1. Are you planning to upload your awesome map to Hive? Please review the rules here.
    Dismiss Notice
  2. Updated Resource Submission Rules: All model & skin resource submissions must now include an in-game screenshot. This is to help speed up the moderation process and to show how the model and/or texture looks like from the in-game camera.
    Dismiss Notice
  3. DID YOU KNOW - That you can unlock new rank icons by posting on the forums or winning contests? Click here to customize your rank or read our User Rank Policy to see a list of ranks that you can unlock. Have you won a contest and still haven't received your rank award? Then please contact the administration.
    Dismiss Notice
  4. Let your favorite entries duke it out in the 15th Techtree Contest Poll.
    Dismiss Notice
  5. Weave light to take you to your highest hopes - the 6th Special Effect Contest is here!
    Dismiss Notice
  6. Check out the Staff job openings thread.
    Dismiss Notice
Dismiss Notice
60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Trigger Viewer

Bionicle TD v4.80.w3x
Variables
Begining of Map Triggers
Intialization
Vote Kick Reminder
Create Multiboard
Initialization
Set Variables
Typeable Commands
Boss
Bonus
Air
Difficulty Vote System
ShowDialog
Detect Vote
VoteTimeEnd
In Game Triggers
Sell
Remove Corpses
Player Kills Update
Player Leave Update
Life Loss and Game Lose
Between Levels Triggers
New Level Messages
Next Round
End Round
Game Win
Bonus text
Move
Spawn 1 moves
Spawn 1 Move 1
Spawn 1 Move 2
Spawn 1 Move 3
Spawn 1 Move 5
Spawn 1,3 move
Spawn 1 3 Move 4
Spawn 2 moves
Spawn 2 Move 1
Spawn 3 moves
Spawn 3 Move 1
Spawn 3 Move 2
Spawn 3 Move 3
Spawn 3 Move 5
Spawn 4 moves
Spawn 4 Move 1
Spawn 4 Move 2
Spawn 4 Move 3
Spawn 4 Move 4
Spawn 4 Move 5
Spawn 4 Move 6
Spawn 4 Move 7
Spawn 5 moves
Spawn 5 Move 1
Spawn 5 Move 2
Spawn 5 Move 3
Spawn 5 Move 4
Spawn 5 Move 5
Spawn 5 Move 6
Spawn 5 Move 7
Spawn 6 moves
Spawn 6 Move 1
Spawn 6 Move 2
Spawn 6 Move 3
Spawn 7 moves
Spawn 7 Move 1
Spawn 7 Move 2
Spawn 7 Move 3
Spawn 8 moves
Spawn 8 Move 1
Spawn 9 moves
Spawn 9 Move 1
Kick
Kick Red
Kick Blue
Kick Teal
Kick Purple
Kick Yellow
Kick Orange
Kick Green
Kick Pink
Kick Gray
Kick Light Blue
Enters
Enter 1 player teleport back to his spot
Dont enter 1 1
Dont enter 1 2
Dont enter 1 3
Dont enter 1 4
Dont enter 1 5
Dont enter 1 6
Dont enter 1 7
Dont enter 1 8
Dont enter 1 9
Dont enter 1 10
Enter 2 player teleport back to his spot
Dont enter 2 1
Dont enter 2 2
Dont enter 2 3
Dont enter 2 4
Dont enter 2 5
Dont enter 2 6
Dont enter 2 7
Dont enter 2 8
Dont enter 2 9
Dont enter 2 10
Enter 3 player teleport back to his spot
Dont enter 3 1
Dont enter 3 2
Dont enter 3 3
Dont enter 3 4
Dont enter 3 5
Dont enter 3 6
Dont enter 3 7
Dont enter 3 8
Dont enter 3 9
Dont enter 3 10
Bonus levels doesnt steal lifes anymore
Bonus levels doesnt steal lifes 1
Bonus levels doesnt steal lifes 2
Bonus levels doesnt steal lifes 3
Bonus levels doesnt steal lifes 4
Food set to 0
--- Food Max Set to 0 ---
FM1
FM2
FM3
FM4
FM5
FM6
FM7
FM8
FM9
FM10
--- Food Cap Set to 0 ---
FC1
FC2
FC3
FC4
FC5
FC6
FC7
FC8
FC9
FC10
--- Food Used Set to 0 ---
FU1
FU2
FU3
FU4
FU5
FU6
FU7
FU8
FU9
FU10





Name Type Is Array Initial Value
ActivePlayers integer No
DialogButtons button Yes
Difficulty boolean Yes
DifficultyVote dialog No
Fight boolean No
ForcedDifficulty boolean No
KickVote dialog No
Kill_Count integer Yes
Level integer No
List integer No
Lives integer No 30
Multiboard_Spots integer Yes
NewRound timer No
NumberVoted integer No
NumVotes integer Yes
PercentageVotedForKick real No
Player_Colors string Yes
PlayerHasVotedForPlayer boolean Yes
PlayerWhoMightBeKicked integer No
RegionMove rect Yes
RegionSpawn rect Yes
RoundAmount integer Yes 1
RoundEnemy unitcode Yes
SpecialEffect integer No
UnitGroup group No
UnitSpeed real No 200.00
VoteEasy integer No
VoteHard integer No
VoteMedium integer No
VotingTime timer No
Intialization
  Events
    Map initialization
  Conditions
  Actions
    Visibility - Disable fog of war
    Visibility - Disable black mask
Vote Kick Reminder
  Events
    Time - Elapsed game time is 60.00 seconds
  Conditions
  Actions
    Game - Display to (All players) for 20.00 seconds the text: |cff7777aaIf red wants to kick out someone, he has to type "-kick" and player number or color.|r
Create Multiboard
  Events
    Time - Elapsed game time is 2.00 seconds
  Conditions
  Actions
    Multiboard - Create a multiboard with 2 columns and (5 + ActivePlayers) rows, titled Bionicle TD.
    Multiboard - Set the text for (Last created multiboard) item in column 1, row 1 to Player Name [#]
    Multiboard - Set the text for (Last created multiboard) item in column 2, row 1 to Kills
    Multiboard - Set the width for (Last created multiboard) item in column 1, row 0 to 14.00% of the total screen width
    Multiboard - Set the width for (Last created multiboard) item in column 2, row 0 to 3.00% of the total screen width
    Multiboard - Set the display style for (Last created multiboard) item in column 0, row 0 to Show text and Hide icons
    Set VariableSet List = 2
    Player Group - Pick every player in (All players matching ((((Matching player) slot status) Equal to Is playing) and (((Matching player) controller) Equal to User)).) and do (Actions)
      Loop - Actions
        Set VariableSet Multiboard_Spots[(Player number of (Picked player))] = List
        Multiboard - Set the text for (Last created multiboard) item in column 1, row List to (Player_Colors[(Player number of (Picked player))] + ((Name of (Picked player)) + ( [ + ((String((Player number of (Picked player)))) + ]|r))))
        Multiboard - Set the text for (Last created multiboard) item in column 2, row List to (Player_Colors[(Player number of (Picked player))] + ((String(Kill_Count[(Player number of (Picked player))])) + |r))
        Set VariableSet List = (List + 1)
    Multiboard - Set the text for (Last created multiboard) item in column 1, row List to -----------------------------------------------------------
    Multiboard - Set the text for (Last created multiboard) item in column 1, row (List + 1) to (Level: |c00CCCC00 + ((String(Level)) + |r))
    Multiboard - Set the text for (Last created multiboard) item in column 1, row (List + 2) to (Lives: |c00CCCC00 + ((String(Lives)) + |r))
    Multiboard - Set the text for (Last created multiboard) item in column 1, row (List + 3) to Difficulty: |c00CCCC00Still Voting
    Multiboard - Show (Last created multiboard)
    Multiboard - Maximize (Last created multiboard)
Initialization
  Events
    Time - Elapsed game time is 1.00 seconds
  Conditions
  Actions
    -------- Run Variable Setting Trigger --------
    Trigger - Run Set_Variables <gen> (checking conditions)
    Trigger - Run ShowDialog <gen> (checking conditions)
    -------- Turn on bounty for creeps --------
    Player - Turn Gives bounty On for Player 12 (Brown)
Set Variables
  Events
  Conditions
  Actions
    Game - Display to (All players) the text: |cff7777aaVisit our website!|r |cff995500www.mapping.vhost.lt|r
    -------- Set Player Colors --------
    Set VariableSet Player_Colors[1] = |c00ff0000
    Set VariableSet Player_Colors[2] = |c000000ff
    Set VariableSet Player_Colors[3] = |c0000ffff
    Set VariableSet Player_Colors[4] = |c00800080
    Set VariableSet Player_Colors[5] = |c00ffff00
    Set VariableSet Player_Colors[6] = |c00ff8000
    Set VariableSet Player_Colors[7] = |c0000ff00
    Set VariableSet Player_Colors[8] = |c00ff00ff
    Set VariableSet Player_Colors[9] = |c00bebebe
    Set VariableSet Player_Colors[10] = |c007777aa
    Set VariableSet Player_Colors[11] = |c00006400
    -------- Basic Variables --------
    Set VariableSet ActivePlayers = (Number of players in (All players matching ((((Matching player) controller) Equal to User) and (((Matching player) slot status) Equal to Is playing)).))
    Set VariableSet Level = 0
    Set VariableSet Fight = False
    Set VariableSet Lives = 50
    -------- Set Regions --------
    Set VariableSet RegionSpawn[1] = Spawn_1 <gen>
    Set VariableSet RegionSpawn[2] = Spawn_2 <gen>
    Set VariableSet RegionSpawn[3] = Spawn_3 <gen>
    Set VariableSet RegionSpawn[4] = Spawn_4 <gen>
    Set VariableSet RegionSpawn[5] = Spawn_5 <gen>
    Set VariableSet RegionSpawn[6] = Spawn_6 <gen>
    Set VariableSet RegionSpawn[7] = Spawn_7 <gen>
    Set VariableSet RegionSpawn[8] = Spawn_8 <gen>
    Set VariableSet RegionSpawn[9] = Spawn_9 <gen>
    -------- Set Round Enemys and Amount --------
    Set VariableSet RoundEnemy[1] = 1 Normal - level 1
    Set VariableSet RoundAmount[1] = 20
    Set VariableSet RoundEnemy[2] = 2 Normal - level 2
    Set VariableSet RoundAmount[2] = 20
    Set VariableSet RoundEnemy[3] = 3 AIR - level 3 Air
    Set VariableSet RoundAmount[3] = 20
    Set VariableSet RoundEnemy[4] = 4 Normal - level 4
    Set VariableSet RoundAmount[4] = 20
    Set VariableSet RoundEnemy[5] = 5 BONUS - level 5
    Set VariableSet RoundAmount[5] = 10
    Set VariableSet RoundEnemy[6] = 6 AIR - level 6 Air
    Set VariableSet RoundAmount[6] = 20
    Set VariableSet RoundEnemy[7] = 7 Normal - level 7
    Set VariableSet RoundAmount[7] = 20
    Set VariableSet RoundEnemy[8] = 8 Normal - level 6
    Set VariableSet RoundAmount[8] = 20
    Set VariableSet RoundEnemy[9] = 9 AIR - level 9
    Set VariableSet RoundAmount[9] = 20
    Set VariableSet RoundEnemy[10] = 10 BOSS - level 11
    Set VariableSet RoundAmount[10] = 1
    Set VariableSet RoundEnemy[11] = 11 Normal - level 10
    Set VariableSet RoundAmount[11] = 20
    Set VariableSet RoundEnemy[12] = 12 Normal - level 12
    Set VariableSet RoundAmount[12] = 20
    Set VariableSet RoundEnemy[13] = 13 AIR - level 14
    Set VariableSet RoundAmount[13] = 20
    Set VariableSet RoundEnemy[14] = 14 Normal - level 13
    Set VariableSet RoundAmount[14] = 20
    Set VariableSet RoundEnemy[15] = 15 BONUS - level 15
    Set VariableSet RoundAmount[15] = 10
    Set VariableSet RoundEnemy[16] = 16 AIR - level 17
    Set VariableSet RoundAmount[16] = 20
    Set VariableSet RoundEnemy[17] = 17 Normal - level 16
    Set VariableSet RoundAmount[17] = 20
    Set VariableSet RoundEnemy[18] = 18 Normal - level 20
    Set VariableSet RoundAmount[18] = 20
    Set VariableSet RoundEnemy[19] = 19 AIR - level 19
    Set VariableSet RoundAmount[19] = 20
    Set VariableSet RoundEnemy[20] = 20 BOSS - level 18
    Set VariableSet RoundAmount[20] = 1
    Set VariableSet RoundEnemy[21] = 21 Normal - level 21
    Set VariableSet RoundAmount[21] = 20
    Set VariableSet RoundEnemy[22] = 22 Normal - level 23
    Set VariableSet RoundAmount[22] = 20
    Set VariableSet RoundEnemy[23] = 23 AIR - level 22
    Set VariableSet RoundAmount[23] = 20
    Set VariableSet RoundEnemy[24] = 24 Normal - level 24
    Set VariableSet RoundAmount[24] = 20
    Set VariableSet RoundEnemy[25] = 25 BONUS - level 25
    Set VariableSet RoundAmount[25] = 10
    Set VariableSet RoundEnemy[26] = 26 AIR - level 26
    Set VariableSet RoundAmount[26] = 20
    Set VariableSet RoundEnemy[27] = 27 Normal - level 27
    Set VariableSet RoundAmount[27] = 20
    Set VariableSet RoundEnemy[28] = 28 Normal - level 29
    Set VariableSet RoundAmount[28] = 20
    Set VariableSet RoundEnemy[29] = 29 AIR - level 28
    Set VariableSet RoundAmount[29] = 20
    Set VariableSet RoundEnemy[30] = 30 BOSS - level 30
    Set VariableSet RoundAmount[30] = 2
    Set VariableSet RoundEnemy[31] = 31 Normal - level 31
    Set VariableSet RoundAmount[31] = 20
    Set VariableSet RoundEnemy[32] = 32 Normal - level 32
    Set VariableSet RoundAmount[32] = 20
    Set VariableSet RoundEnemy[33] = 33 AIR - level 33
    Set VariableSet RoundAmount[33] = 20
    Set VariableSet RoundEnemy[34] = 34 Normal - level 34
    Set VariableSet RoundAmount[34] = 20
    Set VariableSet RoundEnemy[35] = 35 BONUS - level 35
    Set VariableSet RoundAmount[35] = 10
    Set VariableSet RoundEnemy[36] = 36 AIR - level 37
    Set VariableSet RoundAmount[36] = 20
    Set VariableSet RoundEnemy[37] = 37 Normal - level 36
    Set VariableSet RoundAmount[37] = 20
    Set VariableSet RoundEnemy[38] = 38 Normal - level 38
    Set VariableSet RoundAmount[38] = 20
    Set VariableSet RoundEnemy[39] = 39 AIR - level 39
    Set VariableSet RoundAmount[39] = 20
    Set VariableSet RoundEnemy[40] = 40 BOSS - level 40
    Set VariableSet RoundAmount[40] = 2
Boss
  Events
    Player - Player 11 (Dark Green) types a chat message containing -boss (stringnoformat) as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -boss (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -boss (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing -boss (stringnoformat) as An exact match
    Player - Player 7 (Green) types a chat message containing -boss (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -boss (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -boss (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -boss (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -boss (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -boss (stringnoformat) as An exact match
    Player - Player 1 (Red) types a chat message containing -boss (stringnoformat) as An exact match
  Conditions
  Actions
    Game - Display to (All players) the text: (|cff995500Boss Levels Are:|r |cff32cd3210, 20, 30 and 40|r + )
Bonus
  Events
    Player - Player 1 (Red) types a chat message containing -bonus (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -bonus (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -bonus (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -bonus (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -bonus (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -bonus (stringnoformat) as An exact match
    Player - Player 7 (Green) types a chat message containing -bonus (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing -bonus (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -bonus (stringnoformat) as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -bonus (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -bonus (stringnoformat) as An exact match
  Conditions
  Actions
    Game - Display to (All players) the text: (|cff995500Bonus Level Are:|r |cff32cd325, 15, 25 and 35|r + )
Air
  Events
    Player - Player 1 (Red) types a chat message containing -air (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -air (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -air (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -air (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -air (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -air (stringnoformat) as An exact match
    Player - Player 7 (Green) types a chat message containing -air (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing -air (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -air (stringnoformat) as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -air (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -air (stringnoformat) as An exact match
  Conditions
  Actions
    Game - Display to (All players) the text: (|cff995500Air Levels Are:|r |cff32cd323, 6, 9, 13, 16, 19, 23, 26, 29, 33, 36 and 39|r + )
ShowDialog
  Events
  Conditions
  Actions
    -------- Setup for Dialog 1 --------
    Countdown Timer - Start VotingTime as a One-shot timer that will expire in 10.00 seconds
    Countdown Timer - Create a timer window for (Last started timer) with title Vote Time Left
    Countdown Timer - Show (Last created timer window)
    Dialog - Clear DifficultyVote
    Dialog - Change the title of DifficultyVote to Vote Difficulty
    Dialog - Create a dialog button for DifficultyVote labelled |cff20c000Easy (Creep HP 50%)|r
    Set VariableSet DialogButtons[1] = (Last created dialog Button)
    Dialog - Create a dialog button for DifficultyVote labelled |cfffeba0eMedium (Creep HP 75%)|r
    Set VariableSet DialogButtons[2] = (Last created dialog Button)
    Dialog - Create a dialog button for DifficultyVote labelled |cffff0303Hard (Creep HP 100%)|r
    Set VariableSet DialogButtons[3] = (Last created dialog Button)
    -------- Showing the dialog to all players --------
    Player Group - Pick every player in (All players controlled by a User player) and do (Actions)
      Loop - Actions
        Dialog - Show DifficultyVote for (Picked player)
A button was clicked, there's three choices:
1. Vote Easy
2. Vote Medium
3. Vote Hard
Detect Vote
  Events
    Dialog - A dialog button is clicked for DifficultyVote
  Conditions
  Actions
    -------- Vote Easy --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Clicked dialog button) Equal to DialogButtons[1]
      Then - Actions
        Set VariableSet NumberVoted = (NumberVoted + 1)
        Set VariableSet VoteEasy = (VoteEasy + 1)
        Game - Display to (All players) the text: ((Player_Colors[(Player number of (Triggering player))] + (Name of (Triggering player))) + (|r : Has voted |cff20c000Easy|r and that was vote + ((String(NumberVoted)) + ( out of + (String(ActivePlayers))))))
        Skip remaining actions
      Else - Actions
        Do nothing
    -------- Vote Medium --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Clicked dialog button) Equal to DialogButtons[2]
      Then - Actions
        Set VariableSet NumberVoted = (NumberVoted + 1)
        Set VariableSet VoteMedium = (VoteMedium + 1)
        Game - Display to (All players) the text: ((Player_Colors[(Player number of (Triggering player))] + (Name of (Triggering player))) + (|r : Has voted |cfffeba0eMedium|r and that was vote + ((String(NumberVoted)) + ( out of + (String(ActivePlayers))))))
        Skip remaining actions
      Else - Actions
        Do nothing
    -------- Vote Hard --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Clicked dialog button) Equal to DialogButtons[3]
      Then - Actions
        Set VariableSet NumberVoted = (NumberVoted + 1)
        Set VariableSet VoteHard = (VoteHard + 1)
        Game - Display to (All players) the text: ((Player_Colors[(Player number of (Triggering player))] + (Name of (Triggering player))) + (|r : Has voted |cffff0303Hard|r and that was vote + ((String(NumberVoted)) + ( out of + (String(ActivePlayers))))))
        Skip remaining actions
      Else - Actions
        Do nothing
VoteTimeEnd
  Events
    Time - VotingTime expires
  Conditions
  Actions
    -------- For each player that is playing, create thier builder and give them thier inital gold and lumber. --------
    Player Group - Pick every player in (All players matching ((((Matching player) controller) Equal to User) and (((Matching player) slot status) Equal to Is playing)).) 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
            Unit - Create 1.Dwarven Worker for (Picked player) at ((Picked player) start location) facing Default building facing degrees
          Else - 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
                Unit - Create 1.Artesain for (Picked player) at ((Picked player) start location) facing Default building facing degrees
              Else - 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
                    Unit - Create 1.Gnoll Runt for (Picked player) at ((Picked player) start location) facing Default building facing degrees
                  Else - 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
                        Unit - Create 1.Female Peasant for (Picked player) at ((Picked player) start location) facing Default building facing degrees
                      Else - Actions
        Player - Set (Picked player).Current gold to 300
        Player - Set (Picked player).Food cap to 10
    -------- Clear All Text --------
    Cinematic - Clear the screen of text messages for (All players).
    -------- Hide the timer --------
    Countdown Timer - Destroy (Last created timer window)
    Countdown Timer - Hide (Last created timer window)
    -------- Set Difficulty --------
    If ((VoteEasy Greater than VoteMedium) and (VoteEasy Greater than VoteHard)) then do (Set VariableSet Difficulty[1] = True) else do (Set VariableSet Difficulty[1] = False)
    If ((VoteMedium Greater than VoteEasy) and (VoteMedium Greater than VoteHard)) then do (Set VariableSet Difficulty[2] = True) else do (Set VariableSet Difficulty[2] = False)
    If ((VoteHard Greater than VoteMedium) and (VoteHard Greater than VoteEasy)) then do (Set VariableSet Difficulty[3] = True) else do (Set VariableSet Difficulty[3] = False)
    Trigger - Turn off Detect_Vote <gen>
    -------- Tell people difficulty set and set multiboard Difficulty --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Difficulty[1] Equal to True
      Then - Actions
        Game - Display to (All players) for 3.00 seconds the text: The Game Difficulty has been set to |cff20c000Easy|r:- Life of the creeps are now set to |cff20c00050%|r
        Multiboard - Set the text for (Last created multiboard) item in column 1, row (List + 3) to (Difficulty: + |cff20c000Easy|r)
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Difficulty[2] Equal to True
          Then - Actions
            Game - Display to (All players) for 3.00 seconds the text: The Game Difficulty has been set to |cfffeba0eMedium|r:- Life of the creeps are now set to |cfffeba0e75%|r
            Multiboard - Set the text for (Last created multiboard) item in column 1, row (List + 3) to (Difficulty: + |cfffeba0eMedium|r)
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                Difficulty[3] Equal to True
              Then - Actions
                Game - Display to (All players) for 3.00 seconds the text: The Game Difficulty has been set to |cffff0303Hard|r:- Life of the creeps are now set to |cffff0303100%|r|cffff0303Good luck beating the game on this difficulty!|r
                Multiboard - Set the text for (Last created multiboard) item in column 1, row (List + 3) to (Difficulty: + |cffff0303Hard|r)
              Else - Actions
                Do nothing
    -------- Wait 4 seconds for people to read --------
    Wait 4.00 seconds
    -------- Clear All Text --------
    Cinematic - Clear the screen of text messages for (All players).
    -------- Set time Settings --------
    Game - Turn the day/night cycle Off
    -------- Run Cinamatic --------
    Game - Display to (All players) for 28.00 seconds the text: Welcome to |cffffcc00Bionicle|r |cff32cd32TD|r by |cffff0000Browlis & Modestasas|r
    -------- Setup and Start Pre-Level 1 Timer --------
    Countdown Timer - Start NewRound as a One-shot timer that will expire in 60.00 seconds
    Countdown Timer - Create a timer window for NewRound with title Next round in:
    Countdown Timer - Show (Last created timer window)
Sell
  Events
    Unit - A unit owned by Player 1 (Red).Finishes casting an ability
    Unit - A unit owned by Player 2 (Blue).Finishes casting an ability
    Unit - A unit owned by Player 3 (Teal).Finishes casting an ability
    Unit - A unit owned by Player 4 (Purple).Finishes casting an ability
    Unit - A unit owned by Player 5 (Yellow).Finishes casting an ability
    Unit - A unit owned by Player 6 (Orange).Finishes casting an ability
    Unit - A unit owned by Player 7 (Green).Finishes casting an ability
    Unit - A unit owned by Player 8 (Pink).Finishes casting an ability
    Unit - A unit owned by Player 9 (Gray).Finishes casting an ability
    Unit - A unit owned by Player 10 (Light Blue).Finishes casting an ability
    Unit - A unit owned by Player 11 (Dark Green).Finishes casting an ability
  Conditions
    (Ability being cast) Equal to |cffFFFF00S|rell
  Actions
    Unit - Explode (Triggering unit).
    Player - Add (Point-value of (Triggering unit)) to (Triggering player).Current gold
Remove Corpses
  Events
    Unit - A unit Dies
  Conditions
    (Owner of (Triggering unit)) Equal to Player 12 (Brown)
  Actions
    Wait 1.00 seconds
    Unit - Remove (Triggering unit) from the game
Player Kills Update
  Events
    Unit - A unit Dies
  Conditions
    ((Owner of (Killing unit)) controller) Equal to User
  Actions
    Set VariableSet Kill_Count[(Player number of (Owner of (Killing unit)))] = (Kill_Count[(Player number of (Owner of (Killing unit)))] + 1)
    Multiboard - Set the text for (Last created multiboard) item in column 2, row Multiboard_Spots[(Player number of (Owner of (Killing unit)))] to (Player_Colors[(Player number of (Owner of (Killing unit)))] + ((String(Kill_Count[(Player number of (Owner of (Killing unit)))])) + |r))
Player Leave Update
  Events
    Player - Player 1 (Red) leaves the game
    Player - Player 2 (Blue) leaves the game
    Player - Player 3 (Teal) leaves the game
    Player - Player 4 (Purple) 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 8 (Pink) 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
    Game - Display to (All players) the text: (Player_Colors[(Player number of (Triggering player))] + ((Name of (Triggering player)) + |r has left the game.))
    Set VariableSet UnitGroup = (Units owned by (Triggering player).)
    Unit Group - Pick every unit in UnitGroup and do (Explode (Picked unit).)
    Custom script: call DestroyGroup(udg_UnitGroup)
    Multiboard - Set the text for (Last created multiboard) item in column 1, row Multiboard_Spots[(Player number of (Triggering player))] to (Player_Colors[(Player number of (Triggering player))] + (Left + |r))
    Multiboard - Set the text for (Last created multiboard) item in column 2, row Multiboard_Spots[(Player number of (Triggering player))] to -|r
    Set VariableSet ActivePlayers = (ActivePlayers - 1)
Life Loss and Game Lose
  Events
    Unit - A unit enters END <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 12 (Brown)
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Level Equal to 40) and (Lives Greater than 5)
      Then - Actions
        Set VariableSet Lives = 5
      Else - Actions
        -------- Lower Lives by one. --------
        Set VariableSet Lives = (Lives - 1)
        Unit - Kill (Triggering unit)
        Unit - Kill (Entering unit)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Lives Equal to 0
      Then - Actions
        Visibility - Disable fog of war
        Visibility - Disable black mask
        Wait 0.50 seconds
        Player Group - Pick every player in (All players) and do (Kill (Triggering unit))
        Wait 0.45 game-time seconds
        Special Effect - Create a special effect at (Random point in END <gen>) using Abilities\Spells\Other\ImmolationRed\ImmolationREDTarget.mdl
        Special Effect - Create a special effect at (Random point in END <gen>) using Abilities\Spells\Other\ImmolationRed\ImmolationREDTarget.mdl
        Special Effect - Create a special effect at (Random point in END <gen>) using Abilities\Spells\Other\ImmolationRed\ImmolationREDTarget.mdl
        Special Effect - Create a special effect at (Random point in END <gen>) using Abilities\Spells\Other\ImmolationRed\ImmolationREDTarget.mdl
        Special Effect - Create a special effect at (Random point in END <gen>) using Abilities\Spells\Other\ImmolationRed\ImmolationREDTarget.mdl
        Wait 0.00 seconds
        Destructible - Pick every destructible within 5000.00 of (Center of END <gen>) and do (Kill (Picked destructible))
        Wait 0.40 seconds
        Player Group - Pick every player in (All allies of Player 1 (Red).) and do (Defeat (Picked player) with the message: Try Again! Map by Browlis & Modestasas!!)
      Else - Actions
        Multiboard - Set the text for (Last created multiboard) item in column 1, row (List + 2) to (Lives: |c00CCCC00 + ((String(Lives)) + |r))
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Lives Greater than or equal to 0
          Then - Actions
            Sound - Play Warning <gen>
            Game - Display to (All players) the text: (|cffff0000A MONSTER HAS JUST REACHED THE END|r Lives left: + (String(Lives)))
          Else - Actions
            Do nothing
New Level Messages
  Events
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Level Equal to 3
        Or - Any (Conditions) are true
          Conditions
            Level Equal to 6
            Level Equal to 9
            Level Equal to 13
            Level Equal to 16
            Level Equal to 19
            Level Equal to 23
            Level Equal to 26
            Level Equal to 29
            Level Equal to 33
            Level Equal to 36
            Level Equal to 39
      Then - Actions
        Trigger - Turn on Life_Loss_and_Game_Lose <gen>
        Game - Display to (All players) the text: (|cff995500Get ready for level |r + (|c00CCCC00 + ((String(Level)) + (AIR)|r |cffff0303!!!!!!!!!!!|r)))
      Else - Actions
        Do nothing
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Level Equal to 10
            Or - Any (Conditions) are true
              Conditions
                Level Equal to 20
                Level Equal to 30
          Then - Actions
            Trigger - Turn on Life_Loss_and_Game_Lose <gen>
            Game - Display to (All players) the text: (|cff995500 Here comes level |r + (|c00CCCC00 + ((String(Level)) + (BOSS)|r |cffff0303!!!!!!!!!!!|r)))
          Else - Actions
            If (Level Equal to 40) then do (Display to (All players) the text: |cff995500Here comes level |c00CCCC0040 (FINAL BOSS - Can't leak more than 5)|r !!!!!!!!|r) else do (Display to (All players) the text: (|cff995500Get ready for Level |r + ((|c00CCCC00 + (String(Level))) + |r |cffff0303!!!!!!!!!!!|r)))
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Level Equal to 5
            Or - Any (Conditions) are true
              Conditions
                Level Equal to 15
                Level Equal to 25
                Level Equal to 35
          Then - Actions
            Game - Display to (All players) the text: (|cff995500Here comes level |r + (|c00CCCC00 + ((String(Level)) + (BONUS)|r |cffff0303!!!!!!!!!!!|r)))
          Else - Actions
            Do nothing
Next Round
  Events
    Time - NewRound expires
  Conditions
  Actions
    -------- Hide the timer --------
    Countdown Timer - Hide (Last created timer window)
    -------- Set the level + 1 --------
    Set VariableSet Level = (Level + 1)
    -------- Update multiboard level log --------
    Multiboard - Set the text for (Last created multiboard) item in column 1, row (List + 1) to (Level: |c00CCCC00 + ((String(Level)) + |r))
    -------- Say Message --------
    Trigger - Run New_Level_Messages <gen> (ignoring conditions)
    -------- Deal with the creeps --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 8 (Pink) controller) Equal to User
      Then - Actions
        Unit - Create RoundAmount[Level].RoundEnemy[Level] for Player 12 (Brown) at (Center of Spawn_1 <gen>) facing Default building facing degrees
        -------- Set Creeps HP, Collision, Movement Speed, and tell them to move. --------
        Set VariableSet UnitGroup = (Units in Spawn_1 <gen> owned by Player 12 (Brown))
        Unit Group - Pick every unit in UnitGroup and do (Actions)
          Loop - Actions
            If (Difficulty[1] Equal to True) then do (Set life of (Picked unit) to 50.00%) else do (If (Difficulty[2] Equal to True) then do (Set life of (Picked unit) to 75.00%) else do (If (Difficulty[3] Equal to True) then do (Set life of (Picked unit) to 100%) else do (Do nothing)))
            Unit - Turn collision for (Picked unit) Off.
            Set VariableSet UnitSpeed = (Default movement speed of (Picked unit))
            Unit - Set (Picked unit) movement speed to (Random real number between (UnitSpeed - 50.00) and (UnitSpeed + 50.00))
            Unit - Order (Picked unit) to Move To.(Center of Spawn_1 <gen>)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 1 (Red) controller) Equal to User
      Then - Actions
        Unit - Create RoundAmount[Level].RoundEnemy[Level] for Player 12 (Brown) at (Center of Spawn_2 <gen>) facing Default building facing degrees
        -------- Set Creeps HP, Collision, Movement Speed, and tell them to move. --------
        Set VariableSet UnitGroup = (Units in Spawn_2 <gen> owned by Player 12 (Brown))
        Unit Group - Pick every unit in UnitGroup and do (Actions)
          Loop - Actions
            If (Difficulty[1] Equal to True) then do (Set life of (Picked unit) to 50.00%) else do (If (Difficulty[2] Equal to True) then do (Set life of (Picked unit) to 75.00%) else do (If (Difficulty[3] Equal to True) then do (Set life of (Picked unit) to 100%) else do (Do nothing)))
            Unit - Turn collision for (Picked unit) Off.
            Set VariableSet UnitSpeed = (Default movement speed of (Picked unit))
            Unit - Set (Picked unit) movement speed to (Random real number between (UnitSpeed - 50.00) and (UnitSpeed + 50.00))
            Unit - Order (Picked unit) to Move To.(Center of Spawn_2 <gen>)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 6 (Orange) controller) Equal to User
      Then - Actions
        Unit - Create RoundAmount[Level].RoundEnemy[Level] for Player 12 (Brown) at (Center of Spawn_3 <gen>) facing Default building facing degrees
        -------- Set Creeps HP, Collision, Movement Speed, and tell them to move. --------
        Set VariableSet UnitGroup = (Units in Spawn_3 <gen> owned by Player 12 (Brown))
        Unit Group - Pick every unit in UnitGroup and do (Actions)
          Loop - Actions
            If (Difficulty[1] Equal to True) then do (Set life of (Picked unit) to 50.00%) else do (If (Difficulty[2] Equal to True) then do (Set life of (Picked unit) to 75.00%) else do (If (Difficulty[3] Equal to True) then do (Set life of (Picked unit) to 100%) else do (Do nothing)))
            Unit - Turn collision for (Picked unit) Off.
            Set VariableSet UnitSpeed = (Default movement speed of (Picked unit))
            Unit - Set (Picked unit) movement speed to (Random real number between (UnitSpeed - 50.00) and (UnitSpeed + 50.00))
            Unit - Order (Picked unit) to Move To.(Center of Spawn_3 <gen>)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 9 (Gray) controller) Equal to User
      Then - Actions
        Unit - Create RoundAmount[Level].RoundEnemy[Level] for Player 12 (Brown) at (Center of Spawn_4 <gen>) facing Default building facing degrees
        -------- Set Creeps HP, Collision, Movement Speed, and tell them to move. --------
        Set VariableSet UnitGroup = (Units in Spawn_4 <gen> owned by Player 12 (Brown))
        Unit Group - Pick every unit in UnitGroup and do (Actions)
          Loop - Actions
            If (Difficulty[1] Equal to True) then do (Set life of (Picked unit) to 50.00%) else do (If (Difficulty[2] Equal to True) then do (Set life of (Picked unit) to 70.00%) else do (If (Difficulty[3] Equal to True) then do (Set life of (Picked unit) to 100%) else do (Do nothing)))
            Unit - Turn collision for (Picked unit) Off.
            Set VariableSet UnitSpeed = (Default movement speed of (Picked unit))
            Unit - Set (Picked unit) movement speed to (Random real number between (UnitSpeed - 50.00) and (UnitSpeed + 50.00))
            Unit - Order (Picked unit) to Move To.(Center of Spawn_4 <gen>)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 10 (Light Blue) controller) Equal to User
      Then - Actions
        Unit - Create RoundAmount[Level].RoundEnemy[Level] for Player 12 (Brown) at (Center of Spawn_5 <gen>) facing Default building facing degrees
        -------- Set Creeps HP, Collision, Movement Speed, and tell them to move. --------
        Set VariableSet UnitGroup = (Units in Spawn_5 <gen> owned by Player 12 (Brown))
        Unit Group - Pick every unit in UnitGroup and do (Actions)
          Loop - Actions
            If (Difficulty[1] Equal to True) then do (Set life of (Picked unit) to 50.00%) else do (If (Difficulty[2] Equal to True) then do (Set life of (Picked unit) to 70.00%) else do (If (Difficulty[3] Equal to True) then do (Set life of (Picked unit) to 100%) else do (Do nothing)))
            Unit - Turn collision for (Picked unit) Off.
            Set VariableSet UnitSpeed = (Default movement speed of (Picked unit))
            Unit - Set (Picked unit) movement speed to (Random real number between (UnitSpeed - 50.00) and (UnitSpeed + 50.00))
            Unit - Order (Picked unit) to Move To.(Center of Spawn_5 <gen>)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 1 (Red) controller) Equal to User
      Then - Actions
        Unit - Create RoundAmount[Level].RoundEnemy[Level] for Player 12 (Brown) at (Center of Spawn_6 <gen>) facing Default building facing degrees
        -------- Set Creeps HP, Collision, Movement Speed, and tell them to move. --------
        Set VariableSet UnitGroup = (Units in Spawn_6 <gen> owned by Player 12 (Brown))
        Unit Group - Pick every unit in UnitGroup and do (Actions)
          Loop - Actions
            If (Difficulty[1] Equal to True) then do (Set life of (Picked unit) to 50.00%) else do (If (Difficulty[2] Equal to True) then do (Set life of (Picked unit) to 70.00%) else do (If (Difficulty[3] Equal to True) then do (Set life of (Picked unit) to 100%) else do (Do nothing)))
            Unit - Turn collision for (Picked unit) Off.
            Set VariableSet UnitSpeed = (Default movement speed of (Picked unit))
            Unit - Set (Picked unit) movement speed to (Random real number between (UnitSpeed - 50.00) and (UnitSpeed + 50.00))
            Unit - Order (Picked unit) to Move To.(Center of Spawn_6 <gen>)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 1 (Red) controller) Equal to User
      Then - Actions
        Unit - Create RoundAmount[Level].RoundEnemy[Level] for Player 12 (Brown) at (Center of Spawn_7 <gen>) facing Default building facing degrees
        -------- Set Creeps HP, Collision, Movement Speed, and tell them to move. --------
        Set VariableSet UnitGroup = (Units in Spawn_7 <gen> owned by Player 12 (Brown))
        Unit Group - Pick every unit in UnitGroup and do (Actions)
          Loop - Actions
            If (Difficulty[1] Equal to True) then do (Set life of (Picked unit) to 50.00%) else do (If (Difficulty[2] Equal to True) then do (Set life of (Picked unit) to 70.00%) else do (If (Difficulty[3] Equal to True) then do (Set life of (Picked unit) to 100%) else do (Do nothing)))
            Unit - Turn collision for (Picked unit) Off.
            Set VariableSet UnitSpeed = (Default movement speed of (Picked unit))
            Unit - Set (Picked unit) movement speed to (Random real number between (UnitSpeed - 50.00) and (UnitSpeed + 50.00))
            Unit - Order (Picked unit) to Move To.(Center of Spawn_7 <gen>)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 5 (Yellow) controller) Equal to User
      Then - Actions
        Unit - Create RoundAmount[Level].RoundEnemy[Level] for Player 12 (Brown) at (Center of Spawn_8 <gen>) facing Default building facing degrees
        -------- Set Creeps HP, Collision, Movement Speed, and tell them to move. --------
        Set VariableSet UnitGroup = (Units in Spawn_8 <gen> owned by Player 12 (Brown))
        Unit Group - Pick every unit in UnitGroup and do (Actions)
          Loop - Actions
            If (Difficulty[1] Equal to True) then do (Set life of (Picked unit) to 50.00%) else do (If (Difficulty[2] Equal to True) then do (Set life of (Picked unit) to 60.00%) else do (If (Difficulty[3] Equal to True) then do (Set life of (Picked unit) to 90.00%) else do (Do nothing)))
            Unit - Turn collision for (Picked unit) Off.
            Set VariableSet UnitSpeed = (Default movement speed of (Picked unit))
            Unit - Set (Picked unit) movement speed to (Random real number between (UnitSpeed - 50.00) and (UnitSpeed + 50.00))
            Unit - Order (Picked unit) to Move To.(Center of Spawn_8 <gen>)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 7 (Green) controller) Equal to User
      Then - Actions
        Unit - Create RoundAmount[Level].RoundEnemy[Level] for Player 12 (Brown) at (Center of Spawn_9 <gen>) facing Default building facing degrees
        -------- Set Creeps HP, Collision, Movement Speed, and tell them to move. --------
        Set VariableSet UnitGroup = (Units in Spawn_9 <gen> owned by Player 12 (Brown))
        Unit Group - Pick every unit in UnitGroup and do (Actions)
          Loop - Actions
            If (Difficulty[1] Equal to True) then do (Set life of (Picked unit) to 50.00%) else do (If (Difficulty[2] Equal to True) then do (Set life of (Picked unit) to 60.00%) else do (If (Difficulty[3] Equal to True) then do (Set life of (Picked unit) to 90.00%) else do (Do nothing)))
            Unit - Turn collision for (Picked unit) Off.
            Set VariableSet UnitSpeed = (Default movement speed of (Picked unit))
            Unit - Set (Picked unit) movement speed to (Random real number between (UnitSpeed - 50.00) and (UnitSpeed + 50.00))
            Unit - Order (Picked unit) to Move To.(Center of Spawn_9 <gen>)
      Else - Actions
        Do nothing
    -------- Turn Fight On --------
    Set VariableSet Fight = True
End Round
  Events
    Player - Player 12 (Brown)'s Food used becomes Equal to 0.00
  Conditions
    Fight Equal to True
  Actions
    Trigger - Run Bonus_text <gen> (checking conditions)
    Set VariableSet Fight = False
    For each (Integer A) from 1 to 11, do (Actions)
      Loop - Actions
        Player - Add (50 + (50 x Level)) to (Player((Integer A))).Current gold
    Player - Add (100 + (100 x Level)) to Player 1 (Red).Current gold
    Player - Add (100 + (100 x Level)) to Player 2 (Blue).Current gold
    Player - Add (100 + (100 x Level)) to Player 3 (Teal).Current gold
    Player - Add (100 + (100 x Level)) to Player 4 (Purple).Current gold
    Player - Add (100 + (100 x Level)) to Player 5 (Yellow).Current gold
    Player - Add (100 + (100 x Level)) to Player 6 (Orange).Current gold
    Player - Add (100 + (100 x Level)) to Player 7 (Green).Current gold
    Player - Add (100 + (100 x Level)) to Player 8 (Pink).Current gold
    Player - Add (100 + (100 x Level)) to Player 9 (Gray).Current gold
    Player - Add (100 + (100 x Level)) to Player 10 (Light Blue).Current gold
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Level Not equal to 40
      Then - Actions
        Countdown Timer - Start NewRound as a One-shot timer that will expire in 30.00 seconds
        Countdown Timer - Show (Last created timer window)
      Else - Actions
        Trigger - Run Game_Win <gen> (checking conditions)
Game Win
  Events
  Conditions
    Level Greater than or equal to 40
  Actions
    Game - Display to (All players) for 30 seconds the text: You Have Won The Game, GL & HF Trying To Win Other Difficulties.Map by Browlis & Modestasaswww.mapping.vhost.lt
    Wait 10.00 seconds
    Game - Defeat Player 12 (Brown) with the message: Noob!
    Wait 2 seconds
    Game - Victory Player 1 (Red) (Show dialogs, Show scores)
    Game - Victory Player 2 (Blue) (Show dialogs, Show scores)
    Game - Victory Player 3 (Teal) (Show dialogs, Show scores)
    Game - Victory Player 4 (Purple) (Show dialogs, Show scores)
    Game - Victory Player 5 (Yellow) (Show dialogs, Show scores)
    Game - Victory Player 6 (Orange) (Show dialogs, Show scores)
    Game - Victory Player 7 (Green) (Show dialogs, Show scores)
    Game - Victory Player 8 (Pink) (Show dialogs, Show scores)
    Game - Victory Player 9 (Gray) (Show dialogs, Show scores)
    Game - Victory Player 10 (Light Blue) (Show dialogs, Show scores)
Bonus text
  Events
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Level Equal to 5
        Or - Any (Conditions) are true
          Conditions
            Level Equal to 15
            Level Equal to 25
            Level Equal to 35
      Then - Actions
        Sound - Play Hint <gen>
        Game - Display to (All players) for 10.00 seconds the text: |cff32cd32Bonus levels doesn't steal lifes .|r
      Else - Actions
        Do nothing
Spawn 1 Move 1
  Events
    Unit - A unit enters Spawn_1 <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To.(Center of Spawn_1_Path_1 <gen>)
Spawn 1 Move 2
  Events
    Unit - A unit enters Spawn_1_Path_1 <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To.(Center of Spawn_1_Path_2 <gen>)
Spawn 1 Move 3
  Events
    Unit - A unit enters Spawn_1_Path_2 <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To.(Center of Spawn_1_Path_3 <gen>)
Spawn 1 Move 5
  Events
    Unit - A unit enters Spawn_1_3__Path_4 <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To.(Center of END <gen>)
Spawn 1 3 Move 4
  Events
    Unit - A unit enters Spawn_1_Path_3 <gen>
    Unit - A unit enters Spawn_3_Path_3 <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To.(Center of Spawn_1_3__Path_4 <gen>)
Spawn 2 Move 1
  Events
    Unit - A unit enters Spawn_2 <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To.(Center of END <gen>)
Spawn 3 Move 1
  Events
    Unit - A unit enters Spawn_3 <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To.(Center of Spawn_3_Path_1 <gen>)
Spawn 3 Move 2
  Events
    Unit - A unit enters Spawn_3_Path_1 <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To.(Center of Spawn_3_Path_2 <gen>)
Spawn 3 Move 3
  Events
    Unit - A unit enters Spawn_3_Path_2 <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To.(Center of Spawn_3_Path_3 <gen>)
Spawn 3 Move 5
  Events
    Unit - A unit enters Spawn_1_3__Path_4 <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To.(Center of END <gen>)
Spawn 4 Move 1
  Events
    Unit - A unit enters Spawn_4 <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To.(Center of Spawn_4_Path_1 <gen>)
Spawn 4 Move 2
  Events
    Unit - A unit enters Spawn_4_Path_1 <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To.(Center of Spawn_4_Path_2 <gen>)
Spawn 4 Move 3
  Events
    Unit - A unit enters Spawn_4_Path_2 <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To.(Center of Spawn_4_Path_3 <gen>)
Spawn 4 Move 4
  Events
    Unit - A unit enters Spawn_4_Path_3 <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To.(Center of Spawn_4_Path_4 <gen>)
Spawn 4 Move 5
  Events
    Unit - A unit enters Spawn_4_Path_4 <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To.(Center of Spawn_4_Path_5 <gen>)
Spawn 4 Move 6
  Events
    Unit - A unit enters Spawn_4_Path_5 <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To.(Center of Spawn_4_Path_6 <gen>)
Spawn 4 Move 7
  Events
    Unit - A unit enters Spawn_4_Path_6 <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To.(Center of END <gen>)
Spawn 5 Move 1
  Events
    Unit - A unit enters Spawn_5 <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To.(Center of Spawn_5_Path_1 <gen>)
Spawn 5 Move 2
  Events
    Unit - A unit enters Spawn_5_Path_1 <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To.(Center of Spawn_5_Path_2 <gen>)
Spawn 5 Move 3
  Events
    Unit - A unit enters Spawn_5_Path_2 <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To.(Center of Spawn_5_Path_3 <gen>)
Spawn 5 Move 4
  Events
    Unit - A unit enters Spawn_5_Path_3 <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To.(Center of Spawn_5_Path_4 <gen>)
Spawn 5 Move 5
  Events
    Unit - A unit enters Spawn_5_Path_4 <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To.(Center of Spawn_5_Path_5 <gen>)
Spawn 5 Move 6
  Events
    Unit - A unit enters Spawn_5_Path_5 <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To.(Center of Spawn_5_Path_6 <gen>)
Spawn 5 Move 7
  Events
    Unit - A unit enters Spawn_5_Path_6 <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To.(Center of END <gen>)
Spawn 6 Move 1
  Events
    Unit - A unit enters Spawn_6 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To.(Center of Spawn_6_Path_1 <gen>)
Spawn 6 Move 2
  Events
    Unit - A unit enters Spawn_6_Path_1 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To.(Center of Spawn_6_Path_2 <gen>)
Spawn 6 Move 3
  Events
    Unit - A unit enters Spawn_6_Path_2 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To.(Center of Spawn_1_Path_2 <gen>)
Spawn 7 Move 1
  Events
    Unit - A unit enters Spawn_7 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To.(Center of Spawn_7_Path_1 <gen>)
Spawn 7 Move 2
  Events
    Unit - A unit enters Spawn_7_Path_1 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To.(Center of Spawn_7_Path_2 <gen>)
Spawn 7 Move 3
  Events
    Unit - A unit enters Spawn_7_Path_2 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To.(Center of Spawn_3_Path_2 <gen>)
Spawn 8 Move 1
  Events
    Unit - A unit enters Spawn_8 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To.(Center of Spawn_4_Path_3 <gen>)
Spawn 9 Move 1
  Events
    Unit - A unit enters Spawn_9 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To.(Center of Spawn_5_Path_3 <gen>)
Kick Red
  Events
    Player - Player 1 (Red) types a chat message containing -kick red (stringnoformat) as An exact match
    Player - Player 1 (Red) types a chat message containing -kick 1 (stringnoformat) as An exact match
  Conditions
  Actions
    Game - Display to Player Group - Player 1 (Red) for 30 seconds the text: Uh, are you sure you want to kick yourself?
Kick Blue
  Events
    Player - Player 1 (Red) types a chat message containing -kick blue (stringnoformat) as An exact match
    Player - Player 1 (Red) types a chat message containing -kick 2 (stringnoformat) as An exact match
  Conditions
  Actions
    Game - Defeat Player 2 (Blue) with the message: Fucking moron shut up!
    Set VariableSet UnitGroup = (Units owned by (Triggering player).)
    Unit Group - Pick every unit in UnitGroup and do (Explode (Picked unit).)
    Custom script: call DestroyGroup(udg_UnitGroup)
    Multiboard - Set the text for (Last created multiboard) item in column 1, row Multiboard_Spots[(Player number of (Triggering player))] to (Player_Colors[(Player number of (Triggering player))] + (Left + |r))
    Multiboard - Set the text for (Last created multiboard) item in column 2, row Multiboard_Spots[(Player number of (Triggering player))] to -|r
    Set VariableSet ActivePlayers = (ActivePlayers - 1)
Kick Teal
  Events
    Player - Player 1 (Red) types a chat message containing -kick teal (stringnoformat) as An exact match
    Player - Player 1 (Red) types a chat message containing -kick 3 (stringnoformat) as An exact match
  Conditions
  Actions
    Game - Defeat Player 3 (Teal) with the message: Fucking moron shut up!
    Set VariableSet UnitGroup = (Units owned by (Triggering player).)
    Unit Group - Pick every unit in UnitGroup and do (Explode (Picked unit).)
    Custom script: call DestroyGroup(udg_UnitGroup)
    Multiboard - Set the text for (Last created multiboard) item in column 1, row Multiboard_Spots[(Player number of (Triggering player))] to (Player_Colors[(Player number of (Triggering player))] + (Left + |r))
    Multiboard - Set the text for (Last created multiboard) item in column 2, row Multiboard_Spots[(Player number of (Triggering player))] to -|r
    Set VariableSet ActivePlayers = (ActivePlayers - 1)
Kick Purple
  Events
    Player - Player 1 (Red) types a chat message containing -kick purple (stringnoformat) as An exact match
    Player - Player 1 (Red) types a chat message containing -kick 4 (stringnoformat) as An exact match
  Conditions
  Actions
    Game - Defeat Player 4 (Purple) with the message: Fucking moron shut up!
    Set VariableSet UnitGroup = (Units owned by (Triggering player).)
    Unit Group - Pick every unit in UnitGroup and do (Explode (Picked unit).)
    Custom script: call DestroyGroup(udg_UnitGroup)
    Multiboard - Set the text for (Last created multiboard) item in column 1, row Multiboard_Spots[(Player number of (Triggering player))] to (Player_Colors[(Player number of (Triggering player))] + (Left + |r))
    Multiboard - Set the text for (Last created multiboard) item in column 2, row Multiboard_Spots[(Player number of (Triggering player))] to -|r
    Set VariableSet ActivePlayers = (ActivePlayers - 1)
Kick Yellow
  Events
    Player - Player 1 (Red) types a chat message containing -kick yellow (stringnoformat) as An exact match
    Player - Player 1 (Red) types a chat message containing -kick 5 (stringnoformat) as An exact match
  Conditions
  Actions
    Game - Defeat Player 5 (Yellow) with the message: Fucking moron shut up!
    Set VariableSet UnitGroup = (Units owned by (Triggering player).)
    Unit Group - Pick every unit in UnitGroup and do (Explode (Picked unit).)
    Custom script: call DestroyGroup(udg_UnitGroup)
    Multiboard - Set the text for (Last created multiboard) item in column 1, row Multiboard_Spots[(Player number of (Triggering player))] to (Player_Colors[(Player number of (Triggering player))] + (Left + |r))
    Multiboard - Set the text for (Last created multiboard) item in column 2, row Multiboard_Spots[(Player number of (Triggering player))] to -|r
    Set VariableSet ActivePlayers = (ActivePlayers - 1)
Kick Orange
  Events
    Player - Player 1 (Red) types a chat message containing -kick orange (stringnoformat) as An exact match
    Player - Player 1 (Red) types a chat message containing -kick 6 (stringnoformat) as An exact match
  Conditions
  Actions
    Game - Defeat Player 6 (Orange) with the message: Fucking moron shut up!
    Set VariableSet UnitGroup = (Units owned by (Triggering player).)
    Unit Group - Pick every unit in UnitGroup and do (Explode (Picked unit).)
    Custom script: call DestroyGroup(udg_UnitGroup)
    Multiboard - Set the text for (Last created multiboard) item in column 1, row Multiboard_Spots[(Player number of (Triggering player))] to (Player_Colors[(Player number of (Triggering player))] + (Left + |r))
    Multiboard - Set the text for (Last created multiboard) item in column 2, row Multiboard_Spots[(Player number of (Triggering player))] to -|r
    Set VariableSet ActivePlayers = (ActivePlayers - 1)
Kick Green
  Events
    Player - Player 1 (Red) types a chat message containing -kick green (stringnoformat) as An exact match
    Player - Player 1 (Red) types a chat message containing -kick 7 (stringnoformat) as An exact match
  Conditions
  Actions
    Game - Defeat Player 7 (Green) with the message: Fucking moron shut up!
    Set VariableSet UnitGroup = (Units owned by (Triggering player).)
    Unit Group - Pick every unit in UnitGroup and do (Explode (Picked unit).)
    Custom script: call DestroyGroup(udg_UnitGroup)
    Multiboard - Set the text for (Last created multiboard) item in column 1, row Multiboard_Spots[(Player number of (Triggering player))] to (Player_Colors[(Player number of (Triggering player))] + (Left + |r))
    Multiboard - Set the text for (Last created multiboard) item in column 2, row Multiboard_Spots[(Player number of (Triggering player))] to -|r
    Set VariableSet ActivePlayers = (ActivePlayers - 1)
Kick Pink
  Events
    Player - Player 1 (Red) types a chat message containing -kick pink (stringnoformat) as An exact match
    Player - Player 1 (Red) types a chat message containing -kick 8 (stringnoformat) as An exact match
  Conditions
  Actions
    Game - Defeat Player 8 (Pink) with the message: Fucking moron shut up!
    Set VariableSet UnitGroup = (Units owned by (Triggering player).)
    Unit Group - Pick every unit in UnitGroup and do (Explode (Picked unit).)
    Custom script: call DestroyGroup(udg_UnitGroup)
    Multiboard - Set the text for (Last created multiboard) item in column 1, row Multiboard_Spots[(Player number of (Triggering player))] to (Player_Colors[(Player number of (Triggering player))] + (Left + |r))
    Multiboard - Set the text for (Last created multiboard) item in column 2, row Multiboard_Spots[(Player number of (Triggering player))] to -|r
    Set VariableSet ActivePlayers = (ActivePlayers - 1)
Kick Gray
  Events
    Player - Player 1 (Red) types a chat message containing -kick gray (stringnoformat) as An exact match
    Player - Player 1 (Red) types a chat message containing -kick 9 (stringnoformat) as An exact match
  Conditions
  Actions
    Game - Defeat Player 9 (Gray) with the message: Fucking moron shut up!
    Set VariableSet UnitGroup = (Units owned by (Triggering player).)
    Unit Group - Pick every unit in UnitGroup and do (Explode (Picked unit).)
    Custom script: call DestroyGroup(udg_UnitGroup)
    Multiboard - Set the text for (Last created multiboard) item in column 1, row Multiboard_Spots[(Player number of (Triggering player))] to (Player_Colors[(Player number of (Triggering player))] + (Left + |r))
    Multiboard - Set the text for (Last created multiboard) item in column 2, row Multiboard_Spots[(Player number of (Triggering player))] to -|r
    Set VariableSet ActivePlayers = (ActivePlayers - 1)
Kick Light Blue
  Events
    Player - Player 1 (Red) types a chat message containing -kick light blue (stringnoformat) as An exact match
    Player - Player 1 (Red) types a chat message containing -kick 10 (stringnoformat) as An exact match
  Conditions
  Actions
    Game - Defeat Player 10 (Light Blue) with the message: Fucking moron shut up!
    Set VariableSet UnitGroup = (Units owned by (Triggering player).)
    Unit Group - Pick every unit in UnitGroup and do (Explode (Picked unit).)
    Custom script: call DestroyGroup(udg_UnitGroup)
    Multiboard - Set the text for (Last created multiboard) item in column 1, row Multiboard_Spots[(Player number of (Triggering player))] to (Player_Colors[(Player number of (Triggering player))] + (Left + |r))
    Multiboard - Set the text for (Last created multiboard) item in column 2, row Multiboard_Spots[(Player number of (Triggering player))] to -|r
    Set VariableSet ActivePlayers = (ActivePlayers - 1)
Dont enter 1 1
  Events
    Unit - A unit enters You_may_dont_enter_here_1 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 1 (Red)
  Actions
    Unit - Move (Entering unit) instantly to (Random point in Red_1 <gen>)
Dont enter 1 2
  Events
    Unit - A unit enters You_may_dont_enter_here_1 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 2 (Blue)
  Actions
    Unit - Move (Entering unit) instantly to (Random point in Blue_2 <gen>)
Dont enter 1 3
  Events
    Unit - A unit enters You_may_dont_enter_here_1 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 3 (Teal)
  Actions
    Unit - Move (Entering unit) instantly to (Random point in Teal_3 <gen>)
Dont enter 1 4
  Events
    Unit - A unit enters You_may_dont_enter_here_1 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 4 (Purple)
  Actions
    Unit - Move (Entering unit) instantly to (Random point in Purple_4 <gen>)
Dont enter 1 5
  Events
    Unit - A unit enters You_may_dont_enter_here_1 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 5 (Yellow)
  Actions
    Unit - Move (Entering unit) instantly to (Random point in Yellow_5 <gen>)
Dont enter 1 6
  Events
    Unit - A unit enters You_may_dont_enter_here_1 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 6 (Orange)
  Actions
    Unit - Move (Entering unit) instantly to (Random point in Orange_6 <gen>)
Dont enter 1 7
  Events
    Unit - A unit enters You_may_dont_enter_here_1 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 7 (Green)
  Actions
    Unit - Move (Entering unit) instantly to (Random point in Green_7 <gen>)
Dont enter 1 8
  Events
    Unit - A unit enters You_may_dont_enter_here_1 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 8 (Pink)
  Actions
    Unit - Move (Entering unit) instantly to (Random point in Pink_8 <gen>)
Dont enter 1 9
  Events
    Unit - A unit enters You_may_dont_enter_here_1 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 9 (Gray)
  Actions
    Unit - Move (Entering unit) instantly to (Random point in Gray_9 <gen>)
Dont enter 1 10
  Events
    Unit - A unit enters You_may_dont_enter_here_1 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 10 (Light Blue)
  Actions
    Unit - Move (Entering unit) instantly to (Random point in Light_Blue_10 <gen>)
Dont enter 2 1
  Events
    Unit - A unit enters You_may_dont_enter_here_2 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 1 (Red)
  Actions
    Unit - Move (Entering unit) instantly to (Random point in Red_1 <gen>)
Dont enter 2 2
  Events
    Unit - A unit enters You_may_dont_enter_here_2 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 2 (Blue)
  Actions
    Unit - Move (Entering unit) instantly to (Random point in Blue_2 <gen>)
Dont enter 2 3
  Events
    Unit - A unit enters You_may_dont_enter_here_2 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 3 (Teal)
  Actions
    Unit - Move (Entering unit) instantly to (Random point in Teal_3 <gen>)
Dont enter 2 4
  Events
    Unit - A unit enters You_may_dont_enter_here_2 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 4 (Purple)
  Actions
    Unit - Move (Entering unit) instantly to (Random point in Purple_4 <gen>)
Dont enter 2 5
  Events
    Unit - A unit enters You_may_dont_enter_here_2 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 5 (Yellow)
  Actions
    Unit - Move (Entering unit) instantly to (Random point in Yellow_5 <gen>)
Dont enter 2 6
  Events
    Unit - A unit enters You_may_dont_enter_here_2 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 6 (Orange)
  Actions
    Unit - Move (Entering unit) instantly to (Random point in Orange_6 <gen>)
Dont enter 2 7
  Events
    Unit - A unit enters You_may_dont_enter_here_2 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 7 (Green)
  Actions
    Unit - Move (Entering unit) instantly to (Random point in Green_7 <gen>)
Dont enter 2 8
  Events
    Unit - A unit enters You_may_dont_enter_here_2 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 8 (Pink)
  Actions
    Unit - Move (Entering unit) instantly to (Random point in Pink_8 <gen>)
Dont enter 2 9
  Events
    Unit - A unit enters You_may_dont_enter_here_2 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 9 (Gray)
  Actions
    Unit - Move (Entering unit) instantly to (Random point in Gray_9 <gen>)
Dont enter 2 10
  Events
    Unit - A unit enters You_may_dont_enter_here_2 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 10 (Light Blue)
  Actions
    Unit - Move (Entering unit) instantly to (Random point in Light_Blue_10 <gen>)
Dont enter 3 1
  Events
    Unit - A unit enters You_may_dont_enter_here_3 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 1 (Red)
  Actions
    Unit - Move (Entering unit) instantly to (Random point in Red_1 <gen>)
Dont enter 3 2
  Events
    Unit - A unit enters You_may_dont_enter_here_3 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 2 (Blue)
  Actions
    Unit - Move (Entering unit) instantly to (Random point in Blue_2 <gen>)
Dont enter 3 3
  Events
    Unit - A unit enters You_may_dont_enter_here_3 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 3 (Teal)
  Actions
    Unit - Move (Entering unit) instantly to (Random point in Teal_3 <gen>)
Dont enter 3 4
  Events
    Unit - A unit enters You_may_dont_enter_here_3 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 4 (Purple)
  Actions
    Unit - Move (Entering unit) instantly to (Random point in Purple_4 <gen>)
Dont enter 3 5
  Events
    Unit - A unit enters You_may_dont_enter_here_3 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 5 (Yellow)
  Actions
    Unit - Move (Entering unit) instantly to (Random point in Yellow_5 <gen>)
Dont enter 3 6
  Events
    Unit - A unit enters You_may_dont_enter_here_3 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 6 (Orange)
  Actions
    Unit - Move (Entering unit) instantly to (Random point in Orange_6 <gen>)
Dont enter 3 7
  Events
    Unit - A unit enters You_may_dont_enter_here_3 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 7 (Green)
  Actions
    Unit - Move (Entering unit) instantly to (Random point in Green_7 <gen>)
Dont enter 3 8
  Events
    Unit - A unit enters You_may_dont_enter_here_3 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 8 (Pink)
  Actions
    Unit - Move (Entering unit) instantly to (Random point in Pink_8 <gen>)
Dont enter 3 9
  Events
    Unit - A unit enters You_may_dont_enter_here_3 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 9 (Gray)
  Actions
    Unit - Move (Entering unit) instantly to (Random point in Gray_9 <gen>)
Dont enter 3 10
  Events
    Unit - A unit enters You_may_dont_enter_here_3 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 10 (Light Blue)
  Actions
    Unit - Move (Entering unit) instantly to (Random point in Light_Blue_10 <gen>)
Bonus levels doesnt steal lifes 1
  Events
    Unit - A unit enters Bonus_enter_die <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to 5 BONUS - level 5
  Actions
    Unit - Kill (Triggering unit)
Bonus levels doesnt steal lifes 2
  Events
    Unit - A unit enters Bonus_enter_die <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to 15 BONUS - level 15
  Actions
    Unit - Kill (Triggering unit)
Bonus levels doesnt steal lifes 3
  Events
    Unit - A unit enters Bonus_enter_die <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to 25 BONUS - level 25
  Actions
    Unit - Kill (Triggering unit)
Bonus levels doesnt steal lifes 4
  Events
    Unit - A unit enters Bonus_enter_die <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to 35 BONUS - level 35
  Actions
    Unit - Kill (Triggering unit)
FM1
  Events
    Player - Player 1 (Red)'s Food max becomes Greater than or equal to 1.00
  Conditions
  Actions
    Player - Set Player 1 (Red).Food max to 0
FM2
  Events
    Player - Player 2 (Blue)'s Food max becomes Greater than or equal to 1.00
  Conditions
  Actions
    Player - Set Player 2 (Blue).Food max to 0
FM3
  Events
    Player - Player 3 (Teal)'s Food max becomes Greater than or equal to 1.00
  Conditions
  Actions
    Player - Set Player 3 (Teal).Food max to 0
FM4
  Events
    Player - Player 4 (Purple)'s Food max becomes Greater than or equal to 1.00
  Conditions
  Actions
    Player - Set Player 4 (Purple).Food max to 0
FM5
  Events
    Player - Player 5 (Yellow)'s Food max becomes Greater than or equal to 1.00
  Conditions
  Actions
    Player - Set Player 5 (Yellow).Food max to 0
FM6
  Events
    Player - Player 6 (Orange)'s Food max becomes Greater than or equal to 1.00
  Conditions
  Actions
    Player - Set Player 6 (Orange).Food max to 0
FM7
  Events
    Player - Player 7 (Green)'s Food max becomes Greater than or equal to 1.00
  Conditions
  Actions
    Player - Set Player 7 (Green).Food max to 0
FM8
  Events
    Player - Player 8 (Pink)'s Food max becomes Greater than or equal to 1.00
  Conditions
  Actions
    Player - Set Player 8 (Pink).Food max to 0
FM9
  Events
    Player - Player 9 (Gray)'s Food max becomes Greater than or equal to 1.00
  Conditions
  Actions
    Player - Set Player 9 (Gray).Food max to 0
FM10
  Events
    Player - Player 10 (Light Blue)'s Food max becomes Greater than or equal to 1.00
  Conditions
  Actions
    Player - Set Player 10 (Light Blue).Food max to 0
FC1
  Events
    Player - Player 1 (Red)'s Food cap becomes Greater than or equal to 1.00
  Conditions
  Actions
    Player - Set Player 1 (Red).Food cap to 0
FC2
  Events
    Player - Player 2 (Blue)'s Food cap becomes Greater than or equal to 1.00
  Conditions
  Actions
    Player - Set Player 2 (Blue).Food cap to 0
FC3
  Events
    Player - Player 3 (Teal)'s Food cap becomes Greater than or equal to 1.00
  Conditions
  Actions
    Player - Set Player 3 (Teal).Food cap to 0
FC4
  Events
    Player - Player 4 (Purple)'s Food cap becomes Greater than or equal to 1.00
  Conditions
  Actions
    Player - Set Player 4 (Purple).Food cap to 0
FC5
  Events
    Player - Player 5 (Yellow)'s Food cap becomes Greater than or equal to 1.00
  Conditions
  Actions
    Player - Set Player 5 (Yellow).Food cap to 0
FC6
  Events
    Player - Player 6 (Orange)'s Food cap becomes Greater than or equal to 1.00
  Conditions
  Actions
    Player - Set Player 6 (Orange).Food cap to 0
FC7
  Events
    Player - Player 7 (Green)'s Food cap becomes Greater than or equal to 1.00
  Conditions
  Actions
    Player - Set Player 7 (Green).Food cap to 0
FC8
  Events
    Player - Player 8 (Pink)'s Food cap becomes Greater than or equal to 1.00
  Conditions
  Actions
    Player - Set Player 8 (Pink).Food cap to 0
FC9
  Events
    Player - Player 9 (Gray)'s Food cap becomes Greater than or equal to 1.00
  Conditions
  Actions
    Player - Set Player 9 (Gray).Food cap to 0
FC10
  Events
    Player - Player 10 (Light Blue)'s Food cap becomes Greater than or equal to 1.00
  Conditions
  Actions
    Player - Set Player 10 (Light Blue).Food cap to 0
FU1
  Events
    Player - Player 1 (Red)'s Food used becomes Greater than or equal to 1.00
  Conditions
  Actions
    Player - Set Player 1 (Red).Food used to 0
FU2
  Events
    Player - Player 2 (Blue)'s Food used becomes Greater than or equal to 1.00
  Conditions
  Actions
    Player - Set Player 2 (Blue).Food used to 0
FU3
  Events
    Player - Player 3 (Teal)'s Food used becomes Greater than or equal to 1.00
  Conditions
  Actions
    Player - Set Player 3 (Teal).Food used to 0
FU4
  Events
    Player - Player 4 (Purple)'s Food used becomes Greater than or equal to 1.00
  Conditions
  Actions
    Player - Set Player 4 (Purple).Food used to 0
FU5
  Events
    Player - Player 5 (Yellow)'s Food used becomes Greater than or equal to 1.00
  Conditions
  Actions
    Player - Set Player 5 (Yellow).Food used to 0
FU6
  Events
    Player - Player 6 (Orange)'s Food used becomes Greater than or equal to 1.00
  Conditions
  Actions
    Player - Set Player 6 (Orange).Food used to 0
FU7
  Events
    Player - Player 7 (Green)'s Food used becomes Greater than or equal to 1.00
  Conditions
  Actions
    Player - Set Player 7 (Green).Food used to 0
FU8
  Events
    Player - Player 8 (Pink)'s Food used becomes Greater than or equal to 1.00
  Conditions
  Actions
    Player - Set Player 8 (Pink).Food used to 0
FU9
  Events
    Player - Player 9 (Gray)'s Food used becomes Greater than or equal to 1.00
  Conditions
  Actions
    Player - Set Player 9 (Gray).Food used to 0
FU10
  Events
    Player - Player 10 (Light Blue)'s Food used becomes Greater than or equal to 1.00
  Conditions
  Actions
    Player - Set Player 10 (Light Blue).Food used to 0