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Trigger Viewer

Cataclysm_AoS_v1.17.w3x
Variables
Gameplay Triggers
Pause Game
Unpause Game
Initialization
Initialization
Hero Pick Cam
Shaman Spells
Fire Nova
DeathKnight Spells
Undead Defense
Death Channel
Undead Defense Timeout
Mage Spells
Soul Burn
Rogue Spells
Ignore Armour
Warrior Spells
Sword Throw
Leaderboard
Board Refresh
Create Leaderboard
Kill Messages
Normal Kill
Upgrade Timers
Global Upgrade 01
Global Upgrade 02
Global Upgrade 03
Global Upgrade 04
Global Upgrade 05
Global Upgrade 06
Global Upgrade 07
Global Upgrade 08
Global Upgrade 09
Global Upgrade 10
Events
Rain of Fire
Pirate Raid Begin
Pirate Raid Spawns
Pirate Raid End
Worgen Curse
Worgen Storm SFX
Hydra Attack
Hydra Boundary
Hydra End
Undead Invasion
Undead Invasion West
Undead Invasion East
Undead Invasion Movement
Dwarven Assault
Dwarven Boundary
Dwarven End
Cataclysm Begin
Cataclysm Fire SFX
Cataclysm End
Epic Item Drops
Hydra
Worgen
Dwarfs
Infernals
Pirate Ship
Pirate Captain
Lich King
Deathwing
Leaver Triggers
Player Leaves
Income
Gold Interim
Tactic Triggers
Alliance Royal Guards
Alliance Range
Alliance Casters
Alliance Aim
Alliance Bash
Horde Royal Guards
Horde Range
Horde Casters
Horde Aim
Horde Bash
Spawn Timers
Spawn Period 01
Spawn Period 02
Spawn Period 03
Spawn Period 04
Unit Spawns
Basic Unit Spawns
Medium Unit Spawns
Heavy Unit Spawns
Epic Unit Spawns
Legendary Unit Spawns
Ressurection
Death
Assists
Set Assist Value
Set Assist Value Spell
Assist Expire Red
Assist Expire Blue
Assist Expire Teal
Assist Expire Purple
Assist Expire Yellow
Assist Expire Orange
Assist Expire Green
Assist Expire Pink
Assist Expire Grey
Assist Expire Light Blue
Control Points
Archer Tower 01
Archer Tower 02
Archer Tower 03
Archer Tower 04
Archer Tower 05
Archer Tower 06
Middle CP
Camera Triggers
Cam Height
Movement Alliance
Alliance North 01
Alliance North 02
Alliance North 03
Alliance North 04
Alliance Middle 01
Alliance Middle 02
Alliance Middle 03
Alliance South 01
Alliance South 02
Alliance South 03
Movement Horde
Horde North 01
Horde North 02
Horde North 03
Horde North 04
Horde Middle 01
Horde Middle 02
Horde Middle 03
Horde South 01
Horde South 02
Horde South 03
Movement Pirates
Pirate West 01
Pirate West 02
Pirate East 01
Pirate East 02
Movement Worgen
Worgen Movement West 01
Worgen Movement West 02
Worgen Movement East
Hero Pick
Alliance Hero Select
Horde Hero Select
Victory Conditions
Alliance Win
Horde Win
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
all_players force No
alliance_players force No
Alliance_Spawn_Locations location Yes
assist_attacked integer Yes
assist_count integer Yes
assist_on boolean Yes
assist_timer timer Yes
avenger_timer timer Yes
Base_Location location Yes
camStart boolean Yes
chosing boolean Yes true
counter integer No
ctrl_flg_01 unit No
ctrl_flg_02 unit No
ctrl_flg_03 unit No
ctrl_flg_04 unit No
ctrl_flg_05 unit No
ctrl_flg_06 unit No
ctrl_flg_07 unit No
ctrl_pt_01 unit No
ctrl_pt_02 unit No
ctrl_pt_03 unit No
ctrl_pt_04 unit No
ctrl_pt_05 unit No
ctrl_pt_06 unit No
current_spawn integer No
death_count integer Yes
death_timer timer Yes
death_window timerdialog Yes
Deathwing unit No
dwarf_boss unit No
event_timer timer Yes
Fire_Nova_Point location No
fire_sfx_point location No
Hero_Spawn_Location location Yes
Heroes unit Yes
horde_players force No
Horde_Spawn_Locations location Yes
Hydra unit No
icon_row integer Yes
infernal_spawn location Yes
int integer No
kill_count integer Yes
leader_refresh_int integer No
leader_refresh_kill_count integer No
leaderboard multiboard No
Movement_Location_Bottom location Yes
Movement_Location_Middle location Yes
Movement_Location_Top location Yes
Neutral_Spawn_Locations location Yes
pirate_dead boolean Yes
PirateShip unit Yes
Player player Yes
player_name string Yes
player_name_raw string Yes
portal unit Yes
random integer No
royal_guards_alliance boolean No
royal_guards_horde boolean No
sb_sfx_01 effect Yes
sb_sfx_02 effect Yes
SFX effect Yes
sound sound No
spawn_timer timer Yes
ss_expire boolean Yes
ss_int integer No
ss_timer timer Yes
Undead_Spawn_Locations location Yes
upgrade_timer timer Yes
us_01 unit Yes
us_02 unit Yes
us_03 unit Yes
us_04 unit Yes
us_05 unit Yes
us_06 unit Yes
worgen_movement location Yes
Pause Game
  Events
  Conditions
  Actions
    Unit - Pause all units
    For each (Integer A) from 1 to 10, do (Actions)
      Loop - Actions
        Unit - Unpause Heroes[(Integer A)]
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        current_spawn Equal to 0
      Then - Actions
        Trigger - Turn off Basic_Unit_Spawns <gen>
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            current_spawn Equal to 1
          Then - Actions
            Trigger - Turn off Medium_Unit_Spawns <gen>
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                current_spawn Equal to 2
              Then - Actions
                Trigger - Turn off Heavy_Unit_Spawns <gen>
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    current_spawn Equal to 3
                  Then - Actions
                    Trigger - Turn off Epic_Unit_Spawns <gen>
                  Else - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        current_spawn Equal to 4
                      Then - Actions
                        Trigger - Turn off Legendary_Unit_Spawns <gen>
                      Else - Actions
Unpause Game
  Events
  Conditions
  Actions
    Unit - Unpause all units
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        current_spawn Equal to 0
      Then - Actions
        Trigger - Turn on Basic_Unit_Spawns <gen>
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            current_spawn Equal to 1
          Then - Actions
            Trigger - Turn on Medium_Unit_Spawns <gen>
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                current_spawn Equal to 2
              Then - Actions
                Trigger - Turn on Heavy_Unit_Spawns <gen>
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    current_spawn Equal to 3
                  Then - Actions
                    Trigger - Turn on Epic_Unit_Spawns <gen>
                  Else - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        current_spawn Equal to 4
                      Then - Actions
                        Trigger - Turn on Legendary_Unit_Spawns <gen>
                      Else - Actions
Default melee game initialization for all players
Initialization
  Events
    Map initialization
  Conditions
  Actions
    -------- Create Quests --------
    Quest - Create a Required quest titled Objectives with the description Welcome to the Warcraft Catacylsm Aos Beta!Fight as the Alliance or the Horde in this epic struggle for the worlds diminishing resources. The aim of the game is to destroy the enemy Town Hall and claim victory.All suggestions are welcome! Go to www.hiveworkshop.com and leave us a message :), using icon path ReplaceableTextures\CommandButtons\BTNSpellBookBLS.blp
    Quest - Create a Required quest titled Epic Items with the description Epic items can be found at the shop towards the bottom middle of the map. These items cost 2400 each and there are only 1 available of each item so hurry while stocks last!, using icon path ReplaceableTextures\CommandButtons\BTNUpgradeShield3.BLP
    Quest - Create a Required quest titled Events with the description Every so often an event will occur around the map. Events are key to your factions placing on the battlefield.Not only do these events provide some epic loot, they can also turn the tide of battle on the field and help you to push back your foes, or mount an offensive while your opponents are divided., using icon path ReplaceableTextures\CommandButtons\BTNTomeBrown.blp
    Quest - Create a Optional quest titled Control Points with the description Control points are key to claiming victory. Controling them places an archer in the tower to help defend against the enemies team. They provide various auras making them great territory to mount a defense.Finally, they allow your heroes to teleport further up the field by using a hearthstone saving you time., using icon path ReplaceableTextures\CommandButtons\BTNOrcBattleStandard.blp
    Quest - Create a Optional quest titled Tactic HQ with the description Each base contains a Tactic HQ. From this building you can purchase upgrades for your troops to aid them in the fight.You may also summon Royal Guards you help fight back the enemy during difficult times., using icon path ReplaceableTextures\CommandButtons\BTNDarkSummoning.blp
    Quest - Create a Optional quest titled Credits with the description Map Created by CloudWolfAll custom resources have been obtained from The Hive Workshop and are copyrighted by their respective owners., using icon path ReplaceableTextures\CommandButtons\BTN_HiveWorkshop.blp
    Quest - Create a Optional quest titled Honour Points with the description Honour points are used to purchase epic items from the middle merchant. These can be obtained from killing an enemy hero, or by killing selected bosses that will appear during the game., using icon path ReplaceableTextures\CommandButtons\BTNOrcBattleStandard.blp
    -------- Welcome Message --------
    Game - Display to (All players) the text: |cffffcc00Welcome to Warcraft III Cataclysm|rFight alongside your allies to defeat the opposing team. Kill the enemy Town Hall to claim victory!
    Set VariableSet current_spawn = 0
    -------- Set Time --------
    Game - Set the time of day to 24.00
    Game - Set time of day speed to 0.00% of the default speed
    Game - Turn the day/night cycle Off
    -------- Set Spawn Variables --------
    Set VariableSet Horde_Spawn_Locations[0] = (Center of Unit_Spawn_01 <gen>)
    Set VariableSet Horde_Spawn_Locations[1] = (Center of Unit_Spawn_02 <gen>)
    Set VariableSet Horde_Spawn_Locations[2] = (Center of Unit_Spawn_03 <gen>)
    Set VariableSet Alliance_Spawn_Locations[0] = (Center of Unit_Spawn_04 <gen>)
    Set VariableSet Alliance_Spawn_Locations[1] = (Center of Unit_Spawn_05 <gen>)
    Set VariableSet Alliance_Spawn_Locations[2] = (Center of Unit_Spawn_06 <gen>)
    Set VariableSet Neutral_Spawn_Locations[0] = (Center of Pirate_Spawn_West <gen>)
    Set VariableSet Neutral_Spawn_Locations[1] = (Center of Pirate_Spawn_East <gen>)
    Set VariableSet Undead_Spawn_Locations[0] = (Center of Lick_King_Invasion_02 <gen>)
    Set VariableSet Undead_Spawn_Locations[1] = (Center of Lick_King_Invasion_01 <gen>)
    Set VariableSet Hero_Spawn_Location[0] = (Center of Alliance_Respawn <gen>)
    Set VariableSet Hero_Spawn_Location[1] = (Center of Horde_Respawn <gen>)
    Set VariableSet infernal_spawn[0] = (Center of Infernal_Invasion_01 <gen>)
    Set VariableSet infernal_spawn[1] = (Center of Infernal_Invasion_02 <gen>)
    Set VariableSet infernal_spawn[2] = (Center of Infernal_Invasion_03 <gen>)
    Set VariableSet infernal_spawn[3] = (Center of Infernal_Invasion_04 <gen>)
    Set VariableSet infernal_spawn[4] = (Center of Infernal_Invasion_05 <gen>)
    Set VariableSet infernal_spawn[5] = (Center of Infernal_Invasion_06 <gen>)
    Set VariableSet infernal_spawn[6] = (Center of Infernal_Invasion_07 <gen>)
    Set VariableSet infernal_spawn[7] = (Center of Infernal_Invasion_08 <gen>)
    Set VariableSet infernal_spawn[8] = (Center of Infernal_Invasion_09 <gen>)
    Set VariableSet infernal_spawn[9] = (Center of Infernal_Invasion_10 <gen>)
    -------- Set Movement Location Variables --------
    Set VariableSet Movement_Location_Top[0] = (Center of Move_North_01 <gen>)
    Set VariableSet Movement_Location_Top[1] = (Center of Move_North_02 <gen>)
    Set VariableSet Movement_Location_Top[2] = (Center of Move_North_03 <gen>)
    Set VariableSet Movement_Location_Bottom[0] = (Center of Move_South_01 <gen>)
    Set VariableSet Movement_Location_Bottom[1] = (Center of Move_South_02 <gen>)
    Set VariableSet Movement_Location_Middle[0] = (Center of Move_Middle_01 <gen>)
    Set VariableSet Movement_Location_Middle[1] = (Center of Move_Middle_02 <gen>)
    -------- Base Location --------
    Set VariableSet Base_Location[0] = (Center of Alliance_Town_Hall <gen>)
    Set VariableSet Base_Location[1] = (Center of Horde_Town_Hall <gen>)
    -------- Set Control Point Variables --------
    Set VariableSet ctrl_pt_01 = Tower Guardian 0001 <gen>
    Set VariableSet ctrl_pt_02 = Tower Guardian 0002 <gen>
    Set VariableSet ctrl_pt_03 = Tower Guardian 0042 <gen>
    Set VariableSet ctrl_pt_04 = Tower Guardian 0039 <gen>
    Set VariableSet ctrl_pt_05 = Tower Guardian 0041 <gen>
    Set VariableSet ctrl_pt_06 = Tower Guardian 0040 <gen>
    Set VariableSet ctrl_flg_01 = Control Point 0017 <gen>
    Set VariableSet ctrl_flg_02 = Control Point 0019 <gen>
    Set VariableSet ctrl_flg_03 = Control Point 0034 <gen>
    Set VariableSet ctrl_flg_04 = Control Point 0037 <gen>
    Set VariableSet ctrl_flg_05 = Control Point 0035 <gen>
    Set VariableSet ctrl_flg_06 = Control Point 0036 <gen>
    Set VariableSet ctrl_flg_07 = Control Point 0008 <gen>
    Player Group - Add Player 1 (Red) to all_players
    Player Group - Add Player 2 (Blue) to all_players
    Player Group - Add Player 3 (Teal) to all_players
    Player Group - Add Player 4 (Purple) to all_players
    Player Group - Add Player 5 (Yellow) to all_players
    Player Group - Add Player 6 (Orange) to all_players
    Player Group - Add Player 7 (Green) to all_players
    Player Group - Add Player 8 (Pink) to all_players
    Player Group - Add Player 9 (Gray) to all_players
    Player Group - Add Player 10 (Light Blue) to all_players
    Player Group - Add Player 1 (Red) to alliance_players
    Player Group - Add Player 2 (Blue) to alliance_players
    Player Group - Add Player 3 (Teal) to alliance_players
    Player Group - Add Player 4 (Purple) to alliance_players
    Player Group - Add Player 5 (Yellow) to alliance_players
    Player Group - Add Player 6 (Orange) to horde_players
    Player Group - Add Player 7 (Green) to horde_players
    Player Group - Add Player 8 (Pink) to horde_players
    Player Group - Add Player 9 (Gray) to horde_players
    Player Group - Add Player 10 (Light Blue) to horde_players
    Countdown Timer - Start upgrade_timer[0] as a One-shot timer that will expire in 300.00 seconds
    Countdown Timer - Start spawn_timer[0] as a One-shot timer that will expire in 400.00 seconds
    Player Group - Pick every player in alliance_players and do (Actions)
      Loop - Actions
        Selection - Select Alliance Faction Master 0049 <gen> for (Picked player)
    Player Group - Pick every player in horde_players and do (Actions)
      Loop - Actions
        Selection - Select Horde Faction Master 0050 <gen> for (Picked player)
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Player - Set (Picked player).Current gold to (((Picked player) Current gold) + 250)
        Player - Turn Gives bounty On for (Picked player)
    -------- Set Neutral Extra Alliance --------
    Player - Set name of Neutral Extra to Worlds Enemies
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Player - Make (Picked player) treat Neutral Extra as an Enemy with shared vision
        Player - Make Neutral Extra treat (Picked player) as an Enemy
        Player - Make Neutral Hostile treat (Picked player) as an Enemy with shared vision
    -------- Save Raw Names --------
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Set VariableSet player_name_raw[(Player number of (Picked player))] = (Name of (Picked player))
    -------- Set Name Colours --------
    Player - Set name of Player 1 (Red) to (|cfffb0006 + ((Name of Player 1 (Red)) + |r))
    Player - Set name of Player 2 (Blue) to (|cff1a75ff + ((Name of Player 2 (Blue)) + |r))
    Player - Set name of Player 3 (Teal) to (|cff1addff + ((Name of Player 3 (Teal)) + |r))
    Player - Set name of Player 4 (Purple) to (|cffae1aff + ((Name of Player 4 (Purple)) + |r))
    Player - Set name of Player 5 (Yellow) to (|cffffee1a + ((Name of Player 5 (Yellow)) + |r))
    Player - Set name of Player 6 (Orange) to (|cffff921a + ((Name of Player 6 (Orange)) + |r))
    Player - Set name of Player 7 (Green) to (|cff56e600 + ((Name of Player 7 (Green)) + |r))
    Player - Set name of Player 8 (Pink) to (|cffff5edf + ((Name of Player 8 (Pink)) + |r))
    Player - Set name of Player 9 (Gray) to (|cffaeaeae + ((Name of Player 9 (Gray)) + |r))
    Player - Set name of Player 10 (Light Blue) to (|cffa8ecff + ((Name of Player 10 (Light Blue)) + |r))
    Player - Set name of Player 11 (Dark Green) to (|cff429b7a + ((Name of Player 11 (Dark Green)) + |r))
    Player - Set name of Player 12 (Brown) to (|cffdd7400 + ((Name of Player 12 (Brown)) + |r))
    Player - Set name of Neutral Hostile to |cff5f5f5fWorlds Enemies|r
    -------- Save Coloured Names --------
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Set VariableSet player_name[(Player number of (Picked player))] = (Name of (Picked player))
    -------- Save Coloured Names --------
    Destructible - Make Barricade 1231 <gen> Invulnerable
    Destructible - Make Barricade 1231 <gen> Invulnerable
    Destructible - Make Barricade 1231 <gen> Invulnerable
Hero Pick Cam
  Events
    Time - Every 0.01 seconds of game time
  Conditions
  Actions
    Player Group - Pick every player in alliance_players and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            chosing[(Player number of (Picked player))] Equal to True
          Then - Actions
            Camera - .Apply. gg_cam_Alliance_Selection_Cam for (Picked player) over 0 seconds
          Else - Actions
    Player Group - Pick every player in horde_players and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            chosing[(Player number of (Picked player))] Equal to True
          Then - Actions
            Camera - .Apply. gg_cam_Horde_Selection_Cam for (Picked player) over 0 seconds
          Else - Actions
Fire Nova
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Fire Nova
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Level of Fire Nova for (Triggering unit)) Equal to 1
      Then - Actions
        Unit - Cause (Triggering unit) to damage (Target unit of ability being cast), dealing 100.00 damage of attack type Spells and damage type Fire
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of Fire Nova for (Triggering unit)) Equal to 2
          Then - Actions
            Unit - Cause (Triggering unit) to damage (Target unit of ability being cast), dealing 200.00 damage of attack type Spells and damage type Fire
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Level of Fire Nova for (Triggering unit)) Equal to 3
              Then - Actions
                Unit - Cause (Triggering unit) to damage (Target unit of ability being cast), dealing 300.00 damage of attack type Spells and damage type Fire
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Level of Fire Nova for (Triggering unit)) Equal to 4
                  Then - Actions
                    Unit - Cause (Triggering unit) to damage (Target unit of ability being cast), dealing 400.00 damage of attack type Spells and damage type Fire
                  Else - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        (Level of Fire Nova for (Triggering unit)) Equal to 5
                      Then - Actions
                        Unit - Cause (Triggering unit) to damage (Target unit of ability being cast), dealing 500.00 damage of attack type Spells and damage type Fire
                      Else - Actions
Undead Defense
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to Spirit Stomp
  Actions
    Special Effect - Create a special effect at ((Position of (Triggering unit)) offset by (0, 0)) using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
    Special Effect - Destroy (Last created special effect)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Level of Spirit Stomp for (Triggering unit)) Equal to 1
      Then - Actions
        Unit - Create 1.Undead Spirit (Level 1) for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by (0.00, 200.00)) facing 90.00 degrees
        Unit - Add a 3.00 second Animate Dead expiration timer to (Last created unit)
        Unit - Create 1.Undead Spirit (Level 1) for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by (150.00, 100.00)) facing 45.00 degrees
        Unit - Add a 3.00 second Animate Dead expiration timer to (Last created unit)
        Unit - Create 1.Undead Spirit (Level 1) for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by (150.00, -100.00)) facing 315.00 degrees
        Unit - Add a 3.00 second Animate Dead expiration timer to (Last created unit)
        Unit - Create 1.Undead Spirit (Level 1) for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by (0.00, -200.00)) facing Default building facing degrees
        Unit - Add a 3.00 second Animate Dead expiration timer to (Last created unit)
        Unit - Create 1.Undead Spirit (Level 1) for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by (-150.00, -100.00)) facing 225.00 degrees
        Unit - Add a 3.00 second Animate Dead expiration timer to (Last created unit)
        Unit - Create 1.Undead Spirit (Level 1) for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by (-150.00, 100.00)) facing 135.00 degrees
        Unit - Add a 3.00 second Animate Dead expiration timer to (Last created unit)
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of Spirit Stomp for (Triggering unit)) Equal to 2
          Then - Actions
            Unit - Create 1.Undead Spirit (Level 2) for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by (0.00, 200.00)) facing 90.00 degrees
            Unit - Add a 3.00 second Animate Dead expiration timer to (Last created unit)
            Unit - Create 1.Undead Spirit (Level 2) for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by (150.00, 100.00)) facing 45.00 degrees
            Unit - Add a 3.00 second Animate Dead expiration timer to (Last created unit)
            Unit - Create 1.Undead Spirit (Level 2) for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by (150.00, -100.00)) facing 315.00 degrees
            Unit - Add a 3.00 second Animate Dead expiration timer to (Last created unit)
            Unit - Create 1.Undead Spirit (Level 2) for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by (0.00, -200.00)) facing Default building facing degrees
            Unit - Add a 3.00 second Animate Dead expiration timer to (Last created unit)
            Unit - Create 1.Undead Spirit (Level 2) for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by (-150.00, -100.00)) facing 225.00 degrees
            Unit - Add a 3.00 second Animate Dead expiration timer to (Last created unit)
            Unit - Create 1.Undead Spirit (Level 2) for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by (-150.00, 100.00)) facing 135.00 degrees
            Unit - Add a 3.00 second Animate Dead expiration timer to (Last created unit)
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Level of Spirit Stomp for (Triggering unit)) Equal to 3
              Then - Actions
                Unit - Create 1.Undead Spirit (Level 3) for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by (0.00, 200.00)) facing 90.00 degrees
                Unit - Add a 3.00 second Animate Dead expiration timer to (Last created unit)
                Unit - Create 1.Undead Spirit (Level 3) for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by (150.00, 100.00)) facing 45.00 degrees
                Unit - Add a 3.00 second Animate Dead expiration timer to (Last created unit)
                Unit - Create 1.Undead Spirit (Level 3) for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by (150.00, -100.00)) facing 315.00 degrees
                Unit - Add a 3.00 second Animate Dead expiration timer to (Last created unit)
                Unit - Create 1.Undead Spirit (Level 3) for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by (0.00, -200.00)) facing Default building facing degrees
                Unit - Add a 3.00 second Animate Dead expiration timer to (Last created unit)
                Unit - Create 1.Undead Spirit (Level 3) for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by (-150.00, -100.00)) facing 225.00 degrees
                Unit - Add a 3.00 second Animate Dead expiration timer to (Last created unit)
                Unit - Create 1.Undead Spirit (Level 3) for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by (-150.00, 100.00)) facing 135.00 degrees
                Unit - Add a 3.00 second Animate Dead expiration timer to (Last created unit)
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Level of Spirit Stomp for (Triggering unit)) Equal to 4
                  Then - Actions
                    Unit - Create 1.Undead Spirit (Level 4) for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by (0.00, 200.00)) facing 90.00 degrees
                    Unit - Add a 3.00 second Animate Dead expiration timer to (Last created unit)
                    Unit - Create 1.Undead Spirit (Level 4) for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by (150.00, 100.00)) facing 45.00 degrees
                    Unit - Add a 3.00 second Animate Dead expiration timer to (Last created unit)
                    Unit - Create 1.Undead Spirit (Level 4) for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by (150.00, -100.00)) facing 315.00 degrees
                    Unit - Add a 3.00 second Animate Dead expiration timer to (Last created unit)
                    Unit - Create 1.Undead Spirit (Level 4) for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by (0.00, -200.00)) facing Default building facing degrees
                    Unit - Add a 3.00 second Animate Dead expiration timer to (Last created unit)
                    Unit - Create 1.Undead Spirit (Level 4) for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by (-150.00, -100.00)) facing 225.00 degrees
                    Unit - Add a 3.00 second Animate Dead expiration timer to (Last created unit)
                    Unit - Create 1.Undead Spirit (Level 4) for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by (-150.00, 100.00)) facing 135.00 degrees
                    Unit - Add a 3.00 second Animate Dead expiration timer to (Last created unit)
                  Else - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        (Level of Spirit Stomp for (Triggering unit)) Equal to 5
                      Then - Actions
                        Unit - Create 1.Undead Spirit (Level 5) for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by (0.00, 200.00)) facing 90.00 degrees
                        Unit - Add a 3.00 second Animate Dead expiration timer to (Last created unit)
                        Unit - Create 1.Undead Spirit (Level 5) for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by (150.00, 100.00)) facing 45.00 degrees
                        Unit - Add a 3.00 second Animate Dead expiration timer to (Last created unit)
                        Unit - Create 1.Undead Spirit (Level 5) for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by (150.00, -100.00)) facing 315.00 degrees
                        Unit - Add a 3.00 second Animate Dead expiration timer to (Last created unit)
                        Unit - Create 1.Undead Spirit (Level 5) for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by (0.00, -200.00)) facing Default building facing degrees
                        Unit - Add a 3.00 second Animate Dead expiration timer to (Last created unit)
                        Unit - Create 1.Undead Spirit (Level 5) for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by (-150.00, -100.00)) facing 225.00 degrees
                        Unit - Add a 3.00 second Animate Dead expiration timer to (Last created unit)
                        Unit - Create 1.Undead Spirit (Level 5) for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by (-150.00, 100.00)) facing 135.00 degrees
                        Unit - Add a 3.00 second Animate Dead expiration timer to (Last created unit)
                      Else - Actions
Death Channel
  Events
    Unit - A unit Finishes casting an ability
  Conditions
    (Ability being cast) Equal to Death Channel
  Actions
    Special Effect - Create a special effect at ((Position of (Triggering unit)) offset by (0, 0)) using Abilities\Spells\Undead\VampiricAura\VampiricAuraTarget.mdl
    Special Effect - Destroy (Last created special effect)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Level of Death Channel for (Triggering unit)) Equal to 1
      Then - Actions
        Unit - Set life of (Triggering unit) to ((Life of (Triggering unit)) + 45.00)
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of Death Channel for (Triggering unit)) Equal to 2
          Then - Actions
            Unit - Set life of (Triggering unit) to ((Life of (Triggering unit)) + 90.00)
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Level of Death Channel for (Triggering unit)) Equal to 3
              Then - Actions
                Unit - Set life of (Triggering unit) to ((Life of (Triggering unit)) + 135.00)
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Level of Death Channel for (Triggering unit)) Equal to 4
                  Then - Actions
                    Unit - Set life of (Triggering unit) to ((Life of (Triggering unit)) + 180.00)
                  Else - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        (Level of Death Channel for (Triggering unit)) Equal to 5
                      Then - Actions
                        Unit - Set life of (Triggering unit) to ((Life of (Triggering unit)) + 225.00)
                      Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            (Level of Death Channel for (Triggering unit)) Equal to 6
                          Then - Actions
                            Unit - Set life of (Triggering unit) to ((Life of (Triggering unit)) + 270.00)
                          Else - Actions
Undead Defense Timeout
  Events
    Time - ss_timer[1] expires
    Time - ss_timer[2] expires
    Time - ss_timer[3] expires
    Time - ss_timer[4] expires
    Time - ss_timer[5] expires
    Time - ss_timer[6] expires
    Time - ss_timer[7] expires
    Time - ss_timer[8] expires
    Time - ss_timer[9] expires
    Time - ss_timer[10] expires
    Time - ss_timer[11] expires
    Time - ss_timer[12] expires
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Remaining time for ss_timer[1]) Equal to 0.01
      Then - Actions
        Set VariableSet ss_int = 1
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Remaining time for ss_timer[2]) Equal to 0.00
          Then - Actions
            Set VariableSet ss_int = 2
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Remaining time for ss_timer[3]) Equal to 0.00
              Then - Actions
                Set VariableSet ss_int = 3
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Remaining time for ss_timer[4]) Equal to 0.00
                  Then - Actions
                    Set VariableSet ss_int = 4
                  Else - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        (Remaining time for ss_timer[5]) Equal to 0.00
                      Then - Actions
                        Set VariableSet ss_int = 5
                      Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            (Remaining time for ss_timer[6]) Equal to 0.00
                          Then - Actions
                            Set VariableSet ss_int = 6
                          Else - Actions
                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              If - Conditions
                                (Remaining time for ss_timer[7]) Equal to 0.00
                              Then - Actions
                                Set VariableSet ss_int = 7
                              Else - Actions
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                  If - Conditions
                                    (Remaining time for ss_timer[8]) Equal to 0.00
                                  Then - Actions
                                    Set VariableSet ss_int = 8
                                  Else - Actions
                                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                      If - Conditions
                                        (Remaining time for ss_timer[9]) Equal to 0.00
                                      Then - Actions
                                        Set VariableSet ss_int = 9
                                      Else - Actions
                                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                          If - Conditions
                                            (Remaining time for ss_timer[10]) Equal to 0.00
                                          Then - Actions
                                            Set VariableSet ss_int = 10
                                          Else - Actions
                                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                              If - Conditions
                                                (Remaining time for ss_timer[11]) Equal to 0.00
                                              Then - Actions
                                                Set VariableSet ss_int = 11
                                              Else - Actions
                                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                                  If - Conditions
                                                    (Remaining time for ss_timer[12]) Equal to 0.00
                                                  Then - Actions
                                                    Set VariableSet ss_int = 12
                                                  Else - Actions
    Unit - Kill us_01[ss_int]
    Unit - Kill us_02[ss_int]
    Unit - Kill us_03[ss_int]
    Unit - Kill us_04[ss_int]
    Unit - Kill us_05[ss_int]
    Unit - Kill us_06[ss_int]
Soul Burn
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to Soul Burn (spell)
  Actions
    Special Effect - Create a special effect at ((Position of (Triggering unit)) offset by (0, 0)) using Abilities\Spells\NightElf\Taunt\TauntCaster.mdl
    Set VariableSet sb_sfx_01[(Player number of (Owner of (Triggering unit)))] = (Last created special effect)
    Special Effect - Create a special effect at ((Position of (Target unit of ability being cast)) offset by (0, 0)) using Abilities\Spells\NightElf\Blink\BlinkTarget.mdl
    Set VariableSet sb_sfx_02[(Player number of (Owner of (Triggering unit)))] = (Last created special effect)
    Special Effect - Destroy sb_sfx_01[(Player number of (Owner of (Triggering unit)))]
    Special Effect - Destroy sb_sfx_02[(Player number of (Owner of (Triggering unit)))]
Ignore Armour
  Events
    Unit - A unit Begins casting an ability
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Ability being cast) Equal to Ignore Armour (alliance)
        (Ability being cast) Equal to Ignore Armour (horde)
  Actions
    Special Effect - Create a special effect at ((Position of (Triggering unit)) offset by (0, 0)) using Abilities\Spells\Other\Charm\CharmTarget.mdl
    Special Effect - Destroy (Last created special effect)
Sword Throw
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to Sword Throw
  Actions
    Special Effect - Create a special effect at ((Position of (Triggering unit)) offset by (0, 0)) using Abilities\Spells\Human\Feedback\SpellBreakerAttack.mdl
    Special Effect - Destroy (Last created special effect)
Board Refresh
  Events
    Time - Every 0.40 seconds of game time
  Conditions
  Actions
    Set VariableSet leader_refresh_int = 2
    Set VariableSet int = 2
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Multiboard - Set the text for leaderboard item in column 2, row int to (Name of (Picked player))
        Multiboard - Set the text for leaderboard item in column 3, row int to (String(kill_count[(Player number of (Picked player))]))
        Multiboard - Set the text for leaderboard item in column 4, row int to (String(death_count[(Player number of (Picked player))]))
        Multiboard - Set the text for leaderboard item in column 5, row int to (String(assist_count[(Player number of (Picked player))]))
        Set VariableSet int = (int + 1)
Create Leaderboard
  Events
    Time - Elapsed game time is 1.00 seconds
  Conditions
  Actions
    Set VariableSet int = 0
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Set VariableSet int = (int + 1)
    Multiboard - Create a multiboard with 5 columns and (int + 1) rows, titled Leader Board.
    Multiboard - Hide leaderboard
    Set VariableSet leaderboard = (Last created multiboard)
    -------- Set Headings --------
    Multiboard - Set the text for leaderboard item in column 1, row 1 to
    Multiboard - Set the text for leaderboard item in column 2, row 1 to |cffffcc00Player Name:|r
    Multiboard - Set the text for leaderboard item in column 3, row 1 to |cffffcc00Kills:|r
    Multiboard - Set the text for leaderboard item in column 4, row 1 to |cffffcc00Deaths:|r
    Multiboard - Set the text for leaderboard item in column 5, row 1 to |cffffcc00Assists:|r
    Multiboard - Set the display style for leaderboard item in column 1, row 1 to Hide text and Hide icons
    Multiboard - Set the display style for leaderboard item in column 2, row 1 to Show text and Hide icons
    Multiboard - Set the display style for leaderboard item in column 3, row 1 to Show text and Hide icons
    Multiboard - Set the display style for leaderboard item in column 4, row 1 to Show text and Hide icons
    Multiboard - Set the display style for leaderboard item in column 5, row 1 to Show text and Hide icons
    Multiboard - Set the width for leaderboard item in column 1, row 1 to 1.50% of the total screen width
    Multiboard - Set the width for leaderboard item in column 2, row 1 to 10.00% of the total screen width
    Multiboard - Set the width for leaderboard item in column 3, row 1 to 4.00% of the total screen width
    Multiboard - Set the width for leaderboard item in column 4, row 1 to 5.00% of the total screen width
    Multiboard - Set the width for leaderboard item in column 5, row 1 to 4.00% of the total screen width
    -------- Set Player Names --------
    Set VariableSet int = 2
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Multiboard - Set the text for leaderboard item in column 2, row int to (Name of (Picked player))
        Multiboard - Set the text for leaderboard item in column 3, row int to (String(kill_count[(Player number of (Picked player))]))
        Multiboard - Set the text for leaderboard item in column 4, row int to (String(death_count[(Player number of (Picked player))]))
        Multiboard - Set the text for leaderboard item in column 5, row int to (String(assist_count[(Player number of (Picked player))]))
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Picked player) Equal to Player 1 (Red)
          Then - Actions
            Multiboard - Set the icon for (Last created multiboard) item in column 1, row int to ReplaceableTextures\WorldEditUI\Editor-Random-Unit.blp
            Multiboard - Set the color for (Last created multiboard) item in column 2, row int to (100%, 20.00%, 20.00%) with 0% transparency
            Set VariableSet icon_row[(Player number of (Picked player))] = int
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Picked player) Equal to Player 2 (Blue)
              Then - Actions
                Multiboard - Set the icon for (Last created multiboard) item in column 1, row int to ReplaceableTextures\WorldEditUI\Editor-Random-Unit.blp
                Multiboard - Set the color for (Last created multiboard) item in column 2, row int to (20.00%, 20.00%, 100.00%) with 0% transparency
                Set VariableSet icon_row[(Player number of (Picked player))] = int
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Picked player) Equal to Player 3 (Teal)
                  Then - Actions
                    Multiboard - Set the icon for (Last created multiboard) item in column 1, row int to ReplaceableTextures\WorldEditUI\Editor-Random-Unit.blp
                    Multiboard - Set the color for (Last created multiboard) item in column 2, row int to (20.00%, 100.00%, 100.00%) with 0% transparency
                    Set VariableSet icon_row[(Player number of (Picked player))] = int
                  Else - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        (Picked player) Equal to Player 4 (Purple)
                      Then - Actions
                        Multiboard - Set the icon for (Last created multiboard) item in column 1, row int to ReplaceableTextures\WorldEditUI\Editor-Random-Unit.blp
                        Multiboard - Set the color for (Last created multiboard) item in column 2, row int to (50.00%, 20.00%, 100.00%) with 0% transparency
                        Set VariableSet icon_row[(Player number of (Picked player))] = int
                      Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            (Picked player) Equal to Player 5 (Yellow)
                          Then - Actions
                            Multiboard - Set the icon for (Last created multiboard) item in column 1, row int to ReplaceableTextures\WorldEditUI\Editor-Random-Unit.blp
                            Multiboard - Set the color for (Last created multiboard) item in column 2, row int to (100.00%, 100.00%, 20.00%) with 0% transparency
                            Set VariableSet icon_row[(Player number of (Picked player))] = int
                          Else - Actions
                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              If - Conditions
                                (Picked player) Equal to Player 6 (Orange)
                              Then - Actions
                                Multiboard - Set the icon for (Last created multiboard) item in column 1, row int to ReplaceableTextures\WorldEditUI\Editor-Random-Unit.blp
                                Multiboard - Set the color for (Last created multiboard) item in column 2, row int to (100.00%, 50.00%, 20.00%) with 0% transparency
                                Set VariableSet icon_row[(Player number of (Picked player))] = int
                              Else - Actions
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                  If - Conditions
                                    (Picked player) Equal to Player 7 (Green)
                                  Then - Actions
                                    Multiboard - Set the icon for (Last created multiboard) item in column 1, row int to ReplaceableTextures\WorldEditUI\Editor-Random-Unit.blp
                                    Multiboard - Set the color for (Last created multiboard) item in column 2, row int to (20.00%, 100.00%, 20.00%) with 0% transparency
                                    Set VariableSet icon_row[(Player number of (Picked player))] = int
                                  Else - Actions
                                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                      If - Conditions
                                        (Picked player) Equal to Player 8 (Pink)
                                      Then - Actions
                                        Multiboard - Set the icon for (Last created multiboard) item in column 1, row int to ReplaceableTextures\WorldEditUI\Editor-Random-Unit.blp
                                        Multiboard - Set the color for (Last created multiboard) item in column 2, row int to (100.00%, 20.00%, 100.00%) with 0% transparency
                                        Set VariableSet icon_row[(Player number of (Picked player))] = int
                                      Else - Actions
                                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                          If - Conditions
                                            (Picked player) Equal to Player 9 (Gray)
                                          Then - Actions
                                            Multiboard - Set the icon for (Last created multiboard) item in column 1, row int to ReplaceableTextures\WorldEditUI\Editor-Random-Unit.blp
                                            Multiboard - Set the color for (Last created multiboard) item in column 2, row int to (50.00%, 50.00%, 50.00%) with 0% transparency
                                            Set VariableSet icon_row[(Player number of (Picked player))] = int
                                          Else - Actions
                                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                              If - Conditions
                                                (Picked player) Equal to Player 10 (Light Blue)
                                              Then - Actions
                                                Multiboard - Set the icon for (Last created multiboard) item in column 1, row int to ReplaceableTextures\WorldEditUI\Editor-Random-Unit.blp
                                                Multiboard - Set the color for (Last created multiboard) item in column 2, row int to (100.00%, 70.00%, 50.00%) with 0% transparency
                                                Set VariableSet icon_row[(Player number of (Picked player))] = int
                                              Else - Actions
                                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                                  If - Conditions
                                                    (Picked player) Equal to Player 11 (Dark Green)
                                                  Then - Actions
                                                    Multiboard - Set the icon for (Last created multiboard) item in column 1, row int to ReplaceableTextures\CommandButtons\BTN_alliance_banner.blp
                                                    Multiboard - Set the color for (Last created multiboard) item in column 2, row int to (50.00%, 70.00%, 20.00%) with 0% transparency
                                                    Set VariableSet icon_row[(Player number of (Picked player))] = int
                                                  Else - Actions
                                                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                                      If - Conditions
                                                        (Picked player) Equal to Player 12 (Brown)
                                                      Then - Actions
                                                        Multiboard - Set the icon for (Last created multiboard) item in column 1, row int to ReplaceableTextures\CommandButtons\BTN_horde_banner.blp
                                                        Multiboard - Set the color for (Last created multiboard) item in column 2, row int to (70.00%, 50.00%, 20.00%) with 0% transparency
                                                        Set VariableSet icon_row[(Player number of (Picked player))] = int
                                                      Else - Actions
        Multiboard - Set the width for leaderboard item in column 1, row int to 1.50% of the total screen width
        Multiboard - Set the width for leaderboard item in column 2, row int to 10.00% of the total screen width
        Multiboard - Set the width for leaderboard item in column 3, row int to 4.00% of the total screen width
        Multiboard - Set the width for leaderboard item in column 4, row int to 5.00% of the total screen width
        Multiboard - Set the width for leaderboard item in column 5, row int to 4.00% of the total screen width
        Multiboard - Set the display style for leaderboard item in column 1, row int to Hide text and Show icons
        Multiboard - Set the display style for leaderboard item in column 2, row int to Show text and Hide icons
        Multiboard - Set the display style for leaderboard item in column 3, row int to Show text and Hide icons
        Multiboard - Set the display style for leaderboard item in column 4, row int to Show text and Hide icons
        Multiboard - Set the display style for leaderboard item in column 5, row int to Show text and Hide icons
        Set VariableSet int = (int + 1)
    -------- Set Styles --------
    Trigger - Turn on Board_Refresh <gen>
    Multiboard - Show leaderboard
Normal Kill
  Events
    Unit - A unit Dies
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Game - Display to (All players) the text: (((Name of (Owner of (Killing unit))) + has killed ) + ((Name of (Owner of (Triggering unit))) + ))
    Set VariableSet kill_count[(Player number of (Owner of (Killing unit)))] = (kill_count[(Player number of (Owner of (Killing unit)))] + 1)
    Set VariableSet death_count[(Player number of (Owner of (Triggering unit)))] = (death_count[(Player number of (Owner of (Triggering unit)))] + 1)
    For each (Integer A) from 1 to 10, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            And - All (Conditions) are true
              Conditions
                assist_on[(Integer A)] Equal to True
                assist_attacked[(Integer A)] Equal to (Player number of (Owner of (Dying unit)))
                (Player number of (Owner of (Killing unit))) Not equal to (Integer A)
          Then - Actions
            Game - Display to (All players) the text: (|cff6a6a6aAssist: |r + player_name[(Integer A)])
            Set VariableSet assist_count[(Integer A)] = (assist_count[(Integer A)] + 1)
            Player - Set Player[(Integer A)].Current gold to ((Player[(Integer A)] Current gold) + 100)
          Else - Actions
Global Upgrade 01
  Events
    Time - upgrade_timer[0] expires
  Conditions
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Player - Set the current research level of Rhme (techcode) to 1 for (Picked player)
        Player - Set the current research level of Rhar (techcode) to 1 for (Picked player)
        Player - Set the current research level of R000 (techcode) to 1 for (Picked player)
        Player - Set the current research level of R004 (techcode) to 1 for (Picked player)
        Player - Set the current research level of Rhac (techcode) to 1 for (Picked player)
    Countdown Timer - Start upgrade_timer[1] as a One-shot timer that will expire in 200.00 seconds
    Game - Display to (All players) the text: All units have been upgraded
    Unit Group - Pick every unit in (Units of type Alliance Tower) and do (Actions)
      Loop - Actions
        Unit - Replace (Picked unit) with a Alliance Tower using The old unit's relative life and mana
    Unit Group - Pick every unit in (Units of type Horde Tower) and do (Actions)
      Loop - Actions
        Unit - Replace (Picked unit) with a Horde Tower using The old unit's relative life and mana
    Unit - Replace ctrl_pt_01 with a Tower Guardian using The old unit's relative life and mana
    Set VariableSet ctrl_pt_01 = (Last replaced unit)
    Unit - Replace ctrl_pt_02 with a Tower Guardian using The old unit's relative life and mana
    Set VariableSet ctrl_pt_02 = (Last replaced unit)
    Unit - Replace ctrl_pt_03 with a Tower Guardian using The old unit's relative life and mana
    Set VariableSet ctrl_pt_03 = (Last replaced unit)
    Unit - Replace ctrl_pt_04 with a Tower Guardian using The old unit's relative life and mana
    Set VariableSet ctrl_pt_04 = (Last replaced unit)
    Unit - Replace ctrl_pt_05 with a Tower Guardian using The old unit's relative life and mana
    Set VariableSet ctrl_pt_05 = (Last replaced unit)
    Unit - Replace ctrl_pt_06 with a Tower Guardian using The old unit's relative life and mana
    Set VariableSet ctrl_pt_06 = (Last replaced unit)
Global Upgrade 02
  Events
    Time - upgrade_timer[1] expires
  Conditions
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Player - Set the current research level of Rhme (techcode) to 2 for (Picked player)
        Player - Set the current research level of Rhar (techcode) to 2 for (Picked player)
        Player - Set the current research level of R000 (techcode) to 2 for (Picked player)
        Player - Set the current research level of R004 (techcode) to 2 for (Picked player)
        Player - Set the current research level of Rhac (techcode) to 2 for (Picked player)
    Countdown Timer - Start upgrade_timer[2] as a One-shot timer that will expire in 200.00 seconds
    Game - Display to (All players) the text: All units have been upgraded
    Unit Group - Pick every unit in (Units of type Alliance Tower) and do (Actions)
      Loop - Actions
        Unit - Replace (Picked unit) with a Alliance Tower using The old unit's relative life and mana
    Unit Group - Pick every unit in (Units of type Horde Tower) and do (Actions)
      Loop - Actions
        Unit - Replace (Picked unit) with a Horde Tower using The old unit's relative life and mana
    Unit - Replace ctrl_pt_01 with a Tower Guardian using The old unit's relative life and mana
    Set VariableSet ctrl_pt_01 = (Last replaced unit)
    Unit - Replace ctrl_pt_02 with a Tower Guardian using The old unit's relative life and mana
    Set VariableSet ctrl_pt_02 = (Last replaced unit)
    Unit - Replace ctrl_pt_03 with a Tower Guardian using The old unit's relative life and mana
    Set VariableSet ctrl_pt_03 = (Last replaced unit)
    Unit - Replace ctrl_pt_04 with a Tower Guardian using The old unit's relative life and mana
    Set VariableSet ctrl_pt_04 = (Last replaced unit)
    Unit - Replace ctrl_pt_05 with a Tower Guardian using The old unit's relative life and mana
    Set VariableSet ctrl_pt_05 = (Last replaced unit)
    Unit - Replace ctrl_pt_06 with a Tower Guardian using The old unit's relative life and mana
    Set VariableSet ctrl_pt_06 = (Last replaced unit)
Global Upgrade 03
  Events
    Time - upgrade_timer[2] expires
  Conditions
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Player - Set the current research level of Rhme (techcode) to 3 for (Picked player)
        Player - Set the current research level of Rhar (techcode) to 3 for (Picked player)
        Player - Set the current research level of R000 (techcode) to 3 for (Picked player)
        Player - Set the current research level of R004 (techcode) to 3 for (Picked player)
        Player - Set the current research level of Rhac (techcode) to 3 for (Picked player)
    Countdown Timer - Start upgrade_timer[3] as a One-shot timer that will expire in 200.00 seconds
    Game - Display to (All players) the text: All units have been upgraded
    Unit Group - Pick every unit in (Units of type Alliance Tower) and do (Actions)
      Loop - Actions
        Unit - Replace (Picked unit) with a Alliance Tower using The old unit's relative life and mana
    Unit Group - Pick every unit in (Units of type Horde Tower) and do (Actions)
      Loop - Actions
        Unit - Replace (Picked unit) with a Horde Tower using The old unit's relative life and mana
    Unit - Replace ctrl_pt_01 with a Tower Guardian using The old unit's relative life and mana
    Set VariableSet ctrl_pt_01 = (Last replaced unit)
    Unit - Replace ctrl_pt_02 with a Tower Guardian using The old unit's relative life and mana
    Set VariableSet ctrl_pt_02 = (Last replaced unit)
    Unit - Replace ctrl_pt_03 with a Tower Guardian using The old unit's relative life and mana
    Set VariableSet ctrl_pt_03 = (Last replaced unit)
    Unit - Replace ctrl_pt_04 with a Tower Guardian using The old unit's relative life and mana
    Set VariableSet ctrl_pt_04 = (Last replaced unit)
    Unit - Replace ctrl_pt_05 with a Tower Guardian using The old unit's relative life and mana
    Set VariableSet ctrl_pt_05 = (Last replaced unit)
    Unit - Replace ctrl_pt_06 with a Tower Guardian using The old unit's relative life and mana
    Set VariableSet ctrl_pt_06 = (Last replaced unit)
Global Upgrade 04
  Events
    Time - upgrade_timer[3] expires
  Conditions
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Player - Set the current research level of Rhme (techcode) to 4 for (Picked player)
        Player - Set the current research level of Rhar (techcode) to 4 for (Picked player)
        Player - Set the current research level of R000 (techcode) to 4 for (Picked player)
        Player - Set the current research level of R004 (techcode) to 4 for (Picked player)
        Player - Set the current research level of Rhac (techcode) to 4 for (Picked player)
    Countdown Timer - Start upgrade_timer[4] as a One-shot timer that will expire in 200.00 seconds
    Game - Display to (All players) the text: All units have been upgraded
    Unit Group - Pick every unit in (Units of type Alliance Tower) and do (Actions)
      Loop - Actions
        Unit - Replace (Picked unit) with a Alliance Tower using The old unit's relative life and mana
    Unit Group - Pick every unit in (Units of type Horde Tower) and do (Actions)
      Loop - Actions
        Unit - Replace (Picked unit) with a Horde Tower using The old unit's relative life and mana
    Unit - Replace ctrl_pt_01 with a Tower Guardian using The old unit's relative life and mana
    Set VariableSet ctrl_pt_01 = (Last replaced unit)
    Unit - Replace ctrl_pt_02 with a Tower Guardian using The old unit's relative life and mana
    Set VariableSet ctrl_pt_02 = (Last replaced unit)
    Unit - Replace ctrl_pt_03 with a Tower Guardian using The old unit's relative life and mana
    Set VariableSet ctrl_pt_03 = (Last replaced unit)
    Unit - Replace ctrl_pt_04 with a Tower Guardian using The old unit's relative life and mana
    Set VariableSet ctrl_pt_04 = (Last replaced unit)
    Unit - Replace ctrl_pt_05 with a Tower Guardian using The old unit's relative life and mana
    Set VariableSet ctrl_pt_05 = (Last replaced unit)
    Unit - Replace ctrl_pt_06 with a Tower Guardian using The old unit's relative life and mana
    Set VariableSet ctrl_pt_06 = (Last replaced unit)
Global Upgrade 05
  Events
    Time - upgrade_timer[4] expires
  Conditions
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Player - Set the current research level of Rhme (techcode) to 5 for (Picked player)
        Player - Set the current research level of Rhar (techcode) to 5 for (Picked player)
        Player - Set the current research level of R000 (techcode) to 5 for (Picked player)
        Player - Set the current research level of R004 (techcode) to 5 for (Picked player)
        Player - Set the current research level of Rhac (techcode) to 5 for (Picked player)
    Countdown Timer - Start upgrade_timer[5] as a One-shot timer that will expire in 200.00 seconds
    Game - Display to (All players) the text: All units have been upgraded
    Unit Group - Pick every unit in (Units of type Alliance Tower) and do (Actions)
      Loop - Actions
        Unit - Replace (Picked unit) with a Alliance Tower using The old unit's relative life and mana
    Unit Group - Pick every unit in (Units of type Horde Tower) and do (Actions)
      Loop - Actions
        Unit - Replace (Picked unit) with a Horde Tower using The old unit's relative life and mana
    Unit - Replace ctrl_pt_01 with a Tower Guardian using The old unit's relative life and mana
    Set VariableSet ctrl_pt_01 = (Last replaced unit)
    Unit - Replace ctrl_pt_02 with a Tower Guardian using The old unit's relative life and mana
    Set VariableSet ctrl_pt_02 = (Last replaced unit)
    Unit - Replace ctrl_pt_03 with a Tower Guardian using The old unit's relative life and mana
    Set VariableSet ctrl_pt_03 = (Last replaced unit)
    Unit - Replace ctrl_pt_04 with a Tower Guardian using The old unit's relative life and mana
    Set VariableSet ctrl_pt_04 = (Last replaced unit)
    Unit - Replace ctrl_pt_05 with a Tower Guardian using The old unit's relative life and mana
    Set VariableSet ctrl_pt_05 = (Last replaced unit)
    Unit - Replace ctrl_pt_06 with a Tower Guardian using The old unit's relative life and mana
    Set VariableSet ctrl_pt_06 = (Last replaced unit)
Global Upgrade 06
  Events
    Time - upgrade_timer[5] expires
  Conditions
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Player - Set the current research level of Rhme (techcode) to 6 for (Picked player)
        Player - Set the current research level of Rhar (techcode) to 6 for (Picked player)
        Player - Set the current research level of R000 (techcode) to 6 for (Picked player)
        Player - Set the current research level of R004 (techcode) to 6 for (Picked player)
        Player - Set the current research level of Rhac (techcode) to 6 for (Picked player)
    Countdown Timer - Start upgrade_timer[6] as a One-shot timer that will expire in 200.00 seconds
    Game - Display to (All players) the text: All units have been upgraded
    Unit Group - Pick every unit in (Units of type Alliance Tower) and do (Actions)
      Loop - Actions
        Unit - Replace (Picked unit) with a Alliance Tower using The old unit's relative life and mana
    Unit Group - Pick every unit in (Units of type Horde Tower) and do (Actions)
      Loop - Actions
        Unit - Replace (Picked unit) with a Horde Tower using The old unit's relative life and mana
    Unit - Replace ctrl_pt_01 with a Tower Guardian using The old unit's relative life and mana
    Set VariableSet ctrl_pt_01 = (Last replaced unit)
    Unit - Replace ctrl_pt_02 with a Tower Guardian using The old unit's relative life and mana
    Set VariableSet ctrl_pt_02 = (Last replaced unit)
    Unit - Replace ctrl_pt_03 with a Tower Guardian using The old unit's relative life and mana
    Set VariableSet ctrl_pt_03 = (Last replaced unit)
    Unit - Replace ctrl_pt_04 with a Tower Guardian using The old unit's relative life and mana
    Set VariableSet ctrl_pt_04 = (Last replaced unit)
    Unit - Replace ctrl_pt_05 with a Tower Guardian using The old unit's relative life and mana
    Set VariableSet ctrl_pt_05 = (Last replaced unit)
    Unit - Replace ctrl_pt_06 with a Tower Guardian using The old unit's relative life and mana
    Set VariableSet ctrl_pt_06 = (Last replaced unit)
Global Upgrade 07
  Events
    Time - upgrade_timer[6] expires
  Conditions
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Player - Set the current research level of Rhme (techcode) to 7 for (Picked player)
        Player - Set the current research level of Rhar (techcode) to 7 for (Picked player)
        Player - Set the current research level of R000 (techcode) to 7 for (Picked player)
        Player - Set the current research level of R004 (techcode) to 7 for (Picked player)
        Player - Set the current research level of Rhac (techcode) to 7 for (Picked player)
    Countdown Timer - Start upgrade_timer[7] as a One-shot timer that will expire in 200.00 seconds
    Game - Display to (All players) the text: All units have been upgraded
    Unit Group - Pick every unit in (Units of type Alliance Tower) and do (Actions)
      Loop - Actions
        Unit - Replace (Picked unit) with a Alliance Tower using The old unit's relative life and mana
    Unit Group - Pick every unit in (Units of type Horde Tower) and do (Actions)
      Loop - Actions
        Unit - Replace (Picked unit) with a Horde Tower using The old unit's relative life and mana
    Unit - Replace ctrl_pt_01 with a Tower Guardian using The old unit's relative life and mana
    Set VariableSet ctrl_pt_01 = (Last replaced unit)
    Unit - Replace ctrl_pt_02 with a Tower Guardian using The old unit's relative life and mana
    Set VariableSet ctrl_pt_02 = (Last replaced unit)
    Unit - Replace ctrl_pt_03 with a Tower Guardian using The old unit's relative life and mana
    Set VariableSet ctrl_pt_03 = (Last replaced unit)
    Unit - Replace ctrl_pt_04 with a Tower Guardian using The old unit's relative life and mana
    Set VariableSet ctrl_pt_04 = (Last replaced unit)
    Unit - Replace ctrl_pt_05 with a Tower Guardian using The old unit's relative life and mana
    Set VariableSet ctrl_pt_05 = (Last replaced unit)
    Unit - Replace ctrl_pt_06 with a Tower Guardian using The old unit's relative life and mana
    Set VariableSet ctrl_pt_06 = (Last replaced unit)
Global Upgrade 08
  Events
    Time - upgrade_timer[7] expires
  Conditions
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Player - Set the current research level of Rhme (techcode) to 8 for (Picked player)
        Player - Set the current research level of Rhar (techcode) to 8 for (Picked player)
        Player - Set the current research level of R000 (techcode) to 8 for (Picked player)
        Player - Set the current research level of R004 (techcode) to 8 for (Picked player)
        Player - Set the current research level of Rhac (techcode) to 8 for (Picked player)
        Player - Set the current research level of R005 (techcode) to 1 for (Picked player)
    Countdown Timer - Start upgrade_timer[8] as a One-shot timer that will expire in 200.00 seconds
    Game - Display to (All players) the text: All units have been upgraded
    Unit Group - Pick every unit in (Units of type Alliance Tower) and do (Actions)
      Loop - Actions
        Unit - Replace (Picked unit) with a Alliance Tower using The old unit's relative life and mana
    Unit Group - Pick every unit in (Units of type Horde Tower) and do (Actions)
      Loop - Actions
        Unit - Replace (Picked unit) with a Horde Tower using The old unit's relative life and mana
    Unit - Replace ctrl_pt_01 with a Tower Guardian using The old unit's relative life and mana
    Set VariableSet ctrl_pt_01 = (Last replaced unit)
    Unit - Replace ctrl_pt_02 with a Tower Guardian using The old unit's relative life and mana
    Set VariableSet ctrl_pt_02 = (Last replaced unit)
    Unit - Replace ctrl_pt_03 with a Tower Guardian using The old unit's relative life and mana
    Set VariableSet ctrl_pt_03 = (Last replaced unit)
    Unit - Replace ctrl_pt_04 with a Tower Guardian using The old unit's relative life and mana
    Set VariableSet ctrl_pt_04 = (Last replaced unit)
    Unit - Replace ctrl_pt_05 with a Tower Guardian using The old unit's relative life and mana
    Set VariableSet ctrl_pt_05 = (Last replaced unit)
    Unit - Replace ctrl_pt_06 with a Tower Guardian using The old unit's relative life and mana
    Set VariableSet ctrl_pt_06 = (Last replaced unit)
Global Upgrade 09
  Events
    Time - upgrade_timer[8] expires
  Conditions
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Player - Set the current research level of Rhme (techcode) to 9 for (Picked player)
        Player - Set the current research level of Rhar (techcode) to 9 for (Picked player)
        Player - Set the current research level of R000 (techcode) to 9 for (Picked player)
        Player - Set the current research level of R004 (techcode) to 9 for (Picked player)
        Player - Set the current research level of Rhac (techcode) to 9 for (Picked player)
    Countdown Timer - Start upgrade_timer[9] as a One-shot timer that will expire in 200.00 seconds
    Game - Display to (All players) the text: All units have been upgraded
    Unit Group - Pick every unit in (Units of type Alliance Tower) and do (Actions)
      Loop - Actions
        Unit - Replace (Picked unit) with a Alliance Tower using The old unit's relative life and mana
    Unit Group - Pick every unit in (Units of type Horde Tower) and do (Actions)
      Loop - Actions
        Unit - Replace (Picked unit) with a Horde Tower using The old unit's relative life and mana
    Unit - Replace ctrl_pt_01 with a Tower Guardian using The old unit's relative life and mana
    Set VariableSet ctrl_pt_01 = (Last replaced unit)
    Unit - Replace ctrl_pt_02 with a Tower Guardian using The old unit's relative life and mana
    Set VariableSet ctrl_pt_02 = (Last replaced unit)
    Unit - Replace ctrl_pt_03 with a Tower Guardian using The old unit's relative life and mana
    Set VariableSet ctrl_pt_03 = (Last replaced unit)
    Unit - Replace ctrl_pt_04 with a Tower Guardian using The old unit's relative life and mana
    Set VariableSet ctrl_pt_04 = (Last replaced unit)
    Unit - Replace ctrl_pt_05 with a Tower Guardian using The old unit's relative life and mana
    Set VariableSet ctrl_pt_05 = (Last replaced unit)
    Unit - Replace ctrl_pt_06 with a Tower Guardian using The old unit's relative life and mana
    Set VariableSet ctrl_pt_06 = (Last replaced unit)
Global Upgrade 10
  Events
    Time - upgrade_timer[9] expires
  Conditions
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Player - Set the current research level of Rhme (techcode) to 10 for (Picked player)
        Player - Set the current research level of Rhar (techcode) to 10 for (Picked player)
        Player - Set the current research level of R000 (techcode) to 10 for (Picked player)
        Player - Set the current research level of R004 (techcode) to 10 for (Picked player)
        Player - Set the current research level of Rhac (techcode) to 10 for (Picked player)
    Game - Display to (All players) the text: All units have been upgraded
    Unit Group - Pick every unit in (Units of type Alliance Tower) and do (Actions)
      Loop - Actions
        Unit - Replace (Picked unit) with a Alliance Tower using The old unit's relative life and mana
    Unit Group - Pick every unit in (Units of type Horde Tower) and do (Actions)
      Loop - Actions
        Unit - Replace (Picked unit) with a Horde Tower using The old unit's relative life and mana
    Unit - Replace ctrl_pt_01 with a Tower Guardian using The old unit's relative life and mana
    Set VariableSet ctrl_pt_01 = (Last replaced unit)
    Unit - Replace ctrl_pt_02 with a Tower Guardian using The old unit's relative life and mana
    Set VariableSet ctrl_pt_02 = (Last replaced unit)
    Unit - Replace ctrl_pt_03 with a Tower Guardian using The old unit's relative life and mana
    Set VariableSet ctrl_pt_03 = (Last replaced unit)
    Unit - Replace ctrl_pt_04 with a Tower Guardian using The old unit's relative life and mana
    Set VariableSet ctrl_pt_04 = (Last replaced unit)
    Unit - Replace ctrl_pt_05 with a Tower Guardian using The old unit's relative life and mana
    Set VariableSet ctrl_pt_05 = (Last replaced unit)
    Unit - Replace ctrl_pt_06 with a Tower Guardian using The old unit's relative life and mana
    Set VariableSet ctrl_pt_06 = (Last replaced unit)
Rain of Fire
  Events
    Time - Elapsed game time is 400.00 seconds
  Conditions
  Actions
    Game - Display to (All players) the text: [|cffffcc00Event:|r] Rain of Fire
    Wait 2 seconds
    Game - Display to (All players) the text: A deadly fire rains down upon the lands, bringing with it the terror of the infernals. Prepare yourselves!
    For each (Integer A) from 0 to 9, do (Actions)
      Loop - Actions
        Special Effect - Create a special effect at infernal_spawn[(Integer A)] using Units\Demon\Infernal\InfernalBirth.mdl
        Special Effect - Destroy (Last created special effect)
        Unit - Create 1.Infernal for Neutral Hostile at infernal_spawn[(Integer A)] facing Default building facing degrees
        Custom script: call RemoveLocation(udg_infernal_spawn[GetForLoopIndexA()])
        Animation - Play (Last created unit)'s BIRTH (animationname) animation
Pirate Raid Begin
  Events
    Time - Elapsed game time is 800.00 seconds
  Conditions
  Actions
    Cinematic - Ping minimap for (All players) at (Center of Pirate_Spawn_West <gen>) for 6.00 seconds
    Cinematic - Ping minimap for (All players) at (Center of Pirate_Spawn_East <gen>) for 6.00 seconds
    Trigger - Turn on Pirate_East_01 <gen>
    Trigger - Turn on Pirate_East_02 <gen>
    Trigger - Turn on Pirate_Raid_Spawns <gen>
    Trigger - Turn on Pirate_West_01 <gen>
    Trigger - Turn on Pirate_West_02 <gen>
    Game - Display to (All players) the text: [|cffffcc00Event:|r] Pirate Raid
    Wait 2 seconds
    Game - Display to (All players) the text: Pirates have landed on the south shore. Prepare for an attack!
    Unit - Create 1.Pirate Flag Ship for Neutral Hostile at (Center of Pirate_Region <gen>) facing Default building facing degrees
    Set VariableSet PirateShip[0] = (Last created unit)
    Unit - Create 1.Pirate Flag Ship for Neutral Hostile at (Center of Pirate_Region_02 <gen>) facing Default building facing degrees
    Set VariableSet PirateShip[1] = (Last created unit)
    Set VariableSet counter = 0
    For each (Integer A) from 0 to 1, do (Actions)
      Loop - Actions
        Set VariableSet Neutral_Spawn_Locations[0] = (Center of Pirate_Spawn_West <gen>)
        Set VariableSet Neutral_Spawn_Locations[0] = (Center of Pirate_Spawn_West <gen>)
        Set VariableSet Neutral_Spawn_Locations[1] = (Center of Pirate_Spawn_East <gen>)
        Set VariableSet Neutral_Spawn_Locations[1] = (Center of Pirate_Spawn_East <gen>)
        Unit - Create 1.Pirate Captain for Neutral Hostile at Neutral_Spawn_Locations[(Integer A)] facing Default building facing degrees
        Custom script: call RemoveLocation(udg_Neutral_Spawn_Locations[GetForLoopIndexA()])
        Set VariableSet Neutral_Spawn_Locations[0] = (Center of Pirate_Spawn_West <gen>)
        Set VariableSet Neutral_Spawn_Locations[0] = (Center of Pirate_Spawn_West <gen>)
        Set VariableSet Neutral_Spawn_Locations[1] = (Center of Pirate_Spawn_East <gen>)
        Set VariableSet Neutral_Spawn_Locations[1] = (Center of Pirate_Spawn_East <gen>)
        Unit - Create 4.Pirate Swashbuckler for Neutral Hostile at Neutral_Spawn_Locations[(Integer A)] facing Default building facing degrees
        Custom script: call RemoveLocation(udg_Neutral_Spawn_Locations[GetForLoopIndexA()])
        Set VariableSet Neutral_Spawn_Locations[0] = (Center of Pirate_Spawn_West <gen>)
        Set VariableSet Neutral_Spawn_Locations[0] = (Center of Pirate_Spawn_West <gen>)
        Set VariableSet Neutral_Spawn_Locations[1] = (Center of Pirate_Spawn_East <gen>)
        Set VariableSet Neutral_Spawn_Locations[1] = (Center of Pirate_Spawn_East <gen>)
        Unit - Create 3.Pirate Hand Gunner for Neutral Hostile at Neutral_Spawn_Locations[(Integer A)] facing Default building facing degrees
        Custom script: call RemoveLocation(udg_Neutral_Spawn_Locations[GetForLoopIndexA()])
Pirate Raid Spawns
  Events
    Time - Every 45.00 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        pirate_dead[0] Equal to False
      Then - Actions
        Set VariableSet Neutral_Spawn_Locations[1] = (Center of Pirate_Spawn_East <gen>)
        Unit - Create 3.Pirate Swashbuckler for Neutral Hostile at Neutral_Spawn_Locations[1] facing Default building facing degrees
        Custom script: call RemoveLocation(udg_Neutral_Spawn_Locations[1])
        Set VariableSet Neutral_Spawn_Locations[1] = (Center of Pirate_Spawn_East <gen>)
        Unit - Create 1.Pirate Hand Gunner for Neutral Hostile at Neutral_Spawn_Locations[1] facing Default building facing degrees
        Custom script: call RemoveLocation(udg_Neutral_Spawn_Locations[1])
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        pirate_dead[1] Equal to False
      Then - Actions
        Set VariableSet Neutral_Spawn_Locations[0] = (Center of Pirate_Spawn_West <gen>)
        Unit - Create 3.Pirate Swashbuckler for Neutral Hostile at Neutral_Spawn_Locations[0] facing Default building facing degrees
        Custom script: call RemoveLocation(udg_Neutral_Spawn_Locations[0])
        Set VariableSet Neutral_Spawn_Locations[0] = (Center of Pirate_Spawn_West <gen>)
        Unit - Create 1.Pirate Hand Gunner for Neutral Hostile at Neutral_Spawn_Locations[0] facing Default building facing degrees
        Custom script: call RemoveLocation(udg_Neutral_Spawn_Locations[0])
      Else - Actions
Pirate Raid End
  Events
    Unit - A unit Dies
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Triggering unit) Equal to PirateShip[0]
        (Triggering unit) Equal to PirateShip[1]
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Triggering unit) Equal to PirateShip[0]
      Then - Actions
        Set VariableSet pirate_dead[0] = True
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Triggering unit) Equal to PirateShip[1]
          Then - Actions
            Set VariableSet pirate_dead[1] = True
          Else - Actions
    Set VariableSet counter = (counter + 1)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        counter Equal to 2
      Then - Actions
        Game - Display to (All players) the text: [|cffffcc00Event Complete:|r] Pirate's have been destroyed
        Trigger - Turn off (This trigger)
        Trigger - Turn off Pirate_East_01 <gen>
        Trigger - Turn off Pirate_East_02 <gen>
        Trigger - Turn off Pirate_Raid_Spawns <gen>
        Trigger - Turn off Pirate_West_01 <gen>
        Trigger - Turn off Pirate_West_02 <gen>
      Else - Actions
Worgen Curse
  Events
    Time - Elapsed game time is 400.00 seconds
  Conditions
  Actions
    Trigger - Turn on Worgen_Storm_SFX <gen>
    Cinematic - Ping minimap for (All players) at (Center of Worgen_Spawn_Gilneas <gen>) for 6.00 seconds
    Cinematic - Ping minimap for (All players) at (Center of Worgen_Spawn_Lost_Isles <gen>) for 6.00 seconds
    Game - Display to (All players) the text: [|cffffcc00Event:|r] Curse of the Worgen
    Wait 2 seconds
    Game - Display to (All players) the text: The Worgen Curse has taken hold of the kingdom. Defend the realm from the horde of worgen charging down from the north shore.
    Wait 4.00 seconds
    Trigger - Turn on Worgen_Movement_East <gen>
    Trigger - Turn on Worgen_Movement_West_01 <gen>
    Trigger - Turn on Worgen_Movement_West_02 <gen>
    For each (Integer A) from 0 to 6, do (Actions)
      Loop - Actions
        Set VariableSet Neutral_Spawn_Locations[0] = (Center of Worgen_Spawn_Gilneas <gen>)
        Unit - Create 1.Worgen for Neutral Hostile at Neutral_Spawn_Locations[0] facing Default building facing degrees
        Custom script: call RemoveLocation(udg_Neutral_Spawn_Locations[0])
        Set VariableSet Neutral_Spawn_Locations[1] = (Center of Worgen_Spawn_Lost_Isles <gen>)
        Unit - Create 1.Worgen for Neutral Hostile at Neutral_Spawn_Locations[1] facing Default building facing degrees
        Custom script: call RemoveLocation(udg_Neutral_Spawn_Locations[1])
    Wait 10.00 seconds
    For each (Integer A) from 0 to 6, do (Actions)
      Loop - Actions
        Set VariableSet Neutral_Spawn_Locations[0] = (Center of Worgen_Spawn_Gilneas <gen>)
        Unit - Create 1.Worgen for Neutral Hostile at Neutral_Spawn_Locations[0] facing Default building facing degrees
        Custom script: call RemoveLocation(udg_Neutral_Spawn_Locations[0])
        Set VariableSet Neutral_Spawn_Locations[1] = (Center of Worgen_Spawn_Lost_Isles <gen>)
        Unit - Create 1.Worgen for Neutral Hostile at Neutral_Spawn_Locations[1] facing Default building facing degrees
        Custom script: call RemoveLocation(udg_Neutral_Spawn_Locations[1])
    Wait 10.00 seconds
    For each (Integer A) from 0 to 6, do (Actions)
      Loop - Actions
        Set VariableSet Neutral_Spawn_Locations[0] = (Center of Worgen_Spawn_Gilneas <gen>)
        Unit - Create 1.Worgen for Neutral Hostile at Neutral_Spawn_Locations[0] facing Default building facing degrees
        Custom script: call RemoveLocation(udg_Neutral_Spawn_Locations[0])
        Set VariableSet Neutral_Spawn_Locations[1] = (Center of Worgen_Spawn_Lost_Isles <gen>)
        Unit - Create 1.Worgen for Neutral Hostile at Neutral_Spawn_Locations[1] facing Default building facing degrees
        Custom script: call RemoveLocation(udg_Neutral_Spawn_Locations[1])
    Wait 10.00 seconds
    For each (Integer A) from 0 to 6, do (Actions)
      Loop - Actions
        Set VariableSet Neutral_Spawn_Locations[0] = (Center of Worgen_Spawn_Gilneas <gen>)
        Unit - Create 1.Worgen for Neutral Hostile at Neutral_Spawn_Locations[0] facing Default building facing degrees
        Custom script: call RemoveLocation(udg_Neutral_Spawn_Locations[0])
        Set VariableSet Neutral_Spawn_Locations[1] = (Center of Worgen_Spawn_Lost_Isles <gen>)
        Unit - Create 1.Worgen for Neutral Hostile at Neutral_Spawn_Locations[1] facing Default building facing degrees
        Custom script: call RemoveLocation(udg_Neutral_Spawn_Locations[1])
    Wait 10.00 seconds
    For each (Integer A) from 0 to 6, do (Actions)
      Loop - Actions
        Set VariableSet Neutral_Spawn_Locations[0] = (Center of Worgen_Spawn_Gilneas <gen>)
        Unit - Create 1.Worgen for Neutral Hostile at Neutral_Spawn_Locations[0] facing Default building facing degrees
        Custom script: call RemoveLocation(udg_Neutral_Spawn_Locations[0])
        Set VariableSet Neutral_Spawn_Locations[1] = (Center of Worgen_Spawn_Lost_Isles <gen>)
        Unit - Create 1.Worgen for Neutral Hostile at Neutral_Spawn_Locations[1] facing Default building facing degrees
        Custom script: call RemoveLocation(udg_Neutral_Spawn_Locations[1])
    -------- Spawn Boss --------
    Set VariableSet Neutral_Spawn_Locations[0] = (Center of Worgen_Spawn_Gilneas <gen>)
    Unit - Create 1.|cfff9bb00Greymane Champion|r for Neutral Hostile at Neutral_Spawn_Locations[0] facing Default building facing degrees
    Custom script: call RemoveLocation(udg_Neutral_Spawn_Locations[0])
    Set VariableSet Neutral_Spawn_Locations[1] = (Center of Worgen_Spawn_Lost_Isles <gen>)
    Unit - Create 1.|cfff9bb00Greymane Champion|r for Neutral Hostile at Neutral_Spawn_Locations[1] facing Default building facing degrees
    Custom script: call RemoveLocation(udg_Neutral_Spawn_Locations[1])
    Wait 30.00 seconds
    Trigger - Turn off Worgen_Storm_SFX <gen>
    Wait 40.00 seconds
    Trigger - Turn off Worgen_Movement_West_02 <gen>
    Trigger - Turn off Worgen_Movement_West_01 <gen>
    Trigger - Turn off Worgen_Movement_East <gen>
Worgen Storm SFX
  Events
    Time - Every 0.20 seconds of game time
  Conditions
  Actions
    Set VariableSet fire_sfx_point = (Random point in (Playable map area))
    Special Effect - Create a special effect at fire_sfx_point using war3mapImported\LightningWrath.mdx
    Special Effect - Destroy (Last created special effect)
    Unit - Cause Alliance Faction Master 0049 <gen> to damage circular area after 0 seconds of radius 300.00 at fire_sfx_point, dealing 100.00 damage of attack type Chaos and damage type Fire
    Unit - Cause Horde Faction Master 0050 <gen> to damage circular area after 0 seconds of radius 300.00 at fire_sfx_point, dealing 100.00 damage of attack type Chaos and damage type Fire
    Custom script: call RemoveLocation(udg_fire_sfx_point)
Hydra Attack
  Events
    Time - Elapsed game time is 1200.00 seconds
  Conditions
  Actions
    Game - Display to (All players) the text: [|cffffcc00Event:|r] The Deadly Hydra
    Trigger - Turn on Hydra_Boundary <gen>
    Cinematic - Ping minimap for (All players) at (Center of Hydra_Spawn <gen>) for 6.00 seconds
    Wait 2 seconds
    Game - Display to (All players) the text: A Hydra has been sighted in the top right pools. Defend yourselves!
    Unit - Create 1.Ancient Hydra for Neutral Hostile at (Center of Hydra_Spawn <gen>) facing Default building facing degrees
    Set VariableSet Hydra = (Last created unit)
Hydra Boundary
  Events
    Unit - A unit leaves Hydra_Region <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to Ancient Hydra
  Actions
    Unit - Order (Triggering unit) to Move To.(Random point in Hydra_Region <gen>)
Hydra End
  Events
    Unit - A unit Dies
  Conditions
    (Triggering unit) Equal to Hydra
  Actions
    Game - Display to (All players) the text: [|cffffcc00Event Complete:|r] "This Hydras Exterminated!"
    Trigger - Turn off Hydra_Boundary <gen>
Undead Invasion
  Events
    Time - Elapsed game time is 1600.00 seconds
  Conditions
  Actions
    Cinematic - Ping minimap for (All players) at (Center of Lick_King_Invasion_01 <gen>) for 6.00 seconds
    Cinematic - Ping minimap for (All players) at (Center of Lick_King_Invasion_02 <gen>) for 6.00 seconds
    Game - Display to (All players) the text: [|cffffcc00Event:|r] Undead Invasion
    Wait 2 seconds
    Game - Display to (All players) the text: The Lich King has sent his minions to destory Azeroth! Return to your base and prepare for the defense of your kingdom!
    Unit - Create 1 Portal for Neutral Passive at (Center of Lick_King_Invasion_01 <gen>) facing (Position of Horde Tactic HQ 0047 <gen>)
    Set VariableSet portal[0] = (Last created unit)
    Unit - Create 1 Portal for Neutral Passive at (Center of Lick_King_Invasion_02 <gen>) facing (Position of Alliance Weapon Storage 0048 <gen>)
    Set VariableSet portal[1] = (Last created unit)
    Wait 40.00 seconds
    -------- Spawn 01 --------
    For each (Integer A) from 0 to 1, do (Actions)
      Loop - Actions
        Set VariableSet Undead_Spawn_Locations[0] = (Center of Lick_King_Invasion_02 <gen>)
        Set VariableSet Undead_Spawn_Locations[1] = (Center of Lick_King_Invasion_01 <gen>)
        Unit - Create 4.Ghoul for Neutral Hostile at Undead_Spawn_Locations[(Integer A)] facing Default building facing degrees
        Custom script: call RemoveLocation(udg_Undead_Spawn_Locations[GetForLoopIndexA()])
        Set VariableSet Undead_Spawn_Locations[1] = (Center of Lick_King_Invasion_01 <gen>)
        Set VariableSet Undead_Spawn_Locations[0] = (Center of Lick_King_Invasion_02 <gen>)
        Unit - Create 2.Abomination for Neutral Hostile at Undead_Spawn_Locations[(Integer A)] facing Default building facing degrees
        Custom script: call RemoveLocation(udg_Undead_Spawn_Locations[GetForLoopIndexA()])
        Set VariableSet Undead_Spawn_Locations[1] = (Center of Lick_King_Invasion_01 <gen>)
        Set VariableSet Undead_Spawn_Locations[0] = (Center of Lick_King_Invasion_02 <gen>)
        Unit - Create 1.Crypt Fiend for Neutral Hostile at Undead_Spawn_Locations[(Integer A)] facing Default building facing degrees
        Custom script: call RemoveLocation(udg_Undead_Spawn_Locations[GetForLoopIndexA()])
    Wait 30.00 seconds
    -------- Spawn 02 --------
    For each (Integer A) from 0 to 1, do (Actions)
      Loop - Actions
        Set VariableSet Undead_Spawn_Locations[1] = (Center of Lick_King_Invasion_01 <gen>)
        Set VariableSet Undead_Spawn_Locations[0] = (Center of Lick_King_Invasion_02 <gen>)
        Unit - Create 6.Ghoul for Neutral Hostile at Undead_Spawn_Locations[(Integer A)] facing Default building facing degrees
        Custom script: call RemoveLocation(udg_Undead_Spawn_Locations[GetForLoopIndexA()])
        Set VariableSet Undead_Spawn_Locations[1] = (Center of Lick_King_Invasion_01 <gen>)
        Set VariableSet Undead_Spawn_Locations[0] = (Center of Lick_King_Invasion_02 <gen>)
        Unit - Create 2.Abomination for Neutral Hostile at Undead_Spawn_Locations[(Integer A)] facing Default building facing degrees
        Custom script: call RemoveLocation(udg_Undead_Spawn_Locations[GetForLoopIndexA()])
        Set VariableSet Undead_Spawn_Locations[1] = (Center of Lick_King_Invasion_01 <gen>)
        Set VariableSet Undead_Spawn_Locations[0] = (Center of Lick_King_Invasion_02 <gen>)
        Unit - Create 1.Crypt Fiend for Neutral Hostile at Undead_Spawn_Locations[(Integer A)] facing Default building facing degrees
        Custom script: call RemoveLocation(udg_Undead_Spawn_Locations[GetForLoopIndexA()])
    Wait 30.00 seconds
    -------- Spawn 03 --------
    For each (Integer A) from 0 to 1, do (Actions)
      Loop - Actions
        Set VariableSet Undead_Spawn_Locations[1] = (Center of Lick_King_Invasion_01 <gen>)
        Set VariableSet Undead_Spawn_Locations[0] = (Center of Lick_King_Invasion_02 <gen>)
        Unit - Create 6.Ghoul for Neutral Hostile at Undead_Spawn_Locations[(Integer A)] facing Default building facing degrees
        Custom script: call RemoveLocation(udg_Undead_Spawn_Locations[GetForLoopIndexA()])
        Set VariableSet Undead_Spawn_Locations[1] = (Center of Lick_King_Invasion_01 <gen>)
        Set VariableSet Undead_Spawn_Locations[0] = (Center of Lick_King_Invasion_02 <gen>)
        Unit - Create 2.Abomination for Neutral Hostile at Undead_Spawn_Locations[(Integer A)] facing Default building facing degrees
        Custom script: call RemoveLocation(udg_Undead_Spawn_Locations[GetForLoopIndexA()])
        Set VariableSet Undead_Spawn_Locations[1] = (Center of Lick_King_Invasion_01 <gen>)
        Set VariableSet Undead_Spawn_Locations[0] = (Center of Lick_King_Invasion_02 <gen>)
        Unit - Create 1.Crypt Fiend for Neutral Hostile at Undead_Spawn_Locations[(Integer A)] facing Default building facing degrees
        Custom script: call RemoveLocation(udg_Undead_Spawn_Locations[GetForLoopIndexA()])
    Wait 30.00 seconds
    -------- Spawn 04 --------
    For each (Integer A) from 0 to 1, do (Actions)
      Loop - Actions
        Set VariableSet Undead_Spawn_Locations[1] = (Center of Lick_King_Invasion_01 <gen>)
        Set VariableSet Undead_Spawn_Locations[0] = (Center of Lick_King_Invasion_02 <gen>)
        Unit - Create 6.Ghoul for Neutral Hostile at Undead_Spawn_Locations[(Integer A)] facing Default building facing degrees
        Custom script: call RemoveLocation(udg_Undead_Spawn_Locations[GetForLoopIndexA()])
        Set VariableSet Undead_Spawn_Locations[1] = (Center of Lick_King_Invasion_01 <gen>)
        Set VariableSet Undead_Spawn_Locations[0] = (Center of Lick_King_Invasion_02 <gen>)
        Unit - Create 2.Abomination for Neutral Hostile at Undead_Spawn_Locations[(Integer A)] facing Default building facing degrees
        Custom script: call RemoveLocation(udg_Undead_Spawn_Locations[GetForLoopIndexA()])
        Set VariableSet Undead_Spawn_Locations[1] = (Center of Lick_King_Invasion_01 <gen>)
        Set VariableSet Undead_Spawn_Locations[0] = (Center of Lick_King_Invasion_02 <gen>)
        Unit - Create 2.Crypt Fiend for Neutral Hostile at Undead_Spawn_Locations[(Integer A)] facing Default building facing degrees
        Custom script: call RemoveLocation(udg_Undead_Spawn_Locations[GetForLoopIndexA()])
    Wait 30.00 seconds
    -------- Spawn 05 --------
    For each (Integer A) from 0 to 1, do (Actions)
      Loop - Actions
        Set VariableSet Undead_Spawn_Locations[1] = (Center of Lick_King_Invasion_01 <gen>)
        Set VariableSet Undead_Spawn_Locations[0] = (Center of Lick_King_Invasion_02 <gen>)
        Unit - Create 6.Ghoul for Neutral Hostile at Undead_Spawn_Locations[(Integer A)] facing Default building facing degrees
        Custom script: call RemoveLocation(udg_Undead_Spawn_Locations[GetForLoopIndexA()])
        Set VariableSet Undead_Spawn_Locations[1] = (Center of Lick_King_Invasion_01 <gen>)
        Set VariableSet Undead_Spawn_Locations[0] = (Center of Lick_King_Invasion_02 <gen>)
        Unit - Create 2.Abomination for Neutral Hostile at Undead_Spawn_Locations[(Integer A)] facing Default building facing degrees
        Custom script: call RemoveLocation(udg_Undead_Spawn_Locations[GetForLoopIndexA()])
        Set VariableSet Undead_Spawn_Locations[1] = (Center of Lick_King_Invasion_01 <gen>)
        Set VariableSet Undead_Spawn_Locations[0] = (Center of Lick_King_Invasion_02 <gen>)
        Unit - Create 1.Crypt Fiend for Neutral Hostile at Undead_Spawn_Locations[(Integer A)] facing Default building facing degrees
        Custom script: call RemoveLocation(udg_Undead_Spawn_Locations[GetForLoopIndexA()])
        Set VariableSet Undead_Spawn_Locations[1] = (Center of Lick_King_Invasion_01 <gen>)
        Set VariableSet Undead_Spawn_Locations[0] = (Center of Lick_King_Invasion_02 <gen>)
        Unit - Create 1.The Lich King for Neutral Hostile at Undead_Spawn_Locations[(Integer A)] facing Default building facing degrees
        Custom script: call RemoveLocation(udg_Undead_Spawn_Locations[GetForLoopIndexA()])
    Wait 2.00 seconds
    Unit - Kill portal[0]
    Unit - Kill portal[1]
Undead Invasion West
  Events
    Unit - A unit enters Lick_King_Invasion_02 <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Neutral Hostile
  Actions
    Set VariableSet Base_Location[0] = (Center of Alliance_Town_Hall <gen>)
    Unit - Order (Triggering unit) to Attack-Move To.Base_Location[0]
    Custom script: call RemoveLocation(udg_Base_Location[0])
Undead Invasion East
  Events
    Unit - A unit enters Lick_King_Invasion_01 <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Neutral Hostile
  Actions
    Set VariableSet Base_Location[1] = (Center of Horde_Town_Hall <gen>)
    Unit - Order (Triggering unit) to Attack-Move To.Base_Location[1]
    Custom script: call RemoveLocation(udg_Base_Location[1])
Undead Invasion Movement
  Events
    Time - event_timer[1] expires
  Conditions
  Actions
Dwarven Assault
  Events
    Time - Elapsed game time is 2000.00 seconds
  Conditions
  Actions
    Destructible - Make Barricade 1231 <gen> Vulnerable
    Destructible - Make Barricade 1231 <gen> Vulnerable
    Destructible - Make Barricade 1231 <gen> Vulnerable
    Cinematic - Ping minimap for (All players) at (Center of Dwarf_01_Copy_8 <gen>) for 6.00 seconds
    Game - Display to (All players) the text: [|cffffcc00Event:|r] Dwarven Assault
    Unit - Create 1.Dwarf Rifleman for Neutral Hostile at (Center of Dwarf_01_Copy_3 <gen>) facing 316.00 degrees
    Unit - Create 1.Dwarf Warrior for Neutral Hostile at (Center of Dwarf_01_Copy_5 <gen>) facing 316.00 degrees
    Unit - Create 1.Dwarf Rifleman for Neutral Hostile at (Center of Dwarf_01_Copy_2 <gen>) facing 316.00 degrees
    Unit - Create 1.Dwarf Warrior for Neutral Hostile at (Center of Dwarf_01_Copy_7 <gen>) facing 316.00 degrees
    Unit - Create 1.Dwarf Rifleman for Neutral Hostile at (Center of Dwarf_01_Copy <gen>) facing 316.00 degrees
    Unit - Create 1.Dwarf Rifleman for Neutral Hostile at (Center of Dwarf_01 <gen>) facing 316.00 degrees
    Unit - Create 1.Champion Khaz'un for Neutral Hostile at (Center of Dwarf_01_Copy_8 <gen>) facing 316.00 degrees
    Unit - Change color of (Last created unit) to Red
    Unit - Change ownership of Control Point 0008 <gen> to Neutral Hostile and Change color
    Set VariableSet dwarf_boss = (Last created unit)
    Wait 2 seconds
    Game - Display to (All players) the text: Ironfist Dwarfs have set up camp in the centre regions! Slay their commander and his looted equipment may just turn the tide of battle for you.
Dwarven Boundary
  Events
    Unit - A unit leaves Dwarf_Region <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to Dwarf Warrior
    (Unit-type of (Triggering unit)) Equal to Champion Khaz'un
    (Unit-type of (Triggering unit)) Equal to Dwarf Rifleman
  Actions
    Unit - Order (Triggering unit) to Move To.(Center of Dwarf_01_Copy_8 <gen>)
Dwarven End
  Events
    Unit - A unit Dies
  Conditions
    (Triggering unit) Equal to dwarf_boss
  Actions
    Game - Display to (All players) the text: [|cffffcc00Event Complete:|r] "Eat Mortar, Eat Lead!"
Cataclysm Begin
  Events
    Time - Elapsed game time is 2600.00 seconds
  Conditions
  Actions
    Cinematic - Ping minimap for (All players) at (Center of Deathwing_Spawn <gen>) for 8.00 seconds
    Game - Display to (All players) the text: [|cffffcc00Event:|r] Cataclysm
    Wait 2 seconds
    Game - Display to (All players) the text: Doom has come to this world! Deathwing the Destroyer has begun his reign of terror. The world slowly crumbles apart as the dragon unleashes his power across Azeroth. Save this world by slaying him.
    Wait 5.00 seconds
    Trigger - Turn on Cataclysm_Fire_SFX <gen>
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Camera - Shake the camera for (Picked player) with magnitude 3
    Wait 5.00 seconds
    Environment - Set fog to style Linear, z-start 1200.00, z-end 6000.00, density 0 and color (50.00%, 50.00%, 100.00%)
    Wait 0.30 seconds
    Environment - Set fog to style Linear, z-start 1200.00, z-end 6000.00, density 0 and color (60.00%, 40.00%, 80.00%)
    Wait 0.30 seconds
    Environment - Set fog to style Linear, z-start 1200.00, z-end 6000.00, density 0 and color (70.00%, 30.00%, 50.00%)
    Wait 0.30 seconds
    Environment - Set fog to style Linear, z-start 1200.00, z-end 6000.00, density 0 and color (80.00%, 20.00%, 30.00%)
    Wait 0.30 seconds
    Environment - Set fog to style Linear, z-start 1200.00, z-end 6000.00, density 0 and color (90.00%, 15.00%, 23.00%)
    Wait 0.30 seconds
    Environment - Set fog to style Linear, z-start 1200.00, z-end 6000.00, density 0 and color (100%, 10.00%, 10.00%)
    Wait 0.30 seconds
    Unit - Create 1.|cfff9ae00Deathwing the Destroyer|r for Neutral Hostile at (Center of Deathwing_Spawn <gen>) facing 185.00 degrees
    Set VariableSet Deathwing = (Last created unit)
    Unit - Change color of Deathwing to Red
    Animation - Play Deathwing's attack (animationname) animation
    Wait 3.00 seconds
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Camera - Stop swaying/shaking the camera for (Picked player).
Cataclysm Fire SFX
  Events
    Time - Every 0.20 seconds of game time
  Conditions
  Actions
    Set VariableSet fire_sfx_point = (Random point in (Playable map area))
    Special Effect - Create a special effect at fire_sfx_point using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
    Special Effect - Destroy (Last created special effect)
    Unit - Cause Deathwing to damage circular area after 0 seconds of radius 200.00 at fire_sfx_point, dealing 150.00 damage of attack type Chaos and damage type Fire
    Custom script: call RemoveLocation(udg_fire_sfx_point)
Cataclysm End
  Events
    Unit - A unit Dies
  Conditions
    (Triggering unit) Equal to Deathwing
  Actions
    Game - Display to (All players) the text: [|cffffcc00Event Complete:|r] It cannot be...
    Trigger - Turn off Cataclysm_Fire_SFX <gen>
    Wait 3.00 seconds
    Environment - Set fog to style Linear, z-start 1200.00, z-end 6000.00, density 0 and color (100%, 10.00%, 10.00%)
    Wait 0.30 seconds
    Environment - Set fog to style Linear, z-start 1200.00, z-end 6000.00, density 0 and color (90.00%, 15.00%, 23.00%)
    Wait 0.30 seconds
    Environment - Set fog to style Linear, z-start 1200.00, z-end 6000.00, density 0 and color (80.00%, 20.00%, 30.00%)
    Wait 0.30 seconds
    Environment - Set fog to style Linear, z-start 1200.00, z-end 6000.00, density 0 and color (70.00%, 30.00%, 50.00%)
    Wait 0.30 seconds
    Environment - Set fog to style Linear, z-start 1200.00, z-end 6000.00, density 0 and color (60.00%, 40.00%, 80.00%)
    Wait 0.30 seconds
    Environment - Set fog to style Linear, z-start 1200.00, z-end 6000.00, density 0 and color (50.00%, 50.00%, 100.00%)
Hydra
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Triggering unit)) Equal to Ancient Hydra
  Actions
    Set VariableSet random = (Random integer number between 1 and 2)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        random Equal to 1
      Then - Actions
        Item - Create |cffe60000Scarlet Armour|r at (Position of (Triggering unit))
      Else - Actions
        Item - Create |cff01e4c8Aquarius Armour|r at (Position of (Triggering unit))
    Hero - Give (Last created item) to (Killing unit)
Worgen
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Triggering unit)) Equal to |cfff9bb00Greymane Champion|r
  Actions
    Item - Create |cff747474Worgen Claws|r at (Position of (Triggering unit))
    Hero - Give (Last created item) to (Killing unit)
Dwarfs
  Events
    Unit - A unit Dies
  Conditions
    (Triggering unit) Equal to dwarf_boss
  Actions
    Set VariableSet random = (Random integer number between 1 and 2)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        random Equal to 1
      Then - Actions
        Item - Create |cffe29a03Bronzebeard Armour|r at (Position of (Triggering unit))
      Else - Actions
        Item - Create |cffe29a03Bronzebeard Hammer|r at (Position of (Triggering unit))
    Hero - Give (Last created item) to (Killing unit)
Infernals
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Triggering unit)) Equal to Infernal
  Actions
    Set VariableSet random = (Random integer number between 1 and 2)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        random Equal to 1
      Then - Actions
        Item - Create |cffeafe7aInfernal Ring|r at (Position of (Triggering unit))
      Else - Actions
    Hero - Give (Last created item) to (Killing unit)
Pirate Ship
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Triggering unit)) Equal to Pirate Flag Ship
  Actions
    Item - Create |cfffcd04bPirate Medallion|r at (Position of (Triggering unit))
    Hero - Give (Last created item) to (Killing unit)
Pirate Captain
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Triggering unit)) Equal to Pirate Captain
  Actions
    Set VariableSet random = (Random integer number between 1 and 2)
    Item - Create |cfffcd04bSpyglass|r at (Position of (Triggering unit))
    Hero - Give (Last created item) to (Killing unit)
Lich King
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Triggering unit)) Equal to The Lich King
  Actions
    Item - Create |cff8b53ffBlade of Darkness|r at (Position of (Triggering unit))
    Hero - Give (Last created item) to (Killing unit)
Deathwing
  Events
    Unit - A unit Dies
  Conditions
    (Triggering unit) Equal to Deathwing
  Actions
    Item - Create |cff8b53ffHeart of Fire|r at (Position of (Triggering unit))
    Hero - Give (Last created item) to (Killing unit)
Player Leaves
  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
  Conditions
  Actions
    Game - Display to (All players) the text: (Player + ((Name of (Triggering player)) + has abandoned the fight!))
    Unit Group - Pick every unit in (Units owned by (Triggering player).) and do (Actions)
      Loop - Actions
        Unit - Remove (Picked unit) from the game
    Player - Set name of (Triggering player) to (|cff4e504b + (player_name_raw[(Player number of (Triggering player))] + |r))
Gold Interim
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    Player Group - Pick every player in all_players and do (Actions)
      Loop - Actions
        Player - Set (Picked player).Current gold to (((Picked player) Current gold) + 1)
Alliance Royal Guards
  Events
    Unit - A unit Sells an item (from shop)
  Conditions
    (Item-type of (Sold Item)) Equal to Summon Royal Guards - [|cfffdc400Alliance|r]
  Actions
    Game - Display to (All players) the text: The |cff429b7aAlliance|r has sent its Royal Guards into combat
    Set VariableSet royal_guards_alliance = True
Alliance Range
  Events
    Unit - A unit Sells an item (from shop)
  Conditions
    (Item-type of (Sold Item)) Equal to Upgrade Range - [|cfffdc400Alliance|r]
  Actions
    Game - Display to (All players) the text: The |cff429b7aAlliance|r has researched the range upgrade
    Player - Set the current research level of Rhri (techcode) to 1 for Player 11 (Dark Green)
    Neutral Building - Remove Upgrade Range - [|cfffdc400Alliance|r] from Alliance Tactic HQ 0038 <gen>
Alliance Casters
  Events
    Unit - A unit Sells an item (from shop)
  Conditions
    (Item-type of (Sold Item)) Equal to Upgrade Spellcasters - [|cfffdc400Alliance|r]
  Actions
    Game - Display to (All players) the text: The |cff429b7aAlliance|r has upgraded their spellcasters
    Player - Set the current research level of Rhpt (techcode) to ((Current research level of Rhpt (techcode) for Player 11 (Dark Green)) + 1) for Player 11 (Dark Green)
    Neutral Building - Remove Upgrade Spellcasters - [|cfffdc400Alliance|r] from Alliance Tactic HQ 0038 <gen>
Alliance Aim
  Events
    Unit - A unit Sells an item (from shop)
  Conditions
    (Item-type of (Sold Item)) Equal to Research Aim - [|cfffdc400Alliance|r]
  Actions
    Game - Display to (All players) the text: The |cff429b7aAlliance|r researched Aim for their Hunters
    Player - Set the current research level of R003 (techcode) to ((Current research level of R003 (techcode) for Player 11 (Dark Green)) + 1) for Player 11 (Dark Green)
    Neutral Building - Remove Research Aim - [|cfffdc400Alliance|r] from Alliance Tactic HQ 0038 <gen>
Alliance Bash
  Events
    Unit - A unit Sells an item (from shop)
  Conditions
    (Item-type of (Sold Item)) Equal to Research Bash - [|cfffdc400Alliance|r]
  Actions
    Game - Display to (All players) the text: The |cff429b7aAlliance|r have researched Bash for their Footmen
    Player - Set the current research level of R002 (techcode) to ((Current research level of R002 (techcode) for Player 11 (Dark Green)) + 1) for Player 11 (Dark Green)
    Neutral Building - Remove Research Bash - [|cfffdc400Alliance|r] from Alliance Tactic HQ 0038 <gen>
Horde Royal Guards
  Events
    Unit - A unit Sells an item (from shop)
  Conditions
    (Item-type of (Sold Item)) Equal to Summon Royal Guards - [|cfffdc400Horde|r]
  Actions
    Game - Display to (All players) the text: The |cffdd7400Horde|r has sent its Royal Guards into combat
    Set VariableSet royal_guards_horde = True
Horde Range
  Events
    Unit - A unit Sells an item (from shop)
  Conditions
    (Item-type of (Sold Item)) Equal to Upgrade Range - [|cfffdc400Horde|r]
  Actions
    Game - Display to (All players) the text: The |cffdd7400Horde|r has researched the range upgrade
    Player - Set the current research level of Rhri (techcode) to 1 for Player 12 (Brown)
    Neutral Building - Remove Upgrade Range - [|cfffdc400Horde|r] from Horde Tactic HQ 0047 <gen>
Horde Casters
  Events
    Unit - A unit Sells an item (from shop)
  Conditions
    (Item-type of (Sold Item)) Equal to Upgrade Spellcasters - [|cfffdc400Horde|r]
  Actions
    Game - Display to (All players) the text: The |cffdd7400Horde|r has upgraded their spellcasters
    Player - Set the current research level of Rhpt (techcode) to ((Current research level of Rhpt (techcode) for Player 12 (Brown)) + 1) for Player 12 (Brown)
    Neutral Building - Remove Upgrade Spellcasters - [|cfffdc400Horde|r] from Horde Tactic HQ 0047 <gen>
Horde Aim
  Events
    Unit - A unit Sells an item (from shop)
  Conditions
    (Item-type of (Sold Item)) Equal to Research Aim - [|cfffdc400Horde|r]
  Actions
    Game - Display to (All players) the text: The |cffdd7400Horde|r has researched Aim for their Hunters
    Player - Set the current research level of R003 (techcode) to ((Current research level of R003 (techcode) for Player 12 (Brown)) + 1) for Player 12 (Brown)
    Neutral Building - Remove Research Aim - [|cfffdc400Horde|r] from Horde Tactic HQ 0047 <gen>
Horde Bash
  Events
    Unit - A unit Sells an item (from shop)
  Conditions
    (Item-type of (Sold Item)) Equal to Research Bash - [|cfffdc400Horde|r]
  Actions
    Game - Display to (All players) the text: The |cffdd7400Horde|r has researched Bash for their Grunts
    Player - Set the current research level of R002 (techcode) to ((Current research level of R002 (techcode) for Player 12 (Brown)) + 1) for Player 12 (Brown)
    Neutral Building - Remove Research Bash - [|cfffdc400Horde|r] from Horde Tactic HQ 0047 <gen>
Spawn Period 01
  Events
    Time - spawn_timer[0] expires
  Conditions
  Actions
    Trigger - Turn off Basic_Unit_Spawns <gen>
    Trigger - Turn on Medium_Unit_Spawns <gen>
    Set VariableSet current_spawn = 1
    Countdown Timer - Start spawn_timer[1] as a One-shot timer that will expire in 400.00 seconds
Spawn Period 02
  Events
    Time - spawn_timer[1] expires
  Conditions
  Actions
    Trigger - Turn off Medium_Unit_Spawns <gen>
    Trigger - Turn on Heavy_Unit_Spawns <gen>
    Set VariableSet current_spawn = 2
    Countdown Timer - Start spawn_timer[2] as a One-shot timer that will expire in 400.00 seconds
Spawn Period 03
  Events
    Time - spawn_timer[2] expires
  Conditions
  Actions
    Trigger - Turn off Heavy_Unit_Spawns <gen>
    Trigger - Turn on Epic_Unit_Spawns <gen>
    Set VariableSet current_spawn = 3
    Countdown Timer - Start spawn_timer[3] as a One-shot timer that will expire in 400.00 seconds
Spawn Period 04
  Events
    Time - spawn_timer[3] expires
  Conditions
  Actions
    Trigger - Turn off Epic_Unit_Spawns <gen>
    Trigger - Turn on Legendary_Unit_Spawns <gen>
    Set VariableSet current_spawn = 4
Basic Unit Spawns
  Events
    Time - Every 40.00 seconds of game time
  Conditions
  Actions
    -------- Spawn Tier One Units --------
    For each (Integer A) from 0 to 2, do (Actions)
      Loop - Actions
        Unit - Create 3.Horde Grunt for Player 12 (Brown) at Horde_Spawn_Locations[(Integer A)] facing Default building facing degrees
        Custom script: call RemoveLocation(udg_Horde_Spawn_Locations[GetForLoopIndexA()])
        Unit - Create 3.Alliance Footman for Player 11 (Dark Green) at Alliance_Spawn_Locations[(Integer A)] facing Default building facing degrees
        Custom script: call RemoveLocation(udg_Alliance_Spawn_Locations[GetForLoopIndexA()])
    Set VariableSet Horde_Spawn_Locations[0] = (Center of Unit_Spawn_01 <gen>)
    Set VariableSet Horde_Spawn_Locations[1] = (Center of Unit_Spawn_02 <gen>)
    Set VariableSet Horde_Spawn_Locations[2] = (Center of Unit_Spawn_03 <gen>)
    Set VariableSet Alliance_Spawn_Locations[0] = (Center of Unit_Spawn_04 <gen>)
    Set VariableSet Alliance_Spawn_Locations[1] = (Center of Unit_Spawn_05 <gen>)
    Set VariableSet Alliance_Spawn_Locations[2] = (Center of Unit_Spawn_06 <gen>)
    Wait 2.00 seconds
    -------- Spawn Royal Guards --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        royal_guards_alliance Equal to True
      Then - Actions
        Set VariableSet royal_guards_alliance = False
        For each (Integer A) from 0 to 2, do (Actions)
          Loop - Actions
            Unit - Create 1.Alliance Royal Guard for Player 11 (Dark Green) at Alliance_Spawn_Locations[(Integer A)] facing Default building facing degrees
            Custom script: call RemoveLocation(udg_Alliance_Spawn_Locations[GetForLoopIndexA()])
      Else - Actions
    Set VariableSet Horde_Spawn_Locations[0] = (Center of Unit_Spawn_01 <gen>)
    Set VariableSet Horde_Spawn_Locations[1] = (Center of Unit_Spawn_02 <gen>)
    Set VariableSet Horde_Spawn_Locations[2] = (Center of Unit_Spawn_03 <gen>)
    Set VariableSet Alliance_Spawn_Locations[0] = (Center of Unit_Spawn_04 <gen>)
    Set VariableSet Alliance_Spawn_Locations[1] = (Center of Unit_Spawn_05 <gen>)
    Set VariableSet Alliance_Spawn_Locations[2] = (Center of Unit_Spawn_06 <gen>)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        royal_guards_horde Equal to True
      Then - Actions
        Set VariableSet royal_guards_horde = False
        For each (Integer A) from 0 to 2, do (Actions)
          Loop - Actions
            Unit - Create 1.Horde Royal Guard for Player 12 (Brown) at Horde_Spawn_Locations[(Integer A)] facing Default building facing degrees
            Custom script: call RemoveLocation(udg_Horde_Spawn_Locations[GetForLoopIndexA()])
      Else - Actions
    Set VariableSet Horde_Spawn_Locations[0] = (Center of Unit_Spawn_01 <gen>)
    Set VariableSet Horde_Spawn_Locations[1] = (Center of Unit_Spawn_02 <gen>)
    Set VariableSet Horde_Spawn_Locations[2] = (Center of Unit_Spawn_03 <gen>)
    Set VariableSet Alliance_Spawn_Locations[0] = (Center of Unit_Spawn_04 <gen>)
    Set VariableSet Alliance_Spawn_Locations[1] = (Center of Unit_Spawn_05 <gen>)
    Set VariableSet Alliance_Spawn_Locations[2] = (Center of Unit_Spawn_06 <gen>)
    -------- Spawn Ranged Units --------
    For each (Integer A) from 0 to 2, do (Actions)
      Loop - Actions
        Unit - Create 1.Horde Archer for Player 12 (Brown) at Horde_Spawn_Locations[(Integer A)] facing Default building facing degrees
        Custom script: call RemoveLocation(udg_Horde_Spawn_Locations[GetForLoopIndexA()])
        Unit - Create 1.Alliance Archer for Player 11 (Dark Green) at Alliance_Spawn_Locations[(Integer A)] facing Default building facing degrees
        Custom script: call RemoveLocation(udg_Alliance_Spawn_Locations[GetForLoopIndexA()])
    Set VariableSet Horde_Spawn_Locations[0] = (Center of Unit_Spawn_01 <gen>)
    Set VariableSet Horde_Spawn_Locations[1] = (Center of Unit_Spawn_02 <gen>)
    Set VariableSet Horde_Spawn_Locations[2] = (Center of Unit_Spawn_03 <gen>)
    Set VariableSet Alliance_Spawn_Locations[0] = (Center of Unit_Spawn_04 <gen>)
    Set VariableSet Alliance_Spawn_Locations[1] = (Center of Unit_Spawn_05 <gen>)
    Set VariableSet Alliance_Spawn_Locations[2] = (Center of Unit_Spawn_06 <gen>)
Medium Unit Spawns
  Events
    Time - Every 40.00 seconds of game time
  Conditions
  Actions
    -------- Spawn Tier One Units --------
    For each (Integer A) from 0 to 2, do (Actions)
      Loop - Actions
        Unit - Create 3.Horde Grunt for Player 12 (Brown) at Horde_Spawn_Locations[(Integer A)] facing Default building facing degrees
        Custom script: call RemoveLocation(udg_Horde_Spawn_Locations[GetForLoopIndexA()])
        Unit - Create 3.Alliance Footman for Player 11 (Dark Green) at Alliance_Spawn_Locations[(Integer A)] facing Default building facing degrees
        Custom script: call RemoveLocation(udg_Alliance_Spawn_Locations[GetForLoopIndexA()])
    Set VariableSet Horde_Spawn_Locations[0] = (Center of Unit_Spawn_01 <gen>)
    Set VariableSet Horde_Spawn_Locations[1] = (Center of Unit_Spawn_02 <gen>)
    Set VariableSet Horde_Spawn_Locations[2] = (Center of Unit_Spawn_03 <gen>)
    Set VariableSet Alliance_Spawn_Locations[0] = (Center of Unit_Spawn_04 <gen>)
    Set VariableSet Alliance_Spawn_Locations[1] = (Center of Unit_Spawn_05 <gen>)
    Set VariableSet Alliance_Spawn_Locations[2] = (Center of Unit_Spawn_06 <gen>)
    -------- Spawn Mounted Units --------
    For each (Integer A) from 0 to 2, do (Actions)
      Loop - Actions
        Unit - Create 1.Horde Mount for Player 12 (Brown) at Horde_Spawn_Locations[(Integer A)] facing Default building facing degrees
        Custom script: call RemoveLocation(udg_Horde_Spawn_Locations[GetForLoopIndexA()])
        Unit - Create 1.Alliance Mount for Player 11 (Dark Green) at Alliance_Spawn_Locations[(Integer A)] facing Default building facing degrees
        Custom script: call RemoveLocation(udg_Alliance_Spawn_Locations[GetForLoopIndexA()])
    Set VariableSet Horde_Spawn_Locations[0] = (Center of Unit_Spawn_01 <gen>)
    Set VariableSet Horde_Spawn_Locations[1] = (Center of Unit_Spawn_02 <gen>)
    Set VariableSet Horde_Spawn_Locations[2] = (Center of Unit_Spawn_03 <gen>)
    Set VariableSet Alliance_Spawn_Locations[0] = (Center of Unit_Spawn_04 <gen>)
    Set VariableSet Alliance_Spawn_Locations[1] = (Center of Unit_Spawn_05 <gen>)
    Set VariableSet Alliance_Spawn_Locations[2] = (Center of Unit_Spawn_06 <gen>)
    Wait 2.00 seconds
    -------- Spawn Royal Guards --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        royal_guards_alliance Equal to True
      Then - Actions
        Set VariableSet royal_guards_alliance = False
        For each (Integer A) from 0 to 2, do (Actions)
          Loop - Actions
            Unit - Create 1.Alliance Royal Guard for Player 11 (Dark Green) at Alliance_Spawn_Locations[(Integer A)] facing Default building facing degrees
            Custom script: call RemoveLocation(udg_Alliance_Spawn_Locations[GetForLoopIndexA()])
      Else - Actions
    Set VariableSet Horde_Spawn_Locations[0] = (Center of Unit_Spawn_01 <gen>)
    Set VariableSet Horde_Spawn_Locations[1] = (Center of Unit_Spawn_02 <gen>)
    Set VariableSet Horde_Spawn_Locations[2] = (Center of Unit_Spawn_03 <gen>)
    Set VariableSet Alliance_Spawn_Locations[0] = (Center of Unit_Spawn_04 <gen>)
    Set VariableSet Alliance_Spawn_Locations[1] = (Center of Unit_Spawn_05 <gen>)
    Set VariableSet Alliance_Spawn_Locations[2] = (Center of Unit_Spawn_06 <gen>)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        royal_guards_horde Equal to True
      Then - Actions
        Set VariableSet royal_guards_horde = False
        For each (Integer A) from 0 to 2, do (Actions)
          Loop - Actions
            Unit - Create 1.Horde Royal Guard for Player 12 (Brown) at Horde_Spawn_Locations[(Integer A)] facing Default building facing degrees
            Custom script: call RemoveLocation(udg_Horde_Spawn_Locations[GetForLoopIndexA()])
      Else - Actions
    Set VariableSet Horde_Spawn_Locations[0] = (Center of Unit_Spawn_01 <gen>)
    Set VariableSet Horde_Spawn_Locations[1] = (Center of Unit_Spawn_02 <gen>)
    Set VariableSet Horde_Spawn_Locations[2] = (Center of Unit_Spawn_03 <gen>)
    Set VariableSet Alliance_Spawn_Locations[0] = (Center of Unit_Spawn_04 <gen>)
    Set VariableSet Alliance_Spawn_Locations[1] = (Center of Unit_Spawn_05 <gen>)
    Set VariableSet Alliance_Spawn_Locations[2] = (Center of Unit_Spawn_06 <gen>)
    -------- Spawn Ranged Units --------
    For each (Integer A) from 0 to 2, do (Actions)
      Loop - Actions
        Unit - Create 1.Horde Archer for Player 12 (Brown) at Horde_Spawn_Locations[(Integer A)] facing Default building facing degrees
        Custom script: call RemoveLocation(udg_Horde_Spawn_Locations[GetForLoopIndexA()])
        Unit - Create 1.Alliance Archer for Player 11 (Dark Green) at Alliance_Spawn_Locations[(Integer A)] facing Default building facing degrees
        Custom script: call RemoveLocation(udg_Alliance_Spawn_Locations[GetForLoopIndexA()])
    Set VariableSet Horde_Spawn_Locations[0] = (Center of Unit_Spawn_01 <gen>)
    Set VariableSet Horde_Spawn_Locations[1] = (Center of Unit_Spawn_02 <gen>)
    Set VariableSet Horde_Spawn_Locations[2] = (Center of Unit_Spawn_03 <gen>)
    Set VariableSet Alliance_Spawn_Locations[0] = (Center of Unit_Spawn_04 <gen>)
    Set VariableSet Alliance_Spawn_Locations[1] = (Center of Unit_Spawn_05 <gen>)
    Set VariableSet Alliance_Spawn_Locations[2] = (Center of Unit_Spawn_06 <gen>)
Heavy Unit Spawns
  Events
    Time - Every 40.00 seconds of game time
  Conditions
  Actions
    -------- Spawn Tier One Units --------
    For each (Integer A) from 0 to 2, do (Actions)
      Loop - Actions
        Unit - Create 3.Horde Grunt for Player 12 (Brown) at Horde_Spawn_Locations[(Integer A)] facing Default building facing degrees
        Custom script: call RemoveLocation(udg_Horde_Spawn_Locations[GetForLoopIndexA()])
        Unit - Create 3.Alliance Footman for Player 11 (Dark Green) at Alliance_Spawn_Locations[(Integer A)] facing Default building facing degrees
        Custom script: call RemoveLocation(udg_Alliance_Spawn_Locations[GetForLoopIndexA()])
    Set VariableSet Horde_Spawn_Locations[0] = (Center of Unit_Spawn_01 <gen>)
    Set VariableSet Horde_Spawn_Locations[1] = (Center of Unit_Spawn_02 <gen>)
    Set VariableSet Horde_Spawn_Locations[2] = (Center of Unit_Spawn_03 <gen>)
    Set VariableSet Alliance_Spawn_Locations[0] = (Center of Unit_Spawn_04 <gen>)
    Set VariableSet Alliance_Spawn_Locations[1] = (Center of Unit_Spawn_05 <gen>)
    Set VariableSet Alliance_Spawn_Locations[2] = (Center of Unit_Spawn_06 <gen>)
    -------- Spawn Mounted Units --------
    For each (Integer A) from 0 to 2, do (Actions)
      Loop - Actions
        Unit - Create 1.Horde Mount for Player 12 (Brown) at Horde_Spawn_Locations[(Integer A)] facing Default building facing degrees
        Custom script: call RemoveLocation(udg_Horde_Spawn_Locations[GetForLoopIndexA()])
        Unit - Create 1.Alliance Mount for Player 11 (Dark Green) at Alliance_Spawn_Locations[(Integer A)] facing Default building facing degrees
        Custom script: call RemoveLocation(udg_Alliance_Spawn_Locations[GetForLoopIndexA()])
    Set VariableSet Horde_Spawn_Locations[0] = (Center of Unit_Spawn_01 <gen>)
    Set VariableSet Horde_Spawn_Locations[1] = (Center of Unit_Spawn_02 <gen>)
    Set VariableSet Horde_Spawn_Locations[2] = (Center of Unit_Spawn_03 <gen>)
    Set VariableSet Alliance_Spawn_Locations[0] = (Center of Unit_Spawn_04 <gen>)
    Set VariableSet Alliance_Spawn_Locations[1] = (Center of Unit_Spawn_05 <gen>)
    Set VariableSet Alliance_Spawn_Locations[2] = (Center of Unit_Spawn_06 <gen>)
    Wait 2.00 seconds
    -------- Spawn Royal Guards --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        royal_guards_alliance Equal to True
      Then - Actions
        Set VariableSet royal_guards_alliance = False
        For each (Integer A) from 0 to 2, do (Actions)
          Loop - Actions
            Unit - Create 1.Alliance Royal Guard for Player 11 (Dark Green) at Alliance_Spawn_Locations[(Integer A)] facing Default building facing degrees
            Custom script: call RemoveLocation(udg_Alliance_Spawn_Locations[GetForLoopIndexA()])
      Else - Actions
    Set VariableSet Horde_Spawn_Locations[0] = (Center of Unit_Spawn_01 <gen>)
    Set VariableSet Horde_Spawn_Locations[1] = (Center of Unit_Spawn_02 <gen>)
    Set VariableSet Horde_Spawn_Locations[2] = (Center of Unit_Spawn_03 <gen>)
    Set VariableSet Alliance_Spawn_Locations[0] = (Center of Unit_Spawn_04 <gen>)
    Set VariableSet Alliance_Spawn_Locations[1] = (Center of Unit_Spawn_05 <gen>)
    Set VariableSet Alliance_Spawn_Locations[2] = (Center of Unit_Spawn_06 <gen>)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        royal_guards_horde Equal to True
      Then - Actions
        Set VariableSet royal_guards_horde = False
        For each (Integer A) from 0 to 2, do (Actions)
          Loop - Actions
            Unit - Create 1.Horde Royal Guard for Player 12 (Brown) at Horde_Spawn_Locations[(Integer A)] facing Default building facing degrees
            Custom script: call RemoveLocation(udg_Horde_Spawn_Locations[GetForLoopIndexA()])
      Else - Actions
    Set VariableSet Horde_Spawn_Locations[0] = (Center of Unit_Spawn_01 <gen>)
    Set VariableSet Horde_Spawn_Locations[1] = (Center of Unit_Spawn_02 <gen>)
    Set VariableSet Horde_Spawn_Locations[2] = (Center of Unit_Spawn_03 <gen>)
    Set VariableSet Alliance_Spawn_Locations[0] = (Center of Unit_Spawn_04 <gen>)
    Set VariableSet Alliance_Spawn_Locations[1] = (Center of Unit_Spawn_05 <gen>)
    Set VariableSet Alliance_Spawn_Locations[2] = (Center of Unit_Spawn_06 <gen>)
    -------- Spawn Ranged Units --------
    For each (Integer A) from 0 to 2, do (Actions)
      Loop - Actions
        Unit - Create 1.Horde Archer for Player 12 (Brown) at Horde_Spawn_Locations[(Integer A)] facing Default building facing degrees
        Custom script: call RemoveLocation(udg_Horde_Spawn_Locations[GetForLoopIndexA()])
        Unit - Create 1.Alliance Archer for Player 11 (Dark Green) at Alliance_Spawn_Locations[(Integer A)] facing Default building facing degrees
        Custom script: call RemoveLocation(udg_Alliance_Spawn_Locations[GetForLoopIndexA()])
    Set VariableSet Horde_Spawn_Locations[0] = (Center of Unit_Spawn_01 <gen>)
    Set VariableSet Horde_Spawn_Locations[1] = (Center of Unit_Spawn_02 <gen>)
    Set VariableSet Horde_Spawn_Locations[2] = (Center of Unit_Spawn_03 <gen>)
    Set VariableSet Alliance_Spawn_Locations[0] = (Center of Unit_Spawn_04 <gen>)
    Set VariableSet Alliance_Spawn_Locations[1] = (Center of Unit_Spawn_05 <gen>)
    Set VariableSet Alliance_Spawn_Locations[2] = (Center of Unit_Spawn_06 <gen>)
    -------- Spawn Caster Units --------
    For each (Integer A) from 0 to 2, do (Actions)
      Loop - Actions
        Unit - Create 1.Horde Spellcaster for Player 12 (Brown) at Horde_Spawn_Locations[(Integer A)] facing Default building facing degrees
        Custom script: call RemoveLocation(udg_Horde_Spawn_Locations[GetForLoopIndexA()])
        Unit - Create 1.Alliance Spellcaster for Player 11 (Dark Green) at Alliance_Spawn_Locations[(Integer A)] facing Default building facing degrees
        Custom script: call RemoveLocation(udg_Alliance_Spawn_Locations[GetForLoopIndexA()])
    Set VariableSet Horde_Spawn_Locations[0] = (Center of Unit_Spawn_01 <gen>)
    Set VariableSet Horde_Spawn_Locations[1] = (Center of Unit_Spawn_02 <gen>)
    Set VariableSet Horde_Spawn_Locations[2] = (Center of Unit_Spawn_03 <gen>)
    Set VariableSet Alliance_Spawn_Locations[0] = (Center of Unit_Spawn_04 <gen>)
    Set VariableSet Alliance_Spawn_Locations[1] = (Center of Unit_Spawn_05 <gen>)
    Set VariableSet Alliance_Spawn_Locations[2] = (Center of Unit_Spawn_06 <gen>)
Epic Unit Spawns
  Events
    Time - Every 40.00 seconds of game time
  Conditions
  Actions
    -------- Spawn Tier One Units --------
    For each (Integer A) from 0 to 2, do (Actions)
      Loop - Actions
        Unit - Create 3.Horde Grunt for Player 12 (Brown) at Horde_Spawn_Locations[(Integer A)] facing Default building facing degrees
        Custom script: call RemoveLocation(udg_Horde_Spawn_Locations[GetForLoopIndexA()])
        Unit - Create 3.Alliance Footman for Player 11 (Dark Green) at Alliance_Spawn_Locations[(Integer A)] facing Default building facing degrees
        Custom script: call RemoveLocation(udg_Alliance_Spawn_Locations[GetForLoopIndexA()])
    Set VariableSet Horde_Spawn_Locations[0] = (Center of Unit_Spawn_01 <gen>)
    Set VariableSet Horde_Spawn_Locations[1] = (Center of Unit_Spawn_02 <gen>)
    Set VariableSet Horde_Spawn_Locations[2] = (Center of Unit_Spawn_03 <gen>)
    Set VariableSet Alliance_Spawn_Locations[0] = (Center of Unit_Spawn_04 <gen>)
    Set VariableSet Alliance_Spawn_Locations[1] = (Center of Unit_Spawn_05 <gen>)
    Set VariableSet Alliance_Spawn_Locations[2] = (Center of Unit_Spawn_06 <gen>)
    -------- Spawn Mounted Units --------
    For each (Integer A) from 0 to 2, do (Actions)
      Loop - Actions
        Unit - Create 1.Horde Mount for Player 12 (Brown) at Horde_Spawn_Locations[(Integer A)] facing Default building facing degrees
        Custom script: call RemoveLocation(udg_Horde_Spawn_Locations[GetForLoopIndexA()])
        Unit - Create 1.Alliance Mount for Player 11 (Dark Green) at Alliance_Spawn_Locations[(Integer A)] facing Default building facing degrees
        Custom script: call RemoveLocation(udg_Alliance_Spawn_Locations[GetForLoopIndexA()])
    Set VariableSet Horde_Spawn_Locations[0] = (Center of Unit_Spawn_01 <gen>)
    Set VariableSet Horde_Spawn_Locations[1] = (Center of Unit_Spawn_02 <gen>)
    Set VariableSet Horde_Spawn_Locations[2] = (Center of Unit_Spawn_03 <gen>)
    Set VariableSet Alliance_Spawn_Locations[0] = (Center of Unit_Spawn_04 <gen>)
    Set VariableSet Alliance_Spawn_Locations[1] = (Center of Unit_Spawn_05 <gen>)
    Set VariableSet Alliance_Spawn_Locations[2] = (Center of Unit_Spawn_06 <gen>)
    Wait 2.00 seconds
    -------- Spawn Royal Guards --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        royal_guards_alliance Equal to True
      Then - Actions
        Set VariableSet royal_guards_alliance = False
        For each (Integer A) from 0 to 2, do (Actions)
          Loop - Actions
            Unit - Create 1.Alliance Royal Guard for Player 11 (Dark Green) at Alliance_Spawn_Locations[(Integer A)] facing Default building facing degrees
            Custom script: call RemoveLocation(udg_Alliance_Spawn_Locations[GetForLoopIndexA()])
      Else - Actions
    Set VariableSet Horde_Spawn_Locations[0] = (Center of Unit_Spawn_01 <gen>)
    Set VariableSet Horde_Spawn_Locations[1] = (Center of Unit_Spawn_02 <gen>)
    Set VariableSet Horde_Spawn_Locations[2] = (Center of Unit_Spawn_03 <gen>)
    Set VariableSet Alliance_Spawn_Locations[0] = (Center of Unit_Spawn_04 <gen>)
    Set VariableSet Alliance_Spawn_Locations[1] = (Center of Unit_Spawn_05 <gen>)
    Set VariableSet Alliance_Spawn_Locations[2] = (Center of Unit_Spawn_06 <gen>)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        royal_guards_horde Equal to True
      Then - Actions
        Set VariableSet royal_guards_horde = False
        For each (Integer A) from 0 to 2, do (Actions)
          Loop - Actions
            Unit - Create 1.Horde Royal Guard for Player 12 (Brown) at Horde_Spawn_Locations[(Integer A)] facing Default building facing degrees
            Custom script: call RemoveLocation(udg_Horde_Spawn_Locations[GetForLoopIndexA()])
      Else - Actions
    Set VariableSet Horde_Spawn_Locations[0] = (Center of Unit_Spawn_01 <gen>)
    Set VariableSet Horde_Spawn_Locations[1] = (Center of Unit_Spawn_02 <gen>)
    Set VariableSet Horde_Spawn_Locations[2] = (Center of Unit_Spawn_03 <gen>)
    Set VariableSet Alliance_Spawn_Locations[0] = (Center of Unit_Spawn_04 <gen>)
    Set VariableSet Alliance_Spawn_Locations[1] = (Center of Unit_Spawn_05 <gen>)
    Set VariableSet Alliance_Spawn_Locations[2] = (Center of Unit_Spawn_06 <gen>)
    -------- Spawn Ranged Units --------
    For each (Integer A) from 0 to 2, do (Actions)
      Loop - Actions
        Unit - Create 1.Horde Archer for Player 12 (Brown) at Horde_Spawn_Locations[(Integer A)] facing Default building facing degrees
        Custom script: call RemoveLocation(udg_Horde_Spawn_Locations[GetForLoopIndexA()])
        Unit - Create 1.Horde Hunter for Player 12 (Brown) at Horde_Spawn_Locations[(Integer A)] facing Default building facing degrees
        Custom script: call RemoveLocation(udg_Horde_Spawn_Locations[GetForLoopIndexA()])
        Unit - Create 1.Alliance Archer for Player 11 (Dark Green) at Alliance_Spawn_Locations[(Integer A)] facing Default building facing degrees
        Custom script: call RemoveLocation(udg_Alliance_Spawn_Locations[GetForLoopIndexA()])
        Unit - Create 1.Alliance Hunter for Player 11 (Dark Green) at Alliance_Spawn_Locations[(Integer A)] facing Default building facing degrees
        Custom script: call RemoveLocation(udg_Alliance_Spawn_Locations[GetForLoopIndexA()])
    Set VariableSet Horde_Spawn_Locations[0] = (Center of Unit_Spawn_01 <gen>)
    Set VariableSet Horde_Spawn_Locations[1] = (Center of Unit_Spawn_02 <gen>)
    Set VariableSet Horde_Spawn_Locations[2] = (Center of Unit_Spawn_03 <gen>)
    Set VariableSet Alliance_Spawn_Locations[0] = (Center of Unit_Spawn_04 <gen>)
    Set VariableSet Alliance_Spawn_Locations[1] = (Center of Unit_Spawn_05 <gen>)
    Set VariableSet Alliance_Spawn_Locations[2] = (Center of Unit_Spawn_06 <gen>)
    -------- Spawn Caster Units --------
    For each (Integer A) from 0 to 2, do (Actions)
      Loop - Actions
        Unit - Create 1.Horde Spellcaster for Player 12 (Brown) at Horde_Spawn_Locations[(Integer A)] facing Default building facing degrees
        Custom script: call RemoveLocation(udg_Horde_Spawn_Locations[GetForLoopIndexA()])
        Unit - Create 1.Alliance Spellcaster for Player 11 (Dark Green) at Alliance_Spawn_Locations[(Integer A)] facing Default building facing degrees
        Custom script: call RemoveLocation(udg_Alliance_Spawn_Locations[GetForLoopIndexA()])
    Set VariableSet Horde_Spawn_Locations[0] = (Center of Unit_Spawn_01 <gen>)
    Set VariableSet Horde_Spawn_Locations[1] = (Center of Unit_Spawn_02 <gen>)
    Set VariableSet Horde_Spawn_Locations[2] = (Center of Unit_Spawn_03 <gen>)
    Set VariableSet Alliance_Spawn_Locations[0] = (Center of Unit_Spawn_04 <gen>)
    Set VariableSet Alliance_Spawn_Locations[1] = (Center of Unit_Spawn_05 <gen>)
    Set VariableSet Alliance_Spawn_Locations[2] = (Center of Unit_Spawn_06 <gen>)
Legendary Unit Spawns
  Events
    Time - Every 40.00 seconds of game time
  Conditions
  Actions
    -------- Spawn Tier One Units --------
    For each (Integer A) from 0 to 2, do (Actions)
      Loop - Actions
        Unit - Create 3.Horde Grunt for Player 12 (Brown) at Horde_Spawn_Locations[(Integer A)] facing Default building facing degrees
        Custom script: call RemoveLocation(udg_Horde_Spawn_Locations[GetForLoopIndexA()])
        Unit - Create 3.Alliance Footman for Player 11 (Dark Green) at Alliance_Spawn_Locations[(Integer A)] facing Default building facing degrees
        Custom script: call RemoveLocation(udg_Alliance_Spawn_Locations[GetForLoopIndexA()])
    Set VariableSet Horde_Spawn_Locations[0] = (Center of Unit_Spawn_01 <gen>)
    Set VariableSet Horde_Spawn_Locations[1] = (Center of Unit_Spawn_02 <gen>)
    Set VariableSet Horde_Spawn_Locations[2] = (Center of Unit_Spawn_03 <gen>)
    Set VariableSet Alliance_Spawn_Locations[0] = (Center of Unit_Spawn_04 <gen>)
    Set VariableSet Alliance_Spawn_Locations[1] = (Center of Unit_Spawn_05 <gen>)
    Set VariableSet Alliance_Spawn_Locations[2] = (Center of Unit_Spawn_06 <gen>)
    -------- Spawn Mounted Units --------
    For each (Integer A) from 0 to 2, do (Actions)
      Loop - Actions
        Unit - Create 2.Horde Mount for Player 12 (Brown) at Horde_Spawn_Locations[(Integer A)] facing Default building facing degrees
        Custom script: call RemoveLocation(udg_Horde_Spawn_Locations[GetForLoopIndexA()])
        Unit - Create 2.Alliance Mount for Player 11 (Dark Green) at Alliance_Spawn_Locations[(Integer A)] facing Default building facing degrees