta Class Fighter for (Owner of (Hero manipulating item)) at (Position of (Hero manipulating item)) facing Default building facing degrees
Time Incursions
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to Time Incursion
  Actions
    Game - Display to (All players) the text: Time has been altered!
    Set VariableSet unitgroup = (Random 12 units from (Units in (Playable map area)))
    Unit Group - Pick every unit in unitgroup and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Picked unit) is Magic Immune) Equal to True
          Then - Actions
            Player - Set (Random player from (All players)).Current gold to (Random integer number between 0 and 1000)
          Else - Actions
            Unit - Change ownership of (Picked unit) to (Random player from (All players)) and Change color
    Set VariableSet unitgroup = (Random 12 units from (Units in (Playable map area)))
    Unit Group - Pick every unit in unitgroup and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Picked unit) is Magic Immune) Equal to True
          Then - Actions
            Player - Set (Random player from (All players)).Current lumber to (Random integer number between 0 and 200)
          Else - Actions
            Unit - Move unit instantly to (Random point in (Playable map area))
Missile Silos
  Events
    Unit - A unit Is issued an order targeting an object
    Unit - A unit Is issued an order targeting a point
  Conditions
    (Unit-type of (Ordered unit)) Equal to Ground-Space Missile Silo
    Or - Any (Conditions) are true
      Conditions
        (Issued order) Equal to (Order(attack))
        (Issued order) Equal to (Order(attackground))
  Actions
    Wait 1.00 game-time seconds
    Unit - Kill (Ordered unit)
Missile Silos Copy
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Ground-Space Missile Silo
  Actions
    Wait 2.00 game-time seconds
    Unit - Kill (Attacking unit)
Antibalistic Missile
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacked unit)) Equal to AntiMater Bomb
    (Unit-type of (Attacking unit)) Equal to Anti-balistic Missile Silo
  Actions
    Unit - Cause (Attacking unit) to damage (Attacked unit), dealing 350.00 damage of attack type Siege and damage type Normal
    Wait 0.50 game-time seconds
    Unit - Kill (Attacking unit)
function Trig_Inhibitor_Field_Conditions takes nothing returns boolean
    if ( not ( GetSpellAbilityId() == 'A02F' ) ) then
        return false
    endif
    return true
endfunction

function Trig_Inhibitor_Field_Actions takes nothing returns nothing
    local weathereffect da
    call AddWeatherEffectSaveLast( RectFromCenterSizeBJ(GetUnitLoc(GetSpellAbilityUnit()), 1697.00, 1697.00), 'MEds' )
    set da = GetLastCreatedWeatherEffect()
    call EnableWeatherEffect( da, true )
    call TriggerSleepAction( 5.00 )
    call RemoveWeatherEffectBJ( da )
    set da = null
endfunction

//===========================================================================
function InitTrig_Inhibitor_Field takes nothing returns nothing
    set gg_trg_Inhibitor_Field = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ( gg_trg_Inhibitor_Field, EVENT_PLAYER_UNIT_SPELL_CAST )
    call TriggerAddCondition( gg_trg_Inhibitor_Field, Condition( function Trig_Inhibitor_Field_Conditions ) )
    call TriggerAddAction( gg_trg_Inhibitor_Field, function Trig_Inhibitor_Field_Actions )
endfunction

 
function Trig_Inhibitor_Field_Conditions2 takes nothing returns boolean
    if ( not ( GetSpellAbilityId() == 'A02H' ) ) then
        return false
    endif
    return true
endfunction

function Trig_Inhibitor_Field_Actions2 takes nothing returns nothing
    local weathereffect da
    call AddWeatherEffectSaveLast( RectFromCenterSizeBJ(GetUnitLoc(GetSpellAbilityUnit()), 990.00, 990.00), 'MEds' )
    set da = GetLastCreatedWeatherEffect()
    call EnableWeatherEffect( da, true )
    call TriggerSleepAction( 5.00 )
    call RemoveWeatherEffectBJ( da )
    set da = null
endfunction

//===========================================================================
function InitTrig_Inhibitor_Field_Copy takes nothing returns nothing
    set gg_trg_Inhibitor_Field_Copy = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ( gg_trg_Inhibitor_Field_Copy, EVENT_PLAYER_UNIT_SPELL_CAST )
    call TriggerAddCondition( gg_trg_Inhibitor_Field_Copy, Condition( function Trig_Inhibitor_Field_Conditions2 ) )
    call TriggerAddAction( gg_trg_Inhibitor_Field_Copy, function Trig_Inhibitor_Field_Actions2 )
endfunction

 
Infest
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Killing unit)) Equal to Infested Shard
    ((Dying unit) is A flying unit) Equal to True
  Actions
    Game - Display to (Player group((Owner of (Dying unit)))) the text: Marine: "Our ship is overwhelmed by the infection!"
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Dying unit) is Mechanical) Equal to True
      Then - Actions
        Unit - Create 3.Infested Shard for Neutral Hostile at (Position of (Dying unit)) facing 0.00 degrees
      Else - Actions
        Unit - Create 6.Infested Shard for Neutral Hostile at (Position of (Dying unit)) facing 0.00 degrees
turn rate
  Events
    Unit - A unit enters (Current camera bounds)
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Triggering unit)) Equal to Carrier
        (Unit-type of (Triggering unit)) Equal to Dreadnought
        (Unit-type of (Triggering unit)) Equal to Warship
        (Unit-type of (Triggering unit)) Equal to Mothership
  Actions
    Animation - Change (Triggering unit) turn speed to 0.02
turn rate Copy
  Events
    Unit - A unit enters (Current camera bounds)
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Triggering unit)) Equal to Cruiser
        (Unit-type of (Triggering unit)) Equal to Destroyer
  Actions
    Animation - Change (Triggering unit) turn speed to 0.04
Items
  Events
    Unit - A unit Loses an item
  Conditions
    ((Hero manipulating item) is dead) Equal to True
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Item-type of (Item being manipulated)) Not equal to Hull Overhaul
        (Item-type of (Item being manipulated)) Not equal to Advance Ion Drive
        (Random integer number between 1 and 10) Equal to 1
      Then - Actions
        Destructible - Create a B003 (destructablecode) at (Position of (Hero manipulating item)) facing (Random angle) with scale 0.20 and variation 0
      Else - Actions
    Item - Remove (Item being manipulated)
HS Sensor
  Events
    Unit - A unit Finishes construction
  Conditions
    (Unit-type of (Constructed structure)) Equal to Hyperspace Sensor
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of living Hyperspace Sensor units owned by (Owner of (Constructed structure))) Equal to 1
      Then - Actions
        Visibility - Create an initially Enabled visibility modifier for (Owner of (Constructed structure)) emitting Visibility across (Playable map area)
        Set VariableSet HSSensor[(Player number of (Owner of (Constructed structure)))] = (Last created visibility modifier)
        Cinematic - Ping minimap for (All players) at (Position of (Constructed structure)) for 1.00 seconds, using a Simple ping of color (50.00%, 50.00%, 100%)
      Else - Actions
HS Sensor Destroy
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Dying unit)) Equal to Hyperspace Sensor
  Actions
    Wait 0.50 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of living Hyperspace Sensor units owned by (Owner of (Dying unit))) Equal to 0
      Then - Actions
        Visibility - Destroy HSSensor[(Player number of (Owner of (Dying unit)))]
      Else - Actions
Only Frigates item
  Events
    Unit - A unit Acquires an item
  Conditions
    And - All (Conditions) are true
      Conditions
        And - All (Conditions) are true
          Conditions
            (Unit-type of (Hero manipulating item)) Not equal to Vengeance Class Frigate
            (Unit-type of (Hero manipulating item)) Not equal to Unity Class Frigate
            (Unit-type of (Hero manipulating item)) Not equal to Temerity Class Frigate
            (Unit-type of (Hero manipulating item)) Not equal to Revelation Class Frigate
            (Unit-type of (Hero manipulating item)) Not equal to Pupeteer Class Frigate
            (Unit-type of (Hero manipulating item)) Not equal to Perdition Class Frigate
            (Unit-type of (Hero manipulating item)) Not equal to Firelance Class Frigate
            (Unit-type of (Hero manipulating item)) Not equal to Amazon Class Frigate
            (Unit-type of (Hero manipulating item)) Not equal to Banshee Class Frigate
            (Unit-type of (Hero manipulating item)) Not equal to Assassin Class Frigate
            (Unit-type of (Hero manipulating item)) Not equal to Banshee Class Frigate (cloak im)
            (Unit-type of (Hero manipulating item)) Not equal to Banshee Class Frigate (cloak)
            (Unit-type of (Hero manipulating item)) Not equal to Killer Class Frigate
            (Unit-type of (Hero manipulating item)) Not equal to Servant Class Frigate
            (Unit-type of (Hero manipulating item)) Not equal to Spadassin Class Frigate
            (Unit-type of (Hero manipulating item)) Not equal to Illustrious Class Frigate
            (Unit-type of (Hero manipulating item)) Not equal to Hornet Class Frigate
            (Unit-type of (Hero manipulating item)) Not equal to Glorious Class Frigate
            (Unit-type of (Hero manipulating item)) Not equal to Helios Class Frigate
            (Unit-type of (Hero manipulating item)) Not equal to Halo Class Frigate
            (Unit-type of (Hero manipulating item)) Not equal to Entreprise Class Frigate
            (Unit-type of (Hero manipulating item)) Not equal to Shining Class Frigate
            (Unit-type of (Hero manipulating item)) Not equal to Repellant Class Frigate
            (Unit-type of (Hero manipulating item)) Not equal to Reliant Class Frigate
            (Unit-type of (Hero manipulating item)) Not equal to Radiant Class Frigate (cloak)
            (Unit-type of (Hero manipulating item)) Not equal to Radiant Class Frigate (cloak im)
            (Unit-type of (Hero manipulating item)) Not equal to Radiant Class Frigate
            (Unit-type of (Hero manipulating item)) Not equal to Pride Class Frigate
            (Unit-type of (Hero manipulating item)) Not equal to Peon Class Frigate
            (Unit-type of (Hero manipulating item)) Not equal to Foundry Ship
            (Unit-type of (Hero manipulating item)) Not equal to Heimdal Class Frigate
            (Unit-type of (Hero manipulating item)) Not equal to Fidelity Class Frigate
            (Unit-type of (Hero manipulating item)) Not equal to Cyrenea Class Ship
            (Unit-type of (Hero manipulating item)) Not equal to Colony Ship
            (Unit-type of (Hero manipulating item)) Not equal to Defiant Class Frigate
            (Unit-type of (Hero manipulating item)) Not equal to Crescent Class Frigate
            (Unit-type of (Hero manipulating item)) Not equal to Artifice Class Frigate
            (Unit-type of (Hero manipulating item)) Not equal to Aurora Class Frigate
            (Unit-type of (Hero manipulating item)) Not equal to Explorer Class Frigate
            (Unit-type of (Hero manipulating item)) Not equal to Dragon Class Frigate
            (Unit-type of (Hero manipulating item)) Not equal to Cambrian Class Frigate
        Or - Any (Conditions) are true
          Conditions
            (Item-type of (Item being manipulated)) Equal to Hyper Space Jump Generator
            (Item-type of (Item being manipulated)) Equal to Power-Plating
            (Item-type of (Item being manipulated)) Equal to Cloaking Generator
            (Item-type of (Item being manipulated)) Equal to Mass Driver Turret
            (Item-type of (Item being manipulated)) Equal to Energy Cannons
  Actions
    Item - Remove (Item being manipulated)
Only Organic Item
  Events
    Unit - A unit Acquires an item
  Conditions
    And - All (Conditions) are true
      Conditions
        And - All (Conditions) are true
          Conditions
            (Unit-type of (Hero manipulating item)) Not equal to Cambrian Class Frigate
            (Unit-type of (Hero manipulating item)) Not equal to Dragon Class Frigate
            (Unit-type of (Hero manipulating item)) Not equal to Hiveship
        Or - Any (Conditions) are true
          Conditions
            (Item-type of (Item being manipulated)) Equal to Bio-laser Organelle
            (Item-type of (Item being manipulated)) Equal to Biosonar Organelle
            (Item-type of (Item being manipulated)) Equal to Hull Reinforcement Organelle
            (Item-type of (Item being manipulated)) Equal to Hyper Space Jump Organelle
            (Item-type of (Item being manipulated)) Equal to Occular Organelle
            (Item-type of (Item being manipulated)) Equal to Plasma Drive Organelle
            (Item-type of (Item being manipulated)) Equal to Teleport Organelle
            (Item-type of (Item being manipulated)) Equal to Warp Organelle
            (Item-type of (Item being manipulated)) Equal to Ion Biorelay Organelle
  Actions
    Item - Remove (Item being manipulated)
Only Capital item
  Events
    Unit - A unit Acquires an item
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Item-type of (Item being manipulated)) Equal to Autogun Turrets
        (Item-type of (Item being manipulated)) Equal to Laser Batteries
        (Item-type of (Item being manipulated)) Equal to Coilgun Turrets
        (Item-type of (Item being manipulated)) Equal to Ion DCA Turrets
        (Item-type of (Item being manipulated)) Equal to Photon Cannons Turrets
        (Item-type of (Item being manipulated)) Equal to Mass Driver Turrets
        (Item-type of (Item being manipulated)) Equal to Ion Beam
        (Item-type of (Item being manipulated)) Equal to Turbolaser Batteries
        (Item-type of (Item being manipulated)) Equal to Phased Assembly Cannon
        (Item-type of (Item being manipulated)) Equal to Railgun Positions
        (Item-type of (Item being manipulated)) Equal to Plasma Cannons
        (Item-type of (Item being manipulated)) Equal to Pulsar Beam
        (Item-type of (Item being manipulated)) Equal to Power-Plating
        (Item-type of (Item being manipulated)) Equal to Hyper Space Jump Generator
        (Item-type of (Item being manipulated)) Equal to Advanced Hyper Space Generator
        (Item-type of (Item being manipulated)) Equal to Warp Core
        (Item-type of (Item being manipulated)) Equal to Advance Ion Drive
        (Item-type of (Item being manipulated)) Equal to Hull Overhaul
        (Item-type of (Item being manipulated)) Equal to Teleport Beacon
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        And - All (Conditions) are true
          Conditions
            (Unit-type of (Hero manipulating item)) Not equal to Vengeance Class Frigate
            (Unit-type of (Hero manipulating item)) Not equal to Unity Class Frigate
            (Unit-type of (Hero manipulating item)) Not equal to Temerity Class Frigate
            (Unit-type of (Hero manipulating item)) Not equal to Revelation Class Frigate
            (Unit-type of (Hero manipulating item)) Not equal to Pupeteer Class Frigate
            (Unit-type of (Hero manipulating item)) Not equal to Perdition Class Frigate
            (Unit-type of (Hero manipulating item)) Not equal to Firelance Class Frigate
            (Unit-type of (Hero manipulating item)) Not equal to Amazon Class Frigate
            (Unit-type of (Hero manipulating item)) Not equal to Banshee Class Frigate
            (Unit-type of (Hero manipulating item)) Not equal to Assassin Class Frigate
            (Unit-type of (Hero manipulating item)) Not equal to Banshee Class Frigate (cloak im)
            (Unit-type of (Hero manipulating item)) Not equal to Banshee Class Frigate (cloak)
            (Unit-type of (Hero manipulating item)) Not equal to Killer Class Frigate
            (Unit-type of (Hero manipulating item)) Not equal to Servant Class Frigate
            (Unit-type of (Hero manipulating item)) Not equal to Spadassin Class Frigate
            (Unit-type of (Hero manipulating item)) Not equal to Illustrious Class Frigate
            (Unit-type of (Hero manipulating item)) Not equal to Hornet Class Frigate
            (Unit-type of (Hero manipulating item)) Not equal to Glorious Class Frigate
            (Unit-type of (Hero manipulating item)) Not equal to Helios Class Frigate
            (Unit-type of (Hero manipulating item)) Not equal to Halo Class Frigate
            (Unit-type of (Hero manipulating item)) Not equal to Entreprise Class Frigate
            (Unit-type of (Hero manipulating item)) Not equal to Shining Class Frigate
            (Unit-type of (Hero manipulating item)) Not equal to Repellant Class Frigate
            (Unit-type of (Hero manipulating item)) Not equal to Reliant Class Frigate
            (Unit-type of (Hero manipulating item)) Not equal to Radiant Class Frigate (cloak)
            (Unit-type of (Hero manipulating item)) Not equal to Radiant Class Frigate (cloak im)
            (Unit-type of (Hero manipulating item)) Not equal to Radiant Class Frigate
            (Unit-type of (Hero manipulating item)) Not equal to Pride Class Frigate
            (Unit-type of (Hero manipulating item)) Not equal to Peon Class Frigate
            (Unit-type of (Hero manipulating item)) Not equal to Foundry Ship
            (Unit-type of (Hero manipulating item)) Not equal to Heimdal Class Frigate
            (Unit-type of (Hero manipulating item)) Not equal to Fidelity Class Frigate
            (Unit-type of (Hero manipulating item)) Not equal to Cyrenea Class Ship
            (Unit-type of (Hero manipulating item)) Not equal to Colony Ship
            (Unit-type of (Hero manipulating item)) Not equal to Defiant Class Frigate
            (Unit-type of (Hero manipulating item)) Not equal to Crescent Class Frigate
            (Unit-type of (Hero manipulating item)) Not equal to Artifice Class Frigate
            (Unit-type of (Hero manipulating item)) Not equal to Aurora Class Frigate
            (Unit-type of (Hero manipulating item)) Not equal to Explorer Class Frigate
            (Unit-type of (Hero manipulating item)) Not equal to Cambrian Class Frigate
            (Unit-type of (Hero manipulating item)) Not equal to Dragon Class Frigate
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Item-type of (Item being manipulated)) Not equal to Advance Ion Drive
            (Item-type of (Item being manipulated)) Not equal to Launch Bay
            (Item-type of (Item being manipulated)) Not equal to Repair Bay
            (Custom value of (Item being manipulated)) Equal to 0
          Then - Actions
            Set VariableSet itemused = (Item-type of (Item being manipulated))
            Item - Remove (Item being manipulated)
            Set VariableSet Realnum = (Current movement speed of (Hero manipulating item))
            Wait 0.10 seconds
            Item - Create itemused at (Center of Technology <gen>)
            Item - Set the custom value of (Last created item) to 1
            Hero - Give (Last created item) to (Hero manipulating item)
            Unit - Set (Hero manipulating item) movement speed to Realnum
          Else - Actions
      Else - Actions
        Item - Remove (Item being manipulated)
carrier heal
  Events
    Unit - A unit Is loaded into a transport
  Conditions
    (Unit-type of (Transporting unit)) Not equal to Hiveship
    (Unit-type of (Transporting unit)) Not equal to Carrier
  Actions
    Unit - Set the custom value of (Triggering unit) to 1
    Wait 6.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Current order of (Triggering unit)) Not equal to (Order(move))
      Then - Actions
        Unit - Set the custom value of (Triggering unit) to 0
        Unit - Set life of (Triggering unit) to 100%
        Unit - Set mana of (Triggering unit) to 100%
      Else - Actions
carrier heal Copy
  Events
    Unit - A unit Is loaded into a transport
  Conditions
    (Unit-type of (Transporting unit)) Equal to Carrier
  Actions
    Unit - Set the custom value of (Triggering unit) to 1
    Wait 3.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Current order of (Triggering unit)) Not equal to (Order(move))
      Then - Actions
        Unit - Set the custom value of (Triggering unit) to 0
        Unit - Set life of (Triggering unit) to 100%
        Unit - Set mana of (Triggering unit) to 100%
      Else - Actions
Destruction
  Events
    Unit - A unit Dies
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Triggering unit)) Equal to Drone Facility
        (Unit-type of (Triggering unit)) Equal to Scaffold
        (Unit-type of (Triggering unit)) Equal to Entreprise Class Frigate
        (Unit-type of (Triggering unit)) Equal to Carrier
        (Unit-type of (Triggering unit)) Equal to H-Wing Defender
        (Unit-type of (Triggering unit)) Equal to Viper Class Fighter
        (Unit-type of (Triggering unit)) Equal to Probe
  Actions
    Wait 1.00 seconds
    Unit - Remove (Triggering unit) from the game
fighter first
  Events
    Unit - A unit Is attacked
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Attacking unit)) Equal to T-Wing Class Fighter
        (Unit-type of (Attacking unit)) Equal to Stinger Class Bomber
        (Unit-type of (Attacking unit)) Equal to Pirate Fighter
        (Unit-type of (Attacking unit)) Equal to H-Wing Defender
        (Unit-type of (Attacking unit)) Equal to Eagle Class Fighter
        (Unit-type of (Attacking unit)) Equal to Viper Class Fighter
        (Unit-type of (Attacking unit)) Equal to Corsair Class Corvet
        (Unit-type of (Attacking unit)) Equal to Fighter Drone
        (Unit-type of (Attacking unit)) Equal to Claw Class Fighter
        (Unit-type of (Attacking unit)) Equal to Acid Virus
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Current order of (Attacking unit)) Not equal to (Order(move))
        ((Attacked unit) is alive) Equal to True
      Then - Actions
        Wait 1.00 seconds
        Animation - Change (Attacking unit) flying height to (Random real number between 25.00 and 300.00) at 50.00
        Unit - Order (Attacking unit) to Move To.(Random point in (Region centered at (Position of (Attacking unit)) with size (250.00, 250.00)))
        Wait 1.00 seconds
        Unit - Order (Attacking unit) to Attack.(Attacked unit)
      Else - Actions
fighter second
  Events
    Unit - A unit Is attacked
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Attacking unit)) Equal to Hawk Class Fighter
        (Unit-type of (Attacking unit)) Equal to Brenus Class Interceptor
        (Unit-type of (Attacking unit)) Equal to Thor Class Bomber
        (Unit-type of (Attacking unit)) Equal to Manta Class Fighter
        (Unit-type of (Attacking unit)) Equal to Scarab Class Fighter
        (Unit-type of (Attacking unit)) Equal to Infested Shard
        (Unit-type of (Attacking unit)) Equal to Crystal Life Form
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Current order of (Attacking unit)) Not equal to (Order(move))
        ((Attacked unit) is alive) Equal to True
      Then - Actions
        Wait 1.00 seconds
        Animation - Change (Attacking unit) flying height to (Random real number between 25.00 and 300.00) at 80.00
        Unit - Order (Attacking unit) to Move To.(Random point in (Region centered at (Position of (Attacking unit)) with size (500.00, 500.00)))
        Wait 1.00 seconds
        Unit - Order (Attacking unit) to Attack.(Attacked unit)
      Else - Actions
****************
*Implimintation*
****************

Simply copy the code in the custom script section and use as u want, remember to create the gamecache "hash" variable.
Configure the constants at the custom script
function InitTrig_Load_Game_Cache takes nothing returns nothing
    call FlushGameCache(InitGameCache("localvars.w3v"))
    set udg_hash = InitGameCache("localvars.w3v")
endfunction

 
Energy Shield
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Ion DCA Turrets
  Actions
    Custom script: call CreateShield(GetTriggerUnit(),100,0,'B000',3,0)
    -------- CreateShield takes unit target, real shieldhp, real duration, integer buffId, real regenerate, real armor --------
    -------- Target = Triggering Unit --------
    -------- Shield Hitpoints = 100 --------
    -------- Duration = 0 (Until depleted/dispelled) --------
    -------- Buff = B000 (Shield) --------
    -------- Regeneration = 3 HP per second. --------
    -------- Armor = 0 (reduce 0% dmg taken) --------
Deflecting Shield
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Callback
  Actions
    Custom script: call CreateShield(GetTriggerUnit(),100,0,'B000',0,.50)
    -------- CreateShield takes unit target, real shieldhp, real duration, integer buffId, real regenerate, real armor --------
    -------- Target = Triggering Unit --------
    -------- Shield Hitpoints = 100 --------
    -------- Duration = 0 (Until depleted/dispelled) --------
    -------- Buff = B000 (Shield) --------
    -------- Regeneration = 0 --------
    -------- Armor = 0.50 (reduce 50% dmg taken) --------
Self Shield
  Events
    Time - Elapsed game time is 2.00 seconds
  Conditions
  Actions
    Set VariableSet guy = Paladin 0000 <gen>