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60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Trigger Viewer

(8)CftPEldreV2.19.w3x
Variables
Initialization
Melee Initialization
Game Information
Neutral Units
Ability
Destroyer
Druid of the Claw
Druid of the Talon
Gates
North East Main Gates Open
North East Main Gates Close
North East Side Gates Open
North East Side Gates Close
North West Main Gates Open
North West Main Gates Close
North West Side Gates Open
North West Side Gates Close
South East Main Gates Open
South East Main Gates Close
South East Side Gates Open
South East Side Gates Close
South West Main Gates Open
South West Main Gates Close
South West Side Gates Open
South West Side Gates Close
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
AllPlayers force No
NeutralUnitSpawn rect No
RandomHero integer Yes
RandomHeroSpawn rect Yes
Default melee game initialization for all players
Melee Initialization
  Events
    Map initialization
  Conditions
  Actions
    Melee Game - Use melee time of day (for all players)
    Melee Game - Limit Heroes to 1 per Hero-type (for all players)
    Melee Game - Give trained Heroes a Scroll of Town Portal (for all players)
    Melee Game - Set starting resources (for all players)
    Melee Game - Remove creeps and critters from used start locations (for all players)
    Melee Game - Run melee AI scripts (for computer players)
    Set AllPlayers = (All players)
    Player Group - Pick every player in AllPlayers and do (Actions)
      Loop - Actions
        Player - Limit training of Dread Knight to 1 for (Picked player)
        Player - Limit training of Far Seer to 1 for (Picked player)
        Player - Limit training of Matron to 1 for (Picked player)
        Player - Limit training of Monk to 1 for (Picked player)
        Player - Limit training of Pyromancer to 1 for (Picked player)
        Player - Limit training of Sage to 1 for (Picked player)
        Player - Limit training of Thunder King to 1 for (Picked player)
        Player - Limit training of Waterspeaker to 1 for (Picked player)
        Player - Limit training of Wrath Lord to 1 for (Picked player)
        Player - Limit training of Wrath Mage to 1 for (Picked player)
        Player - Make Fel Orc Grunt Unavailable for training/construction by (Picked player)
        Set RandomHero[(Player number of (Picked player))] = (Random integer number between 1 and 6)
        Set RandomHeroSpawn[(Player number of (Picked player))] = (Region centered at ((Picked player) start location) with size (1.00, 1.00))
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Race of (Picked player)) Equal to Human
          Then - Actions
            Melee Game - Create Human starting units for (Picked player) at ((Picked player) start location) (Exclude Heroes)
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Use random heroes is set) Equal to True
              Then - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    RandomHero[(Player number of (Picked player))] Equal to 1
                  Then - Actions
                    Unit - Create 1 Sage for (Picked player) at (Center of RandomHeroSpawn[(Player number of (Picked player))]) facing Default building facing degrees
                  Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    RandomHero[(Player number of (Picked player))] Equal to 2
                  Then - Actions
                    Unit - Create 1 Paragon for (Picked player) at (Center of RandomHeroSpawn[(Player number of (Picked player))]) facing Default building facing degrees
                  Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    RandomHero[(Player number of (Picked player))] Equal to 3
                  Then - Actions
                    Unit - Create 1 Thunder King for (Picked player) at (Center of RandomHeroSpawn[(Player number of (Picked player))]) facing Default building facing degrees
                  Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    RandomHero[(Player number of (Picked player))] Equal to 4
                  Then - Actions
                    Unit - Create 1 Waterspeaker for (Picked player) at (Center of RandomHeroSpawn[(Player number of (Picked player))]) facing Default building facing degrees
                  Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    RandomHero[(Player number of (Picked player))] Equal to 5
                  Then - Actions
                    Unit - Create 1 Brewmaster for (Picked player) at (Center of RandomHeroSpawn[(Player number of (Picked player))]) facing Default building facing degrees
                  Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    RandomHero[(Player number of (Picked player))] Equal to 6
                  Then - Actions
                    Unit - Create 1 Monk for (Picked player) at (Center of RandomHeroSpawn[(Player number of (Picked player))]) facing Default building facing degrees
                  Else - Actions
              Else - Actions
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Race of (Picked player)) Equal to Orc
          Then - Actions
            Melee Game - Create Orc starting units for (Picked player) at ((Picked player) start location) (Exclude Heroes)
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Use random heroes is set) Equal to True
              Then - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    RandomHero[(Player number of (Picked player))] Equal to 1
                  Then - Actions
                    Unit - Create 1 Pyromancer for (Picked player) at (Center of RandomHeroSpawn[(Player number of (Picked player))]) facing Default building facing degrees
                  Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    RandomHero[(Player number of (Picked player))] Equal to 2
                  Then - Actions
                    Unit - Create 1 Far Seer for (Picked player) at (Center of RandomHeroSpawn[(Player number of (Picked player))]) facing Default building facing degrees
                  Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    RandomHero[(Player number of (Picked player))] Equal to 3
                  Then - Actions
                    Unit - Create 1 Chieftain for (Picked player) at (Center of RandomHeroSpawn[(Player number of (Picked player))]) facing Default building facing degrees
                  Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    RandomHero[(Player number of (Picked player))] Equal to 4
                  Then - Actions
                    Unit - Create 1 Blademaster for (Picked player) at (Center of RandomHeroSpawn[(Player number of (Picked player))]) facing Default building facing degrees
                  Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    RandomHero[(Player number of (Picked player))] Equal to 5
                  Then - Actions
                    Unit - Create 1 Alchemist for (Picked player) at (Center of RandomHeroSpawn[(Player number of (Picked player))]) facing Default building facing degrees
                  Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    RandomHero[(Player number of (Picked player))] Equal to 6
                  Then - Actions
                    Unit - Create 1 Shadow Hunter for (Picked player) at (Center of RandomHeroSpawn[(Player number of (Picked player))]) facing Default building facing degrees
                  Else - Actions
              Else - Actions
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Race of (Picked player)) Equal to Night Elf
          Then - Actions
            Melee Game - Create Night Elf starting units for (Picked player) at ((Picked player) start location) (Exclude Heroes)
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Use random heroes is set) Equal to True
              Then - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    RandomHero[(Player number of (Picked player))] Equal to 1
                  Then - Actions
                    Unit - Create 1 War Mage for (Picked player) at (Center of RandomHeroSpawn[(Player number of (Picked player))]) facing Default building facing degrees
                  Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    RandomHero[(Player number of (Picked player))] Equal to 2
                  Then - Actions
                    Unit - Create 1 Tinker for (Picked player) at (Center of RandomHeroSpawn[(Player number of (Picked player))]) facing Default building facing degrees
                  Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    RandomHero[(Player number of (Picked player))] Equal to 3
                  Then - Actions
                    Unit - Create 1 Beastmaster for (Picked player) at (Center of RandomHeroSpawn[(Player number of (Picked player))]) facing Default building facing degrees
                  Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    RandomHero[(Player number of (Picked player))] Equal to 4
                  Then - Actions
                    Unit - Create 1 Warden for (Picked player) at (Center of RandomHeroSpawn[(Player number of (Picked player))]) facing Default building facing degrees
                  Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    RandomHero[(Player number of (Picked player))] Equal to 5
                  Then - Actions
                    Unit - Create 1 Keeper of the Grove for (Picked player) at (Center of RandomHeroSpawn[(Player number of (Picked player))]) facing Default building facing degrees
                  Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    RandomHero[(Player number of (Picked player))] Equal to 6
                  Then - Actions
                    Unit - Create 1 Priestess of the Moon for (Picked player) at (Center of RandomHeroSpawn[(Player number of (Picked player))]) facing Default building facing degrees
                  Else - Actions
              Else - Actions
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Race of (Picked player)) Equal to Undead
          Then - Actions
            Melee Game - Create Undead starting units for (Picked player) at ((Picked player) start location) (Exclude Heroes)
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Use random heroes is set) Equal to True
              Then - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    RandomHero[(Player number of (Picked player))] Equal to 1
                  Then - Actions
                    Unit - Create 1 Dread Knight for (Picked player) at (Center of RandomHeroSpawn[(Player number of (Picked player))]) facing Default building facing degrees
                  Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    RandomHero[(Player number of (Picked player))] Equal to 2
                  Then - Actions
                    Unit - Create 1 Pit Lord for (Picked player) at (Center of RandomHeroSpawn[(Player number of (Picked player))]) facing Default building facing degrees
                  Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    RandomHero[(Player number of (Picked player))] Equal to 3
                  Then - Actions
                    Unit - Create 1 Matron for (Picked player) at (Center of RandomHeroSpawn[(Player number of (Picked player))]) facing Default building facing degrees
                  Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    RandomHero[(Player number of (Picked player))] Equal to 4
                  Then - Actions
                    Unit - Create 1 Dread Lord for (Picked player) at (Center of RandomHeroSpawn[(Player number of (Picked player))]) facing Default building facing degrees
                  Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    RandomHero[(Player number of (Picked player))] Equal to 5
                  Then - Actions
                    Unit - Create 1 Wrath Lord for (Picked player) at (Center of RandomHeroSpawn[(Player number of (Picked player))]) facing Default building facing degrees
                  Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    RandomHero[(Player number of (Picked player))] Equal to 6
                  Then - Actions
                    Unit - Create 1 Wrath Mage for (Picked player) at (Center of RandomHeroSpawn[(Player number of (Picked player))]) facing Default building facing degrees
                  Else - Actions
              Else - Actions
          Else - Actions
        Custom script: call RemoveRect(udg_RandomHeroSpawn[GetConvertedPlayerId(GetTriggerPlayer())])
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Use random heroes is set) Equal to True
          Then - Actions
          Else - Actions
            Player - Set (Picked player) Available free Heroes to 1
    Melee Game - Enforce victory/defeat conditions (for all players)
    Destructible - Make Mirror Image 5667 <gen> Invulnerable
    Destructible - Make Mirror Image 8558 <gen> Invulnerable
    Destructible - Make City Entrance 2349 <gen> Invulnerable
    Destructible - Make City Entrance 9124 <gen> Invulnerable
    Destructible - Make Elven Gate 4420 <gen> Invulnerable
    Destructible - Make Elven Gate 1144 <gen> Invulnerable
    Destructible - Make Elven Gate 1529 <gen> Invulnerable
    Destructible - Make Elven Gate 7311 <gen> Invulnerable
    Destructible - Open Dungeon Gate 1962 <gen>
    Destructible - Open Dungeon Gate 4584 <gen>
    Destructible - Open Dungeon Gate 5711 <gen>
    Destructible - Open Dungeon Gate 7744 <gen>
    Destructible - Open Dungeon Gate 1142 <gen>
    Destructible - Open Dungeon Gate 1157 <gen>
    Destructible - Open Dungeon Gate 1753 <gen>
    Destructible - Open Dungeon Gate 4609 <gen>
    Destructible - Open Dungeon Gate 7500 <gen>
    Destructible - Open Dungeon Gate 1155 <gen>
    Destructible - Open Dungeon Gate 1754 <gen>
    Destructible - Open Dungeon Gate 2706 <gen>
    Destructible - Open Dungeon Gate 4853 <gen>
    Destructible - Open Dungeon Gate 7475 <gen>
    Destructible - Open Dungeon Gate 8602 <gen>
    Destructible - Open Dungeon Gate 1075 <gen>
    Destructible - Open Dungeon Gate 1718 <gen>
    Destructible - Open Dungeon Gate 4647 <gen>
    Destructible - Open Dungeon Gate 7538 <gen>
    Destructible - Open Dungeon Gate 1151 <gen>
    Destructible - Kill Lever 2868 <gen>
    Destructible - Kill Lever 5759 <gen>
    Destructible - Kill Lever 8650 <gen>
    Destructible - Kill Lever 1148 <gen>
Game Information
  Events
    Map initialization
  Conditions
  Actions
    Quest - Create a Required quest titled Map with the description This map was created by putting together parts of certain melee maps and editing them. The following maps are:(1) |cffffcc00The Ruins of Dalaran|r, using icon path ReplaceableTextures\CommandButtons\BTNSpy.blp
    Quest - Create a Required quest titled Services with the description There are citizens of the |cffffcc00Eldre'Thalas|r who are willing to provide you their services for a price. Be sure to pay them a visit., using icon path ReplaceableTextures\CommandButtons\BTNVillagerMan.blp
    Quest - Create a Required quest titled Glyphs with the description Glyphs are valuable assets. They can give you an advantage over your opponents. There are only a limited number of |cffffcc00Glyphs of Ultravision|r and |cffffcc00Glyphs of Fortification|r in |cffffcc00Eldre'Thalas|r but they are in the hands of its denizens. You'll have to work fast to get them before your enemies do!, using icon path ReplaceableTextures\CommandButtons\BTNGlyph.blp
    Quest - Create a Optional quest titled Author with the description This map was created by |cffffcc00Ujimasa Hojo|r., using icon path ReplaceableTextures\WorldEditUI\Editor-Random-Unit.blp
    Quest - Create a Optional quest titled Credits - Icons with the description I would like to thank the following for their |cffffcc00Icons|r that are included in this map.Demon Space Ship - pWn3dPandaren Sage - NorinradZerg Overlord - FranksterOther modified icons came from Blizzard Entertainment., using icon path ReplaceableTextures\CommandButtons\BTNScrollUber.blp
    Quest - Create a Optional quest titled Credits - Models with the description I would like to thank the following for their |cffffcc00Models:|r that are included in this map.Centaur Female - levigeorge1617Centaur Flamecaller - DeolrinCrypt Drone - AndrewOverload519Demon Space Ship - pWn3dDemoness - MecheonDwarven Ram Rider - NorinradForest Troll Blademaster - Zack1996Forest Troll Voodoo Hunter - FranksterForest Troll Worker - eubzOverqueen - dickxunderPandaren Raider - SkipperPandaren Sage - NorinradPandaren Tsuchi-Koutai - NorinradPandaren Villager - FranksterQuilboar Champion - DeolrinZergOverlord - killst4rOther models came from Blizzard Entertainment., using icon path ReplaceableTextures\CommandButtons\BTNScrollUber.blp
    Quest - Create a Optional quest titled Credits - Skins with the description I would like to thank the following for their |cffffcc00Skins|r that are included in this map.Abyss Templar - THE_ENDAquarian Tsunami Enforcer - THE_ENDForest Troll Bat Rider - NelsonLaJeNaga User Interface - viivaNight Elf Peasant - DarkLordNight Elf War Mage - KuhneghetzPandaren User Interface - unwirklichPrometheus - Daenar7Sea Warlord - Just_Spectating, using icon path ReplaceableTextures\CommandButtons\BTNScrollUber.blp
    Quest - Create a Optional quest titled Credits - Maps with the description I would like to thank the following for their |cffffcc00Maps|r that are included in this map.(1) The Ruins of Dalaran - Blizzard Entertainment, using icon path ReplaceableTextures\CommandButtons\BTNScrollUber.blp
    Quest - Create a Optional quest titled Credits - Sites with the description I would like to thank the following |cffffcc00Sites|r:www.campaigncreations.orgwww.hiveworkshop.comwww.wc3campaigns.netwww.wowpedia.org, using icon path ReplaceableTextures\CommandButtons\BTNScrollUber.blp
Neutral Units
  Events
    Map initialization
  Conditions
  Actions
    Set NeutralUnitSpawn = Central_045 <gen>
    Unit - Create 20 Citizen (Male) (Night Elf) for Neutral Passive at (Center of NeutralUnitSpawn) facing Default building facing degrees
    Unit - Create 20 Citizen (Female) for Neutral Passive at (Center of NeutralUnitSpawn) facing Default building facing degrees
    Set NeutralUnitSpawn = Central_135 <gen>
    Unit - Create 20 Citizen (Male) (Night Elf) for Neutral Passive at (Center of NeutralUnitSpawn) facing Default building facing degrees
    Unit - Create 20 Citizen (Female) for Neutral Passive at (Center of NeutralUnitSpawn) facing Default building facing degrees
    Set NeutralUnitSpawn = Central_225 <gen>
    Unit - Create 20 Citizen (Male) (Night Elf) for Neutral Passive at (Center of NeutralUnitSpawn) facing Default building facing degrees
    Unit - Create 20 Citizen (Female) for Neutral Passive at (Center of NeutralUnitSpawn) facing Default building facing degrees
    Set NeutralUnitSpawn = Central_315 <gen>
    Unit - Create 20 Citizen (Male) (Night Elf) for Neutral Passive at (Center of NeutralUnitSpawn) facing Default building facing degrees
    Unit - Create 20 Citizen (Female) for Neutral Passive at (Center of NeutralUnitSpawn) facing Default building facing degrees
    Set NeutralUnitSpawn = Intersection_015 <gen>
    Unit - Create 10 Citizen (Male) (Night Elf) for Neutral Passive at (Center of NeutralUnitSpawn) facing Default building facing degrees
    Unit - Create 10 Citizen (Female) for Neutral Passive at (Center of NeutralUnitSpawn) facing Default building facing degrees
    Set NeutralUnitSpawn = Intersection_075 <gen>
    Unit - Create 10 Citizen (Male) (Night Elf) for Neutral Passive at (Center of NeutralUnitSpawn) facing Default building facing degrees
    Unit - Create 10 Citizen (Female) for Neutral Passive at (Center of NeutralUnitSpawn) facing Default building facing degrees
    Set NeutralUnitSpawn = Intersection_105 <gen>
    Unit - Create 10 Citizen (Male) (Night Elf) for Neutral Passive at (Center of NeutralUnitSpawn) facing Default building facing degrees
    Unit - Create 10 Citizen (Female) for Neutral Passive at (Center of NeutralUnitSpawn) facing Default building facing degrees
    Set NeutralUnitSpawn = Intersection_165 <gen>
    Unit - Create 10 Citizen (Male) (Night Elf) for Neutral Passive at (Center of NeutralUnitSpawn) facing Default building facing degrees
    Unit - Create 10 Citizen (Female) for Neutral Passive at (Center of NeutralUnitSpawn) facing Default building facing degrees
    Set NeutralUnitSpawn = Intersection_195 <gen>
    Unit - Create 10 Citizen (Male) (Night Elf) for Neutral Passive at (Center of NeutralUnitSpawn) facing Default building facing degrees
    Unit - Create 10 Citizen (Female) for Neutral Passive at (Center of NeutralUnitSpawn) facing Default building facing degrees
    Set NeutralUnitSpawn = Intersection_255 <gen>
    Unit - Create 10 Citizen (Male) (Night Elf) for Neutral Passive at (Center of NeutralUnitSpawn) facing Default building facing degrees
    Unit - Create 10 Citizen (Female) for Neutral Passive at (Center of NeutralUnitSpawn) facing Default building facing degrees
    Set NeutralUnitSpawn = Intersection_285 <gen>
    Unit - Create 10 Citizen (Male) (Night Elf) for Neutral Passive at (Center of NeutralUnitSpawn) facing Default building facing degrees
    Unit - Create 10 Citizen (Female) for Neutral Passive at (Center of NeutralUnitSpawn) facing Default building facing degrees
    Set NeutralUnitSpawn = Intersection_345 <gen>
    Unit - Create 10 Citizen (Male) (Night Elf) for Neutral Passive at (Center of NeutralUnitSpawn) facing Default building facing degrees
    Unit - Create 10 Citizen (Female) for Neutral Passive at (Center of NeutralUnitSpawn) facing Default building facing degrees
    Set NeutralUnitSpawn = Library_000 <gen>
    Unit - Create 10 Citizen (Male) (Night Elf) for Neutral Passive at (Center of NeutralUnitSpawn) facing Default building facing degrees
    Unit - Create 10 Citizen (Female) for Neutral Passive at (Center of NeutralUnitSpawn) facing Default building facing degrees
    Set NeutralUnitSpawn = Library_180 <gen>
    Unit - Create 10 Citizen (Male) (Night Elf) for Neutral Passive at (Center of NeutralUnitSpawn) facing Default building facing degrees
    Unit - Create 10 Citizen (Female) for Neutral Passive at (Center of NeutralUnitSpawn) facing Default building facing degrees
    Set NeutralUnitSpawn = Prison_015 <gen>
    Unit - Create 10 Citizen (Male) (Night Elf) for Neutral Passive at (Center of NeutralUnitSpawn) facing Default building facing degrees
    Unit - Create 10 Citizen (Female) for Neutral Passive at (Center of NeutralUnitSpawn) facing Default building facing degrees
    Set NeutralUnitSpawn = Prison_165 <gen>
    Unit - Create 10 Citizen (Male) (Night Elf) for Neutral Passive at (Center of NeutralUnitSpawn) facing Default building facing degrees
    Unit - Create 10 Citizen (Female) for Neutral Passive at (Center of NeutralUnitSpawn) facing Default building facing degrees
    Set NeutralUnitSpawn = Prison_195 <gen>
    Unit - Create 10 Citizen (Male) (Night Elf) for Neutral Passive at (Center of NeutralUnitSpawn) facing Default building facing degrees
    Unit - Create 10 Citizen (Female) for Neutral Passive at (Center of NeutralUnitSpawn) facing Default building facing degrees
    Set NeutralUnitSpawn = Prison_345 <gen>
    Unit - Create 10 Citizen (Male) (Night Elf) for Neutral Passive at (Center of NeutralUnitSpawn) facing Default building facing degrees
    Unit - Create 10 Citizen (Female) for Neutral Passive at (Center of NeutralUnitSpawn) facing Default building facing degrees
    Custom script: call RemoveRect(udg_NeutralUnitSpawn)
Destroyer
  Events
    Unit - A unit Begins casting an ability
  Conditions
    And - All (Conditions) are true
      Conditions
        (Unit-type of (Casting unit)) Equal to Obsidian Statue
        ((Owner of (Casting unit)) controller) Equal to Computer
        (Number of living Destroyer units owned by (Owner of (Casting unit))) Less than 2
        (Number of living Obsidian Statue units owned by (Owner of (Casting unit))) Greater than 1
        (Current research level of Rusp (techcode) for (Owner of (Casting unit))) Greater than 0
        ((Owner of (Casting unit)) Current gold) Greater than or equal to 100
        ((Owner of (Casting unit)) Current lumber) Greater than or equal to 50
        (150 - ((Owner of (Casting unit)) Food used)) Greater than or equal to 2
  Actions
    Unit - Order (Casting unit) to Undead Obsidian Statue - Morph Into Destroyer
Druid of the Claw
  Events
    Unit - A unit Begins casting an ability
  Conditions
    And - All (Conditions) are true
      Conditions
        (Unit-type of (Casting unit)) Equal to Druid of the Claw (Night Elf Form)
        ((Owner of (Casting unit)) controller) Equal to Computer
        (Number of living Druid of the Claw (Bear Form) units owned by (Owner of (Casting unit))) Less than 1
        (Number of living Druid of the Claw (Night Elf Form) units owned by (Owner of (Casting unit))) Greater than 1
        (Current research level of Redc (techcode) for (Owner of (Casting unit))) Greater than or equal to 2
        (Mana of (Casting unit)) Greater than or equal to 25.00
  Actions
    Unit - Order (Casting unit) to Night Elf Druid Of The Claw - Bear Form
Druid of the Talon
  Events
    Unit - A unit Begins casting an ability
  Conditions
    And - All (Conditions) are true
      Conditions
        (Unit-type of (Casting unit)) Equal to Druid of the Talon (Night Elf Form)
        ((Owner of (Casting unit)) controller) Equal to Computer
        (Number of living Druid of the Talon (Storm Crow Form) units owned by (Owner of (Casting unit))) Less than 1
        (Number of living Druid of the Talon (Night Elf Form) units owned by (Owner of (Casting unit))) Greater than 1
        (Current research level of Redt (techcode) for (Owner of (Casting unit))) Greater than or equal to 2
        (Mana of (Casting unit)) Greater than or equal to 50.00
  Actions
    Unit - Order (Casting unit) to Night Elf Druid Of The Talon - Storm Crow Form
North East Main Gates Open
  Events
    Destructible - Lever 8651 <gen> dies
  Conditions
  Actions
    Destructible - Open Mirror Image 8558 <gen>
    Wait 3.00 seconds
    Destructible - Resurrect Lever 8652 <gen> with (Max life of Lever 8652 <gen>) life and Show birth animation
North East Main Gates Close
  Events
    Destructible - Lever 8652 <gen> dies
  Conditions
  Actions
    Destructible - Close Mirror Image 8558 <gen>
    Wait 3.00 seconds
    Destructible - Resurrect Lever 8651 <gen> with (Max life of Lever 8651 <gen>) life and Show birth animation
North East Side Gates Open
  Events
    Destructible - Lever 8650 <gen> dies
  Conditions
  Actions
    Destructible - Open Elven Gate 7311 <gen>
    Wait 3.00 seconds
    Destructible - Resurrect Lever 8649 <gen> with (Max life of Lever 8649 <gen>) life and Show birth animation
North East Side Gates Close
  Events
    Destructible - Lever 8649 <gen> dies
  Conditions
  Actions
    Destructible - Close Elven Gate 7311 <gen>
    Wait 3.00 seconds
    Destructible - Resurrect Lever 8650 <gen> with (Max life of Lever 8650 <gen>) life and Show birth animation
North West Main Gates Open
  Events
    Destructible - Lever 5760 <gen> dies
  Conditions
  Actions
    Destructible - Open Mirror Image 5667 <gen>
    Wait 3.00 seconds
    Destructible - Resurrect Lever 5761 <gen> with (Max life of Lever 5761 <gen>) life and Show birth animation
North West Main Gates Close
  Events
    Destructible - Lever 5761 <gen> dies
  Conditions
  Actions
    Destructible - Close Mirror Image 5667 <gen>
    Wait 3.00 seconds
    Destructible - Resurrect Lever 5760 <gen> with (Max life of Lever 5760 <gen>) life and Show birth animation
North West Side Gates Open
  Events
    Destructible - Lever 5759 <gen> dies
  Conditions
  Actions
    Destructible - Open Elven Gate 4420 <gen>
    Wait 3.00 seconds
    Destructible - Resurrect Lever 5758 <gen> with (Max life of Lever 5758 <gen>) life and Show birth animation
North West Side Gates Close
  Events
    Destructible - Lever 5758 <gen> dies
  Conditions
  Actions
    Destructible - Close Elven Gate 4420 <gen>
    Wait 3.00 seconds
    Destructible - Resurrect Lever 5759 <gen> with (Max life of Lever 5759 <gen>) life and Show birth animation
South East Main Gates Open
  Events
    Destructible - Lever 2869 <gen> dies
  Conditions
  Actions
    Destructible - Open City Entrance 2349 <gen>
    Wait 3.00 seconds
    Destructible - Resurrect Lever 2870 <gen> with (Max life of Lever 2870 <gen>) life and Show birth animation
South East Main Gates Close
  Events
    Destructible - Lever 2870 <gen> dies
  Conditions
  Actions
    Destructible - Close City Entrance 2349 <gen>
    Wait 3.00 seconds
    Destructible - Resurrect Lever 2869 <gen> with (Max life of Lever 2869 <gen>) life and Show birth animation
South East Side Gates Open
  Events
    Destructible - Lever 2868 <gen> dies
  Conditions
  Actions
    Destructible - Open Elven Gate 1529 <gen>
    Wait 3.00 seconds
    Destructible - Resurrect Lever 2867 <gen> with (Max life of Lever 2867 <gen>) life and Show birth animation
South East Side Gates Close
  Events
    Destructible - Lever 2867 <gen> dies
  Conditions
  Actions
    Destructible - Close Elven Gate 1529 <gen>
    Wait 3.00 seconds
    Destructible - Resurrect Lever 2868 <gen> with (Max life of Lever 2868 <gen>) life and Show birth animation
South West Main Gates Open
  Events
    Destructible - Lever 8857 <gen> dies
  Conditions
  Actions
    Destructible - Open City Entrance 9124 <gen>
    Wait 3.00 seconds
    Destructible - Resurrect Lever 8856 <gen> with (Max life of Lever 8856 <gen>) life and Show birth animation
South West Main Gates Close
  Events
    Destructible - Lever 8856 <gen> dies
  Conditions
  Actions
    Destructible - Close City Entrance 9124 <gen>
    Wait 3.00 seconds
    Destructible - Resurrect Lever 8857 <gen> with (Max life of Lever 8857 <gen>) life and Show birth animation
South West Side Gates Open
  Events
    Destructible - Lever 1148 <gen> dies
  Conditions
  Actions
    Destructible - Open Elven Gate 1144 <gen>
    Wait 3.00 seconds
    Destructible - Resurrect Lever 1157 <gen> with (Max life of Lever 1157 <gen>) life and Show birth animation
South West Side Gates Close
  Events
    Destructible - Lever 1157 <gen> dies
  Conditions
  Actions
    Destructible - Close Elven Gate 1144 <gen>
    Wait 3.00 seconds
    Destructible - Resurrect Lever 1148 <gen> with (Max life of Lever 1148 <gen>) life and Show birth animation