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

Trigger Viewer

DestinyBattle v0.21i.w3x
Variables
---Story Mode Dialogue---
Levels 1 to 10
Dialogue Prelude Check
Dialogue Level 1
Dialogue Level 2
Dialogue Level 3
---General Gameplay---
Auction Hall
No Stealing
AH Setup
Auction House Levels 1 to 10
Auction House Tier2
AH Timer
Purchase AH Item
No Item For Sale or Cant Afford
Beginning and Hero
Camera
Near Defeat
Boss Music
ToughBoss Music
Bonuses
Stuff After Level Starts
Hero Flawless Bonus
Bonus Reset
Bonuses and Upkeep
Upkeep 2
Fast Victories
Stalwart Defender
First to Ding
Bonuses - Specific Class
Cleric of Order Dedicated Healer
Cleric of Order Symbol of Hope
Cleric of the Small Folk Chaplain
Cleric of the Small Folk Slingshot Pro
Dwarven Axemaster Slice and Dice
Dwarven Axemaster Naturally Aggressive
Monk of the Ebony Fist One With Chakra
Monk of the Ebony Fist Blistering Speed
Rogue of the Dark Apprentice Assassin
Rogue of the Dark Veteran Assassin
Rogue of the Dark Master Assassin
Master of the Art Bombardier
Master of the Art Wielder of the Art
Feral Archon Beast Within
Feral Archon Predator
Violent Engineer
Human Engineer Master Builder
Earthen Templar Rage of Earth
Supreme Smasher
ManAtArms Pay Raise
ManAtArms Hoarse Throat
SunSoul Penalty
Sun Soul Solar Guard
Sun Soul Lightcaster
Paladin of Justice Holy Healer
Paladin of Justice Crusader
Dwarven Rockfighter Titan Strength
Dwarven Rockfighter Fearful Presence
Disciple of Grace Aura of Grace
Arcane Archer Power Shot
Arcane Archer Sniper
Axe Brother Whirling Dervish
Axe Brother Savage Fighter
Centaur Druid Cultivator
Centaur Druid Natures Embrce
Cleric of Elven Word Mender
Cleric of Elven Word Mistress of Blessings
Crested Drake Firebreather
Crested Drake Fangterror
Reckless Pyro Penalty
Elven Sharpshooter Survivalist
Elven Sharpshooter Kill Shots
Bonuses - Specific Levels
Level Bonuses
Level 1 Bonus
Level 2 Bonus
Level 2 Bonus Add
Level 3 Bonus
Level 5 Bonus
Bonuses - Specific Players
Build Buildings
Lesser Fountain of Replenishment
Artificers Post Build
Guard Post
Guard Post Garrison
Library
Guard Post dies
Thief Den
Magisters Tower
Dojo
Magister Tower Periodic Spells
Heal Announce
Ice Armor
Stoneskin
Certain Level Bonuses
Prisoner Bonus Lv 4
Plant Hater Lv 13
Character Endings
Companionships
Comp Test
Check Companionships
Companionship Checking
Comp Check 2
Custom Buildings
Artificiers Post Table Loot
TestStuff
Artificier Rock Drop
AP Agiclyte
AP Angelheart
AP Bloodstone
AP Huestone
AP Icylte
AP Intellicite
AP Knowlyd Rock
AP Mertoniel
AP Sirens Tear
AP Stracite
AP Titaniel
Death Cries and Effects
Gold Loss
Hero Death Music
Cleric of Order Dies
Cleric Small Folk Dies
Dwarven Axe Thrower
Rogue of the Dark
Monk of the Ebony Fist
Master of the Art
Human Engineer
ManAtArms
Earthdirt
Feral Archon
Sun Soul Initiate
Paladin of Justice
Dwarven Rockfighter
Mistress of Grace
Arcane Archer
Axe Brother
Centaur Druid
Cleric of Elven Word
Crested Drake
Half Elven Bard
Elven Sharpshooter
Reckless Pyromancer
Wilderness Runner
War Guard
Horizon Wanderer
Tundra Barbarian
Swashbuckler
Illusionist
Wildbond
Wildbond Pet
Fire Magus
Elven Cryptguard
Border Skirmisher
Dwarven Trueborn
Energy Regeneration
Energy Regeneration
Feats
Feat Timer
Feat Timer Expires
First Aid Cast
Start Game After Feats
Wealthy
Familiar
First Aid
Acrobat
Iron Skin
Iron Will
Jack of All Trades
Fleetfooted
Power Attack
Weapon Focus
Snake Blood
Weapon Finesse
Extra Strong
Extra Fast
Extra Smart
Hardiness
Spell Resistant
Magic Prodigy
Troll Blood
Numb Body
Combat Mastery
Charismatic
Aggressive Spellcaster
A Spellcaster Effect
Ambidextrous
Brute Force
Ambidexterity
Apothecary
Applied Knowledge
Applied Knw
Defensive Posture
Def Posture
Flurry Learn
Flurry
Improv Combat Learn
Natural Balance
Miser
Artificier
Meteorologist
Pillar of Light
Fortuitous
Scribe
Diehard
DH Chance
Architect
Silver Tongued
Scholar
Scholar Research Bonus
Hearty Morale
Hearty Morale Effect
Champion of the Fallen
Trained Guardians
Herbalism
Intro and Credits
Special Effects Items
Sight
Other Intro Stuff
Time In Between Waves
Boot AFKers
Pick Mode
Pick Mode Preview Ghosts
Feat Area Stuff
Pick Mode Hero
Done Picking
BeginningStart
Remove Spirit
Random Mode
Random Hero New
QuickPause
Difficulty Check
Hero Explanation
BeginningStart2
Pick Feat
Credits
Credits Current Version
Levels
Level 1
Level 1 Victory
Level 2
Level 2 Victory
Level 3
Level 3 Victory
Level 4
Level 4 Victory
Level 4 Defeat
Level 4 Prisoner Desperation
Level 5
Level 5 Victory
Level 6 IIMiniBossII
Level 6 Victory
Level 6 Boss Ai
Level 6 Boss Ai2
Level 6 Boss Ai3
Level 7
Level 7 Victory
Level 8
Level 8 ai
Level 8 Victory
Level 9
Level 9 Victory
Level 10 IIBossII
Lv 10 Boss AI 1
Lv 10 Boss AI 2
Lv 10 Boss AI 3
Lv 10 Boss AI 4
Lv 10 Boss AI 5
Level 10 Victory
Level 11
Level 11 Victory
Level 12
Level 12 Victory
Level 13
Level 13 Victory
Level 13 Hurry Up
Level 13 ItemSpawn
Level 13 Periodic Spawn
Level 14
Level 14 Pathing
Level 14 Spawn Attack
Level 14 Trap A
Level 14 Trap B
Level 14 PathingB
Level 14 Arrival At Hermit
Level 14 PathingB2
Level 14 Trap C
Level 14 PathingC
Level 14 Last Trap IIMiniBossII
Level 14 Caravan Defeat
Level 14 Caravan Warning
Lvl14AI
Lvl14AI2
Lvl14AI3 Ultimate
MaelstromKillAndDamage
Level 14 Victory
Level 15
Level 15 Victory
Level 16
Level 16 Victory
Lv 16 AI
Lv 16 AI 2
Level 17
Level 17 Victory
Level 18
Level 18 Victory
Level18Spawn
Level 18 Death Blast
Level 19
Level 19 Victory
Level 20 IIBossII
Level 20 Victory
Lvl20AI
Lvl20AI2
Lvl20AI3
Lvl20AI4
Lvl20AI4 SFX
Level 21
Level 21 AI
Level 21 Random
Level 21 Victory
Level 21 Victory 2
Level 21 Hurry Up
Mimics
Level 22
Level 22 Victory
Level 23
Level 23 Victory
Level 24
Level 24 Victory
Level 26
Level 26 Victory
Level 26 AI
Level 27
Level 27 Victory
Level 28
Level 28 Victory
Level 28 AI
Level 28 Web Kill
Level 29
Level 29 Victory
Level 29 AI
Level 30 IIBossII
Level 30 Victory
Lvl30 AI Leech
Lvl30 AI Pound
Lvl30 Web Spray and Hive
Lvl30 Web Spray and Hive 2
Level 1 Upgrades
Flowing Waters
Supply Stocking Cleanup
Improved FOR
Reinforced Towers
Rebuildable Towers
Rebuildable Towers 2
Energy Rush
Safe Pouches
Basic Report
Basic Report Itself
Supply Stocking
Aerodynamics
Militia of Vern
Militia Appear
Basic Training
Seafaring
Rebuild Towers
Rebuild Towers Remake
Rebuild Ballista Towers
Rebuild Ballista Tower Remake
Level 2 Upgrades
Item Shop
Item Shop Upgrades
Strength of Unity
Scavenging
Drawstring Pouches
Pride of the People
Unlikely Hero Spawns
UH Patrol
UH Patrol 2
UH Patrol 3
UH Patrol 4
Ballista Mounts
Improved Auctioneer
Improved Rudders
Locksmithing
Harbor Expansionism
Level 3 Upgrades
Botanist Prodigy
Pinnacle of Virtue
Resurrect Hero
Pathing
Alternate in Prince Area
Left or Right Path
Rare Spawns
Rare Spawns
Levels 1 to 6
Levels 7 to 10
Levels 11 to 14
Levels 15 to 20
Rare Spawn Lewts
Rare Spawn Lewts 2
Region Teleports and Patrol Routes
Teleport To Castle
Teleport OUT Castle
Enemy Patrol to Prince
Seafaring
Move Spawn Ship
Ship Docks
Ship Leaves
Ship Despawn
Spawn Ships Level 1
Spawn Ships Level 2
Seafaring Ship List
Repair City
Refill Fountain
Aid Construction
Score/Bonuses
P1 Kill Score
P2 Kill Score
P3 Kill Score
P4 Kill Score
P5 Kill Score
P6 Kill Score
P7 Kill Score
P8 Kill Score
Scrolls
Remove Skills
Catfeet
Cut
Arcane Shield
Acid Ball
Daze
Detect Magic
Smite
Flare
Zap
Mcbaines Filching
Ray of Frost
Spark Shower
Lesser Fix
Summon Squire Captain
Spire
Fury of the Mountains
Minor Cure
Bless
Magic Rations
Burning Palm
Acid Wave
Lesser Charm Person
Lesser Energy Burst
Giant Growth
Mending
Summon Creature I
Sharpen
Whirlpool
Vortex
Acid Lance
Animate Water
Breath of Life
Death Armor
Invisibility
Summon Creature II
Web
Scroll Effects
Cut Effect
Demon Lights Effect
Macbaines Filching
Magic Rations Learn
Silmeria Defense
PW Stun Announce
Prison Announce
Lightburst Announce
Greater Cure Announce
Stun
Ultimate
Skills
Challenge
Poisoned Weapons
Crushing Blow
Sprint
Shield Block
Statistics
Teams So Far
Team Defeat Roster
Starting Mode and Options
Intro Music
Select Mode
Story Mode Spot
Battle Mode Spot
Pick Difficulty
Normal Difficulty
Hard Difficulty
Champion Difficulty
Insane Difficulty
Tavern Heroes and AI
Chosen of Martel
Tidbits
Tower A Dead Archer Dead
Tower B Dead Archer Dead
Tower C Dead Archer Dead
Tower D Dead Archer Dead
Arathil Playing
Arathil Spectating
Cant Kill Princess
Cant Break Caravan
Cant Kill Prisoners
Prisoner Nudge
Enemy Nudge
Player Leaves
Level up
Tutorial
Tutorial Add
Warnings and Silmeria Defeat
Defeat Silmeria
Prisoner Dies
Herb Seller Dies
Under Attack
Entering Castle
Hall Under Siege
Weather Effects - v0.14
Trigger Array
Weather Naming
Random Weather And Meteorologist
Weather 15 AcidRain
Acid Rain
Weather 16 WindGusts
Weather 17 Holy Winds
Weather 18 Deluge
Weather 19 Manastorm
Weather 20 Haunt Fog
Weather 22 Heat Wave
Weather 23 Blizzard
Weather 24 Mageslayer Mists
Mageslayer Mists
Weather 25 Mute Breezes
Weather 26 Midnight Storm
Weather 27 Dryads Tears
Weather 28 Invigorating Breezes
Weather 29 Angelic Rainbow
Weather 30 Fortunes Favor
Weather 31 Fortunes Gloom
---Item Triggers---
Cursed Items
Cused Item Drop if Reg
Midas Touch
Midas Curse
Midas Blessing
Midas Unequip
Midas Equip
Paranoias Eye
Paranoia Curse
Paranoia Unequip
Item Sets
Lvl1 Set Table
Lvl2 Set Table
Apprentice Set
Bowyer Set
Squire Set
Inquisitors Set
Primal Fury Set
Mists Set
Blackweave Clothing
Blackweave Skeleton Effect
Blackweave UnEquip
Blackweave Equip
Outrunner Set
Phalynx Guard Set
Golem Set
Smithyworks Set
Smithywork Regen Bonus
Smithywork Equip
Smithywork Unequip
Rainbow Orb
Boss Item Drops
Meldokk Level 6
Goblin King Level 10
Tidedweller Level 14
Custom ITems
Sailors Calling
Blooddrinker
Pot of Renewal
Tarot Card Hierophant
Tarot Card Wheel
Tarot Card Death
Tarot Card Tower
Tarot Card Star
Tarot Card Judgement
Chronoegg
Energy Drink
Barrel
Weather Control
Coral Blade Blessing
Robe of Blood Cast
Blessing Effect
Cleansed Orb of Light
Item/Hero Tables
Webbed Victim Level 28
Cursed Item Drop 1 to 10
Cursed Actual Drop For Level 1 to 10
Tarot Cards
Show Drops
Circle 0 Scroll Drop
Circle 1 Scroll Drop
Circle 2 Scroll Drop
Circle 0 Scrolls
Circle 1 Scrolls
Circle 2 Scrolls
Forage Init
Locations
Heroes
Hero Preview Text
Lv 1 Item
Lv 2 Item
Treasure Chest Drop
Treasure Chest Level 1
Purchase Lv0 Scroll
Purchase Lv1 Scroll
Purchase Lv2 Scroll
Purchase Lv1 Item
Purchase Lv1 Epic
Purchase Lv2 Epic
Purchase Lv2 Item
Lv 1 Cursed Item Drop
Lv 1 Unc Item Table Initialization
Lv 1 Rare Item Table Initialization
Lv 1 Epic Item Table Initialization
Lv 1 Artifact Item Table Initialiation
Lv 2 Unc Item Table Init
Lvl 2 Rare Item Table Init
Lvl 2 Epic Item Table Init
Lvl 2 Artifact Item Table Init
Replenish Values
---Boss Triggers---
Boss Taunts
Squire Leader
Goblin King
Abomination
Tentacles
Final Boss
Extra Add at End
SE Destroy
AdoTest
Adomach Tele Facing
Final Boss Music
Adomach Init
Adomach Begin
Adomach Spells
Adomach Blink
Paralyze Ray
Paralyze Ray Move
Para Ray Attacks
Para Ray Attacks Already Para
Explosion
Pain Nova
MegaBoss 1
Megaboss 1 Notes
Megaboss 1 Initialiation
Leave Fireball Kill
Check Invul
Megaboss 1 Victory
Tentacles Attack Random Targets
Fleshmaker Spells
Spell Display
Dark One Spells
Acid Spray
Acid Spray Movement
Acid Surge
Acid Orb Movement
Acid Orb Movement2
Remove Acid
TestBoss
---Hero Skill Triggers---
Feral Archon No Enter
Arcane Archer
Volley Shot
Far Shot Learn
Volley Shot Learn
Arcane Ward
Arcane Ward Fire
Axe Brother
Decimate Learn
Decimate Chance
Fang Strike Learn
Fang Strike
Learn Assault
Assault
Assault Chance
Border Skirmisher
Bait and Switch
Sabotage
Sabotage Reset
Decoys Retinue
Dec Ret Learn
Centaur Druid
Explosive Vegetation Learn
Button for Spirit of the Wood
Cultivate Druid
Treant Learn
Treant Lv 2 Death
Treant Lv 3 Death
Treant Lv 4 Death
Treant Lv 5 Death
Treant Lv 6 Death
Treant Lv 7 Death
Treant Lv 8 Death
Treant Lv 9 Death
Treant Lv 10 Death
Explosive Growth
Cleric of Elven Word
Replenish Learn
Elven Rebirth
Elven Rebirth 2
Replenish
Power Word Stop
Cleric of Order Skills
Symbol of Order
Inversion
Inversion Disable
Transcend to Order
Transcend Research
Cleric of the Small Folk Skills
Call on Fortune
Luck Research
Luck
Luck Effect
Small Folk Rein Luck
Small Folk Spawn
Crested Felldrake
Flame Wreath Learn
Drake Fang Learn
Flame Wreath
Torch Learn
Torch Damage
Salamando SFX
Salamando
Salamando Commands
Salamando Flames
Salamando Flame Upkeep
Disciple of Grace
Charm Person Learn
Charm
Sanctuary
Sanctuary Chance
Death Ward Learn
Death Ward
Death Ward Effect
Mastery of Grace
Mistress of Grace Mass Res
Dwarven Axemaster Skills
Great Sunder
Great Sunder Research
Dwarven Rockfighter
Last Stand Learn
Last Stand Use
Intimidating Shout
Dwarven Trueborn
Cave In
Crushing Slam
Lava Axe Fireballs Remove
Lava Axe Learn
Lava Axe Fireball
Lava Axe Fireball Lv2
Lava Axe Fireball Lv3
Lava Axe Fireball Lv4
Lava Axe Fireball Lv5
Petrify
Petrify Cast
Earthen Templar Skills
Earthen Presence Learn
EP Lv1
EP Lv2
EP Lv3
EP Lv4
EP Lv5
Seismic Collapse
Seismic Collapse Despawn Dam
Elven Cryptguard
Vengeful Spirit Learn
Vengeful Spirit Make
Haven Cast
Haven Learn
Haven Channel
Fire Magus
Fireball Learn
Fireball
Fireball Lv 1 Death
Fireball Lv 2 Death
Fireball Lv 3 Death
Fireball Lv 4 Death
Fire Nova Learn
Fire Nova Lv 1
Fire Nova Lv 2
Fire Nova Lv 3
Fire Nova Lv 4
Elven Sharpshooter
Snipers Mark
Snipers Mark Cast
Sniper Mark Kill
Learn Shock Arrows
Shock Arrows
Elven Swashbuckler
Dagger Toss Dmg Table
Dagger Toss Learn
Dagger Toss Use
DerringDo Learn
DerringDo Kill
DerringDo Test
Opportunist Learn
Opportunist Gain
Gnome Illusionist
Blur Learn
Blur
Phantasm Enter
Phantasm
Phantasm Learn
Phantasm Give
Half-Elven Bard
SongReport
Learn New Bard Repertoir
Stop Singing
Sing Healing Song
Sing Ode to War
Sing Searing Symphony
Sing Movement March
Sing Hymn of Frost
Sing Song of Mana
Sing Tango of Tenacity
Sing Symphony of Storms
Sing Whispers in the Wind
Sing Skullochs Sticcato
Song Table Init
Vocals Learn
Harmony Learn
Harmony Cast
Horizon Wanderer
Skillshot
Hew
Hew Learn
Recuperate Learn
Recuperate
Traveler Tricks Learn
Travellers Tricks Lv 1
Travellers Tricks Lv 2
Travellers Tricks Lv 3
Human Engineer Skills
Barricade Learn
Blade Tower Learn
Mystic Tower Learn
Mystic Tower Build
Man-at-Arms Skills
Hired Wages Research
Battle Experience Research
Battle Exp LV 1
Battle Exp LV 2
Battle Exp LV 3
Battle Exp LV 4
Hired Wages Lv 1
Hired Wages Lv 2
Hired Wages Lv 3
Hired Wages Lv 4
Hired Wages Lv 5
Monk of the Ebony Fist
Images of Chakra
Dead Image
Paladin of Justice
LoH Learn
Lay on Hands
Crusade
Crusade Learn
Exorcism Learn
Exorcism Cast
Angel SFX
Rogue of the Dark Skills
Blind Cast SFX
Button for Stealth
Assassinate Learn
Assassinate Lv1
Assassinate Lv2
Assassinate Lv3
Assassinate Lv4
Sun Soul Initiate Skills
Sol Strike Learn
Sol Strike On
Sol Strike Discharge
Aurora Rays Cast
Periodically HealDamage
Tundra Barbarian
Tundra Strike
Tundra Strike Use
Spirit Wolf Learn
Blood Feast Learn
Blood Feast Kill
Spirit Wolf Cast
Spirit Wolf Disperse
Wolf Ethereal
Wolf Wander
Fenrir Ethereal
War Guard
Aid Another Learn
Aid Another
Aid Another Eff
Perfect Defense Learn
Perfect Defense Eff
Perfect Defense Table
Perfect Defense Reset
Shield Bash
Rescue
Rescue Cast
Oath of the War Guard
Wildbond
Spell Only Pet
Pet Scaling
Level Matching
Wildbond Dies
Give Wildbond Pet
Wildbond Random Pet Table
Lifelink Learn
Lifelink Use
Eagle Eye Learn
Beast Training
Bear Protect the Master Use
Spirit Bond Learn
Nute No Death
Spirit Bond Hero Kill
Spirit Bond Pet Kill
Wilderness Runner
Root Trap Learn
Root Trap Cast
Root Trap Trigger
Forage Learn
Survivalist Display
Forage Cast
Preparation Cast
Birth of Thorns Casts
-:-Infinity's Section-:-
InfDebugLevel
Infinity Initialization Stuff
Reckless Pyromancer
Reckless Explosion Learn Upgrade
Reckless Explosion Initial
Reckless Explosion Shrapnel
Reckless Fire Flower Learn
Reckless Fire Flower Lv1
Reckless Fire Bloom
Reckless Fire Flower Cast
Reckless Fire Flower Mana Drain
Reckless Fire Flower Die
Reckless Fire Flower Detonate
Reckless Absorb Heat Learn
Reckless Absorb Heat Cast
Reckless Absorb Heat Quickfire
Reckless Absorbed Heat Go
Reckless Pyrotech 2 Upgrade
Reckless Meteor Storm Learn
Reckless Meteor Storm
Reckless Meteor Fire
Reckless Meteor Impact Zone
Reckless Meteor Impact Shrapnel
Quickfire
Quick Enter
Debug
Debug Stuff
Drop
DerringDo Test Copy
Nudge
Grip of Death Announce
Acid Blast Announce
Bark Announce
Kills
Unpause
Boot Player 1
Boot Player 2
Boot Player 3
Boot Player 4
Boot Player 5
Boot Player 6
Boot Player 7
Boot Player 8
DebugOn
VictoryCredits
Test
Boss Test
Boss 2
Boss 3
Bonus
Energy
Gold
Rezz
Spawn
Ultra Spawn
Ultra Spawn Copy
Ultra Spawn Copy Copy
LevelUp
LevelUp Copy
~*~*~DESTINY BATTLE~*~*~
I don't mind if you use/look at my triggers (hence, why the map isn't protected), but please credit me if you decide to use some of them. I worked hard on this map for your enjoyment, and plagerism makes Arathil sad.

=-=-=-=-=-=-=-Stuff for Me to Remember=-=-=-=-=-=--=-=
New Hero Needs
- 5 Functional Skills
- Implement into randomization (Hero Table, Edit Total Heroes)
- Add Death Cries
- Add Hero Explain and ^^^^^Hero Explain for Pick Mode^^^^^
- Added at least 2 Custom Bonuses for hero
- Make sure hero doesn't conflict with other heroes
- Add into Tables
- Add into Pick Mode Preview

HEROES THAT NEED BONUSES:
Pyromancer
Wilderness Runner
War Guard
Horizon Wanderer
All Past That


		
Name Type Is Array Initial Value
AbsorbHeat1Backfire real Yes 0.00
AbsorbHeatDmgSelf real Yes
AbsorbHeatDmgSelfOrb real Yes
AbsorbHeatMana real Yes
AbsorbHeatManaOrb real Yes
AbsorbHeatRange real Yes
AcidSurgeVictim unit No
ADexVar integer No
AdomachBlinkSpotInit rect Yes
AdomachBlinkTarget integer No
AdomachCurrentLocation integer No
AdomachHimself unit No
AdomachOkToBlink boolean No true
AdomachParalyzeRayGroup group No
AdomachSpellList integer No
AdomachSpells trigger Yes
Aggression integer No
AggressiveSpellcaster unit No
AHTimeSecs integer No
AidAnother unit No
AidAnotherTimer real No 5.00
AllPrisonersAlive boolean No false
AlreadyHaveFolkSpawn boolean No
AmbidextrousUnit unit No
AMfearChance integer No
AntiDuplicateTxt boolean No
apothecary abilcode Yes
AppliedKnowledge unit No
ArcaneArcherAgi real No 0.00
ArcaneArcherBonusA boolean No false
ArcaneArcherBonusB boolean No false
ArcaneArcherPlayer player No
ArtificierFeatOn boolean No
ArtificierRockRI integer No
ArtificierStoneTable itemcode Yes
ArtiRockDrop integer No
Assassinate integer No
AssassinateCount integer No
AssaultChance integer No 5
AssaultMultiplier integer No
AuctioneerLevel integer No 1
AuctionItemForSaleRarity integer No
AuctionPrice integer No
AuroraRaysOn weathereffect No
AxeBrotherBonusA boolean No false
AxeBrotherBonusB boolean No false
AxeBrotherPlayer player No
BardicRepertoirRank integer No
BardPlayer player No
BarricadeResearch integer No
BaseAttackMusic boolean No
BattleExpBonus integer No
BattleEXPChance integer No
BattleEXPPlayer player No
BattleEXPRank integer No
BattleEXPUnit unit No
BattleShoutCount integer No
BeastTrainingRank integer No
BladeTowerResearch integer No
BlastCast integer No
BlazingVictory boolean No true
BlazingVictoryTimer timer No
BlindPlayer player No
BloodFeast real No 0.00
BonusExpMSg texttag No
BorderSkirmisherHero unit No
BossDrop integer No
BossGanked integer No
BossMusic boolean No
BossSpellDrop integer No
CaveInSFX effect No
CentaurDruidBonusA boolean No false
CentaurDruidBonusB boolean No false
CentaurDruidPlayer player No
CentaurTreantTotal integer No 2
ChampionOfTheFallenFeat boolean No
ChaosChord integer No 8
ChaosChordCount integer No 0
ChestArea location No
ChestSFX effect No
ChestTrap integer No
ChestTrapType integer No
Circle0Scrolls itemcode Yes
Circle1Scrolls itemcode Yes
Circle2Scrolls itemcode Yes
ClericElvenWordBonusA boolean No
ClericElvenWordBonusB boolean No
ClericEWPlayer player No
ClericofOrderBonusA boolean No false
ClericofOrderBonusB boolean No false
ClericofOrderPlayer player No
ClericOfTheSmallFolk unit No
ClericOTSFBonusA boolean No false
ClericOTSFBonusB boolean No false
ClericOTSFPlayer player No
ClericSmallFolkHealBonusTotal integer No
ClericSmallFolkSlingshotBonus integer No
CloseCall boolean No
CondemnTarget unit No
CoralBladeBlessingCurrent unit No
CoralBlessingOn boolean No
CrestedDrakeBonusA boolean No false
CrestedDrakeBonusB boolean No false
CrestedDrakePlayer player No
CrusadeLevel integer No
CurrentForage integer No
CurrentGoldDeathUpgrade integer No
CurrentHeroIntroLoc rect Yes RectNull
CurrentIntroLocInt integer No 0
CurrentItemLevelDrops integer No 1
CurrentLevel integer No 1
CurrentMelee unitcode No
CurrentMeleeMove unitcode No
CurrentPlayer player No
CurrentPlayerMSG force No
CurrentRootTrapLevel integer No
CurrentSpeaker player No
CurrentTotemicSpirit unit No
CurrentTrackMusic integer No
CurrentVersion string No v0.21i
CursedItemBonus integer No
CursedItemDrop integer No
CursedItemOn boolean No true
CursedKillDropCounter integer No
DaggerTossDamage integer No
DaggerTossTotalDmg integer Yes
DarkOneBeaten boolean No
DarkOneWeakened boolean No
Ddtest boolean No
DeathMSG force No
DeathWardDuration integer No 5
DeathWardedTarget unit No
DeathWardRevive rect No
DecimateChance integer No
DecimateCount integer No
DecoysRetinue integer No
DefensivePosture unit No
DenyWeather integer No
DerringDoChance integer No
DerringDoProc integer No
DHRezzChance integer No
DialoguePrelude string Yes
DieHard unit No
Difficulty string No
DifficultyModifier integer No
DiscipleBonusA boolean No
DiscipleBonusB boolean No
DiscipleMRCount integer No
DisciplePlayer player No
DrakeFangCount integer No
DuplicateHero integer Yes
DwarvenAMPlayer player No
DwarvenAxeMasterBonusA boolean No
DwarvenAxeMasterBonusB boolean No
DwarvenRFBonusA boolean No
DwarvenRFBonusB boolean No
DwarvenRFPlayer player No
DwarvenStamina integer No
EagleArrowTotal integer No
EagleEyeLearn integer No
EarthenChance integer No
EarthenPresence integer No
EarthenTemplarBonusA boolean No false
EarthenTemplarBonusB boolean No false
EarthenTemplarPlayer player No
EasyQuest integer No
EasyQuestMessage string Yes
ElvenBlessingCount integer No
ElvenCryptguard unit No
ElvenRebirthCooldown real No 10.00
ElvenSniper unit No
ElvenSniperPlayer player No
EnemyStartLoc rect Yes
EnergyRegenTotal integer No 1
EssenceShockCast integer No
ExorcismValue real No
ExplosionFX1 effect Yes
ExplosionShrapnelType unitcode Yes
ExplosiveGrowth integer No
ExplosiveGrowthTotal integer No 25
FangStrikeActive boolean No
FangStrikeRank integer No
FarShotLearn integer No
FarShotTotal integer No
FastBossMusic boolean No
FearGroup group No
FeatSelectionDone boolean No false
FeralArchonBonus boolean No false
FeralArchonBonusB boolean No false
FeralArchonPlayer player No
FilchAmount integer No
FinalBossMusicOn boolean No
Fireball unitcode Yes
FireballRank integer No
FireFlowerManaCounter integer No
FireFlowerManaDrain real Yes
FireNova unitcode Yes
FireNovaRank integer No
FirstAidInt integer No
FirstAidIntReal real No
FirstToDing player No
FirstToDingOn boolean No
FlameWreathCount integer No
FlameWreathDamage integer No 25
FleshmakerVar integer No
Flurry unit No
FlurryCount integer No
FlurryVar integer No
ForageItems itemcode Yes
FountainMana integer No
FountainMaxMana integer No
GameStarted boolean No
GarrisonAOccupied boolean No
GarrisonBOccupied boolean No
GarrisonCOccupied boolean No
GarrisonDOccupied boolean No
GarrisonEOccupied boolean No
GarrisonFOccupied boolean No
GarrisonGOccupied boolean No
GarrisonHOccupied boolean No
GarrisonIOccupied boolean No
GarrisonJOccupied boolean No
GKSpellDrops itemcode Yes
GoblinDrops itemcode Yes
GoblinSlayer boolean No
GoldMessage texttag No
GraceBonusObtained boolean No
HagglerDiscountEpic integer No 0
HagglerDiscountRare integer No 0
HarmonyRank integer No
HavenAnim effect No
HavenIsOn boolean No
HavenManaRepelCost real No 15.00
HavenRandomArea rect Yes
HealingSongOn boolean No
HealingSongRanks abilcode Yes
HeartyMoraleHero unit No
HEBardBonusA boolean No false
HEBardBonusB boolean No false
HeroAssassination boolean No false
HeroDeathCry integer No
HeroesDeadThisRound integer No
HeroFlawlessDeath boolean No true
HeroPicked unitcode Yes
HeroSelected integer No
HeroTaken integer Yes
HeroText string Yes
HeroWithBlackweave unit No
HewDamage real No 0.00
HighestLevel integer No
HiredWages integer No
HiredWagesMsg texttag No
HiredWagesPlayer player No
HiredWagesUnit unit No
HumanEngineerBonusA boolean No false
HumanEngineerBonusB boolean No false
HumanEngineerPlayer player No
HWDexChance integer No
HWIntChance integer No
HWStrChance integer No
HymnofFrostOn boolean No
HymnOfFrostRanks abilcode Yes
IllusionistPlayer player No
InnSign texttag No
IntimShoutGroup group No
IntroMusicOn boolean No true
ItemCleanUpOn boolean No
ItemCurrentlyForSale itemcode No
ItemDrop integer No
ItemDropTotal integer No 50
ItemDropUnitPoint location No
ItemName item No
ItemSHopUpgrade integer No
KillsForAxeBrother integer No
LastStand integer No
LavaAxeLearn integer No
LayOnHands integer No
LeaverGold integer No
Leavers force No
Level13Beaten boolean No
Level18Beaten boolean No
Level21Beaten boolean No
LevelBeaten boolean No
LevelBonus integer No
LevelBonuses boolean Yes false
LevelDiffModifier integer No
LevelUpP1 texttag No
LevelUpP2 texttag No
LevelUpP3 texttag No
LevelUpP4 texttag No
LevelUpP5 texttag No
LevelUpP6 texttag No
LevelUpP7 texttag No
LevelUpP8 texttag No
LifeLinkMultiplier real No 3.00
LifelinkRank integer No
LifeLinkTotal real No
LivingAxeKills integer No
Locksmithing integer No 0
LoHValue integer No
LuckEffect integer No
LuckVariable integer No
LuckyRoll integer No
Lv1Artifact itemcode Yes
Lv1CursedItemDrop itemcode Yes
Lv1Epic itemcode Yes
Lv1EpicSetItem itemcode Yes
Lv1Rare itemcode Yes
Lv1RareSetItem itemcode Yes
Lv1Uncommon itemcode Yes
Lv21Chance integer No
Lv21Victory integer No
Lv2Artifact itemcode Yes
Lv2Epic itemcode Yes
Lv2EpicSetItem itemcode Yes
Lv2Rare itemcode Yes
Lv2RareSetItem itemcode Yes
Lv2Uncommon itemcode Yes
Lv5SpellBonus integer No
MajinPenalty boolean No false
MajinPlayer player No
ManAtArmsBonusA boolean No false
ManAtArmsBonusB boolean No false
ManAtArmsPlayer player No
MasterOfTheArtPlayer player No
MasterOTABonusA boolean No false
MasterOTABonusB boolean No false
MegaBoss1Beaten boolean No
MeldokkDrops itemcode Yes
MeldokkSpellDrops itemcode Yes
MeteorlogistFeatOn boolean No
MeteorStormManaDrain real No 35.00
MidasHero unit No
MidasPurifiedAlready boolean No
MidasTouchPlayer player No
MiserPlayer player No
MonkEFBonusA boolean No false
MonkEFBonusB boolean No false
MonkEFPlayer player No
MostKills integer No
MotABurstChance integer No
MovementMarchOn boolean No
MovementMarchRanks abilcode Yes
MusicOn boolean No
MysticTowerResearch integer No
NearDefeatMusic boolean No
OdeToWarOn boolean No
OdeToWarRanks abilcode Yes
Only1Engineer boolean No true
Only1ManAtArms boolean No true
Only1Paladin boolean No true
Only1Solar boolean No true
OpportunistSFX effect No
OpportunistTotalGold integer No
P1CameraBounds camerasetup No
P1Companion integer Yes
P1Hero unit No
P1Kills integer No
P1MoveCount integer No
P1RelationLevel integer No 1
P1Score integer No
P2CameraBounds camerasetup No
P2Companion integer Yes
P2Hero unit No
P2Kills integer No
P2MoveCount integer No
P2RelationLevel integer No 1
P2Score integer No
P3CameraBounds camerasetup No
P3Companion integer Yes
P3Hero unit No
P3Kills integer No
P3MoveCount integer No
P3RelationLeve integer No 1
P3Score integer No
P4CameraBounds camerasetup No
P4Companion integer Yes
P4Hero unit No
P4Kills integer No
P4MoveCount integer No
P4Score integer No
P5CameraBounds camerasetup No
P5Companion integer Yes
P5Hero unit No
P5Kills integer No
P5MoveCount integer No
P5Score integer No
P6CameraBounds camerasetup No
P6Companion integer Yes
P6Hero unit No
P6Kills integer No
P6MoveCount integer No
P6Score integer No
P7CameraBounds camerasetup No
P7Companion integer Yes
P7Hero unit No
P7Kills integer No
P7MoveCount integer No
P7Score integer No
P8CameraBounds camerasetup No
P8Companion integer Yes
P8Hero unit No
P8Kills integer No
P8MoveCount integer No
P8Score integer No
PaladinJusticeBonusA boolean No
PaladinJusticeBonusB boolean No
PaladinJusticePlayer player No
ParanoiaEquipped boolean No
ParanoiaEyeCleanse integer No
ParanoiaHero unit No
ParanoiasEyePlayer player No
PerfectDefense integer No
PerfectDefenseAbil abilcode Yes
PerfectDefenseTotalCount integer No
Petrify integer No
PetrifyTarget unit No
PickFeatTimer timer No
PickModeDone boolean No
PickModeStillGoing boolean No true
PlantHater boolean No
PlayersLeft integer No
PlayerTotalDeaths integer No
PlayerTotalDeathsForRound integer No
PrincessAttack integer No
PrisonerDeathMsg integer No
RandomAssaultChance integer No
RandomDecimateChance integer No
RandomFamiliar unitcode Yes
RandomHero integer No
RandomItemChance integer No
RandomMode boolean No true
RandomRegionPathing rect Yes
RandomSancChance integer No
RandomWeather integer No
RandomWeatherEffect trigger Yes
RareMob integer No
RareSpawn1To6 unitcode Yes
RareSpawn7To10 unitcode Yes
RecuperateChance integer No
RecuperateMultiplier real No
ReplenishLearn integer No
ReplenishLevel integer Yes
RescueTarget unit No
ResearchBonus integer No
RobeBloodInt integer No
RogueOTDBonusA boolean No
RogueOTDBonusB boolean No
RogueOTDBonusC boolean No
RogueOTDPlayer player No
RootTrapUnits unitcode Yes
SabotageOn boolean No
Salamando unit No
SancSFX effect No
SanctuaryChance integer No
SavageFighter boolean No
ScrollDrop integer No
ScrollNumDrop integer No
Seafaring unitcode Yes
SeafaringLv1 boolean No
SelectedMode boolean No
SFXRescue effect No
SharpshooterBonusA boolean No true
SharpshooterBonusB boolean No false
SharpshooterPlayer player No
SkillshotChance integer No
SkullochSongOn boolean No
SmithyworkPlayer player No
SniperMarkKills integer No
SniperMarkTarget unit No
SnipersMark integer No
SofUnityLowestLevel integer No 100
SolarCount integer No
SolStrike unit No
SolStrikeAttacks integer No
SolStrikeTotalAttacks integer No
SongOfManaOn boolean No
SongOfManaRanks abilcode Yes
SongsBeingSung integer No
SoUPlayer player No
SpeedyVictory boolean No true
SpeedyVictoryTimer timer No
SpiritBondHeal real No 35.00
SpiritTotemUnit unitcode Yes
SquireCapKills integer No
StalwartDefender boolean No true
StoryMode boolean No
SunbeamCount integer No
SunSoulBonusA boolean No false
SunSoulBonusB boolean No false
SunSoulPenalty boolean No false
SunSoulPlayer player No
SurvivalistRank integer No
SwashbucklerPlayer player No
SymphonyOfFlameRanks abilcode Yes
SymphonyOfSearingOn boolean No
SymphonyOfStormRanks abilcode Yes
SymphonyOfStormsOn boolean No
TangoTenacityOn boolean No
TangoTenacityRanks abilcode Yes
TantrumCast integer No
TarotCards itemcode Yes
TDDrops itemcode Yes
TDSpellDrops itemcode Yes
TeamsLeft integer No
TestIncrement integer No
Testing integer No
Thornbush unit No
TorchDamage real No 100.00
TotalAssaultDamage integer No
TotalBonusGold integer No
TotalCharmAtOnce integer No 2
TotalEngyKills integer No
TotalETKills integer No
TotalHeroes integer No 32
TotalMysticTowerAllowed integer No 5
TotalMysticTowers integer No
TotalPlantKills integer No
TotalPlants integer No
TotalPlaying integer No
TotalPoJKills integer No
TotalScrollDrop integer No 200
TotalSongs integer No 0
TotalTeamMetDefeatLevel integer Yes 0
TotalTeams integer No 7
TotalTeamsLeft integer No 5
TotalTeamsLeftPercent real No
TotalTeamsPercentInt integer No
TotalUnitsLeft integer No
TotemicSpiritRank integer No
TotemicWolfUnit unitcode Yes
ToughBossMusic boolean No false
TranscendTime real No 75.00
TravelerTricksCurrentLevel integer No
TreasureChestDrop integer No
TundraStrikeRank integer No
TutorialGroup force No
UnitInGarrisonA unit No
UnitInGarrisonB unit No
UnitInGarrisonC unit No
UnitInGarrisonD unit No
UnitInGarrisonE unit No
UnitInGarrisonF unit No
UnitInGarrisonG unit No
UnitInGarrisonH unit No
UnitInGarrisonI unit No
UnitInGarrisonJ unit No
VengefulAnim effect No
VengefulSpiritLvl integer No
VengefulSpiritUnits unitcode Yes
VolleyShot integer No
WageTotal integer No
WarGuard unit No
WarnRecently boolean No
WatchMovie boolean No true
WeatherName string Yes
WebbedVictim unitcode Yes
WebVicRandom integer No
WhirlwindAttack integer No
WhispersWindOn boolean No
Wildbond unit No
WildbondPet unit No
WildbondPetSize real No 100.00
WildbondPetTable unitcode Yes
WildbondPlayer player No
WildbondRandomNum integer No
Dialogue Prelude Check
  Events
  Conditions
    StoryMode Equal to True
  Actions
    Wait 5.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in (Playable map area) matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to |cff7777aaArcane Archer|r)))) Equal to 1
      Then - Actions
        Cinematic - Ping minimap for (All players) at (Position of (Matching unit)) for 2.00 seconds
        Cinematic - Send transmission to (All players) from (Random unit from (Units of type |cff7777aaArcane Archer|r)) named Azrae: Play No sound and display They're almost here.. everyone ready?. Modify duration: Add 0 seconds and Wait
        Wait 5.00 seconds
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in (Playable map area) matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to |cff32cd32Elven Sharpshooter|r)))) Equal to 1
      Then - Actions
        Cinematic - Ping minimap for (All players) at (Position of (Matching unit)) for 2.00 seconds
        Cinematic - Send transmission to (All players) from (Random unit from (Units of type |cff32cd32Elven Sharpshooter|r)) named Feather: Play No sound and display Take up positions everyone. They're going to come from every direction! Adomach's army is vast!. Modify duration: Add 0 seconds and Wait
        Wait 5.00 seconds
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in (Playable map area) matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to |cffff0000Paladin of Justice|r)))) Equal to 1
      Then - Actions
        Cinematic - Ping minimap for (All players) at (Position of (Matching unit)) for 2.00 seconds
        Cinematic - Send transmission to (All players) from (Random unit from (Units of type |cffff0000Paladin of Justice|r)) named Haniel: Play No sound and display I swear by the light of Torm, I will defy Adomach to my last breath!. Modify duration: Add 0 seconds and Wait
        Wait 5.00 seconds
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in (Playable map area) matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to |cff32cd32Rogue of the Dark|r)))) Equal to 1
      Then - Actions
        Cinematic - Ping minimap for (All players) at (Position of (Matching unit)) for 2.00 seconds
        Cinematic - Send transmission to (All players) from (Random unit from (Units of type |cff32cd32Rogue of the Dark|r)) named Scratch: Play No sound and display I'll be lucky to get out of this battle with my skin intact. How did I ever get suckered into this anyway? *Sigh*. Modify duration: Add 0 seconds and Wait
        Wait 5.00 seconds
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in (Playable map area) matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to |cff32cd32Monk of the Ebony Fist|r)))) Equal to 1
      Then - Actions
        Cinematic - Ping minimap for (All players) at (Position of (Matching unit)) for 2.00 seconds
        Cinematic - Send transmission to (All players) from (Random unit from (Units of type |cff32cd32Monk of the Ebony Fist|r)) named Venille: Play No sound and display Peace friends, whatever the fate of today's battle, our gods are watching and smiling down upon us.. Modify duration: Add 0 seconds and Wait
        Wait 5.00 seconds
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in (Playable map area) matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to |cff7777aaReckless Pyromancer|r)))) Equal to 1
      Then - Actions
        Cinematic - Ping minimap for (All players) at (Position of (Matching unit)) for 2.00 seconds
        Cinematic - Send transmission to (All players) from (Random unit from (Units of type |cff7777aaReckless Pyromancer|r)) named Majin: Play No sound and display The power of my fire will incinerate any who stand before us.. whether their god is protecting them or not!. Modify duration: Add 0 seconds and Wait
        Wait 5.00 seconds
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in (Playable map area) matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to |cff7777aaMaster of the Art|r)))) Equal to 1
      Then - Actions
        Cinematic - Ping minimap for (All players) at (Position of (Matching unit)) for 2.00 seconds
        Cinematic - Send transmission to (All players) from (Random unit from (Units of type |cff7777aaMaster of the Art|r)) named Arathil: Play No sound and display It matters not who stands before us, we are united in purpose. The outcome of this battle is already decided.. Modify duration: Add 0 seconds and Wait
        Wait 5.00 seconds
      Else - Actions
Dialogue Level 1
  Events
  Conditions
    StoryMode Equal to True
  Actions
    Wait 5.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in (Playable map area) matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to |cffff0000Tundra Barbarian|r)))) Equal to 1
      Then - Actions
        Cinematic - Send transmission to (All players) from (Random unit from (Units of type |cffff0000Tundra Barbarian|r)) named Truhbold: Play No sound and display What is this?! These are not hardened fiends of darkness! They are weaklings, barely fit to wield a blade!. Modify duration: Add 0 seconds and Wait
        Wait 5.00 seconds
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in (Playable map area) matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to |cff32cd32Half-Elven Bard|r)))) Equal to 1
      Then - Actions
        Cinematic - Send transmission to (All players) from (Random unit from (Units of type |cff32cd32Half-Elven Bard|r)) named Melody: Play No sound and display These human squires.. they are barely old enough to lift a blade, let alone serve the forces of darkness.. why do they come against us?. Modify duration: Add 0 seconds and Wait
        Wait 5.00 seconds
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in (Playable map area) matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to |cff8a2be2Princess of Light|r)))) Equal to 1
      Then - Actions
        Cinematic - Send transmission to (All players) from |cff8a2be2Princess of Light|r 0102 <gen> named Princess Silmeria: Play No sound and display They were once noble squires of Illeryiel, our neighboring country to the north. When Adomach conquered it, he likely corrupted the few who still stood against him, and now they come against us.. Modify duration: Add 0 seconds and Wait
        Wait 5.00 seconds
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in (Playable map area) matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to |cff7777aaCentaur Druid|r)))) Equal to 1
      Then - Actions
        Cinematic - Send transmission to (All players) from (Random unit from (Units of type |cff7777aaCentaur Druid|r)) named Oakheart: Play No sound and display Who they once were is of no consequence any longer. Now they are merely pawns of our enemy, and seek to destroy. We must put them down for both Vern and Nature's sake.. Modify duration: Add 0 seconds and Wait
        Wait 5.00 seconds
      Else - Actions
Dialogue Level 2
  Events
  Conditions
    StoryMode Equal to True
  Actions
    Wait 5.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in (Playable map area) matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to |cff32cd32Wilderness Runner|r)))) Equal to 1
      Then - Actions
        Cinematic - Send transmission to (All players) from (Random unit from (Units of type |cff32cd32Wilderness Runner|r)) named Leylana: Play No sound and display Take down the captains first, they are the ones directing the others!. Modify duration: Add 0 seconds and Wait
        Wait 5.00 seconds
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in (Playable map area) matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to |cff32cd32Border Skirmisher|r)))) Equal to 1
      Then - Actions
        Cinematic - Send transmission to (All players) from (Random unit from (Units of type |cff32cd32Border Skirmisher|r)) named Tomi: Play No sound and display How is that even possible? Squire... captains? Isn't that a bit.. um.. how to put it.. contradictive?. Modify duration: Add 0 seconds and Wait
        Wait 5.00 seconds
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in (Playable map area) matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to |cff7777aaCleric of Elven Word|r)))) Equal to 1
      Then - Actions
        Cinematic - Send transmission to (All players) from (Random unit from (Units of type |cff7777aaCleric of Elven Word|r)) named Lyrra: Play No sound and display Be careful not to get surrounded everyone!. Modify duration: Add 0 seconds and Wait
        Wait 5.00 seconds
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in (Playable map area) matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to |cff32cd32Axe Brother|r)))) Equal to 1
      Then - Actions
        Cinematic - Send transmission to (All players) from (Random unit from (Units of type |cff32cd32Axe Brother|r)) named Faxanadu: Play No sound and display Let them come close, I don't care how many there are, my blade will chop them all to ribbons!. Modify duration: Add 0 seconds and Wait
        Wait 5.00 seconds
      Else - Actions
Dialogue Level 3
  Events
  Conditions
    StoryMode Equal to True
  Actions
    Wait 5.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in (Playable map area) matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to |cffff0000Dwarf Rockfighter|r)))) Equal to 1
      Then - Actions
        Cinematic - Send transmission to (All players) from (Random unit from (Units of type |cffff0000Dwarf Rockfighter|r)) named Tordek: Play No sound and display The archers are dangerous! They 'kin deal some serious punishment with their arrows. Look alive 'lads!. Modify duration: Add 0 seconds and Wait
        Wait 5.00 seconds
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in (Playable map area) matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to |cffff0000Earthen Templar|r)))) Equal to 1
      Then - Actions
        Cinematic - Send transmission to (All players) from (Random unit from (Units of type |cffff0000Earthen Templar|r)) named Earthdirt: Play No sound and display Puny wooden arrows no match for Earthdirt! Earthdirt smash and bash, until nothin' left!. Modify duration: Add 0 seconds and Wait
        Wait 5.00 seconds
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in (Playable map area) matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to |cff7777aaGnome Illusionist|r)))) Equal to 1
      Then - Actions
        Cinematic - Send transmission to (All players) from (Random unit from (Units of type |cff7777aaGnome Illusionist|r)) named Cyril: Play No sound and display Simple archers are no threat to us. They are weak and frail.. Modify duration: Add 0 seconds and Wait
        Wait 5.00 seconds
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in (Playable map area) matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to |cff32cd32Rogue of the Dark|r)))) Equal to 1
      Then - Actions
        Cinematic - Send transmission to (All players) from (Random unit from (Units of type |cff32cd32Rogue of the Dark|r)) named Scratch: Play No sound and display Weak, vulnerable, and frail. My favorite combination!. Modify duration: Add 0 seconds and Wait
        Wait 5.00 seconds
      Else - Actions
function Trig_No_Stealing_Actions takes nothing returns nothing
    call SetUnitPositionLoc( GetEnteringUnit(), GetRectCenter(gg_rct_Auction_House_Exit) )
endfunction

//===========================================================================
function InitTrig_No_Stealing takes nothing returns nothing
    set gg_trg_No_Stealing = CreateTrigger(  )
    call TriggerRegisterEnterRectSimple( gg_trg_No_Stealing, gg_rct_NoNinjaingAHLewts )
    call TriggerAddAction( gg_trg_No_Stealing, function Trig_No_Stealing_Actions )
endfunction

 
function Trig_AH_Setup_Actions takes nothing returns nothing
    call ConditionalTriggerExecute( gg_trg_Auction_House_Levels_1_to_10 )
    call CreateTextTagLocBJ( "Purchase Auction Item", GetRectCenter(gg_rct_Purchase_Auction_Item), 0, 8.00, 100, 100, 100, 0 )
    call ShowTextTagForceBJ( true, GetLastCreatedTextTag(), GetPlayersAll() )
endfunction

//===========================================================================
function InitTrig_AH_Setup takes nothing returns nothing
    set gg_trg_AH_Setup = CreateTrigger(  )
    call TriggerRegisterTimerEventSingle( gg_trg_AH_Setup, 30.00 )
    call TriggerAddAction( gg_trg_AH_Setup, function Trig_AH_Setup_Actions )
endfunction

 
Auction House Levels 1 to 10
  Events
  Conditions
    AuctioneerLevel Equal to 1
  Actions
    Set AuctionItemForSaleRarity = (Random integer number between 1 and 2)
    Set AHTimeSecs = 0
    Wait 2 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        AuctionItemForSaleRarity Equal to 1
      Then - Actions
        Set ItemCurrentlyForSale = Lv1RareSetItem[(Random integer number between 0 and 8)]
        Wait 1.00 seconds
        Item - Create ItemCurrentlyForSale at (Center of Auction_Item <gen>)
        Set AuctionPrice = (500 - HagglerDiscountRare)
        Floating Text - Create floating text that reads ((Name of (Random item in Auction_Item <gen>)) + ( - + (String(AuctionPrice)))) at (Center of Auction_Item <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
        Floating Text - Show (Last created floating text) for (All players)
        Floating Text - Change the fading age of (Last created floating text) to 180.00 seconds
        Floating Text - Change (Last created floating text): Disable permanence
        Floating Text - Change the lifespan of (Last created floating text) to 180.00 seconds
        Set AHTimeSecs = 160
        Trigger - Run AH_Timer <gen> (checking conditions)
      Else - Actions
        Do nothing
    Wait 2 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        AuctionItemForSaleRarity Equal to 2
      Then - Actions
        Set ItemCurrentlyForSale = Lv1EpicSetItem[(Random integer number between 0 and 5)]
        Wait 1.00 seconds
        Item - Create ItemCurrentlyForSale at (Center of Auction_Item <gen>)
        Set AuctionPrice = (1000 - HagglerDiscountEpic)
        Floating Text - Create floating text that reads ((Name of (Random item in Auction_Item <gen>)) + ( - + (String(AuctionPrice)))) at (Center of Auction_Item <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
        Floating Text - Show (Last created floating text) for (All players)
        Floating Text - Change the fading age of (Last created floating text) to 180.00 seconds
        Floating Text - Change (Last created floating text): Disable permanence
        Floating Text - Change the lifespan of (Last created floating text) to 180.00 seconds
        Set AHTimeSecs = 160
        Trigger - Run AH_Timer <gen> (checking conditions)
      Else - Actions
        Do nothing
    Wait 180.00 seconds
    Item - Remove (Random item in Auction_Item <gen>)
    Set AuctionPrice = 0
    Wait 2.00 seconds
    Trigger - Run (This trigger) (checking conditions)
Auction House Tier2
  Events
  Conditions
    AuctioneerLevel Equal to 2
  Actions
    Set AuctionItemForSaleRarity = (Random integer number between 1 and 2)
    Set AHTimeSecs = 0
    Wait 2 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        AuctionItemForSaleRarity Equal to 1
      Then - Actions
        Set ItemCurrentlyForSale = Lv2RareSetItem[(Random integer number between 0 and 8)]
        Wait 1.00 seconds
        Item - Create ItemCurrentlyForSale at (Center of Auction_Item <gen>)
        Set AuctionPrice = (750 - HagglerDiscountRare)
        Floating Text - Create floating text that reads ((Name of (Random item in Auction_Item <gen>)) + ( - + (String(AuctionPrice)))) at (Center of Auction_Item <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
        Floating Text - Show (Last created floating text) for (All players)
        Floating Text - Change the fading age of (Last created floating text) to 180.00 seconds
        Floating Text - Change (Last created floating text): Disable permanence
        Floating Text - Change the lifespan of (Last created floating text) to 180.00 seconds
        Set AHTimeSecs = 160
        Trigger - Run AH_Timer <gen> (checking conditions)
      Else - Actions
        Do nothing
    Wait 2 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        AuctionItemForSaleRarity Equal to 2
      Then - Actions
        Set ItemCurrentlyForSale = Lv2EpicSetItem[(Random integer number between 1 and 6)]
        Wait 1.00 seconds
        Item - Create ItemCurrentlyForSale at (Center of Auction_Item <gen>)
        Set AuctionPrice = (1000 - HagglerDiscountEpic)
        Floating Text - Create floating text that reads ((Name of (Random item in Auction_Item <gen>)) + ( - + (String(AuctionPrice)))) at (Center of Auction_Item <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
        Floating Text - Show (Last created floating text) for (All players)
        Floating Text - Change the fading age of (Last created floating text) to 180.00 seconds
        Floating Text - Change (Last created floating text): Disable permanence
        Floating Text - Change the lifespan of (Last created floating text) to 180.00 seconds
        Set AHTimeSecs = 160
        Trigger - Run AH_Timer <gen> (checking conditions)
      Else - Actions
        Do nothing
    Wait 180.00 seconds
    Item - Remove (Random item in Auction_Item <gen>)
    Set AuctionPrice = 0
    Wait 2.00 seconds
    Trigger - Run (This trigger) (checking conditions)
AH Timer
  Events
  Conditions
  Actions
    Wait 1.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        AHTimeSecs Equal to 0
      Then - Actions
        Do nothing
      Else - Actions
        Floating Text - Create floating text that reads (Estimated Time Remaining (sec): + (String(AHTimeSecs))) at (Center of AH_Time_Remains <gen>) with Z offset 0, using font size 8.00, color (100.00%, 100%, 0.00%), and 0% transparency
        Floating Text - Change the lifespan of (Last created floating text) to 5.00 seconds
        Floating Text - Show (Last created floating text) for (All players)
        Floating Text - Change (Last created floating text): Disable permanence
        Set AHTimeSecs = (AHTimeSecs - 5)
        Wait 4.00 seconds
        Trigger - Run (This trigger) (checking conditions)
function Trig_Purchase_AH_Item_Conditions takes nothing returns boolean
    if ( not ( GetPlayerState(GetOwningPlayer(GetEnteringUnit()), PLAYER_STATE_RESOURCE_GOLD) >= udg_AuctionPrice ) ) then
        return false
    endif
    return true
endfunction

function Trig_Purchase_AH_Item_Actions takes nothing returns nothing
    call SetPlayerStateBJ( GetOwningPlayer(GetEnteringUnit()), PLAYER_STATE_RESOURCE_GOLD, ( GetPlayerState(GetOwningPlayer(GetEnteringUnit()), PLAYER_STATE_RESOURCE_GOLD) - udg_AuctionPrice ) )
    call SetItemPositionLoc( RandomItemInRectSimpleBJ(gg_rct_Auction_Item), GetRectCenter(gg_rct_Auction_House_Exit) )
    call SetUnitPositionLoc( GetEnteringUnit(), GetRectCenter(gg_rct_Auction_House_Exit) )
    set udg_AuctionPrice = 0
endfunction

//===========================================================================
function InitTrig_Purchase_AH_Item takes nothing returns nothing
    set gg_trg_Purchase_AH_Item = CreateTrigger(  )
    call TriggerRegisterEnterRectSimple( gg_trg_Purchase_AH_Item, gg_rct_Purchase_Auction_Item )
    call TriggerAddCondition( gg_trg_Purchase_AH_Item, Condition( function Trig_Purchase_AH_Item_Conditions ) )
    call TriggerAddAction( gg_trg_Purchase_AH_Item, function Trig_Purchase_AH_Item_Actions )
endfunction

 
function Trig_No_Item_For_Sale_or_Cant_Afford_Func003001 takes nothing returns boolean
    return ( GetPlayerState(GetOwningPlayer(GetEnteringUnit()), PLAYER_STATE_RESOURCE_GOLD) < udg_AuctionPrice )
endfunction

function Trig_No_Item_For_Sale_or_Cant_Afford_Func003002 takes nothing returns boolean
    return ( udg_AuctionPrice == 0 )
endfunction

function Trig_No_Item_For_Sale_or_Cant_Afford_Conditions takes nothing returns boolean
    if ( not GetBooleanOr( Trig_No_Item_For_Sale_or_Cant_Afford_Func003001(), Trig_No_Item_For_Sale_or_Cant_Afford_Func003002() ) ) then
        return false
    endif
    return true
endfunction

function Trig_No_Item_For_Sale_or_Cant_Afford_Actions takes nothing returns nothing
    call SetUnitPositionLoc( GetEnteringUnit(), GetRectCenter(gg_rct_Auction_House_Exit) )
    call DisplayTextToForce( GetForceOfPlayer(GetOwningPlayer(GetEnteringUnit())), "You cannot afford that, or there is not an item currently for auction." )
endfunction

//===========================================================================
function InitTrig_No_Item_For_Sale_or_Cant_Afford takes nothing returns nothing
    set gg_trg_No_Item_For_Sale_or_Cant_Afford = CreateTrigger(  )
    call TriggerRegisterEnterRectSimple( gg_trg_No_Item_For_Sale_or_Cant_Afford, gg_rct_Purchase_Auction_Item )
    call TriggerAddCondition( gg_trg_No_Item_For_Sale_or_Cant_Afford, Condition( function Trig_No_Item_For_Sale_or_Cant_Afford_Conditions ) )
    call TriggerAddAction( gg_trg_No_Item_For_Sale_or_Cant_Afford, function Trig_No_Item_For_Sale_or_Cant_Afford_Actions )
endfunction

 
function Trig_Camera_Actions takes nothing returns nothing
    call CameraSetupApplyForPlayer( true, gg_cam_ZoomOut, GetTriggerPlayer(), 2.00 )
endfunction

//===========================================================================
function InitTrig_Camera takes nothing returns nothing
    set gg_trg_Camera = CreateTrigger(  )
    call TriggerRegisterPlayerChatEvent( gg_trg_Camera, Player(0), "-camera", true )
    call TriggerRegisterPlayerChatEvent( gg_trg_Camera, Player(1), "-camera", true )
    call TriggerRegisterPlayerChatEvent( gg_trg_Camera, Player(2), "-camera", true )
    call TriggerRegisterPlayerChatEvent( gg_trg_Camera, Player(3), "-camera", true )
    call TriggerRegisterPlayerChatEvent( gg_trg_Camera, Player(4), "-camera", true )
    call TriggerRegisterPlayerChatEvent( gg_trg_Camera, Player(5), "-camera", true )
    call TriggerRegisterPlayerChatEvent( gg_trg_Camera, Player(6), "-camera", true )
    call TriggerRegisterPlayerChatEvent( gg_trg_Camera, Player(7), "-camera", true )
    call TriggerRegisterPlayerChatEvent( gg_trg_Camera, Player(10), "-camera", true )
    call TriggerAddAction( gg_trg_Camera, function Trig_Camera_Actions )
endfunction

 
Near Defeat
  Events
  Conditions
    NearDefeatMusic Equal to True
  Actions
    Sound - Stop music Immediately
    Sound - Play AfterAdjustment <gen>
    Wait 64.00 seconds
    Sound - Stop AfterAdjustment <gen> After fading
    Wait 3.00 seconds
    Trigger - Run (This trigger) (checking conditions)
Boss Music
  Events
  Conditions
    BossMusic Equal to True
    NearDefeatMusic Equal to False
  Actions
    Sound - Stop music Immediately
    Sound - Play DB_Boss_Music_New <gen>
    Wait 118.00 seconds
    Sound - Stop DB_Boss_Music_New <gen> After fading
    Wait 4.00 seconds
    Trigger - Run (This trigger) (checking conditions)
ToughBoss Music
  Events
  Conditions
    ToughBossMusic Equal to True
    NearDefeatMusic Equal to False
  Actions
    Sound - Stop music Immediately
    Sound - Play 85___Seymour_Battle_chunk_1__2_u <gen>
    Wait 100.00 seconds
    Sound - Stop 85___Seymour_Battle_chunk_1__2_u <gen> After fading
    Wait 4.00 seconds
    Trigger - Run (This trigger) (checking conditions)
Stuff After Level Starts
  Events
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        SabotageOn Equal to True
      Then - Actions
        Set DifficultyModifier = (DifficultyModifier + 1)
        Set SabotageOn = False
      Else - Actions
        Do nothing
Hero Flawless Bonus
  Events
    Unit - A unit Dies
  Conditions
    ((Dying unit) is A Hero) Equal to True
    (Owner of (Dying unit)) Not equal to Player 9 (Gray)
    (Owner of (Dying unit)) Not equal to Player 10 (Light Blue)
  Actions
    Set HeroFlawlessDeath = False
    Set PlayerTotalDeathsForRound = (PlayerTotalDeathsForRound + 1)
    Set PlayerTotalDeaths = (PlayerTotalDeaths + 1)
Bonus Reset
  Events
  Conditions
  Actions
    Set HeroAssassination = False
    Set BlazingVictory = True
    Set SpeedyVictory = True
    Set StalwartDefender = True
    Set PlayerTotalDeathsForRound = 0
    Trigger - Turn on Under_Attack <gen>
    Trigger - Turn on Entering_Castle <gen>
Bonuses and Upkeep
  Events
  Conditions
  Actions
    Trigger - Run Applied_Knw <gen> (checking conditions)
    Trigger - Run Crusade <gen> (checking conditions)
    Trigger - Run Supply_Stocking_Cleanup <gen> (checking conditions)
    Set CurrentLevel = (CurrentLevel + 1)
    Set NearDefeatMusic = False
    Sound - Stop AfterAdjustment <gen> After fading
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        HiredWages Equal to 1
      Then - Actions
        Trigger - Run Hired_Wages_Lv_1 <gen> (checking conditions)
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            HiredWages Equal to 2
          Then - Actions
            Trigger - Run Hired_Wages_Lv_2 <gen> (checking conditions)
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                HiredWages Equal to 3
              Then - Actions
                Trigger - Run Hired_Wages_Lv_3 <gen> (checking conditions)
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    HiredWages Equal to 4
                  Then - Actions
                    Trigger - Run Hired_Wages_Lv_4 <gen> (checking conditions)
                  Else - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        HiredWages Equal to 5
                      Then - Actions
                        Trigger - Run Hired_Wages_Lv_5 <gen> (checking conditions)
                      Else - Actions
    Game - Display to (All players) for 16.00 seconds the text: |cffff0000BONUS SYNOPSIS|r
    Trigger - Run Level_Bonuses <gen> (checking conditions)
    Wait 1.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        HeroFlawlessDeath Equal to True
      Then - Actions
        Trigger - Run Opportunist_Gain <gen> (checking conditions)
        Game - Display to (All players) for 14.00 seconds the text: |cffff0000- No Hero Deaths yet! - |r |cffffcc00+100 Gold|r - (No Hero has died yet.)
        Player Group - Pick every player in (All players) and do (Add 100 to (Picked player) Current gold)
        Set TotalBonusGold = (TotalBonusGold + 100)
      Else - Actions
        Do nothing
    Wait 1.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        GoblinSlayer Equal to True
      Then - Actions
        Trigger - Run Opportunist_Gain <gen> (checking conditions)
        Game - Display to (All players) for 8.00 seconds the text: |cffff0000- Goblin Slayer! - |r |cffffcc00+250 Gold|r (Goblin King did not cast his ultimate.)
        Player Group - Pick every player in (All players) and do (Add 250 to (Picked player) Current gold)
        Set TotalBonusGold = (TotalBonusGold + 250)
        Set GoblinSlayer = False
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        HeroFlawlessDeath Equal to False
        PlayerTotalDeathsForRound Equal to 0
      Then - Actions
        Trigger - Run Opportunist_Gain <gen> (checking conditions)
        Game - Display to (All players) for 14.00 seconds the text: |cffff0000- 0 Deaths! - |r |cffffcc00+50 Gold|r - (No deaths this round.)
        Player Group - Pick every player in (All players) and do (Add 50 to (Picked player) Current gold)
        Set TotalBonusGold = (TotalBonusGold + 50)
      Else - Actions
        Do nothing
    Wait 1.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        StalwartDefender Equal to True
      Then - Actions
        Trigger - Run Opportunist_Gain <gen> (checking conditions)
        Game - Display to (All players) for 12.00 seconds the text: |cffff0000- Stalwart Defenders! - |r |cffffcc00+50 Gold|r - (The city was not attacked this round.)
        Player Group - Pick every player in (All players) and do (Add 50 to (Picked player) Current gold)
        Set TotalBonusGold = (TotalBonusGold + 50)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Mana of Fountain of Replenishment 0022 <gen>) Greater than or equal to (Max mana of Fountain of Replenishment 0022 <gen>)
      Then - Actions
        Trigger - Run Opportunist_Gain <gen> (checking conditions)
        Game - Display to (All players) for 12.00 seconds the text: |cffff0000- Fountain Overflow! - |r |cffffcc00+50 Gold|r - (Fountain of Replenishment is at full mana.)
        Player Group - Pick every player in (All players) and do (Add 50 to (Picked player) Current gold)
        Set TotalBonusGold = (TotalBonusGold + 50)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        AllPrisonersAlive Equal to True
      Then - Actions
        Trigger - Run Opportunist_Gain <gen> (checking conditions)
        Game - Display to (All players) for 12.00 seconds the text: |cffff0000- Savior! - |r |cffffcc00+300 Gold|r - (No Prisoners died.)
        Player Group - Pick every player in (All players) and do (Add 300 to (Picked player) Current gold)
        Set TotalBonusGold = (TotalBonusGold + 300)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CloseCall Equal to True
      Then - Actions
        Trigger - Run Opportunist_Gain <gen> (checking conditions)
        Game - Display to (All players) for 12.00 seconds the text: |cffff0000- Close Call! - |r |cffffcc00+25 Gold|r - (Exactly 3 prisoners left.)
        Player Group - Pick every player in (All players) and do (Add 25 to (Picked player) Current gold)
        Set TotalBonusGold = (TotalBonusGold + 25)
      Else - Actions
        Do nothing
    Wait 1.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        BlazingVictory Equal to True
      Then - Actions
        Trigger - Run Opportunist_Gain <gen> (checking conditions)
        Game - Display to (All players) for 10.00 seconds the text: |cffff0000- Blazing Victory! - |r |cffffcc00+200 Gold|r - (Level beaten in under 50 seconds.)
        Player Group - Pick every player in (All players) and do (Add 200 to (Picked player) Current gold)
        Set TotalBonusGold = (TotalBonusGold + 200)
      Else - Actions
        Do nothing
    Wait 1.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        SpeedyVictory Equal to True
        BlazingVictory Equal to False
      Then - Actions
        Trigger - Run Opportunist_Gain <gen> (checking conditions)
        Game - Display to (All players) for 8.00 seconds the text: |cffff0000- Speedy Victory! - |r |cffffcc00+100 Gold|r - (Level beaten in under 60 seconds.)
        Player Group - Pick every player in (All players) and do (Add 100 to (Picked player) Current gold)
        Set TotalBonusGold = (TotalBonusGold + 100)
      Else - Actions
        Do nothing
    Wait 2 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        PlantHater Equal to True
      Then - Actions
        Trigger - Run Opportunist_Gain <gen> (checking conditions)
        Game - Display to (All players) for 8.00 seconds the text: |cffff0000- Plant Hater! - |r |cffffcc00+200 Gold|r - (All Living shrubs were killed.)
        Player Group - Pick every player in (All players) and do (Add 200 to (Picked player) Current gold)
        Set PlantHater = False
        Set TotalBonusGold = (TotalBonusGold + 200)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Life of |cff8a2be2Princess of Light|r 0102 <gen>) Less than or equal to 150.00
      Then - Actions
        Trigger - Run Opportunist_Gain <gen> (checking conditions)
        Game - Display to (All players) for 8.00 seconds the text: |cffff0000- Near Defeat... - |r |cffffcc00+10 Gold|r - (Princess Silmeria is near death.)
        Player Group - Pick every player in (All players) and do (Add 10 to (Picked player) Current gold)
        Set TotalBonusGold = (TotalBonusGold + 10)
      Else - Actions
        Do nothing
    Trigger - Run Level_Bonuses <gen> (checking conditions)
    Wait 2 seconds
    Game - Display to (All players) the text: |cffff0000PERSONAL BONUSES:|r
    -------- Hero Specific Bonuses Start Here --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        FirstToDingOn Equal to True
      Then - Actions
        Game - Display to (All players) for 10.00 seconds the text: ((Name of FirstToDing) + - |cffff0000- Leading the Way! - |r |cffffcc00+50 Gold|r - (First player to hit level 2.))
        Player - Add 50 to FirstToDing Current gold
        Set TotalBonusGold = (TotalBonusGold + 50)
        Set FirstToDingOn = False
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ClericofOrderBonusA Equal to True
      Then - Actions
        Game - Display to (All players) for 10.00 seconds the text: ((Name of ClericofOrderPlayer) + - |cffff0000- Dedicated Healer! - |r |cffffcc00+200 Gold|r - (Healed an ally that was about to die.))
        Player - Add 200 to ClericofOrderPlayer Current gold
        Set TotalBonusGold = (TotalBonusGold + 200)
        Set ClericofOrderBonusA = False
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ClericofOrderBonusB Equal to True
      Then - Actions
        Game - Display to (All players) for 10.00 seconds the text: ((Name of ClericofOrderPlayer) + - |cffff0000- Symbol of Hope! - |cffffcc00+100 Gold|r - (Saved an ally that was about to die.))
        Player - Add 100 to ClericofOrderPlayer Current gold
        Set TotalBonusGold = (TotalBonusGold + 100)
        Set ClericofOrderBonusB = False
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ClericOTSFBonusA Equal to True
      Then - Actions
        Game - Display to (All players) for 10.00 seconds the text: ((Name of ClericOTSFPlayer) + - |cffff0000- Chaplain! - |cffffcc00+75 Gold|r - (Frequent use of heals on allies.))
        Player - Add 75 to ClericOTSFPlayer Current gold
        Set TotalBonusGold = (TotalBonusGold + 75)
        Set ClericOTSFBonusA = False
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ClericOTSFBonusB Equal to True
      Then - Actions
        Game - Display to (All players) for 10.00 seconds the text: ((Name of ClericOTSFPlayer) + - |cffff0000- Slingshot Pro! - |cffffcc00+75 Gold|r - (Frequent use of Flurry of Slingstones.))
        Player - Add 75 to ClericOTSFPlayer Current gold
        Set TotalBonusGold = (TotalBonusGold + 75)
        Set ClericOTSFBonusB = False
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        EarthenTemplarBonusA Equal to True
      Then - Actions
        Game - Display to (All players) for 10.00 seconds the text: ((Name of EarthenTemplarPlayer) + - |cffff0000- Rage of the Earth! - |cffffcc00+150 Gold|r - (6 or more earth elementals in existance.))
        Player - Add 150 to EarthenTemplarPlayer Current gold
        Set TotalBonusGold = (TotalBonusGold + 150)
        Set EarthenTemplarBonusA = False
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        EarthenTemplarBonusB Equal to True
      Then - Actions
        Game - Display to (All players) for 10.00 seconds the text: ((Name of EarthenTemplarPlayer) + - |cffff0000- Supreme Smasher! - |cffffcc00+100 Gold|r - (Has killed over 100 units.))
        Player - Add 100 to EarthenTemplarPlayer Current gold
        Set TotalBonusGold = (TotalBonusGold + 100)
        Set EarthenTemplarBonusB = False
      Else - Actions
        Do nothing
    Wait 1.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        DwarvenAxeMasterBonusA Equal to True
      Then - Actions
        Game - Display to (All players) for 10.00 seconds the text: ((Name of DwarvenAMPlayer) + - |cffff0000- Slice and Dice! - |cffffcc00+200 Gold|r - (Living Axe has killed at least 30 units.))
        Player - Add 200 to DwarvenAMPlayer Current gold
        Set TotalBonusGold = (TotalBonusGold + 200)
        Set DwarvenAxeMasterBonusA = False
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        DwarvenAxeMasterBonusB Equal to True
      Then - Actions
        Game - Display to (All players) for 10.00 seconds the text: ((Name of DwarvenAMPlayer) + - |cffff0000- Naturally Aggressive! - |cffffcc00+25 Gold|r - (4 Ranks of Aggression obtained.))
        Player - Add 25 to DwarvenAMPlayer Current gold
        Set TotalBonusGold = (TotalBonusGold + 25)
        Set DwarvenAxeMasterBonusB = False
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        MonkEFBonusA Equal to True
      Then - Actions
        Game - Display to (All players) for 10.00 seconds the text: ((Name of MonkEFPlayer) + - |cffff0000- One with Chakra! - |cffffcc00+100 Gold|r - (Healed 5 or more heroes with one Chakra Burst.))
        Player - Add 100 to MonkEFPlayer Current gold
        Set TotalBonusGold = (TotalBonusGold + 100)
        Set MonkEFBonusA = False
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        MonkEFBonusB Equal to True
      Then - Actions
        Game - Display to (All players) for 10.00 seconds the text: ((Name of MonkEFPlayer) + - |cffff0000- Blistering Speed! - |cffffcc00+150 Gold|r - (Frequent use of Blazing Speed))
        Player - Add 150 to MonkEFPlayer Current gold
        Set TotalBonusGold = (TotalBonusGold + 150)
        Set MonkEFBonusB = False
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ManAtArmsBonusA Equal to True
      Then - Actions
        Game - Display to (All players) for 10.00 seconds the text: ((Name of HiredWagesPlayer) + - |cffff0000- Pay Raise! - |cffffcc00+150 Gold|r - (4 Ranks of Hired Wages obtained.))
        Player - Add 150 to HiredWagesPlayer Current gold
        Set TotalBonusGold = (TotalBonusGold + 150)
        Set ManAtArmsBonusA = False
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ManAtArmsBonusB Equal to True
      Then - Actions
        Game - Display to (All players) for 10.00 seconds the text: ((Name of HiredWagesPlayer) + - |cffff0000- Hoarse Throat! - |cffffcc00+100 Gold|r - (Frequent use of Battle Shout.))
        Player - Add 100 to ManAtArmsPlayer Current gold
        Set TotalBonusGold = (TotalBonusGold + 100)
        Set ManAtArmsBonusB = False
      Else - Actions
        Do nothing
    Wait 1.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        RogueOTDBonusA Equal to True
      Then - Actions
        Game - Display to (All players) for 10.00 seconds the text: ((Name of RogueOTDPlayer) + - |cffff0000- Apprentice Assassin! - |cffffcc00+50 Gold|r - (Over 10 Units assassinated.))
        Player - Add 50 to RogueOTDPlayer Current gold
        Set TotalBonusGold = (TotalBonusGold + 50)
        Set RogueOTDBonusA = False
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        RogueOTDBonusB Equal to True
      Then - Actions
        Game - Display to (All players) for 10.00 seconds the text: ((Name of RogueOTDPlayer) + - |cffff0000- Veteran Assassin! - |cffffcc00+100 Gold|r - (Over 30 units assassinated.))
        Player - Add 100 to RogueOTDPlayer Current gold
        Set TotalBonusGold = (TotalBonusGold + 100)
        Set RogueOTDBonusB = False
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        RogueOTDBonusC Equal to True
      Then - Actions
        Game - Display to (All players) for 10.00 seconds the text: ((Name of RogueOTDPlayer) + - |cffff0000- Master Assassin! - |cffffcc00+150 Gold|r - (Over 50 units assassinated.))
        Player - Add 150 to RogueOTDPlayer Current gold
        Set TotalBonusGold = (TotalBonusGold + 150)
        Set RogueOTDBonusC = False
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        MasterOTABonusA Equal to True
      Then - Actions
        Game - Display to (All players) for 10.00 seconds the text: ((Name of MasterOfTheArtPlayer) + - |cffff0000- Bombardier! - |cffffcc00+100 Gold|r - (Blast cast more then 50 times.))
        Player - Add 100 to MasterOfTheArtPlayer Current gold
        Set TotalBonusGold = (TotalBonusGold + 100)
        Set MasterOTABonusA = False
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        MasterOTABonusB Equal to True
      Then - Actions
        Game - Display to (All players) for 10.00 seconds the text: ((Name of MasterOfTheArtPlayer) + - |cffff0000- Wielder of the Art! - |cffffcc00+100 Gold|r - (Essence Shock cast more then 50 times.))
        Player - Add 100 to MasterOfTheArtPlayer Current gold
        Set TotalBonusGold = (TotalBonusGold + 100)
        Set MasterOTABonusB = False
      Else - Actions
        Do nothing
    Wait 1.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        FeralArchonBonus Equal to True
      Then - Actions
        Game - Display to (All players) for 10.00 seconds the text: ((Name of FeralArchonPlayer) + - |cffff0000- Beast Within! - |cffffcc00+100 Gold|r - (Slew multiple enemies with tantrum.))
        Player - Add 100 to FeralArchonPlayer Current gold
        Set TotalBonusGold = (TotalBonusGold + 100)
        Set FeralArchonBonus = False
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        FeralArchonBonusB Equal to True
      Then - Actions
        Game - Display to (All players) for 10.00 seconds the text: ((Name of FeralArchonPlayer) + - |cffff0000- Predator! - |cffffcc00+125 Gold|r - (Killed a boss.))
        Player - Add 125 to FeralArchonPlayer Current gold
        Set TotalBonusGold = (TotalBonusGold + 125)
        Set FeralArchonBonusB = False
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        HumanEngineerBonusA Equal to True
      Then - Actions
        Game - Display to (All players) for 10.00 seconds the text: ((Name of HumanEngineerPlayer) + - |cffff0000- Master Crafter! - |cffffcc00+150 Gold|r - (Has built more then 10 structures.))
        Player - Add 150 to HumanEngineerPlayer Current gold
        Set TotalBonusGold = (TotalBonusGold + 150)
        Set HumanEngineerBonusA = False
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        HumanEngineerBonusB Equal to True
      Then - Actions
        Game - Display to (All players) for 10.00 seconds the text: ((Name of HumanEngineerPlayer) + - |cffff0000- Violent Engineer! - |cffffcc00+200 Gold|r - (Killed more then 50 units with the engineer and not towers.))
        Player - Add 200 to HumanEngineerPlayer Current gold
        Set TotalBonusGold = (TotalBonusGold + 200)
        Set HumanEngineerBonusB = False
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        SunSoulBonusA Equal to True
      Then - Actions
        Game - Display to (All players) for 10.00 seconds the text: ((Name of SunSoulPlayer) + - |cffff0000- Solar Guard! - |cffffcc00+100 Gold|r - (Frequent use of Solar Barrier.))
        Player - Add 100 to SunSoulPlayer Current gold
        Set TotalBonusGold = (TotalBonusGold + 100)
        Set SunSoulBonusA = False
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        SunSoulBonusB Equal to True
      Then - Actions
        Game - Display to (All players) for 10.00 seconds the text: ((Name of SunSoulPlayer) + - |cffff0000- Lightcaster! - |cffffcc00+100 Gold|r - (Frequent use of sunbeam.))
        Player - Add 100 to SunSoulPlayer Current gold
        Set TotalBonusGold = (TotalBonusGold + 100)
        Set SunSoulBonusB = False
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        SunSoulPenalty Equal to True
      Then - Actions
        Game - Display to (All players) for 10.00 seconds the text: ((Name of SunSoulPlayer) + - |cffff0000- Incinerated an Ally... - |cffffcc00-400 Gold|r - (Killed an ally with sunbeam.))
        Player - Add -400 to SunSoulPlayer Current gold
        Set SunSoulPenalty = False
      Else - Actions
        Do nothing
    Wait 1.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        PaladinJusticeBonusA Equal to True
      Then - Actions
        Game - Display to (All players) for 10.00 seconds the text: ((Name of PaladinJusticePlayer) + - |cffff0000- Shining Beacon! - |cffffcc00+175 Gold|r - (Saved an ally that was about to die.))
        Player - Add 175 to PaladinJusticePlayer Current gold
        Set TotalBonusGold = (TotalBonusGold + 175)
        Set PaladinJusticeBonusA = False
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        PaladinJusticeBonusB Equal to True
      Then - Actions
        Game - Display to (All players) for 10.00 seconds the text: ((Name of PaladinJusticePlayer) + - |cffff0000- Crusader! - |cffffcc00+100 Gold|r - (Killed more then 100 units.))
        Player - Add 100 to PaladinJusticePlayer Current gold
        Set TotalBonusGold = (TotalBonusGold + 100)
        Set PaladinJusticeBonusB = False
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        DwarvenRFBonusA Equal to True
      Then - Actions
        Game - Display to (All players) for 10.00 seconds the text: ((Name of DwarvenRFPlayer) + - |cffff0000- Titan's Stamina! - |cffffcc00+25 Gold|r - (4 Ranks of Dwarven Stamina obtained.))
        Player - Add 25 to DwarvenRFPlayer Current gold
        Set TotalBonusGold = (TotalBonusGold + 25)
        Set DwarvenRFBonusA = False
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        DwarvenRFBonusB Equal to True
      Then - Actions
        Game - Display to (All players) for 10.00 seconds the text: ((Name of DwarvenRFPlayer) + - |cffff0000- Fearful Presence! - |cffffcc00+125 Gold|r - (Caused more then 15 units to run in terror.))
        Player - Add 125 to DwarvenRFPlayer Current gold
        Set TotalBonusGold = (TotalBonusGold + 125)
        Set DwarvenRFBonusB = False
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        DiscipleBonusA Equal to True
      Then - Actions
        Game - Display to (All players) for 10.00 seconds the text: ((Name of DisciplePlayer) + - |cffff0000- Aura of Grace! - |cffffcc00+75 Gold|r - (Frequent use of Mass Restore.))
        Player - Add 75 to DisciplePlayer Current gold
        Set TotalBonusGold = (TotalBonusGold + 75)
        Set DiscipleBonusA = False
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        DiscipleBonusB Equal to True
      Then - Actions
        Game - Display to (All players) for 10.00 seconds the text: ((Name of DisciplePlayer) + - |cffff0000- Cheat Death! - |cffffcc00+200 Gold|r - (Rescued an ally with Death Ward.))
        Player - Add 200 to DisciplePlayer Current gold
        Set TotalBonusGold = (TotalBonusGold + 200)
        Set GraceBonusObtained = True
        Set DiscipleBonusB = False
      Else - Actions
        Do nothing
    Wait 1.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ArcaneArcherBonusA Equal to True
      Then - Actions
        Game - Display to (All players) for 10.00 seconds the text: ((Name of ArcaneArcherPlayer) + - |cffff0000- Power Shot! - |cffffcc00+50 Gold|r - (4 Ranks of Far Shot obtained.))
        Player - Add 50 to ArcaneArcherPlayer Current gold
        Set TotalBonusGold = (TotalBonusGold + 50)
        Set ArcaneArcherBonusA = False
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ArcaneArcherBonusB Equal to True
      Then - Actions
        Game - Display to (All players) for 10.00 seconds the text: ((Name of ArcaneArcherPlayer) + - |cffff0000- Sniper! - |cffffcc00+100 Gold|r - (Frequent use of Eagle Arrow.))
        Player - Add 100 to ArcaneArcherPlayer Current gold
        Set TotalBonusGold = (TotalBonusGold + 100)
        Set ArcaneArcherBonusB = False
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        AxeBrotherBonusA Equal to True
      Then - Actions
        Game - Display to (All players) for 10.00 seconds the text: ((Name of AxeBrotherPlayer) + - |cffff0000- Whirling Dervish! - |cffffcc00+100 Gold|r - (Frequent use of Whirlwind Attack.))
        Player - Add 100 to AxeBrotherPlayer Current gold
        Set TotalBonusGold = (TotalBonusGold + 100)
        Set AxeBrotherBonusA = False
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        AxeBrotherBonusB Equal to True
      Then - Actions
        Game - Display to (All players) for 10.00 seconds the text: ((Name of AxeBrotherPlayer) + - |cffff0000- Savage Fighter! - |cffffcc00+100 Gold|r - (Have decimated more then 50 units.))
        Player - Add 100 to AxeBrotherPlayer Current gold
        Set TotalBonusGold = (TotalBonusGold + 100)
        Set AxeBrotherBonusB = False
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CentaurDruidBonusA Equal to True
      Then - Actions
        Game - Display to (All players) for 10.00 seconds the text: ((Name of CentaurDruidPlayer) + - |cffff0000- Cultivator! - |cffffcc00+100 Gold|r - (Have created more then 5 treants.))
        Player - Add 100 to CentaurDruidPlayer Current gold
        Set TotalBonusGold = (TotalBonusGold + 100)
        Set CentaurDruidBonusA = False
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CentaurDruidBonusB Equal to True
      Then - Actions
        Game - Display to (All players) for 10.00 seconds the text: ((Name of CentaurDruidPlayer) + - |cffff0000- Nature's Wrath! - |cffffcc00+100 Gold|r - (Treants have killed more then 50 units.))
        Player - Add 100 to CentaurDruidPlayer Current gold
        Set TotalBonusGold = (TotalBonusGold + 100)
        Set CentaurDruidBonusB = False
      Else - Actions
        Do nothing
    Wait 1.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ClericElvenWordBonusA Equal to True
      Then - Actions
        Game - Display to (All players) for 10.00 seconds the text: ((Name of ClericEWPlayer) + - |cffff0000- Mender! - |cffffcc00+150 Gold|r - (Frequently healed allies with Regrowth.))
        Player - Add 150 to ClericEWPlayer Current gold
        Set TotalBonusGold = (TotalBonusGold + 150)
        Set ClericElvenWordBonusA = False
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ClericElvenWordBonusB Equal to True
      Then - Actions
        Game - Display to (All players) for 10.00 seconds the text: ((Name of ClericEWPlayer) + - |cffff0000- Mistress of Elven Heart! - |cffffcc00+100 Gold|r - (Cast a shield that successfully absorbed a spell.))
        Player - Add 100 to ClericEWPlayer Current gold
        Set TotalBonusGold = (TotalBonusGold + 100)
        Set ClericElvenWordBonusB = False
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CrestedDrakeBonusA Equal to True
      Then - Actions
        Game - Display to (All players) for 10.00 seconds the text: ((Name of CrestedDrakePlayer) + - |cffff0000- Firebreather! - |cffffcc00+100 Gold|r - (Frequent use of Flame Wreath.))
        Player - Add 100 to CrestedDrakePlayer Current gold
        Set TotalBonusGold = (TotalBonusGold + 100)
        Set CrestedDrakeBonusA = False
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CrestedDrakeBonusB Equal to True
      Then - Actions
        Game - Display to (All players) for 10.00 seconds the text: ((Name of CrestedDrakePlayer) + - |cffff0000- Fangterror! - |cffffcc00+50 Gold|r - (4 Ranks of Drakefang obtained.))
        Player - Add 50 to CrestedDrakePlayer Current gold
        Set TotalBonusGold = (TotalBonusGold + 50)
        Set CrestedDrakeBonusB = False
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        HEBardBonusA Equal to True
      Then - Actions
        Game - Display to (All players) for 10.00 seconds the text: ((Name of BardPlayer) + - |cffff0000- Harmonic Healing! - |cffffcc00+100 Gold|r - (Frequently healed allies with Melody of Mending.))
        Player - Add 100 to BardPlayer Current gold
        Set TotalBonusGold = (TotalBonusGold + 100)
        Set HEBardBonusA = False
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        HEBardBonusB Equal to True
      Then - Actions
        Game - Display to (All players) for 10.00 seconds the text: ((Name of BardPlayer) + - |cffff0000- Sower of Chaos! - |cffffcc00+150 Gold|r - (Have caused more then 50 units to attack each other.))
        Player - Add 150 to BardPlayer Current gold
        Set TotalBonusGold = (TotalBonusGold + 150)
        Set HEBardBonusB = False
      Else - Actions
        Do nothing
    Wait 3.00 seconds
    Trigger - Run Upkeep_2 <gen> (checking conditions)
Checks for Companionships and Also for Cursed Item Drops
Upkeep 2
  Events
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        MajinPenalty Equal to True
      Then - Actions
        Game - Display to (All players) for 10.00 seconds the text: ((Name of MajinPlayer) + - |cffff0000- Incinerated an ally... - |cffffcc00-400 Gold|r - (Killed an allied hero with one of his spells.))
        Player - Add -400 to MajinPlayer Current gold
        Set MajinPenalty = False
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to |cff32cd32Elven Sharpshooter|r))) Equal to 1
        SharpshooterBonusA Equal to True
        CurrentLevel Equal to 10
      Then - Actions
        Game - Display to (All players) for 10.00 seconds the text: ((Name of (Owner of (Random unit from (Units of type |cff32cd32Elven Sharpshooter|r)))) + - |cffff0000- Smart Survivalist - |cffffcc00+200 Gold|r - (Didn't die in the first 10 levels as the Elven Sharpshooter.))
        Player - Add 200 to (Owner of (Random unit from (Units of type |cff32cd32Elven Sharpshooter|r))) Current gold
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        SharpshooterBonusB Equal to True
      Then - Actions
        Game - Display to (All players) for 10.00 seconds the text: ((Name of SharpshooterPlayer) + - |cffff0000- Shoot to Kill - |cffffcc00+200 Gold|r - (Killed 10 targets marked with Sniper's Mark.))
        Player - Add 200 to SharpshooterPlayer Current gold
        Set SharpshooterBonusB = False
      Else - Actions
        Do nothing
    Trigger - Run Check_Companionships <gen> (checking conditions)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ParanoiaEquipped Equal to True
      Then - Actions
        Set ParanoiaEyeCleanse = (ParanoiaEyeCleanse + 1)
      Else - Actions
    Wait 12.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ParanoiaEyeCleanse Equal to 5
      Then - Actions
        Game - Display to (Player group(MidasTouchPlayer)) the text: |cffCD2600You have broken the Curse of the Paranoia's Eye!!|r
        Item - Remove (Item carried by ParanoiaHero of type |cffCD2600Paranoia's Eye|r)
        Sound - Play DivineShield <gen>
        Hero - Create |cffCD2600Paranoia's Sight|r and give it to ParanoiaHero
        Set ParanoiaEyeCleanse = -1000
        Set ParanoiaEquipped = False
      Else - Actions
    Trigger - Run Cursed_Item_Drop_1_to_10 <gen> (checking conditions)
    Trigger - Run Companionship_Checking <gen> (checking conditions)
    Trigger - Run Hearty_Morale_Effect <gen> (checking conditions)
+200 gold - Win in 50 seconds
+100 gold - Win in 85 seconds
Fast Victories
  Events
  Conditions
  Actions
    Wait 50.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        LevelBeaten Equal to True
      Then - Actions
        Skip remaining actions
      Else - Actions
        Set BlazingVictory = False
    Wait 60.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        LevelBeaten Equal to True
      Then - Actions
        Skip remaining actions
      Else - Actions
        Set SpeedyVictory = False
+50 gold - Enemy doesn't enter their base
Stalwart Defender
  Events
    Unit - A unit enters Area_to_Defend <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 10 (Light Blue)
  Actions
    Set StalwartDefender = False
First to Ding
  Events
    Unit - A unit Gains a level
  Conditions
    (Owner of (Triggering unit)) Not equal to Player 9 (Gray)
  Actions
    Trigger - Turn off (This trigger)
    Set FirstToDingOn = True
    Set FirstToDing = (Owner of (Leveling Hero))
+200 Gold if the Cleric of Order cast a heal on a hero other then himself with less then 75 life.
Cleric of Order Dedicated Healer
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to Mystic Renewal (E)
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Target unit of ability being cast)) Not equal to |cff7777aaCleric of Order|r
        (Life of (Target unit of ability being cast)) Less than or equal to 75.00
        ((Target unit of ability being cast) is A Hero) Equal to True
      Then - Actions
        Trigger - Turn off (This trigger)
        Set ClericofOrderBonusA = True
        Set ClericofOrderPlayer = (Owner of (Casting unit))
      Else - Actions
        Do nothing
+50 Gold if the Cleric of Order cast Mark of Order and the target had more then 9 units near them.
Cleric of Order Symbol of Hope
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to Mark of Order (W)
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units within 350.00 of (Position of (Target unit of ability being cast)))) Greater than 9
        ((Target unit of ability being cast) is A Hero) Equal to True
      Then - Actions
        Trigger - Turn off (This trigger)
        Set ClericofOrderBonusB = True
        Set ClericofOrderPlayer = (Owner of (Casting unit))
      Else - Actions
        Do nothing
+75 Gold if the Cleric of the Small Folk has used his healing spell more then 10 times on people.
Cleric of the Small Folk Chaplain
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to Refresh - (W)
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Target unit of ability being cast)) Not equal to |cff7777aaCleric of the Small Folk|r
        ClericSmallFolkHealBonusTotal Greater than 9
      Then - Actions
        Trigger - Turn off (This trigger)
        Set ClericOTSFBonusA = True
        Set ClericOTSFPlayer = (Owner of (Casting unit))
      Else - Actions
        Set ClericSmallFolkHealBonusTotal = (ClericSmallFolkHealBonusTotal + 1)
+75 Gold if the Cleric of the Small Folk has used his Flurry of Slingstones more then 25 times.
Cleric of the Small Folk Slingshot Pro
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to Flurry of Slingstones - (Q)
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ClericSmallFolkSlingshotBonus Greater than 24
      Then - Actions
        Trigger - Turn off (This trigger)
        Set ClericOTSFBonusB = True
        Set ClericOTSFPlayer = (Owner of (Casting unit))
      Else - Actions
        Set ClericSmallFolkSlingshotBonus = (ClericSmallFolkSlingshotBonus + 1)
+200 Gold if the Dwarven Axemaster's Living Axe has killed 10 or more units.
Dwarven Axemaster Slice and Dice
  Events
    Unit - A unit Dies
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Killing unit)) Equal to Living Axe (Level 1)
        (Unit-type of (Killing unit)) Equal to Living Axe (Level 2)
        (Unit-type of (Killing unit)) Equal to Living Axe (Level 3)
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        LivingAxeKills Greater than 9
      Then - Actions
        Trigger - Turn off (This trigger)
        Set DwarvenAxeMasterBonusA = True
      Else - Actions
        Set LivingAxeKills = (LivingAxeKills + 1)
        Set DwarvenAMPlayer = (Owner of (Killing unit))
+25 Gold if he has all 4 ranks of Aggression
Dwarven Axemaster Naturally Aggressive
  Events
    Unit - A unit Learns a skill
  Conditions
    (Learned Hero Skill) Equal to Aggression - (E)
  Actions
    Set Aggression = (Aggression + 1)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Aggression Equal to 4
      Then - Actions
        Trigger - Turn off (This trigger)
        Set DwarvenAxeMasterBonusB = True
      Else - Actions
        Do nothing
+100 Gold if the monk cast Chakra Burst and more then 5 heroes were around him.
Monk of the Ebony Fist One With Chakra
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to Chakra Burst - (W)
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units within 600.00 of (Position of (Casting unit)) matching (((Matching unit) is A Hero) Equal to True))) Greater than 4
      Then - Actions
        Trigger - Turn off (This trigger)
        Set MonkEFBonusA = True
        Set MonkEFPlayer = (Owner of (Casting unit))
      Else - Actions
        Do nothing
+150 Gold if the monk has used Flurry of Blows 75 times or more.
Monk of the Ebony Fist Blistering Speed
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to Flurry of Blows
  Actions
    Set FlurryCount = (FlurryCount + 1)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        FlurryCount Greater than 74
      Then - Actions
        Trigger - Turn off (This trigger)
        Set MonkEFBonusB = True
        Set MonkEFPlayer = (Owner of (Casting unit))
      Else - Actions
        Do nothing
+50 Gold for first 15 Assassinate Kills
Rogue of the Dark Apprentice Assassin
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Killing unit)) Equal to |cff32cd32Rogue of the Dark|r
    AssassinateCount Greater than 14
  Actions
    Trigger - Turn off (This trigger)
    Set RogueOTDBonusA = True
    Set RogueOTDPlayer = (Owner of (Killing unit))
+100 Gold for first 50 Assassinate Kills
Rogue of the Dark Veteran Assassin
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Killing unit)) Equal to |cff32cd32Rogue of the Dark|r
    AssassinateCount Greater than 39
  Actions
    Trigger - Turn off (This trigger)
    Set RogueOTDBonusB = True
+150 Gold for first 100 Assassinate Kills
Rogue of the Dark Master Assassin
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Killing unit)) Equal to |cff32cd32Rogue of the Dark|r
    AssassinateCount Greater than 99
  Actions
    Trigger - Turn off (This trigger)
    Set RogueOTDBonusC = True
+100 Gold for more then 50 Blast Uses
Master of the Art Bombardier
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to Blast - (Q)
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        BlastCast Greater than 49
      Then - Actions
        Trigger - Turn off (This trigger)
        Set MasterOTABonusA = True
        Set MasterOfTheArtPlayer = (Owner of (Casting unit))
      Else - Actions
        Set BlastCast = (BlastCast + 1)
+100 Gold for more then 35 Essence Shock uses
Master of the Art Wielder of the Art
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to Essence Shock - (W)
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        EssenceShockCast Greater than 34
      Then - Actions
        Trigger - Turn off (This trigger)
        Set MasterOTABonusB = True
        Set MasterOfTheArtPlayer = (Owner of (Casting unit))
      Else - Actions
        Set EssenceShockCast = (EssenceShockCast + 1)
+100 Gold for more then 5 Tantrum uses
Feral Archon Beast Within
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to Tantrum - R
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        TantrumCast Greater than 4
      Then - Actions
        Trigger - Turn off (This trigger)
        Set FeralArchonBonus = True
        Set FeralArchonPlayer = (Owner of (Casting unit))
      Else - Actions
        Set TantrumCast = (TantrumCast + 1)
+125 gold for killing an enemy hero as Feral Archon
Feral Archon Predator
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Killing unit)) Equal to |cffff0000Feral Archon|r
    ((Dying unit) is A Hero) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Set FeralArchonBonusB = True
    Set FeralArchonPlayer = (Owner of (Killing unit))
+200 gold if killed more then 40 units using the engineer, and not towers, etc.
Violent Engineer
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Killing unit)) Equal to |cff7777aaHuman Engineer|r
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        TotalEngyKills Greater than 39
      Then - Actions
        Trigger - Turn off (This trigger)
        Set HumanEngineerPlayer = (Owner of (Killing unit))
        Set HumanEngineerBonusB = True
      Else - Actions
        Set TotalEngyKills = (TotalEngyKills + 1)
+150g for having more then 15 buildings constructed at a time.
Human Engineer Master Builder
  Events
    Unit - A unit Begins construction
  Conditions
    (Number of units in (Units owned by (Owner of (Constructing structure)) of type |cff7777aaHuman Engineer|r)) Equal to 1
    (Number of units in (Units owned by (Owner of (Constructing structure)) matching (((Matching unit) is A structure) Equal to True))) Greater than 14
  Actions
    Trigger - Turn off (This trigger)
    Set HumanEngineerPlayer = (Owner of (Constructing structure))
    Set HumanEngineerBonusA = True
+150 Gold if the Earthen Templar controls more then 5 Earth Elementals
Earthen Templar Rage of Earth
  Events
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in (Playable map area) matching (((Unit-type of (Matching unit)) Equal to Earth Elemental Rank 1) and ((Life of (Matching unit)) Greater than or equal to 1.00)))) Greater than 5
      Then - Actions
        Trigger - Turn off (This trigger)
        Set EarthenTemplarBonusA = True
        Set EarthenTemplarPlayer = (Owner of (Random unit from (Units of type Earth Elemental Rank 1)))
      Else - Actions
        Do nothing
+100 gold for 100 kills or more.
Supreme Smasher
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Killing unit)) Equal to |cffff0000Earthen Templar|r
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        TotalETKills Greater than 99
      Then - Actions
        Trigger - Turn off (This trigger)
        Set EarthenTemplarPlayer = (Owner of (Killing unit))
        Set EarthenTemplarBonusB = True
      Else - Actions
        Set TotalETKills = (TotalETKills + 1)
+150 Gold if hes recieved more then 500 gold due to Hired Wages
ManAtArms Pay Raise
  Events
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        WageTotal Greater than or equal to 500
      Then - Actions
        Trigger - Turn off (This trigger)
        Set ManAtArmsBonusA = True
        Set ManAtArmsPlayer = HiredWagesPlayer
      Else - Actions
        Do nothing
+100 Gold for more then 15 Battle Shout Uses
ManAtArms Hoarse Throat
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to Battle Shout
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        BattleShoutCount Greater than 14
      Then - Actions
        Trigger - Turn off (This trigger)
        Set ManAtArmsBonusB = True
        Set ManAtArmsPlayer = (Owner of (Casting unit))
      Else - Actions
        Set BattleShoutCount = (BattleShoutCount + 1)
-400 gold for Killing an Ally with Sunbeam
SunSoul Penalty
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Killing unit)) Equal to |cff32cd32Sun Soul Initiate|r
    ((Dying unit) is A Hero) Equal to True
    (Owner of (Dying unit)) Not equal to Player 10 (Light Blue)
    (Owner of (Dying unit)) Not equal to (Owner of (Killing unit))
  Actions
    Set SunSoulPenalty = True
    Set SunSoulPlayer = (Owner of (Killing unit))
+100 Gold for more then 10 Solar Barrier Uses
Sun Soul Solar Guard
  Events