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Trigger Viewer

BestCafesTheEyeV1.0.w3x
Variables
Initialization
Melee Initialization
Quest Menu
Player Initialization
Creep Initialization
Creating Leaderborard
Hero initialization
General
Update Leaderboard
Alliance Gold
Lightining effects
Repick Hero
Boss Hero Death
Unit Upgrades
Revive Creeps
Revive Hero
Key of The Eye
Player Leaves The Game
Victory Conditions
Air Unit Triggers
Air To Ground Spawn
Air To Water Spawn
Air to Ground
Air to Water
Ground Unit Triggers
Ground To Air Spawn
Ground To Water Spawn
Ground to Air
Ground to Water
Water Unit Triggers
Water To Air Spawn
Water To Ground Spawn
Water to Air
Water to Ground
Sea Beast Triggers
SeaBeastSpawnMovie
TheEyeSpells
Beast Patrol commands
SeaBeastDies
SeaBeastSpell Normal
SeaBeastSpell Hail
SeaBeastSpell Ultimate
Air Hero Triggers
Custom Spell Air
AH Patrol Commands
AH Cast Spell
AH Restrictions
Groud Hero Triggers
GH Patrol Commands
Custom Spell Ground
GH Cast Spell
GH Restrictions
Water Hero Triggers
WH Patrol Commands
Custom Spell Water
WH Cast Spell
WH Restrictions
Anti Cheat&Idiotic Actions
Air Selectors
Ground Selectors
Water Selectors
Player Attacks to Ally
Main hero items
Test Triggers
Random Hero
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
A_movie_is_running boolean No
Air01_UnitAmount integer No 3
Air02_UnitAmount integer No 2
Air03_UnitAmount integer No 0
Air_Hero unit No
Air_Hero_Has_Death boolean No
Air_Hero_Patrol rect Yes
Alliance_Gold integer No
Beast_Spawned boolean No
Center_Effect_Region rect Yes
Creep_Position location Yes
Creep_Type unitcode Yes
Dying_Boss_Angel_Camera camerasetup No
Dying_Boss_Base_Region rect No
Dying_Boss_Hero unit No
Force_Air_Victory boolean No true
Force_Ground_Victory boolean No true
Force_Water_Victory boolean No true
Ground01_UnitAmount integer No 3
Ground02_UnitAmount integer No 2
Ground03_UnitAmount integer No 0
Ground_Hero unit No
Ground_Hero_Has_Death boolean No
Ground_Hero_Patrol rect Yes
Ground_lights lightning Yes
Ground_Lights_index integer No
Loop integer No
Player_Kills integer Yes
randNumber integer No
Sea_Beast unit No
Sea_Beast_Has_Death boolean No true
TheEye_effect effect Yes
Trash_Animation_array effect Yes
Water01_UnitAmount integer No 3
Water02_UnitAmount integer No 2
Water03_UnitAmount integer No 0
Water_effect_index integer No
Water_Effects effect Yes
Water_Hero unit No
Water_Hero_Has_Death boolean No
Water_Hero_Patrol rect Yes
Default melee game initialization for all players
Melee Initialization
  Events
    Map initialization
  Conditions
  Actions
    Melee Game - Use melee time of day (for all players)
    Melee Game - Limit Heroes to 1 per Hero-type (for all players)
    Set VariableSet Center_Effect_Region[1] = Com01 <gen>
    Set VariableSet Center_Effect_Region[2] = Com02 <gen>
    Set VariableSet Center_Effect_Region[3] = Com03 <gen>
    Set VariableSet Center_Effect_Region[4] = Com04 <gen>
    Set VariableSet Center_Effect_Region[5] = Com05 <gen>
    Set VariableSet Center_Effect_Region[6] = Com06 <gen>
    Set VariableSet Air_Hero_Patrol[1] = AirPatrol01 <gen>
    Set VariableSet Air_Hero_Patrol[2] = AirPatrol02 <gen>
    Set VariableSet Air_Hero_Patrol[3] = AirPatrol03 <gen>
    Set VariableSet Ground_Hero_Patrol[1] = GroundPatrol01 <gen>
    Set VariableSet Ground_Hero_Patrol[2] = GroundPatrol02 <gen>
    Set VariableSet Ground_Hero_Patrol[3] = GroundPatrol03 <gen>
    Set VariableSet Water_Hero_Patrol[1] = WaterPatrol01 <gen>
    Set VariableSet Water_Hero_Patrol[2] = WaterPatrol02 <gen>
    Set VariableSet Water_Hero_Patrol[3] = WaterPatrol03 <gen>
Quest Menu
  Events
    Time - Elapsed game time is 3.00 seconds
  Conditions
  Actions
    Quest - Create a Required quest titled Instructions with the description - Aim of this map is killing other sides main heroes.- Heroes are sold in the main town hall- The eagle eye is an ability of this building its not a hero- You can repick your hero anytime by typing -repick this will drop all items on your hero near your town hall, so be careful.- Town hall has life regeneration aura regen your life there and dont loose it couse your sides main hero also regens from there.- The eye has mana regeneration aura so you can regenerate your mana there.- When you buy the key in the eye this will give you 30 seconds to cast a spell in it. But dont forget all enemies and your allys can cast this spells too but this will do demage on their units.- Wood is sold at the shop upperside of the map- Good luck and have fun and please report bugs to zechemyishag@yahoo.co.uk, using icon path ReplaceableTextures\CommandButtons\BTNSentryWard.blp
    Quest - Create a Optional quest titled To map editors with the description To map makers who wants to edit this map- You are free to do any improovements - You are free to create new aditions and open them to public- You are free to create your own style with a different namei only want 1 thing just put my name into quests or anywhere as the original creator of this map even if you changed it a way different. Couse idea is everything, triggers models can be made in anywayAnd please visit:www.thehelper.netwww.world-editor-tutorials.thehelper.netHelp people or get helped by people there share your klnowlage to create better maps and ideas. Thank you, using icon path ReplaceableTextures\CommandButtons\BTNBloodKey.blp
Player Initialization
  Events
    Time - Elapsed game time is 5.00 seconds
  Conditions
  Actions
    Unit - Create 1.Blood Mage for Player 4 (Purple) at (Center of AirHeroSpawn <gen>) facing Default building facing degrees
    Set VariableSet Air_Hero = (Last created unit)
    Hero - Set Air_Hero Hero-level to 30, Hide level-up graphics
    Hero - Modify Strength of Air_Hero: Add 70.
    Hero - Modify Agility of Air_Hero: Add 70.
    Hero - Modify Intelligence of Air_Hero: Add 70.
    Hero - Create Claws of Attack +100 and give it to Air_Hero
    Hero - Learn skill for Air_Hero: Hero_Air_Ability
    -------- ......................... --------
    Unit - Create 1.Dark Knight for Player 8 (Pink) at (Center of GroundHeroSpawn <gen>) facing Default building facing degrees
    Set VariableSet Ground_Hero = (Last created unit)
    Hero - Set Ground_Hero Hero-level to 30, Hide level-up graphics
    Hero - Modify Strength of Ground_Hero: Add 70.
    Hero - Modify Agility of Ground_Hero: Add 70.
    Hero - Modify Intelligence of Ground_Hero: Add 70.
    Hero - Create Claws of Attack +100 and give it to Ground_Hero
    Hero - Learn skill for Ground_Hero: Hero_Ground_Ability
    -------- ......................... --------
    Unit - Create 1.Paladin for Player 12 (Brown) at (Center of WaterHeroSpawn <gen>) facing Default building facing degrees
    Set VariableSet Water_Hero = (Last created unit)
    Hero - Set Water_Hero Hero-level to 30, Hide level-up graphics
    Hero - Modify Strength of Water_Hero: Add 70.
    Hero - Modify Agility of Water_Hero: Add 70.
    Hero - Modify Intelligence of Water_Hero: Add 70.
    Hero - Create Claws of Attack +100 and give it to Water_Hero
    Hero - Learn skill for Water_Hero: Hero_Water_Ability
    Player Group - Pick every player in (All allies of Player 4 (Purple).) and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (((Picked player) controller) Equal to User) and (((Picked player) slot status) Equal to Is playing)
          Then - Actions
            Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Air_vision <gen>
            Unit - Create 1.Selector for (Picked player) at (Center of AirTarget <gen>) facing Default building facing degrees
            Player - Set (Picked player).Food cap to 5
            Player - Set (Picked player).Current gold to 200
            Camera - Pan camera for (Picked player) to (Center of AirHeroSpawn <gen>) over 1.00 seconds
          Else - Actions
    Player Group - Pick every player in (All allies of Player 8 (Pink).) and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (((Picked player) controller) Equal to User) and (((Picked player) slot status) Equal to Is playing)
          Then - Actions
            Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Ground_Vision <gen>
            Unit - Create 1.Selector for (Picked player) at (Center of GroundTarget <gen>) facing Default building facing degrees
            Player - Set (Picked player).Food cap to 5
            Player - Set (Picked player).Current gold to 200
            Camera - Pan camera for (Picked player) to (Center of GroundHeroSpawn <gen>) over 1.00 seconds
          Else - Actions
    Player Group - Pick every player in (All allies of Player 12 (Brown).) and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (((Picked player) controller) Equal to User) and (((Picked player) slot status) Equal to Is playing)
          Then - Actions
            Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Water_Vision <gen>
            Unit - Create 1.Selector for (Picked player) at (Center of WaterTarget <gen>) facing Default building facing degrees
            Player - Set (Picked player).Food cap to 5
            Player - Set (Picked player).Current gold to 200
            Camera - Pan camera for (Picked player) to (Center of WaterHeroSpawn <gen>) over 1.00 seconds
          Else - Actions
    -------- ......................... --------
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across FrostNovaCast <gen>
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Com01 <gen>
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Com02 <gen>
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Com03 <gen>
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Com04 <gen>
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Com05 <gen>
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Com06 <gen>
    -------- ......................... --------
    Player - Turn Gives bounty On for Player 1 (Red)
    Player - Turn Gives bounty On for Player 2 (Blue)
    Player - Turn Gives bounty On for Player 3 (Teal)
    Player - Turn Gives bounty On for Player 4 (Purple)
    Player - Turn Gives bounty On for Player 5 (Yellow)
    Player - Turn Gives bounty On for Player 6 (Orange)
    Player - Turn Gives bounty On for Player 7 (Green)
    Player - Turn Gives bounty On for Player 8 (Pink)
    Player - Turn Gives bounty On for Player 9 (Gray)
    Player - Turn Gives bounty On for Player 10 (Light Blue)
    Player - Turn Gives bounty On for Player 11 (Dark Green)
    Player - Turn Gives bounty On for Player 12 (Brown)
    Game - Display to (All players) for 30 seconds the text: Wellcome another Best Cafe mapPlease read quests for more information
Creep Initialization
  Events
    Time - Elapsed game time is 5.00 seconds
  Conditions
  Actions
    Set VariableSet Loop = 0
    Unit Group - Pick every unit in (Units owned by Neutral Hostile.) and do (Actions)
      Loop - Actions
        Set VariableSet Loop = (Loop + 1)
        Set VariableSet Creep_Type[Loop] = (Unit-type of (Picked unit))
        Set VariableSet Creep_Position[Loop] = (Position of (Picked unit))
        Unit - Set the custom value of (Picked unit) to Loop
Putting all Players to leaderboard after map initialization
Creating Leaderborard
  Events
    Time - Elapsed game time is 8.00 seconds
  Conditions
  Actions
    Leaderboard - Create a leaderboard for (All players) titled Kills
    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
            ((Picked player) controller) Equal to User
          Then - Actions
            Leaderboard - Add (Picked player) to (Last created leaderboard) with label (Name of (Picked player)) and value 0
          Else - Actions
            Do nothing
    Leaderboard - Show (Last created leaderboard)
Hero initialization
  Events
    Unit - A unit Sells a unit
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Selling unit)) Equal to Air base
      Then - Actions
        Unit - Remove (Buying unit) from the game
        Unit - Move (Sold unit) instantly to (Center of AirHeroSpawn <gen>)
        Camera - Pan camera for (Owner of (Sold unit)) to (Center of AirHeroSpawn <gen>) over 1.00 seconds
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Selling unit)) Equal to Ground base
      Then - Actions
        Unit - Remove (Buying unit) from the game
        Unit - Move (Sold unit) instantly to (Center of GroundHeroSpawn <gen>)
        Camera - Pan camera for (Owner of (Sold unit)) to (Center of GroundHeroSpawn <gen>) over 1.00 seconds
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Selling unit)) Equal to Water base
      Then - Actions
        Unit - Remove (Buying unit) from the game
        Unit - Move (Sold unit) instantly to (Center of WaterHeroSpawn <gen>)
        Camera - Pan camera for (Owner of (Sold unit)) to (Center of WaterHeroSpawn <gen>) over 1.00 seconds
      Else - Actions
        Do nothing
updates the leader board when a unit dies
Update Leaderboard
  Events
    Unit - A unit Dies
  Conditions
    ((Owner of (Killing unit)) controller) Equal to User
  Actions
    If (((Triggering unit) is A Hero) Equal to True) then do (Play Player_killed <gen>) else do (Do nothing)
    Set VariableSet Player_Kills[(Player number of (Owner of (Killing unit)))] = (Player_Kills[(Player number of (Owner of (Killing unit)))] + 1)
    Leaderboard - Change the value for (Owner of (Killing unit)) in (Last created leaderboard) to Player_Kills[(Player number of (Owner of (Killing unit)))]
    Leaderboard - Sort (Last created leaderboard) by Value in Descending order
Alliance Gold
  Events
    Time - Every 10.00 seconds of game time
  Conditions
  Actions
    Set VariableSet Alliance_Gold = (Player 4 (Purple) Current gold)
    Set VariableSet Alliance_Gold = (Alliance_Gold / 80)
    Player Group - Pick every player in (All allies of Player 4 (Purple).) and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Picked player) Not equal to Player 4 (Purple)
            ((Picked player) slot status) Equal to Is playing
          Then - Actions
            Player - Set (Picked player).Current gold to (((Picked player) Current gold) + Alliance_Gold)
            Player - Set Player 4 (Purple).Current gold to ((Player 4 (Purple) Current gold) - Alliance_Gold)
          Else - Actions
            Do nothing
    Set VariableSet Alliance_Gold = (Player 8 (Pink) Current gold)
    Set VariableSet Alliance_Gold = (Alliance_Gold / 80)
    Player Group - Pick every player in (All allies of Player 8 (Pink).) and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Picked player) Not equal to Player 8 (Pink)
            ((Picked player) slot status) Equal to Is playing
          Then - Actions
            Player - Set (Picked player).Current gold to (((Picked player) Current gold) + Alliance_Gold)
            Player - Set Player 8 (Pink).Current gold to ((Player 8 (Pink) Current gold) - Alliance_Gold)
          Else - Actions
            Do nothing
    Set VariableSet Alliance_Gold = (Player 12 (Brown) Current gold)
    Set VariableSet Alliance_Gold = (Alliance_Gold / 80)
    Player Group - Pick every player in (All allies of Player 12 (Brown).) and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Picked player) Not equal to Player 12 (Brown)
            ((Picked player) slot status) Equal to Is playing
          Then - Actions
            Player - Set (Picked player).Current gold to (((Picked player) Current gold) + Alliance_Gold)
            Player - Set Player 12 (Brown).Current gold to ((Player 12 (Brown) Current gold) - Alliance_Gold)
          Else - Actions
            Do nothing
Lightining effects
  Events
    Time - Every 5.00 seconds of game time
  Conditions
  Actions
    Set VariableSet randNumber = (Random integer number between 1 and 6)
    Special Effect - Create a special effect at (Center of Center_Effect_Region[randNumber]) using Doodads\Cinematic\Lightningbolt\Lightningbolt.mdl
    Set VariableSet Trash_Animation_array[2] = (Last created special effect)
    Wait 1.00 seconds
    Special Effect - Destroy Trash_Animation_array[2]
    Special Effect - Create a special effect at (Center of Center_Effect_Region[randNumber]) using Doodads\Cinematic\TownBurningFireEmitterBlue\TownBurningFireEmitterBlue.mdl
    Set VariableSet Trash_Animation_array[2] = (Last created special effect)
    Wait 1.00 seconds
    Special Effect - Destroy Trash_Animation_array[2]
Repick Hero
  Events
    Player - Player 1 (Red) types a chat message containing -repick (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -repick (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -repick (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -repick (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -repick (stringnoformat) as An exact match
    Player - Player 7 (Green) types a chat message containing -repick (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -repick (stringnoformat) as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -repick (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -repick (stringnoformat) as An exact match
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Race of (Triggering player)) Equal to Night Elf
      Then - Actions
        Unit Group - Pick every unit in (Units owned by (Triggering player).) and do (Actions)
          Loop - Actions
            Hero - Instantly revive (Picked unit) at (Center of AirHeroSpawn <gen>), Hide revival graphics
            Hero - Drop (Item carried by (Picked unit) in slot 1) from (Picked unit).
            Hero - Drop (Item carried by (Picked unit) in slot 2) from (Picked unit).
            Hero - Drop (Item carried by (Picked unit) in slot 3) from (Picked unit).
            Hero - Drop (Item carried by (Picked unit) in slot 4) from (Picked unit).
            Hero - Drop (Item carried by (Picked unit) in slot 5) from (Picked unit).
            Hero - Drop (Item carried by (Picked unit) in slot 6) from (Picked unit).
            Unit - Remove (Picked unit) from the game
        Unit - Create 1.Selector for (Triggering player) at (Center of AirHeroSpawn <gen>) facing Default building facing degrees
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Race of (Triggering player)) Equal to Human
      Then - Actions
        Unit Group - Pick every unit in (Units owned by (Triggering player).) and do (Actions)
          Loop - Actions
            Hero - Instantly revive (Picked unit) at (Center of GroundHeroSpawn <gen>), Hide revival graphics
            Hero - Drop (Item carried by (Picked unit) in slot 1) from (Picked unit).
            Hero - Drop (Item carried by (Picked unit) in slot 2) from (Picked unit).
            Hero - Drop (Item carried by (Picked unit) in slot 3) from (Picked unit).
            Hero - Drop (Item carried by (Picked unit) in slot 4) from (Picked unit).
            Hero - Drop (Item carried by (Picked unit) in slot 5) from (Picked unit).
            Hero - Drop (Item carried by (Picked unit) in slot 6) from (Picked unit).
            Unit - Remove (Picked unit) from the game
        Unit - Create 1.Selector for (Triggering player) at (Center of GroundHeroSpawn <gen>) facing Default building facing degrees
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Race of (Triggering player)) Equal to Orc
      Then - Actions
        Unit Group - Pick every unit in (Units owned by (Triggering player).) and do (Actions)
          Loop - Actions
            Hero - Instantly revive (Picked unit) at (Center of WaterHeroSpawn <gen>), Hide revival graphics
            Hero - Drop (Item carried by (Picked unit) in slot 1) from (Picked unit).
            Hero - Drop (Item carried by (Picked unit) in slot 2) from (Picked unit).
            Hero - Drop (Item carried by (Picked unit) in slot 3) from (Picked unit).
            Hero - Drop (Item carried by (Picked unit) in slot 4) from (Picked unit).
            Hero - Drop (Item carried by (Picked unit) in slot 5) from (Picked unit).
            Hero - Drop (Item carried by (Picked unit) in slot 6) from (Picked unit).
            Unit - Remove (Picked unit) from the game
        Unit - Create 1.Selector for (Triggering player) at (Center of WaterHeroSpawn <gen>) facing Default building facing degrees
      Else - Actions
        Do nothing
Boss Hero Death
  Events
    Unit - A unit Dies
  Conditions
    Or - Any (Conditions) are true
      Conditions
        ((Triggering unit) Equal to Air_Hero) and (Air_Hero_Has_Death Equal to False)
        ((Triggering unit) Equal to Ground_Hero) and (Ground_Hero_Has_Death Equal to False)
        ((Triggering unit) Equal to Water_Hero) and (Water_Hero_Has_Death Equal to False)
  Actions
    Set VariableSet Dying_Boss_Hero = (Triggering unit)
    Set VariableSet A_movie_is_running = True
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Dying_Boss_Hero Equal to Air_Hero
      Then - Actions
        Set VariableSet Air_Hero_Has_Death = True
        Set VariableSet Dying_Boss_Angel_Camera = gg_cam_AirSide
        Set VariableSet Dying_Boss_Base_Region = AirHeroSpawn <gen>
        Trigger - Turn off AH_Patrol_Commands <gen>
        Trigger - Turn off AH_Cast_Spell <gen>
        Trigger - Turn off Custom_Spell_Air <gen>
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Dying_Boss_Hero Equal to Ground_Hero
      Then - Actions
        Set VariableSet Ground_Hero_Has_Death = True
        Set VariableSet Dying_Boss_Angel_Camera = gg_cam_GroundSide
        Set VariableSet Dying_Boss_Base_Region = GroundHeroSpawn <gen>
        Trigger - Turn off GH_Patrol_Commands <gen>
        Trigger - Turn off GH_Cast_Spell <gen>
        Trigger - Turn off Custom_Spell_Ground <gen>
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Dying_Boss_Hero Equal to Water_Hero
      Then - Actions
        Set VariableSet Water_Hero_Has_Death = True
        Set VariableSet Dying_Boss_Angel_Camera = gg_cam_WaterSide
        Set VariableSet Dying_Boss_Base_Region = WaterHeroSpawn <gen>
        Trigger - Turn off WH_Patrol_Commands <gen>
        Trigger - Turn off WH_Cast_Spell <gen>
        Trigger - Turn off Custom_Spell_Water <gen>
      Else - Actions
        Do nothing
    Sound - Play Beast_time <gen>
    Unit - Create 1.(Unit-type of Dying_Boss_Hero) for (Owner of Dying_Boss_Hero) at (Position of (Triggering unit)) facing Default building facing degrees
    Set VariableSet Dying_Boss_Hero = (Last created unit)
    Unit - Remove (Triggering unit) from the game
    Unit - Make Dying_Boss_Hero Invulnerable
    Cinematic - Turn cinematic mode On for (All players)
    Cinematic - Clear the screen of text messages for (All players).
    Cinematic - Disable user control for (All players).
    Cinematic - Turn on letterbox mode (hide interface) for (All players): fade out over 2 seconds
    Unit - Pause all units
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Camera - Pan camera for (Picked player) to (Position of Dying_Boss_Hero) over 2.00 seconds
    Wait 2.00 seconds
    Unit - Pause all units
    Cinematic - Send transmission to (All players) from Dying_Boss_Hero named (Name of Dying_Boss_Hero): Play No sound and display Nooo!The Eye is calling me.... Modify duration: Add 1.50 seconds and Wait
    Cinematic - Turn off letterbox mode (show interface) for (All players): fade in over 2 seconds
    Unit - Pause all units
    Sound - Play Tension <gen>
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Camera - .Apply. Dying_Boss_Angel_Camera for (Picked player) over 4.00 seconds
    Wait 4.00 seconds
    Unit - Pause all units
    Special Effect - Create a special effect at (Position of The Eye 0078 <gen>) using Abilities\Spells\Human\FlameStrike\FlameStrikeTarget.mdl
    Set VariableSet Trash_Animation_array[1] = (Last created special effect)
    Wait 3.00 seconds
    Special Effect - Destroy Trash_Animation_array[1]
    Lightning - Create a Finger of Death lightning effect from source (Position of The Eye 0078 <gen>) to target (Position of Dying_Boss_Hero)
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Camera - Pan camera for (Picked player) to (Position of Dying_Boss_Hero) over 2.00 seconds
    Wait 2.00 seconds
    Unit - Make Dying_Boss_Hero Vulnerable
    Unit - Cause The Eye 0078 <gen> to damage Dying_Boss_Hero, dealing 1000000000.00 damage of attack type Chaos and damage type Universal
    Lightning - Destroy (Last created lightning effect)
    Wait 2.00 seconds
    Unit - Unpause all units
    Cinematic - Turn cinematic mode Off for (All players)
    Cinematic - Enable user control for (All players).
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Camera - Reset camera for (Picked player) to standard game-view over 0 seconds
    Set VariableSet A_movie_is_running = False
    Trigger - Run Victory_Conditions <gen> (checking conditions)
Unit Upgrades
  Events
    Unit - A unit Sells an item (from shop)
  Conditions
  Actions
    -------- AIR --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Item-type of (Sold Item)) Equal to Gargoyle
      Then - Actions
        Sound - Play Player_killed <gen>
        Game - Display to (All players) the text: ((Name of (Owner of (Buying unit))) + ( has upgraded + (Name of (Sold Item))))
        Set VariableSet Air01_UnitAmount = (Air01_UnitAmount + 1)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Item-type of (Sold Item)) Equal to Wind Rider
      Then - Actions
        Sound - Play Player_killed <gen>
        Game - Display to (All players) the text: ((Name of (Owner of (Buying unit))) + ( has upgraded + (Name of (Sold Item))))
        Set VariableSet Air02_UnitAmount = (Air02_UnitAmount + 1)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Item-type of (Sold Item)) Equal to Red Drake
      Then - Actions
        Sound - Play Player_killed <gen>
        Game - Display to (All players) the text: ((Name of (Owner of (Buying unit))) + ( has upgraded + (Name of (Sold Item))))
        Set VariableSet Air03_UnitAmount = (Air03_UnitAmount + 1)
      Else - Actions
        Do nothing
    -------- GROUND --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Item-type of (Sold Item)) Equal to Riffleman
      Then - Actions
        Sound - Play Player_killed <gen>
        Game - Display to (All players) the text: ((Name of (Owner of (Buying unit))) + ( has upgraded + (Name of (Sold Item))))
        Set VariableSet Ground01_UnitAmount = (Ground01_UnitAmount + 1)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Item-type of (Sold Item)) Equal to Troll Headhunter
      Then - Actions
        Sound - Play Player_killed <gen>
        Game - Display to (All players) the text: ((Name of (Owner of (Buying unit))) + ( has upgraded + (Name of (Sold Item))))
        Set VariableSet Ground02_UnitAmount = (Ground02_UnitAmount + 1)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Item-type of (Sold Item)) Equal to Durid
      Then - Actions
        Sound - Play Player_killed <gen>
        Game - Display to (All players) the text: ((Name of (Owner of (Buying unit))) + ( has upgraded + (Name of (Sold Item))))
        Set VariableSet Ground03_UnitAmount = (Ground03_UnitAmount + 1)
      Else - Actions
        Do nothing
    -------- WATER --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Item-type of (Sold Item)) Equal to Scout
      Then - Actions
        Sound - Play Player_killed <gen>
        Game - Display to (All players) the text: ((Name of (Owner of (Buying unit))) + ( has upgraded + (Name of (Sold Item))))
        Set VariableSet Water01_UnitAmount = (Water01_UnitAmount + 1)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Item-type of (Sold Item)) Equal to Frigate
      Then - Actions
        Sound - Play Player_killed <gen>
        Game - Display to (All players) the text: ((Name of (Owner of (Buying unit))) + ( has upgraded + (Name of (Sold Item))))
        Set VariableSet Water02_UnitAmount = (Water02_UnitAmount + 1)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Item-type of (Sold Item)) Equal to Heavy Ship
      Then - Actions
        Sound - Play Player_killed <gen>
        Game - Display to (All players) the text: ((Name of (Owner of (Buying unit))) + ( has upgraded + (Name of (Sold Item))))
        Set VariableSet Water03_UnitAmount = (Water03_UnitAmount + 1)
      Else - Actions
        Do nothing
This trigger creates new creeps of the ORIGINAL type and the ORIGINAL location!

Creeps are set to revive after 180 seconds.
To change the revive time, change this line:
call TriggerSleepAction( 180.00 )

That way, multiple creeps can revive without variables overwriting themselves.

If you want to use this trigger in your own map you must also copy the creep initialization trigger and set the releated array variables to the maximum size
This trigger Has taken from Ryoko:
function Trig_Revive_Creeps_Actions takes nothing returns nothing
    local integer CUSTOM
    set CUSTOM = GetUnitUserData(GetDyingUnit())
    call TriggerSleepAction( 180.00 )
    call CreateNUnitsAtLoc( 1, udg_Creep_Type[CUSTOM], Player(PLAYER_NEUTRAL_AGGRESSIVE), udg_Creep_Position[CUSTOM], bj_UNIT_FACING )
    call SetUnitUserData( GetLastCreatedUnit(), CUSTOM )
endfunction

//===========================================================================
function InitTrig_Revive_Creeps takes nothing returns nothing
    set gg_trg_Revive_Creeps = CreateTrigger(  )
    call TriggerRegisterPlayerUnitEventSimple( gg_trg_Revive_Creeps, Player(PLAYER_NEUTRAL_AGGRESSIVE), EVENT_PLAYER_UNIT_DEATH )
    call TriggerAddAction( gg_trg_Revive_Creeps, function Trig_Revive_Creeps_Actions )
endfunction

 
Revive Hero
  Events
    Unit - A unit Dies
  Conditions
    And - All (Conditions) are true
      Conditions
        ((Triggering unit) is A Hero) Equal to True
        (Triggering unit) Not equal to Dying_Boss_Hero
        (Triggering unit) Not equal to Air_Hero
        (Triggering unit) Not equal to Ground_Hero
        (Triggering unit) Not equal to Water_Hero
        (Triggering unit) Not equal to Sea_Beast
  Actions
    Custom script: local timerdialog WINDOW
    Custom script: local integer HEROWAIT
    Custom script: local timer OURTIMER
    Custom script: local unit OURHERO
    Custom script: set OURHERO = GetDyingUnit()
    Custom script: set HEROWAIT = 25
    Custom script: set OURTIMER = CreateTimer()
    Custom script: call StartTimerBJ( OURTIMER, false, ( I2R(HEROWAIT) ))
    Custom script: call CreateTimerDialogBJ( OURTIMER, GetPlayerName(GetOwningPlayer(OURHERO)) )
    Custom script: set WINDOW = GetLastCreatedTimerDialogBJ()
    Custom script: call TimerDialogDisplayForPlayerBJ( true, WINDOW, GetOwningPlayer(OURHERO) )
    Custom script: call PolledWait( HEROWAIT )
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Race of (Triggering unit)) Equal to Night Elf
      Then - Actions
        Hero - Instantly revive (Triggering unit) at (Center of AirHeroSpawn <gen>), Show revival graphics
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Race of (Triggering unit)) Equal to Orc
      Then - Actions
        Hero - Instantly revive (Triggering unit) at (Center of WaterHeroSpawn <gen>), Show revival graphics
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Race of (Triggering unit)) Equal to Human
      Then - Actions
        Hero - Instantly revive (Triggering unit) at (Center of GroundHeroSpawn <gen>), Show revival graphics
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        A_movie_is_running Equal to False
      Then - Actions
        Custom script: call PanCameraToTimedLocForPlayer( GetOwningPlayer(OURHERO), GetUnitLoc(OURHERO), 0.60 )
      Else - Actions
        Do nothing
    Custom script: call DestroyTimerDialog(WINDOW)
Key of The Eye
  Events
    Unit - A unit Sells an item (from shop)
  Conditions
    (Unit-type of (Triggering unit)) Equal to The Eye
  Actions
    Sound - Play Player_killed <gen>
    Game - Display to (All players) the text: ((Name of (Owner of (Buying unit))) + has taken control of The Eye!)
    Wait 1.00 seconds
    Game - Display to (All allies of (Owner of (Buying unit)).) the text: ((Name of (Owner of (Buying unit))) + has 30 seconds to cast a spell from The eye)
    Unit - Change ownership of (Selling unit) to (Owner of (Buying unit)) and Change color
    Unit - Add Starfall to (Selling unit)
    Wait 40.00 seconds
    Unit - Remove Starfall from (Selling unit)
    Unit - Change ownership of (Selling unit) to Neutral Passive and Change color
Player Leaves The Game
  Events
    Player - Player 1 (Red) leaves the game
    Player - Player 2 (Blue) leaves the game
    Player - Player 3 (Teal) leaves the game
    Player - Player 5 (Yellow) leaves the game
    Player - Player 6 (Orange) leaves the game
    Player - Player 7 (Green) leaves the game
    Player - Player 9 (Gray) leaves the game
    Player - Player 10 (Light Blue) leaves the game
    Player - Player 11 (Dark Green) leaves the game
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Race of (Triggering player)) Equal to Night Elf
      Then - Actions
        Player Group - Pick every player in (All allies of Player 4 (Purple).) and do (Actions)
          Loop - Actions
            Player - Make (Triggering player) treat (Picked player) as an Ally with shared vision and full shared units
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Race of (Triggering player)) Equal to Human
      Then - Actions
        Player Group - Pick every player in (All allies of Player 8 (Pink).) and do (Actions)
          Loop - Actions
            Player - Make (Triggering player) treat (Picked player) as an Ally with shared vision and full shared units
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Race of (Triggering player)) Equal to Orc
      Then - Actions
        Player Group - Pick every player in (All allies of Player 12 (Brown).) and do (Actions)
          Loop - Actions
            Player - Make (Triggering player) treat (Picked player) as an Ally with shared vision and full shared units
      Else - Actions
        Do nothing
    Game - Display to (All players) the text: ((Name of (Triggering player)) + has left the game...)
Victory Conditions
  Events
  Conditions
  Actions
    -------- AIR --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Air_Hero_Has_Death Equal to True
      Then - Actions
        Sound - Play Defeat_Force <gen>
        Game - Display to (All players) for 30 seconds the text: Air Forces Hasbeen Defeated!
        Wait 1.00 seconds
        Player Group - Pick every player in (All allies of Player 4 (Purple).) and do (Actions)
          Loop - Actions
            Game - Defeat (Picked player) with the message: Defeat!
        Trigger - Turn off Air_To_Ground_Spawn <gen>
        Trigger - Turn off Air_To_Water_Spawn <gen>
        Trigger - Turn off Air_to_Ground <gen>
        Trigger - Turn off Air_to_Water <gen>
        Trigger - Turn off Ground_To_Air_Spawn <gen>
        Trigger - Turn off Ground_to_Air <gen>
        Trigger - Turn off Water_To_Air_Spawn <gen>
        Trigger - Turn off Water_to_Air <gen>
        Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 1 (Red)) and do (Actions)
          Loop - Actions
            Unit - Remove (Picked unit) from the game
        Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 2 (Blue)) and do (Actions)
          Loop - Actions
            Unit - Remove (Picked unit) from the game
        Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 3 (Teal)) and do (Actions)
          Loop - Actions
            Unit - Remove (Picked unit) from the game
        Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 4 (Purple)) and do (Actions)
          Loop - Actions
            Unit - Remove (Picked unit) from the game
        Set VariableSet Force_Air_Victory = False
      Else - Actions
        Do nothing
    -------- GROUND --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Ground_Hero_Has_Death Equal to True
      Then - Actions
        Sound - Play Defeat_Force <gen>
        Game - Display to (All players) for 30 seconds the text: Ground Forces Hasbeen Defeated!
        Wait 1.00 seconds
        Player Group - Pick every player in (All allies of Player 8 (Pink).) and do (Actions)
          Loop - Actions
            Game - Defeat (Picked player) with the message: Defeat!
        Trigger - Turn off Ground_To_Air_Spawn <gen>
        Trigger - Turn off Ground_To_Water_Spawn <gen>
        Trigger - Turn off Ground_to_Air <gen>
        Trigger - Turn off Ground_to_Water <gen>
        Trigger - Turn off Air_To_Ground_Spawn <gen>
        Trigger - Turn off Air_to_Ground <gen>
        Trigger - Turn off Water_To_Ground_Spawn <gen>
        Trigger - Turn off Water_to_Ground <gen>
        Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 5 (Yellow)) and do (Actions)
          Loop - Actions
            Unit - Remove (Picked unit) from the game
        Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 6 (Orange)) and do (Actions)
          Loop - Actions
            Unit - Remove (Picked unit) from the game
        Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 7 (Green)) and do (Actions)
          Loop - Actions
            Unit - Remove (Picked unit) from the game
        Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 8 (Pink)) and do (Actions)
          Loop - Actions
            Unit - Remove (Picked unit) from the game
        Set VariableSet Force_Ground_Victory = False
      Else - Actions
        Do nothing
    -------- WATER --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Water_Hero_Has_Death Equal to True
      Then - Actions
        Sound - Play Defeat_Force <gen>
        Game - Display to (All players) for 30 seconds the text: Water Forces Hasbeen Defeated!
        Wait 1.00 seconds
        Player Group - Pick every player in (All allies of Player 12 (Brown).) and do (Actions)
          Loop - Actions
            Game - Defeat (Picked player) with the message: Defeat!
        Trigger - Turn off Water_To_Air_Spawn <gen>
        Trigger - Turn off Water_To_Ground_Spawn <gen>
        Trigger - Turn off Water_to_Air <gen>
        Trigger - Turn off Water_to_Ground <gen>
        Trigger - Turn off Air_To_Water_Spawn <gen>
        Trigger - Turn off Air_to_Water <gen>
        Trigger - Turn off Ground_To_Water_Spawn <gen>
        Trigger - Turn off Ground_to_Water <gen>
        Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 9 (Gray)) and do (Actions)
          Loop - Actions
            Unit - Remove (Picked unit) from the game
        Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 10 (Light Blue)) and do (Actions)
          Loop - Actions
            Unit - Remove (Picked unit) from the game
        Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 11 (Dark Green)) and do (Actions)
          Loop - Actions
            Unit - Remove (Picked unit) from the game
        Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 12 (Brown)) and do (Actions)
          Loop - Actions
            Unit - Remove (Picked unit) from the game
        Set VariableSet Force_Water_Victory = False
      Else - Actions
        Do nothing
    Wait 2 seconds
    -------- WICTORY --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Sea_Beast_Has_Death Equal to True
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Force_Water_Victory Equal to False) and (Force_Ground_Victory Equal to False)
          Then - Actions
            Player Group - Pick every player in (All allies of Player 4 (Purple).) and do (Actions)
              Loop - Actions
                Game - Victory (Picked player) (Show dialogs, Show scores)
          Else - Actions
            Do nothing
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Force_Air_Victory Equal to False) and (Force_Ground_Victory Equal to False)
          Then - Actions
            Player Group - Pick every player in (All allies of Player 12 (Brown).) and do (Actions)
              Loop - Actions
                Game - Victory (Picked player) (Show dialogs, Show scores)
          Else - Actions
            Do nothing
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Force_Air_Victory Equal to False) and (Force_Water_Victory Equal to False)
          Then - Actions
            Player Group - Pick every player in (All allies of Player 8 (Pink).) and do (Actions)
              Loop - Actions
                Game - Victory (Picked player) (Show dialogs, Show scores)
          Else - Actions
            Do nothing
      Else - Actions
        Do nothing
    Wait 30.00 seconds
    -------- if there are still something this will remove them like revieved heros --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Force_Air_Victory Equal to False
      Then - Actions
        Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 1 (Red)) and do (Actions)
          Loop - Actions
            Unit - Remove (Picked unit) from the game
        Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 2 (Blue)) and do (Actions)
          Loop - Actions
            Unit - Remove (Picked unit) from the game
        Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 3 (Teal)) and do (Actions)
          Loop - Actions
            Unit - Remove (Picked unit) from the game
        Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 4 (Purple)) and do (Actions)
          Loop - Actions
            Unit - Remove (Picked unit) from the game
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Force_Ground_Victory Equal to False
      Then - Actions
        Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 5 (Yellow)) and do (Actions)
          Loop - Actions
            Unit - Remove (Picked unit) from the game
        Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 6 (Orange)) and do (Actions)
          Loop - Actions
            Unit - Remove (Picked unit) from the game
        Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 7 (Green)) and do (Actions)
          Loop - Actions
            Unit - Remove (Picked unit) from the game
        Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 8 (Pink)) and do (Actions)
          Loop - Actions
            Unit - Remove (Picked unit) from the game
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Force_Water_Victory Equal to False
      Then - Actions
        Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 9 (Gray)) and do (Actions)
          Loop - Actions
            Unit - Remove (Picked unit) from the game
        Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 10 (Light Blue)) and do (Actions)
          Loop - Actions
            Unit - Remove (Picked unit) from the game
        Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 11 (Dark Green)) and do (Actions)
          Loop - Actions
            Unit - Remove (Picked unit) from the game
        Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 12 (Brown)) and do (Actions)
          Loop - Actions
            Unit - Remove (Picked unit) from the game
      Else - Actions
        Do nothing
Air To Ground Spawn
  Events
    Time - Every 45.00 seconds of game time
  Conditions
    A_movie_is_running Equal to False
  Actions
    Unit - Create Air01_UnitAmount.Gargoyle for Player 4 (Purple) at (Center of AirToGroundSpawn <gen>) facing Default building facing degrees
    Unit - Create Air02_UnitAmount.Wind Rider for Player 4 (Purple) at (Center of AirToGroundSpawn <gen>) facing Default building facing degrees
    Unit - Create Air03_UnitAmount.Red Drake for Player 4 (Purple) at (Center of AirToGroundSpawn <gen>) facing Default building facing degrees
    Unit Group - Order (Units in AirToGroundSpawn <gen>) to Attack-Move To.(Center of AirToGroundCenter <gen>)
Air To Water Spawn
  Events
    Time - Every 45.00 seconds of game time
  Conditions
    A_movie_is_running Equal to False
  Actions
    Unit - Create Air01_UnitAmount.Gargoyle for Player 4 (Purple) at (Center of AirToWaterSpawn <gen>) facing Default building facing degrees
    Unit - Create Air02_UnitAmount.Wind Rider for Player 4 (Purple) at (Center of AirToWaterSpawn <gen>) facing Default building facing degrees
    Unit - Create Air03_UnitAmount.Red Drake for Player 4 (Purple) at (Center of AirToWaterSpawn <gen>) facing Default building facing degrees
    Unit Group - Order (Units in AirToWaterSpawn <gen>) to Attack-Move To.(Center of AirToWaterCenter <gen>)
Air to Ground
  Events
    Unit - A unit enters AirToGroundCenter <gen>
  Conditions
    A_movie_is_running Equal to False
    (Owner of (Triggering unit)) Equal to Player 4 (Purple)
  Actions
    Unit - Order (Triggering unit) to Attack-Move To.(Center of GroundTarget <gen>)
Air to Water
  Events
    Unit - A unit enters AirToWaterCenter <gen>
  Conditions
    A_movie_is_running Equal to False
    (Owner of (Triggering unit)) Equal to Player 4 (Purple)
  Actions
    Unit - Order (Triggering unit) to Attack-Move To.(Center of WaterTarget <gen>)
Ground To Air Spawn
  Events
    Time - Every 45.00 seconds of game time
  Conditions
    A_movie_is_running Equal to False
  Actions
    Unit - Create Ground01_UnitAmount.Rifleman for Player 8 (Pink) at (Center of GroundToAirSpawn <gen>) facing Default building facing degrees
    Unit - Create Ground02_UnitAmount.Troll Headhunter for Player 8 (Pink) at (Center of GroundToAirSpawn <gen>) facing Default building facing degrees
    Unit - Create Ground03_UnitAmount.Druid of the Talon (Night Elf Form) (Night Elf Form) for Player 8 (Pink) at (Center of GroundToAirSpawn <gen>) facing Default building facing degrees
    Unit Group - Order (Units in GroundToAirSpawn <gen>) to Attack-Move To.(Center of GroundToAirCenter <gen>)
Ground To Water Spawn
  Events
    Time - Every 45.00 seconds of game time
  Conditions
    A_movie_is_running Equal to False
  Actions
    Unit - Create Ground01_UnitAmount.Rifleman for Player 8 (Pink) at (Center of GroundToWaterSpawn <gen>) facing Default building facing degrees
    Unit - Create Ground02_UnitAmount.Troll Headhunter for Player 8 (Pink) at (Center of GroundToWaterSpawn <gen>) facing Default building facing degrees
    Unit - Create Ground03_UnitAmount.Druid of the Talon (Night Elf Form) (Night Elf Form) for Player 8 (Pink) at (Center of GroundToWaterSpawn <gen>) facing Default building facing degrees
    Unit Group - Order (Units in GroundToWaterSpawn <gen>) to Attack-Move To.(Center of GroundToWaterCenter <gen>)
Ground to Air
  Events
    Unit - A unit enters GroundToAirCenter <gen>
  Conditions
    A_movie_is_running Equal to False
    (Owner of (Triggering unit)) Equal to Player 8 (Pink)
  Actions
    Unit - Order (Triggering unit) to Attack-Move To.(Center of AirTarget <gen>)
Ground to Water
  Events
    Unit - A unit enters GroundToWaterCenter <gen>
  Conditions
    A_movie_is_running Equal to False
    (Owner of (Triggering unit)) Equal to Player 8 (Pink)
  Actions
    Unit - Order (Triggering unit) to Attack-Move To.(Center of WaterTarget <gen>)
Water To Air Spawn
  Events
    Time - Every 45.00 seconds of game time
  Conditions
    A_movie_is_running Equal to False
  Actions
    Unit - Create Water01_UnitAmount.Scout for Player 12 (Brown) at (Center of WaterToAirSpawn <gen>) facing Default building facing degrees
    Unit - Create Water02_UnitAmount.Frigate for Player 12 (Brown) at (Center of WaterToAirSpawn <gen>) facing Default building facing degrees
    Unit - Create Water03_UnitAmount.Heavy Ship for Player 12 (Brown) at (Center of WaterToAirSpawn <gen>) facing Default building facing degrees
    Unit Group - Order (Units in WaterToAirSpawn <gen>) to Attack-Move To.(Center of WaterToAirCenter <gen>)
Water To Ground Spawn
  Events
    Time - Every 45.00 seconds of game time
  Conditions
    A_movie_is_running Equal to False
  Actions
    Unit - Create Water01_UnitAmount.Scout for Player 12 (Brown) at (Center of WaterToGroundSpawn <gen>) facing Default building facing degrees
    Unit - Create Water02_UnitAmount.Frigate for Player 12 (Brown) at (Center of WaterToGroundSpawn <gen>) facing Default building facing degrees
    Unit - Create Water03_UnitAmount.Heavy Ship for Player 12 (Brown) at (Center of WaterToGroundSpawn <gen>) facing Default building facing degrees
    Unit Group - Order (Units in WaterToGroundSpawn <gen>) to Attack-Move To.(Center of WaterToGroundCenter <gen>)
Water to Air
  Events
    Unit - A unit enters WaterToAirCenter <gen>
  Conditions
    A_movie_is_running Equal to False
    (Owner of (Triggering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Triggering unit) to Attack-Move To.(Center of AirTarget <gen>)
Water to Ground
  Events
    Unit - A unit enters WaterToGroundCenter <gen>
  Conditions
    A_movie_is_running Equal to False
    (Owner of (Triggering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Triggering unit) to Attack-Move To.(Center of GroundTarget <gen>)
SeaBeastSpawnMovie
  Events
    Time - Elapsed game time is 2000.00 seconds
  Conditions
    Beast_Spawned Equal to False
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        A_movie_is_running Equal to True
      Then - Actions
        Wait 30.00 seconds
        Trigger - Run (This trigger) (ignoring conditions)
      Else - Actions
        Set VariableSet Sea_Beast_Has_Death = False
        Set VariableSet Beast_Spawned = True
        Set VariableSet A_movie_is_running = True
        Sound - Stop music Immediately
        Unit - Pause all units
        Sound - Play Speak <gen>
        Wait 4.00 seconds
        Unit - Pause all units
        Sound - Stop Speak <gen> Immediately
        Unit - Create 1.Sea Beast for Neutral Hostile at (Center of Beast_Spawn <gen>) facing Default building facing degrees
        Set VariableSet Sea_Beast = (Last created unit)
        Hero - Set Sea_Beast Hero-level to 30, Hide level-up graphics
        Hero - Modify Strength of Sea_Beast: Add 150.
        Hero - Modify Agility of Sea_Beast: Add 57.
        Hero - Modify Intelligence of Sea_Beast: Add 200.
        Hero - Create Granulets of Rule and give it to Sea_Beast
        Hero - Learn skill for Sea_Beast: Chain Lightning
        Hero - Learn skill for Sea_Beast: Forked Lightning
        Hero - Learn skill for Sea_Beast: Healing Wave
        Hero - Learn skill for Sea_Beast: Finger of Death (Archimonde)
        Unit - Make Sea_Beast Invulnerable
        Cinematic - Clear the screen of text messages for (All players).
        Cinematic - Disable user control for (All players).
        Cinematic - Turn cinematic mode On for (All players)
        Sound - Play Beast_time <gen>
        Cinematic - Turn on letterbox mode (hide interface) for (All players): fade out over 1.00 seconds
        Player Group - Pick every player in (All players) and do (Actions)
          Loop - Actions
            Camera - .Apply. gg_cam_Camera_001 for (Picked player) over 7.00 seconds
        Sound - Play Beast_Music <gen>
        Wait 7.00 seconds
        Player Group - Pick every player in (All players) and do (Actions)
          Loop - Actions
            Camera - Pan camera for (Picked player) to (Position of Sea_Beast) over 4.00 seconds
        Cinematic - Send transmission to (All players) from Sea_Beast named Khanador The Sea Beast: Play No sound and display I am the Guard of "The Eye"This neutral power is only for to protect the wild here. Your egos will be awarded with your death! . Modify duration: Add 8.00 seconds and Don't wait
        Wait 8.00 seconds
        Player Group - Pick every player in (All players) and do (Actions)
          Loop - Actions
            Camera - Lock camera target for (Picked player) to Sea_Beast, offset by (0, 0) using The unit's rotation
        Wait 0.50 seconds
        Player Group - Pick every player in (All players) and do (Actions)
          Loop - Actions
            Camera - Lock camera target for (Picked player) to Sea_Beast, offset by (0, 0) using The unit's rotation
        Unit - Order Sea_Beast to Move To.(Center of BeastAnimStop <gen>)
        Wait 7.00 seconds
        Player Group - Pick every player in (All players) and do (Actions)
          Loop - Actions
            Camera - .Apply. gg_cam_Camera_002 for (Picked player) over 3.00 seconds
        Wait 3.00 seconds
        Unit - Pause all units
        Unit - Pause Sea_Beast
        Animation - Play Sea_Beast's MORPH swim (animationname) animation
        Wait 0.60 seconds
        Animation - Play Sea_Beast's stand swim alternate (animationname) animation
        Wait 1.00 seconds
        Sound - Play Tension <gen>
        Special Effect - Create a special effect at (Position of Sea_Beast) using Abilities\Spells\Human\FlameStrike\FlameStrikeTarget.mdl
        Set VariableSet Trash_Animation_array[1] = (Last created special effect)
        Wait 3.00 seconds
        Player Group - Pick every player in (All players) and do (Actions)
          Loop - Actions
            Camera - .Apply. gg_cam_Camera_003 for (Picked player) over 3.00 seconds
        Wait 2.00 seconds
        Special Effect - Destroy Trash_Animation_array[1]
        Special Effect - Create a special effect at (Center of MoonLightCenter <gen>) using Abilities\Spells\Human\FlameStrike\FlameStrikeTarget.mdl
        Set VariableSet Trash_Animation_array[1] = (Last created special effect)
        Wait 5.00 seconds
        Special Effect - Destroy Trash_Animation_array[1]
        Special Effect - Create a special effect at (Center of MoonLightCenter <gen>) using Abilities\Spells\Undead\Unsummon\UnsummonTarget.mdl
        Set VariableSet TheEye_effect[0] = (Last created special effect)
        Wait 3.00 seconds
        Special Effect - Create a special effect at (Center of MoonLightCenter <gen>) using Abilities\Spells\NightElf\TargetArtLumber\TargetArtLumber.mdl
        Set VariableSet TheEye_effect[1] = (Last created special effect)
        Cinematic - Send transmission to (All players) from Sea_Beast named Khanador the Sea Beast: Play Yeaaaa <gen> and display Now you cannot be able to use neture spells untill you destroy me...This is challenge time!. Modify duration: Add 7.00 seconds and Don't wait
        Wait 7.00 seconds
        Cinematic - Turn off letterbox mode (show interface) for (All players): fade in over 2 seconds
        Cinematic - Enable user control for (All players).
        Cinematic - Turn cinematic mode Off for (All players)
        Player Group - Pick every player in (All players) and do (Actions)
          Loop - Actions
            Camera - Reset camera for (Picked player) to standard game-view over 0 seconds
        Unit - Move Sea_Beast instantly to (Center of Beast_Patrol_01 <gen>)
        Animation - Play Sea_Beast's morph swim alternate (animationname) animation
        Unit - Unpause Sea_Beast
        Unit - Make Sea_Beast Vulnerable
        Unit - Order Sea_Beast to Attack-Move To.(Center of Beast_Patrol_02 <gen>)
        Trigger - Turn on Beast_Patrol_commands <gen>
        Trigger - Turn on TheEyeSpells <gen>
        Trigger - Turn off Key_of_The_Eye <gen>
        Set VariableSet A_movie_is_running = False
        Unit - Unpause all units
        Unit - Change ownership of The Eye 0078 <gen> to Neutral Hostile and Change color
TheEyeSpells
  Events
    Unit - A unit enters FrostNovaCast <gen>
  Conditions
    (Triggering unit) Not equal to Sea_Beast
  Actions
    Unit - Remove All buffs from (Triggering unit)
    Unit - Make (Triggering unit) Vulnerable
    Unit - Add Frost Nova to The Eye 0078 <gen>
    Unit - Order The Eye 0078 <gen> to Undead Lich - Frost Nova.(Triggering unit)
    Unit - Cause The Eye 0078 <gen> to damage (Entering unit), dealing 1000000.00 damage of attack type Chaos and damage type Universal
    Unit - Remove Frost Nova from The Eye 0078 <gen>
Beast Patrol commands
  Events
    Time - Every 7.00 seconds of game time
  Conditions
  Actions
    Set VariableSet randNumber = (Random integer number between 1 and 3)
    If (randNumber Equal to 1) then do (Order Sea_Beast to Attack-Move To.(Center of Beast_Patrol_01 <gen>)) else do (Do nothing)
    If (randNumber Equal to 2) then do (Order Sea_Beast to Attack-Move To.(Center of Beast_Patrol_02 <gen>)) else do (Do nothing)
    If (randNumber Equal to 3) then do (Order Sea_Beast to Attack-Move To.(Center of Beast_Patrol_03 <gen>)) else do (Do nothing)
SeaBeastDies
  Events
    Unit - A unit Dies
  Conditions
    (Dying unit) Equal to Sea_Beast
  Actions
    Sound - Play Player_killed <gen>
    Game - Display to (All players) the text: (|cffff0000 + ((Name of (Owner of (Killing unit))) + (|r + ( killed + |cffff0000Khanador|r !))))
    Wait 2.00 seconds
    Cinematic - Disable user control for (All players).
    Cinematic - Turn cinematic mode On for (All players)
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Camera - Pan camera for (Picked player) to (Center of MoonLightCenter <gen>) over 3.00 seconds
    Special Effect - Create a special effect at (Center of MoonLightCenter <gen>) using Abilities\Spells\Human\FlameStrike\FlameStrikeTarget.mdl
    Wait 3.00 seconds
    Sound - Play SeaBeastLooseEffect <gen>
    Special Effect - Destroy (Last created special effect)
    Special Effect - Create a special effect at (Center of MoonLightCenter <gen>) using Abilities\Spells\Items\TomeOfRetraining\TomeOfRetrainingCaster.mdl
    Wait 3.00 seconds
    Special Effect - Destroy (Last created special effect)
    Special Effect - Destroy TheEye_effect[0]
    Special Effect - Destroy TheEye_effect[1]
    Game - Display to (All players) the text: The spell of Khanador is loosing its effect...
    Wait 3.00 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    Cinematic - Enable user control for (All players).
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Camera - Reset camera for (Picked player) to standard game-view over 0 seconds
    Trigger - Turn off Beast_Patrol_commands <gen>
    Trigger - Turn off TheEyeSpells <gen>
    Trigger - Turn off SeaBeastSpell_Normal <gen>
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Owner of (Killing unit)) controller) Equal to User
      Then - Actions
        Hero - Create Granulets of Rule and give it to (Killing unit)
        Sound - Play Player_killed <gen>
        Game - Display to (All players) the text: ((Name of (Owner of (Killing unit))) + has taken an artifact!)
      Else - Actions
        Player Group - Pick every player in (All allies of (Owner of (Killing unit)).) and do (Actions)
          Loop - Actions
            Player - Add 500 to (Picked player).Current gold
        Sound - Play Player_killed <gen>
        Game - Display to (All players) the text: ((Name of (Owner of (Killing unit))) + has given 500 gold to each allys!)
    Set VariableSet Sea_Beast_Has_Death = True
    Trigger - Run Victory_Conditions <gen> (checking conditions)
    Trigger - Turn on Key_of_The_Eye <gen>
    Unit - Change ownership of The Eye 0078 <gen> to Neutral Passive and Change color
    Sound - Stop music After fading
SeaBeastSpell Normal
  Events
    Unit - A unit Is attacked
  Conditions
    (Triggering unit) Equal to Sea_Beast
  Actions
    Set VariableSet randNumber = (Random integer number between 1 and 2)
    If (randNumber Equal to 1) then do (Order Sea_Beast to Orc Far Seer - Chain Lightning.(Attacking unit)) else do (Order Sea_Beast to Neutral Sea Witch - Forked Lightning.(Attacking unit))
SeaBeastSpell Hail
  Events
    Unit - A unit Is attacked
  Conditions
    (Triggering unit) Equal to Sea_Beast
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Integer((Life of Sea_Beast))) Less than or equal to ((Integer((Max life of Sea_Beast))) / 2)
      Then - Actions
        Unit - Order Sea_Beast to Orc Shadow Hunter - Healing Wave.Sea_Beast
      Else - Actions
        Do nothing
SeaBeastSpell Ultimate
  Events
    Unit - A unit Is attacked
  Conditions
    (Triggering unit) Equal to Sea_Beast
  Actions
    If (((Attacking unit) is A Hero) Equal to True) then do (Order Sea_Beast to Special Archimonde - Finger Of Death.(Attacking unit)) else do (Do nothing)
Custom Spell Air
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Hero_Air_Ability
  Actions
    Wait 1.00 seconds
    Unit Group - Pick every unit in (Units in (Region centered at (Position of (Casting unit)) with size (1500.00, 1500.00))) and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Picked unit) Not equal to (Casting unit)
            ((Picked unit) is dead) Equal to False
            ((Owner of (Picked unit)) is an ally of Player 4 (Purple).) Equal to False
            ((Picked unit) has buff Divine Shield) Equal to False
          Then - Actions
            Unit - Cause (Casting unit) to damage (Picked unit), dealing 200.00 damage of attack type Chaos and damage type Universal
            Unit - Create 1.Cyclone Caster for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
            Unit - Order (Last created unit) to Night Elf Druid Of The Talon - Cyclone.(Picked unit)
          Else - Actions
            Do nothing
    Wait 1.50 seconds
    Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 4 (Purple)) 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 Cyclone Caster
          Then - Actions
            Unit - Remove (Picked unit) from the game
          Else - Actions
            Do nothing
AH Patrol Commands
  Events
    Time - Every 10.00 seconds of game time
  Conditions
  Actions
    Set VariableSet randNumber = (Random integer number between 1 and 3)
    Unit - Order Air_Hero to Attack-Move To.(Center of Air_Hero_Patrol[randNumber])
AH Cast Spell
  Events
    Unit - A unit Is attacked
  Conditions
    (Triggering unit) Equal to Air_Hero
  Actions
    Wait 2 seconds
    Unit - Order Air_Hero to Special - Channel.
AH Restrictions
  Events
    Unit - A unit leaves Air_vision <gen>
  Conditions
    (Triggering unit) Equal to Air_Hero
  Actions
    Unit - Move Air_Hero instantly to (Center of AirHeroSpawn <gen>)
GH Patrol Commands
  Events
    Time - Every 11.00 seconds of game time
  Conditions
  Actions
    Set VariableSet randNumber = (Random integer number between 1 and 3)
    Unit - Order Ground_Hero to Attack-Move To.(Center of Ground_Hero_Patrol[randNumber])
Custom Spell Ground
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Hero_Ground_Ability
  Actions
    Wait 1.00 seconds
    Set VariableSet Ground_Lights_index = 0
    Unit Group - Pick every unit in (Units in (Region centered at (Position of (Casting unit)) with size (1500.00, 1500.00))) and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Picked unit) Not equal to (Casting unit)
            ((Picked unit) is dead) Equal to False
            ((Owner of (Picked unit)) is an ally of Player 8 (Pink).) Equal to False
            ((Picked unit) has buff Divine Shield) Equal to False
          Then - Actions
            Lightning - Create a Finger of Death lightning effect from source (Position of (Casting unit)) to target (Position of (Picked unit))
            Unit - Cause (Casting unit) to damage (Picked unit), dealing 200.00 damage of attack type Chaos and damage type Universal
            Set VariableSet Ground_Lights_index = (Ground_Lights_index + 1)
            Set VariableSet Ground_lights[Ground_Lights_index] = (Last created lightning effect)
          Else - Actions
            Do nothing
    Wait 0.50 seconds
    For each (Integer A) from 1 to Ground_Lights_index, do (Actions)
      Loop - Actions
        Lightning - Destroy Ground_lights[(Integer A)]
GH Cast Spell
  Events
    Unit - A unit Is attacked
  Conditions
    (Triggering unit) Equal to Ground_Hero
  Actions
    Wait 2 seconds
    Unit - Order Ground_Hero to Special - Channel.
GH Restrictions
  Events
    Unit - A unit leaves Ground_Vision <gen>
  Conditions
    (Triggering unit) Equal to Ground_Hero
  Actions
    Unit - Move Ground_Hero instantly to (Center of GroundHeroSpawn <gen>)
WH Patrol Commands
  Events
    Time - Every 10.50 seconds of game time
  Conditions
  Actions
    Set VariableSet randNumber = (Random integer number between 1 and 3)
    Unit - Order Water_Hero to Attack-Move To.(Center of Water_Hero_Patrol[randNumber])
Custom Spell Water
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Hero_Water_Ability
  Actions
    Unit Group - Pick every unit in (Units in (Region centered at (Position of (Triggering unit)) with size (1500.00, 1500.00))) and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Picked unit) Not equal to (Casting unit)
            ((Picked unit) is dead) Equal to False
            ((Owner of (Picked unit)) is an ally of Player 12 (Brown).) Equal to False
            ((Picked unit) has buff Divine Shield) Equal to False
          Then - Actions
            Set VariableSet Water_effect_index = (Water_effect_index + 1)
            Special Effect - Create a special effect at (Random point in (Region centered at (Position of (Triggering unit)) with size (1500.00, 1500.00))) using Doodads\Cinematic\FrostTrapUp\FrostTrapUp.mdl
            Set VariableSet Water_Effects[Water_effect_index] = (Last created special effect)
            Unit - Move (Picked unit) instantly to (Random point in (Region centered at (Position of (Triggering unit)) with size (1500.00, 1500.00)))
            Unit - Cause (Triggering unit) to damage (Picked unit), dealing 50.00 damage of attack type Chaos and damage type Universal
          Else - Actions
            Do nothing
    Wait 0.60 seconds
    Unit Group - Pick every unit in (Units in (Region centered at (Position of (Triggering unit)) with size (1500.00, 1500.00))) and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Picked unit) Not equal to (Casting unit)
            ((Picked unit) has buff Divine Shield) Equal to False
            ((Picked unit) is dead) Equal to False
            ((Owner of (Picked unit)) is an ally of Player 12 (Brown).) Equal to False
          Then - Actions
            Set VariableSet Water_effect_index = (Water_effect_index + 1)
            Special Effect - Create a special effect at (Random point in (Region centered at (Position of (Triggering unit)) with size (1500.00, 1500.00))) using Doodads\Cinematic\FrostTrapUp\FrostTrapUp.mdl
            Set VariableSet Water_Effects[Water_effect_index] = (Last created special effect)
            Unit - Move (Picked unit) instantly to (Random point in (Region centered at (Position of (Triggering unit)) with size (1500.00, 1500.00)))
            Unit - Cause (Triggering unit) to damage (Picked unit), dealing 50.00 damage of attack type Chaos and damage type Universal
          Else - Actions
            Do nothing
    Wait 0.60 seconds
    Unit Group - Pick every unit in (Units in (Region centered at (Position of (Triggering unit)) with size (1500.00, 1500.00))) and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Picked unit) Not equal to (Casting unit)
            ((Picked unit) has buff Divine Shield) Equal to False
            ((Picked unit) is dead) Equal to False
            ((Owner of (Picked unit)) is an ally of Player 12 (Brown).) Equal to False
          Then - Actions
            Set VariableSet Water_effect_index = (Water_effect_index + 1)
            Special Effect - Create a special effect at (Random point in (Region centered at (Position of (Triggering unit)) with size (1500.00, 1500.00))) using Doodads\Cinematic\FrostTrapUp\FrostTrapUp.mdl
            Set VariableSet Water_Effects[Water_effect_index] = (Last created special effect)
            Unit - Move (Picked unit) instantly to (Random point in (Region centered at (Position of (Triggering unit)) with size (1500.00, 1500.00)))
            Unit - Cause (Triggering unit) to damage (Picked unit), dealing 50.00 damage of attack type Chaos and damage type Universal
          Else - Actions
            Do nothing
    Wait 0.60 seconds
    Unit Group - Pick every unit in (Units in (Region centered at (Position of (Triggering unit)) with size (1500.00, 1500.00))) and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Picked unit) Not equal to (Casting unit)
            ((Picked unit) has buff Divine Shield) Equal to False
            ((Picked unit) is dead) Equal to False
            ((Owner of (Picked unit)) is an ally of Player 12 (Brown).) Equal to False
          Then - Actions
            Set VariableSet Water_effect_index = (Water_effect_index + 1)
            Special Effect - Create a special effect at (Random point in (Region centered at (Position of (Triggering unit)) with size (1500.00, 1500.00))) using Doodads\Cinematic\FrostTrapUp\FrostTrapUp.mdl
            Set VariableSet Water_Effects[Water_effect_index] = (Last created special effect)
            Unit - Move (Picked unit) instantly to (Random point in (Region centered at (Position of (Triggering unit)) with size (1500.00, 1500.00)))
            Unit - Cause (Triggering unit) to damage (Picked unit), dealing 50.00 damage of attack type Chaos and damage type Universal
          Else - Actions
            Do nothing
    Wait 1.00 seconds
    For each (Integer A) from 1 to Water_effect_index, do (Actions)
      Loop - Actions
        Special Effect - Destroy Water_Effects[(Integer A)]
    Set VariableSet Water_effect_index = 0
WH Cast Spell
  Events
    Unit - A unit Is attacked
  Conditions
    (Triggering unit) Equal to Water_Hero
  Actions
    Wait 2 seconds
    Unit - Order Water_Hero to Special - Channel.
WH Restrictions
  Events
    Unit - A unit leaves Water_Vision <gen>
  Conditions
    (Triggering unit) Equal to Water_Hero
  Actions
    Unit - Move Water_Hero instantly to (Center of WaterHeroSpawn <gen>)
Air Selectors
  Events
    Unit - A unit leaves AirTarget <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to Selector
  Actions
    Unit - Move (Triggering unit) instantly to (Center of AirTarget <gen>)
Ground Selectors
  Events
    Unit - A unit leaves GroundTarget <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to Selector
  Actions
    Unit - Move (Triggering unit) instantly to (Center of GroundTarget <gen>)
Water Selectors
  Events
    Unit - A unit leaves WaterTarget <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to Selector
  Actions
    Unit - Move (Triggering unit) instantly to (Center of WaterTarget <gen>)
Player Attacks to Ally
  Events
    Unit - A unit Is attacked
  Conditions
    ((Owner of (Attacking unit)) is an ally of (Owner of (Attacked unit)).) Equal to True
    (Owner of (Attacked unit)) Not equal to Neutral Passive
  Actions
    Unit - Kill (Attacking unit)
    Game - Display to (All players) the text: (A unit belongs to + ((Name of (Owner of (Attacking unit))) + has attacked to an ally))
    Game - Display to (All players) the text: and get killed becouse of this idiotic action...
Main hero items
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    Hero - Drop the item from slot 2 of Air_Hero.
    Hero - Drop the item from slot 3 of Air_Hero.
    Hero - Drop the item from slot 4 of Air_Hero.
    Hero - Drop the item from slot 5 of Air_Hero.
    Hero - Drop the item from slot 6 of Air_Hero.
    Hero - Drop the item from slot 2 of Ground_Hero.
    Hero - Drop the item from slot 3 of Ground_Hero.
    Hero - Drop the item from slot 4 of Ground_Hero.
    Hero - Drop the item from slot 5 of Ground_Hero.
    Hero - Drop the item from slot 6 of Ground_Hero.
    Hero - Drop the item from slot 2 of Water_Hero.
    Hero - Drop the item from slot 3 of Water_Hero.
    Hero - Drop the item from slot 4 of Water_Hero.
    Hero - Drop the item from slot 5 of Water_Hero.
    Hero - Drop the item from slot 6 of Water_Hero.
Random Hero
  Events
    Time - Elapsed game time is 3.00 seconds
  Conditions
  Actions
    -------- AIR --------
    Player Group - Pick every player in (All allies of Player 4 (Purple).) and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (((Picked player) controller) Equal to User) and (((Picked player) slot status) Equal to Is playing)
          Then - Actions
            Set VariableSet randNumber = (Random integer number between 1 and 6)
            Set VariableSet randNumber = (Random integer number between 1 and 6)
            If (randNumber Equal to 1) then do (Create 1.Chimaera for (Picked player) at (Center of AirHeroSpawn <gen>) facing Default building facing degrees) else do (Do nothing)
            If (randNumber Equal to 2) then do (Create 1.Spirit Wyvern for (Picked player) at (Center of AirHeroSpawn <gen>) facing Default building facing degrees) else do (Do nothing)
            If (randNumber Equal to 3) then do (Create 1.Phoenix for (Picked player) at (Center of AirHeroSpawn <gen>) facing Default building facing degrees) else do (Do nothing)
            If (randNumber Equal to 4) then do (Create 1.Flying Ship for (Picked player) at (Center of AirHeroSpawn <gen>) facing Default building facing degrees) else do (Do nothing)
            If (randNumber Equal to 5) then do (Create 1.Totem for (Picked player) at (Center of AirHeroSpawn <gen>) facing Default building facing degrees) else do (Do nothing)
            If (randNumber Equal to 6) then do (Create 1.Black Dragon for (Picked player) at (Center of AirHeroSpawn <gen>) facing Default building facing degrees) else do (Do nothing)
            Camera - Pan camera for (Picked player) to (Center of AirHeroSpawn <gen>) over 1.00 seconds
            Player - Set (Picked player).Current gold to 150
          Else - Actions
            Do nothing
    Wait 1.00 seconds
    -------- GROUND --------
    Player Group - Pick every player in (All allies of Player 8 (Pink).) and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (((Picked player) controller) Equal to User) and (((Picked player) slot status) Equal to Is playing)
          Then - Actions
            Set VariableSet randNumber = (Random integer number between 1 and 6)
            If (randNumber Equal to 1) then do (Create 1.Priestess of the Moon for (Picked player) at (Center of GroundHeroSpawn <gen>) facing Default building facing degrees) else do (Do nothing)
            If (randNumber Equal to 2) then do (Create 1.Archmage for (Picked player) at (Center of GroundHeroSpawn <gen>) facing Default building facing degrees) else do (Do nothing)
            If (randNumber Equal to 3) then do (Create 1.Far Seer for (Picked player) at (Center of GroundHeroSpawn <gen>) facing Default building facing degrees) else do (Do nothing)
            If (randNumber Equal to 4) then do (Create 1.Shadow Hunter for (Picked player) at (Center of GroundHeroSpawn <gen>) facing Default building facing degrees) else do (Do nothing)
            If (randNumber Equal to 5) then do (Create 1.Lich for (Picked player) at (Center of GroundHeroSpawn <gen>) facing Default building facing degrees) else do (Do nothing)
            If (randNumber Equal to 6) then do (Create 1.Dark Ranger for (Picked player) at (Center of GroundHeroSpawn <gen>) facing Default building facing degrees) else do (Do nothing)
            Camera - Pan camera for (Picked player) to (Center of GroundHeroSpawn <gen>) over 1.00 seconds
            Player - Set (Picked player).Current gold to 150
          Else - Actions
            Do nothing
    Wait 1.00 seconds
    -------- WATER --------
    Player Group - Pick every player in (All allies of Player 12 (Brown).) and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (((Picked player) controller) Equal to User) and (((Picked player) slot status) Equal to Is playing)
          Then - Actions
            Set VariableSet randNumber = (Random integer number between 1 and 6)
            If (randNumber Equal to 1) then do (Create 1.Anabur for (Picked player) at (Center of WaterHeroSpawn <gen>) facing Default building facing degrees) else do (Do nothing)
            If (randNumber Equal to 2) then do (Create 1.BattleShip for (Picked player) at (Center of WaterHeroSpawn <gen>) facing Default building facing degrees) else do (Do nothing)
            If (randNumber Equal to 3) then do (Create 1.GhostShip for (Picked player) at (Center of WaterHeroSpawn <gen>) facing Default building facing degrees) else do (Do nothing)
            If (randNumber Equal to 4) then do (Create 1.DeathShip for (Picked player) at (Center of WaterHeroSpawn <gen>) facing Default building facing degrees) else do (Do nothing)
            If (randNumber Equal to 5) then do (Create 1.Destroyer for (Picked player) at (Center of WaterHeroSpawn <gen>) facing Default building facing degrees) else do (Do nothing)
            If (randNumber Equal to 6) then do (Create 1.Anmar for (Picked player) at (Center of WaterHeroSpawn <gen>) facing Default building facing degrees) else do (Do nothing)
            Camera - Pan camera for (Picked player) to (Center of WaterHeroSpawn <gen>) over 1.00 seconds
            Player - Set (Picked player).Current gold to 150
          Else - Actions
            Do nothing