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Trigger Viewer

DIII PvP Arena v.1.03.w3x
Variables
Initialisierung
Initilization
Loading Triggers
DialogClicked
Setup
Music
Hero Dead and Blood SFX
Level Up
Camera Shake
Daytime
Dummy death and explosion
AI
Death
Unit Dead
Bestenliste
Bestenliste Werte
Skills Select and Rounds
Skills Select
Skills Delete
Round Start
Round End Normal
Round End Timer
Game End
Game End Timer
OrbDrops and GoldDrops
Camera
Camera
Zoom
ZoomOut
Barbarian Skills
Cleave
War Shout
Battle Rage
Ground Stomp
Whirlwind
Whirlwind init
Whirlwind Loop
Jump Barbarian
JB init
JB loop
Seismic Slam
SS init
SS loop
Charge
CB init
CB loop
Weapon Throw
WT init
WT loop
Ancient Spear
AS init
AS loop
Fury System
Barbarian Mana Leak
Barbarian Rage Gain
Barbarian Rage Fix
Wizard Skills
Hydra
Meteor
Electrocute
Spectral Blades
Frost Nova
Teleport
Arcane Orb
Arcane Orb init
Arcane Orb Loop
Energy Twister
ET init
ET loop
Charged Bolt
EG init
EG loop
New Time Shield
Time Shield New
Wave of Force
Wave Force Hero
Witch Doctor Skills
Sacrifice
Mongrels
Plague of Toads
Corpse Spiders
Toads and Spiders
Acid Cloud
Fetish Army
Poison Dart
Poison Dart
TimerUtils
Spirit Walk
SW
SW 1
SW 2
Soul Harvest
Soul Harvest
Health Reserve
Example
Bound Sentinel
Fire Bomb
FB init
FB loop
Get DOT
Deal DOT
Locust Swarm
LS init
LS loop
Monk Skills
Monk Mana Leak
Crippling Wave
Fists of Thunder
Hundred Fists
Exploding Palm
Serenity
Blinding Flash
Mantra of Conviction
Mantra of Healing
SevenSidedStrike
Wave of Light
WL init
WL loop
Demon Hunter Skills
Fan of Knives
FoK init
FoK loop
Molten Arrow
MA init
MA loop
Entangling Shot
ES init
ES loop
Bola Shot
BO init
BO loop
BO Explosion
Spike Trap
Spike Trap werfen
Spike Trap
Shock Spike
Shock Spike werfen
Shock Spike
Vault
VA init
VA loop
Grenade
Vectors
Grenade vJass
Grenade Mana
Multishot
Multishot
Sentry
Sentry
Inventory System
Inventory
Anti Move System
Set Items
Set Items drop
Hero Pick
Selection Camera
Hero Pick
Hero Selection
GUI Knockback System [hell gate]
KS init
KS loop
Math Functions
Events
Temp Camera
Auto Pickup and Mana Systems
Wizard Witch Doctor Hunter Mana Recovery
Witchdoctor Orb Regeneration
Auto Pickup loop
Auto Pickup remove
Jump System
example
JS init
JS loop
Damage Show and PhysX run
Dmg init
Dmg new unit
Dmg run
Kartenspezifischen eigenen Skript-Code unten eingeben. Dieser Text wird in das Karten-Skript nach der Deklaration der Variablen und vor jeglichem Auslöser-Code eingefügt.
//TESH.scrollpos=0
//TESH.alwaysfold=0
Name Type Is Array Initial Value
AcidCloudDamage real Yes
AcidCloudPoint location Yes
Active boolean Yes
AllPlayers force No
Angle real No
AngleIndex real Yes
AO integer No
AO_Angle real Yes
AO_AoE real Yes
AO_Big boolean Yes
AO_Colision real Yes
AO_Damage real Yes
AO_Distance real Yes
AO_Effect1 effect Yes
AO_Effect2 effect Yes
AO_Group group Yes
AO_Height real Yes
AO_Hero unit Yes
AO_MaxDistance real Yes
AO_Missile unit Yes
AO_Off boolean Yes
AO_Parabola real Yes
AO_Point location Yes
AO_Scale real Yes
AO_Skip integer No
AO_Speed real Yes
AO_Times integer No
AS_Active boolean Yes
AS_Angle real Yes
AS_Caster unit Yes
AS_ChainDistance real No 50.00
AS_Chains group Yes
AS_Damage real Yes
AS_Distance real Yes
AS_LeakPoint location Yes
AS_LoopIndex integer Yes
AS_Missile unit Yes
AS_Speed real Yes
AS_Target unit Yes
AS_TempGroup group No
AS_TempInt integer Yes
AutoPickupCount integer No
AutoPickupInteger integer Yes
AutoPickupItemType itemcode Yes
AutoPickupRange rect No
AutoPickupTempLoc location No
b boolean No
BallanceLevel trigger Yes
BarbarianRageDrainTimer integer Yes
BarbarianRageRegenerationBonus real Yes 1.00
blood_sfx string Yes
blood_sfx_counter integer No
BlueHeroesDead integer No
BlueTeam group No
BlueTeamPoints integer No
BO_Active boolean Yes
BO_Angle real Yes
BO_AOE real Yes
BO_Caster unit Yes
BO_Damage real Yes
BO_Duration real Yes
BO_LeakPoint location Yes
BO_LoopIndex integer Yes
BO_MaxPullSpeed real Yes
BO_Missile unit Yes
BO_Speed real Yes
BolaTarget unit Yes
BS integervar No
CameraAngle real Yes
CastingPoint location No
CB_Active boolean Yes
CB_Angle real Yes
CB_Caster unit Yes
CB_CurDistance real Yes
CB_Damage real Yes
CB_DamagedUnits group Yes
CB_Effect effect Yes
CB_Effect2 effect Yes
CB_LeakPoint location Yes
CB_LoopIndex integer Yes
CB_MaxDistance real Yes
CB_Speed real Yes
CleaveRuneEffectBoolean boolean Yes
ComboInteger integer Yes
CripplingWaveAOE real Yes
CripplingWaveDamage real Yes
CurDistance real Yes
Damage_ConvertedDamage string No
DaytimeBoolean boolean No
DemonAttackPoint location No
Dialogbutton1 button Yes
Distance real No
DT_Attacktype attacktype Yes
DT_Damage real Yes
DT_DamagePerInterval real Yes
DT_DamageTypes damagetype Yes
DT_Dealers unit Yes
DT_Effects effect Yes
DT_Integers integer Yes
DT_IntervalReals real Yes
DT_ReachedDamage real Yes
DT_ReachedInterval real Yes
DT_Targets unit Yes
DTA_Attacktype attacktype No
DTA_DamageType damagetype No
DTA_DmgDealer unit No
DTA_EffectAttachmentPoint string No
DTA_Interval real No
DTA_SpecialEffect string No
DTA_Target unit No
DTA_Time real No
DTA_TotalDamageDealt real No
Dummy_Sichtbarkeit unit Yes
EF_Integer integervar No
EG_Active boolean Yes
EG_Angle real Yes
EG_Caster unit Yes
EG_Damage real Yes
EG_Duration real Yes
EG_LeakPoint location Yes
EG_LoopIndex integer Yes
EG_Missile unit Yes
EG_RuneBonus integer Yes
ElectrocuteDamage real Yes
EnemiesInNear group No
ES_Active boolean Yes
ES_Angle real Yes
ES_AOE real Yes
ES_Caster unit Yes
ES_Damage real Yes
ES_Duration real Yes
ES_LeakPoint location Yes
ES_LoopIndex integer Yes
ES_MaxPullSpeed real Yes
ES_Missile unit Yes
ES_Speed real Yes
ES_TempReal real Yes
ET_Active boolean Yes
ET_Angle real Yes
ET_AOE real Yes
ET_Caster unit Yes
ET_Damage real Yes
ET_Duration real Yes
ET_LeakPoint location Yes
ET_LoopIndex integer Yes
ET_MaxPullSpeed real Yes
ET_Speed real Yes
ET_TempReal real Yes
ET_Twister unit Yes
ExInteger integervar No
Exploding_Palm_Boolean boolean Yes
ExplodingMongrel unit Yes
ExplodingPalmChance integer Yes
ExplodingPalmDamage real No
FA_LeakPoint location Yes
FB integer No
FB_Active boolean Yes
FB_Angle real Yes
FB_AOE real Yes
FB_BurnDuration real Yes
FB_BurnInterval real Yes
FB_Caster unit Yes
FB_CurDistance real Yes
FB_Damage real Yes
FB_DamageOverTime real Yes
FB_Distance real Yes
FB_Height real Yes
FB_LeakPoint location Yes
FB_LoopIndex integer Yes
FB_Missile unit Yes
FB_Point location Yes
FB_Speed real Yes
FB_StartZ real Yes
FFN_Int integervar No
FireWall_Left integervar No
FireWall_Right integervar No
Fist_Damage real Yes
Fist_Damage2 real Yes
FistSFX effect Yes
FistsOn boolean No true
FistTarget unit Yes
Flame_Dps_MUI_Loop integervar Yes
FlySFX modelfile No
FoK_Active boolean Yes
FoK_Angle real Yes
FoK_AOE real Yes
FoK_Caster unit Yes
FoK_Damage real Yes
FoK_Duration real Yes
FoK_LeakPoint location Yes
FoK_LoopIndex integer Yes
FroschTodPunkt location No
FrostNovaDamage real Yes
FuriousChargeInteger integer Yes
GameVariante integer No
GameVarianteDialog dialog No
GoldBonus integer No
GroundStompDamage real Yes
HandOfLightningAOE real Yes
HandsOfLightningDamage real Yes
HealthOrb item Yes
Heroes unit Yes
Heroes_History unit Yes
HeroItemPoint location Yes
HeroPoint location Yes
HeroRunePoint location Yes
HeroSkillPoint location Yes
HeroStartPoint location Yes
HeroTraitPoint location Yes
HO_Damage real Yes
HoActive boolean Yes
HoCaster unit Yes
HoCurDuration real Yes
HoDuration real Yes
HoLeakPoint location Yes
HoLoopIndex integer Yes
HoSpirit unit Yes
HunterGroup group No
HydraUnitType unitcode Yes
ImpactSFX string No
ImpactSFXIndex string Yes
Inventory_Camera camerasetup Yes
Inventory_Camera_Test timer No
Inventory_Player_Is_Viewing boolean Yes
ItemBuilding unit Yes
JB_Active boolean Yes
JB_Angle real Yes
JB_AOE real Yes
JB_Caster unit Yes
JB_CurDuration real Yes
JB_Damage real Yes
JB_Duration real Yes
JB_Effect effect Yes
JB_JumpHeight real Yes
JB_LandEffect string Yes
JB_LeakPoint location Yes
JB_LoopIndex integer Yes
JB_Speed real Yes
JB_UseKnockback boolean Yes
JKS_CDummy unitcode No
JKS_J_AttachSfxString1 modelfile No
JKS_J_AttachSfxString2 modelfile No
Jumper unit No
JumperIndex unit Yes
JumpSFX effect Yes
JumpTimed boolean No
KillPoints integer Yes
KillsLeaderboard leaderboard Yes
KS_Active boolean Yes
KS_Angle real No
KS_AngleIndex real Yes
KS_AnglePont location Yes
KS_DestroyTrees boolean No
KS_DestroyTreesIndex boolean Yes
KS_KnockbackUnit unit No
KS_KnockbackUnitIndex unit Yes
KS_LeakPoint location Yes
KS_LoopIndex integervar Yes
KS_PausedDuringKnockback boolean No
KS_SfxString string No
KS_SfxString2 string No
KS_SfxStringIndex string Yes
KS_SfxStringIndex2 string Yes
KS_SfxTimer integer Yes
KS_SfxTimer2 integer Yes
KS_Speed real No
KS_SpeedIndex real Yes
KS_VectorLeakPoint location Yes
Landmine unit Yes
LocationPointCleave location Yes
LocationPointWelt1 location No
LocationPointWelt2 location No
LocationPointWelt3 location No
LocationPointWelt5 location No
LoopIndex integer Yes
LS_Active boolean Yes
LS_Caster unit Yes
LS_CoolDown real Yes
LS_CurTarget unit Yes
LS_JumpsLeft integer Yes
LS_LeakPoint location Yes
LS_Level integer Yes
LS_LoopIndex integer Yes
LS_MaxDuration real Yes
LS_MaxLocusts integer No
LS_TempGroup group No
MA_Active boolean Yes
MA_Angle real Yes
MA_AOE real Yes
MA_Caster unit Yes
MA_Damage real Yes
MA_Duration real Yes
MA_LeakPoint location Yes
MA_LoopIndex integer Yes
MA_MaxPullSpeed real Yes
MA_Missile unit Yes
MA_Speed real Yes
MA_TempReal real Yes
ManaShieldEffect effect Yes
MaxDistance real Yes
MeteorDamage real Yes
MeteorLeakPoint location Yes
MeteorPoint location Yes
MongrelGroup group No
Mongrels group Yes
MonkRageDrainTimer integer Yes
MS_ModelofDummy modelfile No
NextRoundTimer timer No
NextRoundTimerWindow timerdialog No
Nova_Loop integervar Yes
NumberOfPlayers integer No
NumberOfPlayersTeamBlue integer No
NumberOfPlayersTeamRed integer No
NumberRounds integer No
OrbDropPoint location Yes
ParabolaHeight real No
ParabolaHeightIndex real Yes
Player force No
PlayerNames string Yes
PlayerSelectsUnit boolean Yes
PlayerUnit unit Yes
PlayerViewing integer Yes
PN_Int integervar No
rect location No
RedHeroesDead integer No
RedHeroPoint location No
RedTeam group No
RedTeamPoints integer No
Round integer No 1
RoundEndTimer timer No
RoundEndTimerWindow timerdialog No
RuneBuilding unit Yes
SacrificeDamage real Yes
Sample_Group group No
Sample_Point location No
SB_LeakPoint location Yes
SB_RandomSize real No
Schild_on boolean Yes
SDSE_Dummy1 unit Yes
SDSE_Dummy2 unit Yes
SDSE_Dummy3 unit Yes
SDSE_Dummy4 unit Yes
SDSE_Dummy5 unit Yes
SDSE_Dummy6 unit Yes
SerentyDamage real Yes
SH_Area real No
SH_Area_Increasement real No
SH_Damage real No
SH_Damage_Increasement real No
SH_Effect string No
SH_Group group No
SH_HealthBoost real No
SH_HealthBoost_Increasement real No
SH_loc location Yes
SH_ManaBoost real No
SH_ManaBoost_Increasement real No
SH_TempReal real No
SH_TempReal2 real No
ShakeMagnitude real No
Sieben_Ebenen_Point location Yes
SiebenEbenen_Gebiet rect Yes
SiebenEbenenAbbild unit Yes
SiebenEbenenDamage real Yes
SiebenEbenenLeuchtenEffekt effect Yes
SkillBuilding unit Yes
SpaltenDamage real Yes
SpaltenDummy unit Yes
SpectralBladesDamage real Yes
SpectralBladesRuneBonus integer Yes
SpeedIndex real Yes
SpeedOrTime real No
SpiritWalkDamage real Yes
SpiritWalkDuration real Yes
SpiritWalkOn boolean Yes
SS_Active boolean Yes
SS_Angle real Yes
SS_CurSlams integer Yes
SS_Damage real Yes
SS_LeakPoint location Yes
SS_LoopIndex integer Yes
SS_MaxSlams integer Yes
SS_Slamer unit Yes
SS_StartLocation location Yes
StartCliffHeight real Yes
TargetPoint location No
TargetPointIndex location Yes
TechPoint location Yes
TeleportDamage real Yes
TempPoint location Yes
TempPoint1 location No
TempPoint3 location No
TempReal real Yes
TempReal2 real No
TempUnitArray unit Yes
TempUnitGroup group No
TimeShieldDuration integer Yes
TimeShieldGroup group No
ToadDamage real Yes
Tor_MUI_Loop integervar Yes
TraitBuilding unit Yes
TraitDamageBonusBarbarian real Yes 1.00
TraitDamageBonusWizard real Yes 1.00
TraitSpiritRegenerationBonus real Yes
TrapDamage real Yes
TrapLeakPoint location Yes
TrapUnit unit Yes
TurnCameraOff boolean No
TW_Int integervar No
TW_loop2_int integervar No
TW_loop_int integervar No
VA_Active boolean Yes
VA_Angle real Yes
VA_Caster unit Yes
VA_CurDistance real Yes
VA_Damage real Yes
VA_DamagedUnits group Yes
VA_Effect effect Yes
VA_LeakPoint location Yes
VA_LoopIndex integer Yes
VA_MaxDistance real Yes
VA_Speed real Yes
Warden unit Yes
WardenUnitType unitcode Yes
WaveDamage real No
Whirlwind_Integer integer Yes
WitchDoctorBody unit Yes
WitchGroup group No
WizardGroup group No
WoL_Active boolean Yes
WoL_Angle real Yes
WoL_AOE real Yes
WoL_Caster unit Yes
WoL_Damage real Yes
WoL_Duration real Yes
WoL_LeakPoint location Yes
WoL_LoopIndex integer Yes
WoL_MaxPullSpeed real Yes
WoL_Missile unit Yes
WoL_Speed real Yes
WoL_TempReal real Yes
WT_Active boolean Yes
WT_Angle real Yes
WT_AOE real Yes
WT_Caster unit Yes
WT_CurDistance real Yes
WT_Damage real Yes
WT_Distance real Yes
WT_Height real Yes
WT_LeakPoint location Yes
WT_LoopIndex integer Yes
WT_Missile unit Yes
WT_Speed real Yes
WT_StartZ real Yes
z real No
Initilization
  Events
    Map initialization
  Conditions
  Actions
    Sound - Set music volume to 95.00%
    Sound - Play Diablo_3___Title_Screen_Music_Part_2_2 <gen>
    Set Heroes[6] = (unit)
    Set Heroes_History[6] = (unit)
    Unit - Add hero glow to
    Unit - Change color of to Orange
    Unit - Add Warshout (Barbar) to
    Unit - Set level of Warshout (Barbar) for to 3
    Unit - Add Seismic Slam (Barbar Stampede) to
    Unit - Set level of Seismic Slam (Barbar Stampede) for to 3
    Unit - Add Whirlwind (Barbar) to
    Unit - Set level of Whirlwind (Barbar) for to 3
    Unit - Add Leap Attack (Barbar Kanalisieren) to
    Unit - Set level of Leap Attack (Barbar Kanalisieren) for to 1
    Unit - Add Toughness (Trait) to
    Unit - Add Item Life Bonus (300) to
    Unit Group - Add to BlueTeam
    Unit Group - Add to BlueTeam
    Unit Group - Add to RedTeam
    Custom script: call DestroyTrigger(GetTriggeringTrigger())
Loading Triggers
  Events
    Time - Elapsed game time is 0.01 seconds
  Conditions
  Actions
    Set AllPlayers = (All players)
    Hero - Make Player 1 (Red) Heroes gain 0.00% experience from future kills
    Hero - Make Player 2 (Blue) Heroes gain 0.00% experience from future kills
    Hero - Make Player 3 (Teal) Heroes gain 0.00% experience from future kills
    Hero - Make Player 4 (Purple) Heroes gain 0.00% experience from future kills
    Hero - Make Player 5 (Yellow) Heroes gain 0.00% experience from future kills
    Hero - Make Player 6 (Orange) Heroes gain 0.00% experience from future kills
    Hero - Make Player 7 (Green) Heroes gain 0.00% experience from future kills
    Hero - Make Player 8 (Pink) Heroes gain 0.00% experience from future kills
    Hero - Make Player 9 (Gray) Heroes gain 0.00% experience from future kills
    Hero - Make Player 10 (Light Blue) Heroes gain 0.00% experience from future kills
    Cinematic - Turn cinematic mode On for Player Group - Player 2 (Blue)
    Cinematic - Turn cinematic mode On for Player Group - Player 3 (Teal)
    Cinematic - Turn cinematic mode On for Player Group - Player 4 (Purple)
    Cinematic - Turn cinematic mode On for Player Group - Player 5 (Yellow)
    Cinematic - Turn cinematic mode On for Player Group - Player 6 (Orange)
    Cinematic - Turn cinematic mode On for Player Group - Player 7 (Green)
    Cinematic - Turn cinematic mode On for Player Group - Player 8 (Pink)
    Cinematic - Turn cinematic mode On for Player Group - Player 9 (Gray)
    Cinematic - Turn cinematic mode On for Player Group - Player 10 (Light Blue)
    Cinematic - Apply a filter over 0.60 seconds using Modulated 2x blending on texture White Mask, starting with color (0.00%, 0.00%, 0.00%) and 0.00% transparency and ending with color (80.00%, 70.00%, 40.00%) and 90.00% transparency
    Environment - Set fog to style Linear, z-start 1000.00, z-end 3500.00, density 0.50 and color (2.00%, 2.00%, 20.00%)
    Player - Change color of Player 1 (Red) to Red, Changing color of existing units
    Player - Change color of Player 2 (Blue) to Red, Changing color of existing units
    Player - Change color of Player 3 (Teal) to Red, Changing color of existing units
    Player - Change color of Player 4 (Purple) to Red, Changing color of existing units
    Player - Change color of Player 5 (Yellow) to Red, Changing color of existing units
    Player - Change color of Player 6 (Orange) to Blue, Changing color of existing units
    Player - Change color of Player 7 (Green) to Blue, Changing color of existing units
    Player - Change color of Player 8 (Pink) to Blue, Changing color of existing units
    Player - Change color of Player 9 (Gray) to Blue, Changing color of existing units
    Player - Change color of Player 10 (Light Blue) to Blue, Changing color of existing units
    Set OrbDropPoint[1] = (Center of OrbDropPoint1 <gen>)
    Set OrbDropPoint[2] = (Center of OrbDropPoint2 <gen>)
    Set OrbDropPoint[3] = (Center of OrbDropPoint3 <gen>)
    Set OrbDropPoint[4] = (Center of OrbDropPoint4 <gen>)
    Set TechPoint[1] = (Center of RoundTech <gen>)
    Set NumberOfPlayers = 0
    Set GoldBonus = 100
    Set AutoPickupRange = PickupRange <gen>
    Set AutoPickupCount = (AutoPickupCount + 1)
    Set AutoPickupItemType[AutoPickupCount] = |cfffa9601Greater Health Globe|r
    Set AutoPickupCount = (AutoPickupCount + 1)
    Set AutoPickupItemType[AutoPickupCount] = |cfffa9601Small Health Globe|r
    Set AutoPickupCount = (AutoPickupCount + 1)
    Set AutoPickupItemType[AutoPickupCount] = |cfffa9601Health Globe|r
    Set AutoPickupCount = (AutoPickupCount + 1)
    Set AutoPickupItemType[AutoPickupCount] = |cff008080Small Regeneration Orb|r
    Set AutoPickupCount = (AutoPickupCount + 1)
    Set AutoPickupItemType[AutoPickupCount] = |cffffcc0010 Gold|r
    Set AutoPickupCount = (AutoPickupCount + 1)
    Set AutoPickupItemType[AutoPickupCount] = |cffffcc0020 Gold|r
    Set AutoPickupCount = (AutoPickupCount + 1)
    Set AutoPickupItemType[AutoPickupCount] = |cffffcc0030 Gold|r
    Trigger - Turn on Camera <gen>
    Countdown Timer - Start Inventory_Camera_Test as a One-shot timer that will expire in 0.02 seconds
    Environment - Set sky to Felwood Sky
    Player Group - Pick every player in AllPlayers and do (Actions)
      Loop - Actions
        Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Sichtbarkeit <gen>
    Set SpaltenDummy[1] = Dummy Spalten Effekt 0394 <gen>
    Set SpaltenDummy[2] = Dummy Spalten Effekt 0570 <gen>
    Set SpaltenDummy[3] = Dummy Spalten Effekt 0584 <gen>
    Set SpaltenDummy[4] = Dummy Spalten Effekt 0585 <gen>
    Set SpaltenDummy[5] = Dummy Spalten Effekt 0586 <gen>
    Set SpaltenDummy[6] = Dummy Spalten Effekt 0587 <gen>
    Set SpaltenDummy[7] = Dummy Spalten Effekt 0004 <gen>
    Set SpaltenDummy[8] = Dummy Spalten Effekt 0005 <gen>
    Set SpaltenDummy[9] = Dummy Spalten Effekt 0006 <gen>
    Set SpaltenDummy[10] = Dummy Spalten Effekt 0007 <gen>
    Set ShakeMagnitude = 8.00
    Set JKS_CDummy = Caster Dummy
    For each (Integer A) from 1 to 10, do (Actions)
      Loop - Actions
        Set PlayerNames[(Integer A)] = (Name of (Player((Integer A))))
    Player - Set Player 1 (Red) Current lumber to 10
    Player - Set Player 2 (Blue) Current lumber to 10
    Player - Set Player 3 (Teal) Current lumber to 10
    Player - Set Player 4 (Purple) Current lumber to 10
    Player - Set Player 5 (Yellow) Current lumber to 10
    Player - Set Player 6 (Orange) Current lumber to 10
    Player - Set Player 7 (Green) Current lumber to 10
    Player - Set Player 8 (Pink) Current lumber to 10
    Player - Set Player 9 (Gray) Current lumber to 10
    Player - Set Player 10 (Light Blue) Current lumber to 10
    Player - Set Player 1 (Red) Current gold to 100
    Player - Set Player 2 (Blue) Current gold to 100
    Player - Set Player 3 (Teal) Current gold to 100
    Player - Set Player 4 (Purple) Current gold to 100
    Player - Set Player 5 (Yellow) Current gold to 100
    Player - Set Player 6 (Orange) Current gold to 100
    Player - Set Player 7 (Green) Current gold to 100
    Player - Set Player 8 (Pink) Current gold to 100
    Player - Set Player 9 (Gray) Current gold to 100
    Player - Set Player 10 (Light Blue) Current gold to 100
    Set blood_sfx[0] = BloodEX-Special-2.mdl
    Set blood_sfx[1] = BloodEX-NoSplat.mdl
    Set blood_sfx[2] = BloodEX.mdl
    Set blood_sfx[3] = SmallBloodEX-NoSplat.mdl
    Set blood_sfx[4] = SmallBloodEX.mdl
    Unit - Pause |cffe48b05Barbarian|r 0516 <gen>
    Unit - Pause |cff0080c0Wizard|r 0515 <gen>
    Unit - Pause |cffff0080Witch Doctor|r 0517 <gen>
    Unit - Pause |cff1FBF00Monk|r 0475 <gen>
    Unit - Pause |cff8080ffDemon Hunter|r 0519 <gen>
    Game - Display to AllPlayers the text: |cffffda06Welcome to Diablo III PvP Arena|rThis is a Beta and is still in development.Please wait for host settings.
    Quest - Create a Required quest titled Credits with the description Official Version 1.03 Beta by Booody (Cion)Spells/Trigger Improvement: hell gateThis is a map recreating the Diablo III PvP Trailer, inspired by Cloudwolf.All custom models are from www.hiveworkshop.com and are copyrighted by their respective owners., using icon path ReplaceableTextures\CommandButtons\BTNEngravedSword.blp
    Quest - Create a Required quest titled Special Thanks with the description Thanks to the following people who have helped considerably: - Cloudwolf - RedScores - The_Silent - Paladon - Vexorian - Vengeancekael - Mr. Goblin - Palaslayer - Mage_Goo - hell gate - El_Stinko - Dan van Ohllus - Schecktransport, using icon path ReplaceableTextures\CommandButtons\BTNBK_Black_Book.blp
    Quest - Create a Required quest titled Inventory System with the description Key:The top 2 slots are for handheld items, such as swords and shields.The middle 2 slots are for worn armor, including helmets and capes.The bottom 2 slots are for etc items, such as runes, rings and necklaces., using icon path ReplaceableTextures\CommandButtons\BTNDust.blp
    Quest - Create a Required quest titled Rune System with the description You are able to find 5 kinds of runes in this game. (crimson, golden, indigo, obsidian, and alabaster)A rune increases the effect of a certain skill. Each rune has its own particular skills it increases.Runes take the bottom two slots(etc slots) of the invetory, therefore you may only have two runes at once.Runes do not stack for the same ability., using icon path ReplaceableTextures\CommandButtons\BTNPeriapt1.blp
    Quest - Create a Optional quest titled Barbarian with the description The Barbarian is the most powerful melee fighter in the world of Diablo. His melee skills are deadly, and he is a great tank.|cffe48b05Fury System:|rThe Barbarian gains 15 Fury every time he attacks. The Fury can then be used to perform his various abilities whilst in battle. You can also gain Fury when you cast a Fury Generator Ability., using icon path ReplaceableTextures\CommandButtons\BTN_Barbarian.blp
    Quest - Create a Optional quest titled Wizard with the description The Wizard is able to deal large amounts of damage with her arcane and elemental spells, however she has low armor and weak health points. Thus, she must avoid as many hits as possible.|cff0080c0Arcane Power System:|rThe Arcane power regenerates at a faster rate than normal mana, allowing the Wizard to cast her spells without running out of mana frequently., using icon path ReplaceableTextures\CommandButtons\BTN_Wizard.blp
    Quest - Create a Optional quest titled Witch Doctor with the description The Witch Doctor uses dark magic. He fights from a distance, while his allies or summons fight in the front.|cffff0080Mana System:|rMana regenerates over time. Mana is used for all of the Witch Doctor's abilities. Mana is also regained when the Witch Doctor uses a Health Orb., using icon path ReplaceableTextures\CommandButtons\BTN_WitchDoctor.blp
    Quest - Create a Optional quest titled Monk with the description The Monk is a holy warrior who fights with his comrade at the frontlines. He is able to deal massive damage. Although weaker then the Barbarian, his agile attacks make up for it.|cff1FBF00Spirit System:|rThe skills Crippling Wave, Wave of Lightning, Way of the Hundred Fists and Exploding Palm are combo skills. They have 3 stages, which are in Food.Each stage allows each of your skills to perform bonus actions. The monk can chain the abilties in a 6 second time window. Chaining abilties generates spirit.Spirit is used for special spirit moves such as Blinding Flash, Impenetrable Defense and Seven Sided Strike., using icon path ReplaceableTextures\CommandButtons\BTN_Monk.blp
    Quest - Create a Optional quest titled Demon Hunter with the description The Demon Hunter uses traps & gadgets, shadow magic and various bow abilites to defeat her enemies.|cff8080ffHatred System:|rHatred regenerates quickly, allowing the Demon Hunter to cast spells without running of out mana. The Hatred pool does not change. , using icon path ReplaceableTextures\CommandButtons\BTN_Hunter.blp
    Game - Set the time of day to 18.50
    Game - Turn the day/night cycle Off
    Dialog - Change the title of GameVarianteDialog to Please choose game type:
    Dialog - Create a dialog button for GameVarianteDialog labelled Normal Game 12 Rounds (skills self-select)
    Set Dialogbutton1[2] = (Last created dialog Button)
    Dialog - Create a dialog button for GameVarianteDialog labelled Normal Game 21 Rounds (skills self-select)
    Set Dialogbutton1[3] = (Last created dialog Button)
    Dialog - Create a dialog button for GameVarianteDialog labelled Normal Game 30 Rounds (skills self-select)
    Set Dialogbutton1[4] = (Last created dialog Button)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Player 1 (Red) controller) Equal to User) and ((Player 1 (Red) slot status) Equal to Is playing)
      Then - Actions
        Dialog - Show GameVarianteDialog for Player 1 (Red)
      Else - Actions
    Custom script: call DestroyTrigger(GetTriggeringTrigger())
DialogClicked
  Events
    Dialog - A dialog button is clicked for GameVarianteDialog
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Clicked dialog button) Equal to Dialogbutton1[2]
      Then - Actions
        Set GameVariante = 2
        Set HeroStartPoint[1] = (Center of HeroStart1_Prepare <gen>)
        Set HeroStartPoint[2] = (Center of HeroStart2_Prepare <gen>)
        Set HeroStartPoint[3] = (Center of HeroStart3_Prepare <gen>)
        Set HeroStartPoint[4] = (Center of HeroStart4_Prepare <gen>)
        Set HeroStartPoint[5] = (Center of HeroStart5_Prepare <gen>)
        Set HeroStartPoint[6] = (Center of HeroStart6_Prepare <gen>)
        Set HeroStartPoint[7] = (Center of HeroStart7_Prepare <gen>)
        Set HeroStartPoint[8] = (Center of HeroStart8_Prepare <gen>)
        Set HeroStartPoint[9] = (Center of HeroStart9_Prepare <gen>)
        Set HeroStartPoint[10] = (Center of HeroStart10_Prepare <gen>)
        Set HeroTraitPoint[1] = (Center of TraitBuilding1 <gen>)
        Set HeroTraitPoint[2] = (Center of TraitBuilding2 <gen>)
        Set HeroTraitPoint[3] = (Center of TraitBuilding3 <gen>)
        Set HeroTraitPoint[4] = (Center of TraitBuilding4 <gen>)
        Set HeroTraitPoint[5] = (Center of TraitBuilding5 <gen>)
        Set HeroTraitPoint[6] = (Center of TraitBuilding6 <gen>)
        Set HeroTraitPoint[7] = (Center of TraitBuilding7 <gen>)
        Set HeroTraitPoint[8] = (Center of TraitBuilding8 <gen>)
        Set HeroTraitPoint[9] = (Center of TraitBuilding9 <gen>)
        Set HeroTraitPoint[10] = (Center of TraitBuilding10 <gen>)
        Set HeroSkillPoint[1] = (Center of SkillBuilding1 <gen>)
        Set HeroSkillPoint[2] = (Center of SkillBuilding2 <gen>)
        Set HeroSkillPoint[3] = (Center of SkillBuilding3 <gen>)
        Set HeroSkillPoint[4] = (Center of SkillBuilding4 <gen>)
        Set HeroSkillPoint[5] = (Center of SkillBuilding5 <gen>)
        Set HeroSkillPoint[6] = (Center of SkillBuilding6 <gen>)
        Set HeroSkillPoint[7] = (Center of SkillBuilding7 <gen>)
        Set HeroSkillPoint[8] = (Center of SkillBuilding8 <gen>)
        Set HeroSkillPoint[9] = (Center of SkillBuilding9 <gen>)
        Set HeroSkillPoint[10] = (Center of SkillBuilding10 <gen>)
        Set HeroRunePoint[1] = (Center of RuneBuilding1 <gen>)
        Set HeroRunePoint[2] = (Center of RuneBuilding2 <gen>)
        Set HeroRunePoint[3] = (Center of RuneBuilding3 <gen>)
        Set HeroRunePoint[4] = (Center of RuneBuilding4 <gen>)
        Set HeroRunePoint[5] = (Center of RuneBuilding5 <gen>)
        Set HeroRunePoint[6] = (Center of RuneBuilding6 <gen>)
        Set HeroRunePoint[7] = (Center of RuneBuilding7 <gen>)
        Set HeroRunePoint[8] = (Center of RuneBuilding8 <gen>)
        Set HeroRunePoint[9] = (Center of RuneBuilding9 <gen>)
        Set HeroRunePoint[10] = (Center of RuneBuilding10 <gen>)
        Set HeroItemPoint[1] = (Center of ItemBuilding1 <gen>)
        Set HeroItemPoint[2] = (Center of ItemBuilding2 <gen>)
        Set HeroItemPoint[3] = (Center of ItemBuilding3 <gen>)
        Set HeroItemPoint[4] = (Center of ItemBuilding4 <gen>)
        Set HeroItemPoint[5] = (Center of ItemBuilding5 <gen>)
        Set HeroItemPoint[6] = (Center of ItemBuilding6 <gen>)
        Set HeroItemPoint[7] = (Center of ItemBuilding7 <gen>)
        Set HeroItemPoint[8] = (Center of ItemBuilding8 <gen>)
        Set HeroItemPoint[9] = (Center of ItemBuilding9 <gen>)
        Set HeroItemPoint[10] = (Center of ItemBuilding10 <gen>)
        Set NumberRounds = 12
        -------- -------------------------------------- --------
        Countdown Timer - Start NextRoundTimer as a One-shot timer that will expire in 120.00 seconds
        Countdown Timer - Create a timer window for NextRoundTimer with title Next Round:
        Set NextRoundTimerWindow = (Last created timer window)
        Countdown Timer - Change the color of the title for (Last created timer window) to (100%, 80%, 40.00%) with 0% transparency
        Countdown Timer - Change the color of the time for (Last created timer window) to (60.00%, 40.00%, 80.00%) with 0% transparency
        Countdown Timer - Show NextRoundTimerWindow
        Cinematic - Turn cinematic mode On for Player Group - Player 1 (Red)
        Game - Display to AllPlayers for 5.00 seconds the text: Selected Settings:|cffffcc00Normal Game 12 Rounds (skills self-select)|r
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Clicked dialog button) Equal to Dialogbutton1[3]
      Then - Actions
        Set GameVariante = 3
        Set HeroStartPoint[1] = (Center of HeroStart1_Prepare <gen>)
        Set HeroStartPoint[2] = (Center of HeroStart2_Prepare <gen>)
        Set HeroStartPoint[3] = (Center of HeroStart3_Prepare <gen>)
        Set HeroStartPoint[4] = (Center of HeroStart4_Prepare <gen>)
        Set HeroStartPoint[5] = (Center of HeroStart5_Prepare <gen>)
        Set HeroStartPoint[6] = (Center of HeroStart6_Prepare <gen>)
        Set HeroStartPoint[7] = (Center of HeroStart7_Prepare <gen>)
        Set HeroStartPoint[8] = (Center of HeroStart8_Prepare <gen>)
        Set HeroStartPoint[9] = (Center of HeroStart9_Prepare <gen>)
        Set HeroStartPoint[10] = (Center of HeroStart10_Prepare <gen>)
        Set HeroTraitPoint[1] = (Center of TraitBuilding1 <gen>)
        Set HeroTraitPoint[2] = (Center of TraitBuilding2 <gen>)
        Set HeroTraitPoint[3] = (Center of TraitBuilding3 <gen>)
        Set HeroTraitPoint[4] = (Center of TraitBuilding4 <gen>)
        Set HeroTraitPoint[5] = (Center of TraitBuilding5 <gen>)
        Set HeroTraitPoint[6] = (Center of TraitBuilding6 <gen>)
        Set HeroTraitPoint[7] = (Center of TraitBuilding7 <gen>)
        Set HeroTraitPoint[8] = (Center of TraitBuilding8 <gen>)
        Set HeroTraitPoint[9] = (Center of TraitBuilding9 <gen>)
        Set HeroTraitPoint[10] = (Center of TraitBuilding10 <gen>)
        Set HeroSkillPoint[1] = (Center of SkillBuilding1 <gen>)
        Set HeroSkillPoint[2] = (Center of SkillBuilding2 <gen>)
        Set HeroSkillPoint[3] = (Center of SkillBuilding3 <gen>)
        Set HeroSkillPoint[4] = (Center of SkillBuilding4 <gen>)
        Set HeroSkillPoint[5] = (Center of SkillBuilding5 <gen>)
        Set HeroSkillPoint[6] = (Center of SkillBuilding6 <gen>)
        Set HeroSkillPoint[7] = (Center of SkillBuilding7 <gen>)
        Set HeroSkillPoint[8] = (Center of SkillBuilding8 <gen>)
        Set HeroSkillPoint[9] = (Center of SkillBuilding9 <gen>)
        Set HeroSkillPoint[10] = (Center of SkillBuilding10 <gen>)
        Set HeroRunePoint[1] = (Center of RuneBuilding1 <gen>)
        Set HeroRunePoint[2] = (Center of RuneBuilding2 <gen>)
        Set HeroRunePoint[3] = (Center of RuneBuilding3 <gen>)
        Set HeroRunePoint[4] = (Center of RuneBuilding4 <gen>)
        Set HeroRunePoint[5] = (Center of RuneBuilding5 <gen>)
        Set HeroRunePoint[6] = (Center of RuneBuilding6 <gen>)
        Set HeroRunePoint[7] = (Center of RuneBuilding7 <gen>)
        Set HeroRunePoint[8] = (Center of RuneBuilding8 <gen>)
        Set HeroRunePoint[9] = (Center of RuneBuilding9 <gen>)
        Set HeroRunePoint[10] = (Center of RuneBuilding10 <gen>)
        Set HeroItemPoint[1] = (Center of ItemBuilding1 <gen>)
        Set HeroItemPoint[2] = (Center of ItemBuilding2 <gen>)
        Set HeroItemPoint[3] = (Center of ItemBuilding3 <gen>)
        Set HeroItemPoint[4] = (Center of ItemBuilding4 <gen>)
        Set HeroItemPoint[5] = (Center of ItemBuilding5 <gen>)
        Set HeroItemPoint[6] = (Center of ItemBuilding6 <gen>)
        Set HeroItemPoint[7] = (Center of ItemBuilding7 <gen>)
        Set HeroItemPoint[8] = (Center of ItemBuilding8 <gen>)
        Set HeroItemPoint[9] = (Center of ItemBuilding9 <gen>)
        Set HeroItemPoint[10] = (Center of ItemBuilding10 <gen>)
        Set NumberRounds = 21
        -------- -------------------------------------- --------
        Countdown Timer - Start NextRoundTimer as a One-shot timer that will expire in 120.00 seconds
        Countdown Timer - Create a timer window for NextRoundTimer with title Next Round:
        Set NextRoundTimerWindow = (Last created timer window)
        Countdown Timer - Change the color of the title for (Last created timer window) to (100%, 80%, 40.00%) with 0% transparency
        Countdown Timer - Change the color of the time for (Last created timer window) to (60.00%, 40.00%, 80.00%) with 0% transparency
        Countdown Timer - Show NextRoundTimerWindow
        Cinematic - Turn cinematic mode On for Player Group - Player 1 (Red)
        Game - Display to AllPlayers for 5.00 seconds the text: Selected Settings:|cffffcc00Normal Game 21 Rounds (skills self-select)|r
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Clicked dialog button) Equal to Dialogbutton1[4]
      Then - Actions
        Set GameVariante = 4
        Set HeroStartPoint[1] = (Center of HeroStart1_Prepare <gen>)
        Set HeroStartPoint[2] = (Center of HeroStart2_Prepare <gen>)
        Set HeroStartPoint[3] = (Center of HeroStart3_Prepare <gen>)
        Set HeroStartPoint[4] = (Center of HeroStart4_Prepare <gen>)
        Set HeroStartPoint[5] = (Center of HeroStart5_Prepare <gen>)
        Set HeroStartPoint[6] = (Center of HeroStart6_Prepare <gen>)
        Set HeroStartPoint[7] = (Center of HeroStart7_Prepare <gen>)
        Set HeroStartPoint[8] = (Center of HeroStart8_Prepare <gen>)
        Set HeroStartPoint[9] = (Center of HeroStart9_Prepare <gen>)
        Set HeroStartPoint[10] = (Center of HeroStart10_Prepare <gen>)
        Set HeroTraitPoint[1] = (Center of TraitBuilding1 <gen>)
        Set HeroTraitPoint[2] = (Center of TraitBuilding2 <gen>)
        Set HeroTraitPoint[3] = (Center of TraitBuilding3 <gen>)
        Set HeroTraitPoint[4] = (Center of TraitBuilding4 <gen>)
        Set HeroTraitPoint[5] = (Center of TraitBuilding5 <gen>)
        Set HeroTraitPoint[6] = (Center of TraitBuilding6 <gen>)
        Set HeroTraitPoint[7] = (Center of TraitBuilding7 <gen>)
        Set HeroTraitPoint[8] = (Center of TraitBuilding8 <gen>)
        Set HeroTraitPoint[9] = (Center of TraitBuilding9 <gen>)
        Set HeroTraitPoint[10] = (Center of TraitBuilding10 <gen>)
        Set HeroSkillPoint[1] = (Center of SkillBuilding1 <gen>)
        Set HeroSkillPoint[2] = (Center of SkillBuilding2 <gen>)
        Set HeroSkillPoint[3] = (Center of SkillBuilding3 <gen>)
        Set HeroSkillPoint[4] = (Center of SkillBuilding4 <gen>)
        Set HeroSkillPoint[5] = (Center of SkillBuilding5 <gen>)
        Set HeroSkillPoint[6] = (Center of SkillBuilding6 <gen>)
        Set HeroSkillPoint[7] = (Center of SkillBuilding7 <gen>)
        Set HeroSkillPoint[8] = (Center of SkillBuilding8 <gen>)
        Set HeroSkillPoint[9] = (Center of SkillBuilding9 <gen>)
        Set HeroSkillPoint[10] = (Center of SkillBuilding10 <gen>)
        Set HeroRunePoint[1] = (Center of RuneBuilding1 <gen>)
        Set HeroRunePoint[2] = (Center of RuneBuilding2 <gen>)
        Set HeroRunePoint[3] = (Center of RuneBuilding3 <gen>)
        Set HeroRunePoint[4] = (Center of RuneBuilding4 <gen>)
        Set HeroRunePoint[5] = (Center of RuneBuilding5 <gen>)
        Set HeroRunePoint[6] = (Center of RuneBuilding6 <gen>)
        Set HeroRunePoint[7] = (Center of RuneBuilding7 <gen>)
        Set HeroRunePoint[8] = (Center of RuneBuilding8 <gen>)
        Set HeroRunePoint[9] = (Center of RuneBuilding9 <gen>)
        Set HeroRunePoint[10] = (Center of RuneBuilding10 <gen>)
        Set HeroItemPoint[1] = (Center of ItemBuilding1 <gen>)
        Set HeroItemPoint[2] = (Center of ItemBuilding2 <gen>)
        Set HeroItemPoint[3] = (Center of ItemBuilding3 <gen>)
        Set HeroItemPoint[4] = (Center of ItemBuilding4 <gen>)
        Set HeroItemPoint[5] = (Center of ItemBuilding5 <gen>)
        Set HeroItemPoint[6] = (Center of ItemBuilding6 <gen>)
        Set HeroItemPoint[7] = (Center of ItemBuilding7 <gen>)
        Set HeroItemPoint[8] = (Center of ItemBuilding8 <gen>)
        Set HeroItemPoint[9] = (Center of ItemBuilding9 <gen>)
        Set HeroItemPoint[10] = (Center of ItemBuilding10 <gen>)
        Set NumberRounds = 30
        -------- -------------------------------------- --------
        Countdown Timer - Start NextRoundTimer as a One-shot timer that will expire in 120.00 seconds
        Countdown Timer - Create a timer window for NextRoundTimer with title Next Round:
        Set NextRoundTimerWindow = (Last created timer window)
        Countdown Timer - Change the color of the title for (Last created timer window) to (100%, 80%, 40.00%) with 0% transparency
        Countdown Timer - Change the color of the time for (Last created timer window) to (60.00%, 40.00%, 80.00%) with 0% transparency
        Countdown Timer - Show NextRoundTimerWindow
        Cinematic - Turn cinematic mode On for Player Group - Player 1 (Red)
        Game - Display to AllPlayers for 5.00 seconds the text: Selected Settings:|cffffcc00Normal Game 30 Rounds (skills self-select)|r
      Else - Actions
    Wait 5.00 seconds
    Player Group - Pick every player in AllPlayers and do (Actions)
      Loop - Actions
        Visibility - Disable (Last created visibility modifier)
        Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Sichtbarkeit <gen>
    Cinematic - Clear the screen of text messages for AllPlayers
    Cinematic - Turn cinematic mode On for AllPlayers
    Player Group - Pick every player in AllPlayers and do (Actions)
      Loop - Actions
        Camera - Apply gg_cam_Start1 for (Picked player) over 0 seconds
    Player Group - Pick every player in AllPlayers and do (Actions)
      Loop - Actions
        Camera - Apply gg_cam_Start2 for (Picked player) over 4.00 seconds
    Wait 4.00 seconds
    Countdown Timer - Create a timer window for RoundEndTimer with title Round end:
    Set RoundEndTimerWindow = (Last created timer window)
    Countdown Timer - Change the color of the title for RoundEndTimerWindow to (100%, 80%, 40.00%) with 0% transparency
    Countdown Timer - Change the color of the time for RoundEndTimerWindow to (60.00%, 40.00%, 80.00%) with 0% transparency
    Countdown Timer - Hide RoundEndTimerWindow
    Game - Display to AllPlayers the text: |cffffda06Click the desired Hero|r
    Cinematic - Turn cinematic mode Off for AllPlayers
    Trigger - Turn on Selection_Camera <gen>
    Wait 110.00 seconds
    Leaderboard - Create a leaderboard for AllPlayers titled Kills
    Set KillsLeaderboard[1] = (Last created leaderboard)
    Leaderboard - Add Player 11 (Dark Green) to KillsLeaderboard[1] with label Team Red and value 0
    Leaderboard - Change the color of the label for Player 11 (Dark Green) in KillsLeaderboard[1] to (100.00%, 0.00%, 0.00%) with 0% transparency
    Leaderboard - Change the color of the value for Player 11 (Dark Green) in KillsLeaderboard[1] to (100%, 0.00%, 0.00%) with 0% transparency
    Leaderboard - Add Player 12 (Brown) to KillsLeaderboard[1] with label Team Blue and value 0
    Leaderboard - Change the color of the label for Player 12 (Brown) in KillsLeaderboard[1] to (0.00%, 0.00%, 100.00%) with 0% transparency
    Leaderboard - Change the color of the value for Player 12 (Brown) in KillsLeaderboard[1] to (0.00%, 0.00%, 100.00%) with 0% transparency
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Player 1 (Red) controller) Equal to User) and ((Player 1 (Red) slot status) Equal to Is playing)
      Then - Actions
        Leaderboard - Add Player 1 (Red) to KillsLeaderboard[1] with label (Name of Player 1 (Red)) and value 0
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Player 2 (Blue) controller) Equal to User) and ((Player 2 (Blue) slot status) Equal to Is playing)
      Then - Actions
        Leaderboard - Add Player 2 (Blue) to KillsLeaderboard[1] with label (Name of Player 2 (Blue)) and value 0
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Player 3 (Teal) controller) Equal to User) and ((Player 3 (Teal) slot status) Equal to Is playing)
      Then - Actions
        Leaderboard - Add Player 3 (Teal) to KillsLeaderboard[1] with label (Name of Player 3 (Teal)) and value 0
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Player 4 (Purple) controller) Equal to User) and ((Player 4 (Purple) slot status) Equal to Is playing)
      Then - Actions
        Leaderboard - Add Player 4 (Purple) to KillsLeaderboard[1] with label (Name of Player 4 (Purple)) and value 0
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Player 5 (Yellow) controller) Equal to User) and ((Player 5 (Yellow) slot status) Equal to Is playing)
      Then - Actions
        Leaderboard - Add Player 5 (Yellow) to KillsLeaderboard[1] with label (Name of Player 5 (Yellow)) and value 0
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Player 6 (Orange) controller) Equal to User) and ((Player 6 (Orange) slot status) Equal to Is playing)
      Then - Actions
        Leaderboard - Add Player 6 (Orange) to KillsLeaderboard[1] with label (Name of Player 6 (Orange)) and value 0
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Player 7 (Green) controller) Equal to User) and ((Player 7 (Green) slot status) Equal to Is playing)
      Then - Actions
        Leaderboard - Add Player 7 (Green) to KillsLeaderboard[1] with label (Name of Player 7 (Green)) and value 0
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Player 8 (Pink) controller) Equal to User) and ((Player 8 (Pink) slot status) Equal to Is playing)
      Then - Actions
        Leaderboard - Add Player 8 (Pink) to KillsLeaderboard[1] with label (Name of Player 8 (Pink)) and value 0
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Player 9 (Gray) controller) Equal to User) and ((Player 9 (Gray) slot status) Equal to Is playing)
      Then - Actions
        Leaderboard - Add Player 9 (Gray) to KillsLeaderboard[1] with label (Name of Player 9 (Gray)) and value 0
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Player 10 (Light Blue) controller) Equal to User) and ((Player 10 (Light Blue) slot status) Equal to Is playing)
      Then - Actions
        Leaderboard - Add Player 10 (Light Blue) to KillsLeaderboard[1] with label (Name of Player 10 (Light Blue)) and value 0
      Else - Actions
    Leaderboard - Show KillsLeaderboard[1]
    Custom script: call DestroyTrigger(GetTriggeringTrigger())
//TESH.scrollpos=0
//TESH.alwaysfold=0
function Trig_Setup_Run takes nothing returns nothing
local integer i = 0
    local player p = GetEnumPlayer()
    loop
        exitwhen i > 5
        if GetPlayerSlotState(Player(i)) == PLAYER_SLOT_STATE_PLAYING then
            call SetPlayerAlliance(Player(i), p, ALLIANCE_SHARED_ADVANCED_CONTROL, true)
            call SetPlayerAlliance(p, Player(i), ALLIANCE_SHARED_ADVANCED_CONTROL, true)
        endif
        set i = i + 1
    endloop
endfunction

function Trig_Setup_Actions takes nothing returns nothing
    local force f = CreateForce()
    call ForceEnumAllies(f, Player(0), null)
    call ForForce(f, function Trig_Setup_Run)
    call DestroyForce(f)
endfunction

function InitTrig_Setup takes nothing returns nothing
    set gg_trg_Setup = CreateTrigger( )
    call TriggerAddAction( gg_trg_Setup, function Trig_Setup_Actions )
endfunction
Music
  Events
    Time - Every 42.89 seconds of game time
  Conditions
  Actions
    Sound - Play Diablo_3___Title_Screen_Music_Part_2_2 <gen>
Hero Dead and Blood SFX
  Events
    Unit - A unit Dies
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Triggering unit)) Equal to |cff8080ffDemon Hunter|r
        (Unit-type of (Triggering unit)) Equal to |cff0080c0Wizard|r
        (Unit-type of (Triggering unit)) Equal to |cffe48b05Barbarian|r
        (Unit-type of (Triggering unit)) Equal to |cffff0080Witch Doctor|r
        (Unit-type of (Triggering unit)) Equal to |cff1FBF00Monk|r
  Actions
    Set blood_sfx_counter = (Random integer number between 0 and 4)
    Special Effect - Create a special effect attached to the origin of (Triggering unit) using blood_sfx[blood_sfx_counter]
    Special Effect - Destroy (Last created special effect)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            blood_sfx_counter Equal to 0
            blood_sfx_counter Equal to 2
      Then - Actions
        Unit - Explode (Triggering unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Owner of (Triggering unit)) Equal to Player 1 (Red)
            (Owner of (Triggering unit)) Equal to Player 2 (Blue)
            (Owner of (Triggering unit)) Equal to Player 3 (Teal)
            (Owner of (Triggering unit)) Equal to Player 4 (Purple)
            (Owner of (Triggering unit)) Equal to Player 5 (Yellow)
      Then - Actions
        Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: (|cffffcc00Y O U ' R E D E A D ! You were killed by|r |cff3399ff + ((Name of (Owner of (Killing unit))) + |r |cffffcc00!|r))
      Else - Actions
        Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: (|cffffcc00Y O U ' R E D E A D ! You were killed by|r |cffff0000 + ((Name of (Owner of (Killing unit))) + |r |cffffcc00!|r))
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to |cffff0080Witch Doctor|r
      Then - Actions
        Unit Group - Pick every unit in Mongrels[(Player number of (Owner of (Triggering unit)))] and do (Actions)
          Loop - Actions
            Unit - Kill (Picked unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Round Less than 20
      Then - Actions
        Game - Display to (Player group((Owner of (Killing unit)))) for 5.00 seconds the text: |cffffcc00You get 50 Goldbonus for Kill.|r
        Player - Add 50 to (Owner of (Killing unit)) Current gold
      Else - Actions
        Game - Display to (Player group((Owner of (Killing unit)))) for 5.00 seconds the text: |cffffcc00You get 100 Goldbonus for Kill.|r
        Player - Add 100 to (Owner of (Killing unit)) Current gold
Level Up
  Events
    Unit - A unit Gains a level
  Conditions
    (Triggering unit) Equal to Heroes[(Player number of (Owner of (Triggering unit)))]
  Actions
    Unit - Set life of (Triggering unit) to 100%
    Unit - Set mana of (Triggering unit) to 100%
    Hero - Modify unspent skill points of (Triggering unit): Set to 0 points
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to |cffe48b05Barbarian|r
      Then - Actions
        Set BarbarianRageDrainTimer[(Player number of (Owner of (Triggering unit)))] = 59
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to |cff1FBF00Monk|r
      Then - Actions
        Set MonkRageDrainTimer[(Player number of (Owner of (Triggering unit)))] = 59
      Else - Actions
    Special Effect - Create a special effect attached to the origin of (Triggering unit) using war3mapImported\LvLUp.mdx
    Special Effect - Destroy (Last created special effect)
    Special Effect - Create a special effect attached to the origin of (Triggering unit) using war3mapImported\LvLUp2.mdx
    Special Effect - Destroy (Last created special effect)
    Sound - Play Diablo_3_Lvl_Up_Caster_lite <gen> at 96.00% volume, attached to (Triggering unit)
Camera Shake
  Events
  Conditions
  Actions
    Player Group - Pick every player in AllPlayers and do (Actions)
      Loop - Actions
        Camera - Shake the camera for (Picked player) with magnitude 8.00
    Wait 0.13 seconds
    Player Group - Pick every player in AllPlayers and do (Actions)
      Loop - Actions
        Camera - Stop swaying/shaking the camera for (Picked player)
Daytime
  Events
  Conditions
    DaytimeBoolean Equal to False
  Actions
    Game - Turn the day/night cycle On
    Game - Set time of day speed to 650.00% of the default speed
    Wait 20.00 seconds
    Game - Set time of day speed to 0.00% of the default speed
    Game - Turn the day/night cycle Off
    Game - Set the time of day to 16.00
    Custom script: call DestroyTrigger(GetTriggeringTrigger())
Dummy death and explosion
  Events
    Unit - A unit Dies
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Unit-type of (Triggering unit)) Equal to TimeChargeDummy
            (Unit-type of (Triggering unit)) Equal to Locust Dummy
            (Unit-type of (Triggering unit)) Equal to Dummy Wirbelwind Effekt 2
            (Unit-type of (Triggering unit)) Equal to Spike Trap Whirlwind
            (Unit-type of (Triggering unit)) Equal to Shock Trap Whirlwind
            (Unit-type of (Triggering unit)) Equal to Fan of Knives Effect
            (Unit-type of (Triggering unit)) Equal to Fan of Knives Blood Effect
            (Unit-type of (Triggering unit)) Equal to Dummy Blade Trap Missile Shot (Geschoss)
            (Unit-type of (Triggering unit)) Equal to Trap Slow Aura
            (Unit-type of (Triggering unit)) Equal to Trap Armor Reduce Aura
            (Unit-type of (Triggering unit)) Equal to Demon Hunter Schattenlauf Dummy
            (Unit-type of (Triggering unit)) Equal to Dummy Acid Cloud Effect4
            (Unit-type of (Triggering unit)) Equal to Dummy (Standard)
            (Unit-type of (Triggering unit)) Equal to Fan of Knives Ground Effect
            (Unit-type of (Triggering unit)) Equal to Cleave Ground Effect
            (Unit-type of (Triggering unit)) Equal to Timeshield Ground Effect
      Then - Actions
        Unit - Remove (Triggering unit) from the game
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Unit-type of (Triggering unit)) Equal to Bola Shot Missile
      Then - Actions
        Wait 1.00 seconds
        Unit - Remove (Triggering unit) from the game
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Unit-type of (Triggering unit)) Equal to |cff8080ffSentry|r (Stufe 1 Rune)
            (Unit-type of (Triggering unit)) Equal to |cff8080ffSentry|r (Level 1)
            (Unit-type of (Triggering unit)) Equal to |cff8080ffSentry|r (Stufe 2 Rune)
            (Unit-type of (Triggering unit)) Equal to |cff8080ffSentry|r (Stufe 2)
            (Unit-type of (Triggering unit)) Equal to |cff8080ffSentry|r (Stufe 3 Rune)
            (Unit-type of (Triggering unit)) Equal to |cff8080ffSentry|r (Stufe 3)
            (Unit-type of (Triggering unit)) Equal to |cff8080ffSentry|r (Stufe 4 Rune)
            (Unit-type of (Triggering unit)) Equal to |cff8080ffSentry|r (Stufe 4)
            (Unit-type of (Triggering unit)) Equal to |cff8080ffSentry|r (Stufe 5 Rune)
            (Unit-type of (Triggering unit)) Equal to |cff8080ffSentry|r (Stufe 5)
            (Unit-type of (Triggering unit)) Equal to |cff8080ffSentry|r (Stufe 6 Rune)
            (Unit-type of (Triggering unit)) Equal to |cff8080ffSentry|r (Stufe 6)
            (Unit-type of (Triggering unit)) Equal to |cff8080ffSentry|r (Stufe 7 Rune)
            (Unit-type of (Triggering unit)) Equal to |cff8080ffSentry|r (Stufe 7)
            (Unit-type of (Triggering unit)) Equal to |cff8080ffSentry|r (Stufe 8 Rune)
            (Unit-type of (Triggering unit)) Equal to |cff8080ffSentry|r (Stufe 8)
            (Unit-type of (Triggering unit)) Equal to |cff8080ffSentry|r (Stufe 9 Rune)
            (Unit-type of (Triggering unit)) Equal to |cff8080ffSentry|r (Stufe 9)
      Then - Actions
        Set LocationPointWelt5 = (Position of (Dying unit))
        Unit - Remove (Triggering unit) from the game
        Special Effect - Create a special effect at LocationPointWelt5 using Abilities\Weapons\BallistaMissile\BallistaImpact.mdl
        Special Effect - Destroy (Last created special effect)
        Custom script: call RemoveLocation(udg_LocationPointWelt5)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to Dummy Arcane Kugel Geschoss
      Then - Actions
        Wait 2.50 seconds
        Unit - Remove (Triggering unit) from the game
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to |cffff0080Fetish|r
      Then - Actions
        Set LocationPointWelt5 = (Position of (Dying unit))
        Special Effect - Create a special effect at LocationPointWelt5 using Objects\Spawnmodels\NightElf\EntBirthTarget\EntBirthTarget.mdl
        Special Effect - Destroy (Last created special effect)
        Custom script: call RemoveLocation(udg_LocationPointWelt5)
        Wait 0.30 seconds
        Unit - Remove (Triggering unit) from the game
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to Freezing Breath Model
        (Unit-type of (Triggering unit)) Equal to Tornado
        (Unit-type of (Triggering unit)) Equal to FistEffectDummy
        (Unit-type of (Triggering unit)) Equal to HandsOfLightningDummy3
        (Unit-type of (Triggering unit)) Equal to HandsOfLightningDummy2
        (Unit-type of (Triggering unit)) Equal to HandsOfLightningDummy1
        (Unit-type of (Triggering unit)) Equal to Fire Bomb Dummy
        (Unit-type of (Triggering unit)) Equal to Dash Dummy (Effect)
        (Unit-type of (Triggering unit)) Equal to Dash Dummy (Effect Gelb)
        (Unit-type of (Triggering unit)) Equal to Dummy (Stunning)
        (Unit-type of (Triggering unit)) Equal to Molten Arrow Missile
        (Unit-type of (Triggering unit)) Equal to Entangling Shot Missile
        (Unit-type of (Triggering unit)) Equal to Flame Effect
        (Unit-type of (Triggering unit)) Equal to Spike Trap2
        (Unit-type of (Triggering unit)) Equal to Spike Trap1
        (Unit-type of (Triggering unit)) Equal to Dummy Crippling Wave
        (Unit-type of (Triggering unit)) Equal to Dummy Crippling Wave2
        (Unit-type of (Triggering unit)) Equal to Dummy Meteor Effect
        (Unit-type of (Triggering unit)) Equal to Dummy Frost Nova Effect
        (Unit-type of (Triggering unit)) Equal to Dummy Acid Cloud Effect
        (Unit-type of (Triggering unit)) Equal to Dummy Acid Cloud Effect2
        (Unit-type of (Triggering unit)) Equal to Dummy Acid Cloud Effect3
        (Unit-type of (Triggering unit)) Equal to Toad (Plage)
        (Unit-type of (Triggering unit)) Equal to Toad big (Plage)
        (Unit-type of (Triggering unit)) Equal to |cffff0080Spider Totem|r (Level 1)
        (Unit-type of (Triggering unit)) Equal to |cffff0080Corpse Spider|r
        (Unit-type of (Triggering unit)) Equal to WaveOfLightDummy
        (Unit-type of (Triggering unit)) Equal to WaveOfLightDummy2
        (Unit-type of (Triggering unit)) Equal to WaveOfLightDummy3
        (Unit-type of (Triggering unit)) Equal to Whirlwind Blood
        (Unit-type of (Triggering unit)) Equal to Whirlwind Orange
        (Unit-type of (Triggering unit)) Equal to SpiritWalk Dummy
        (Unit-type of (Triggering unit)) Equal to SpiritWalk Dummy2
        (Unit-type of (Triggering unit)) Equal to ArcaneExplosion Dummy1
        (Unit-type of (Triggering unit)) Equal to Flame Effect (Trap)
      Then - Actions
        Wait 2.20 seconds
        Unit - Remove (Triggering unit) from the game
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to Fire Bomb (Spell SFX)
      Then - Actions
        Wait 6.70 seconds
        Unit - Remove (Triggering unit) from the game
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Unit-type of (Triggering unit)) Equal to Dummy FroschplageEffekt
            (Unit-type of (Triggering unit)) Equal to Dummy FroschplageEffekt2
            (Unit-type of (Triggering unit)) Equal to Whirlwind Blood
      Then - Actions
        Wait 2.40 seconds
        Unit - Remove (Triggering unit) from the game
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Unit-type of (Triggering unit)) Equal to Dummy 1 (Exploding Palm)
            (Unit-type of (Triggering unit)) Equal to Dummy 2 (Exploding Palm)
            (Unit-type of (Triggering unit)) Equal to Dummy 3 (Exploding Palm)
            (Unit-type of (Triggering unit)) Equal to Dummy 4 (Exploding Palm)
            (Unit-type of (Triggering unit)) Equal to Dummy 5 (Exploding Palm)
            (Unit-type of (Triggering unit)) Equal to Dummy 6 (Exploding Palm)
            (Unit-type of (Triggering unit)) Equal to Dummy 7 (Exploding Palm)
            (Unit-type of (Triggering unit)) Equal to Dummy 8 (Exploding Palm)
      Then - Actions
        Set LocationPointWelt5 = (Position of (Dying unit))
        Sound - Play Diablo_3_Monk_Exploding_Palm_lite <gen> at 80.00% volume, attached to (Dying unit)
        Special Effect - Create a special effect attached to the origin of (Dying unit) using BigBloodEX-NoSplat-NoGutz-2.mdx
        Special Effect - Destroy (Last created special effect)
        Special Effect - Create a special effect attached to the origin of (Dying unit) using BloodEX-Special-2.mdx
        Special Effect - Destroy (Last created special effect)
        Special Effect - Create a special effect at LocationPointWelt5 using BigBloodEX-NoSplat-NoGutz.mdx
        Special Effect - Destroy (Last created special effect)
        Special Effect - Create a special effect at LocationPointWelt5 using BloodEX.mdx
        Special Effect - Destroy (Last created special effect)
        Set TempUnitGroup = (Units within 250.00 of LocationPointWelt5)
        Unit - Create 1 Dummy (Stunning) for Player 7 (Green) at LocationPointWelt5 facing Default building facing degrees
        Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Unit-type of (Triggering unit)) Equal to Dummy 1 (Exploding Palm)
          Then - Actions
            Unit Group - Pick every unit in TempUnitGroup and do (Actions)
              Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    ((Picked unit) is alive) Equal to True
                    (Owner of (Picked unit)) Equal to Player 11 (Dark Green)
                  Then - Actions
                    Unit - Cause (Last created unit) to damage (Picked unit), dealing 80.00 damage of attack type Siege and damage type Normal
                  Else - Actions
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Unit-type of (Triggering unit)) Equal to Dummy 2 (Exploding Palm)
          Then - Actions
            Unit Group - Pick every unit in TempUnitGroup and do (Actions)
              Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    ((Picked unit) is alive) Equal to True
                    (Owner of (Picked unit)) Equal to Player 11 (Dark Green)
                  Then - Actions
                    Unit - Cause (Last created unit) to damage (Picked unit), dealing 110.00 damage of attack type Siege and damage type Normal
                  Else - Actions
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Unit-type of (Triggering unit)) Equal to Dummy 3 (Exploding Palm)
          Then - Actions
            Unit Group - Pick every unit in TempUnitGroup and do (Actions)
              Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    ((Picked unit) is alive) Equal to True
                    (Owner of (Picked unit)) Equal to Player 11 (Dark Green)
                  Then - Actions
                    Unit - Cause (Last created unit) to damage (Picked unit), dealing 140.00 damage of attack type Siege and damage type Normal
                  Else - Actions
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Unit-type of (Triggering unit)) Equal to Dummy 4 (Exploding Palm)
          Then - Actions
            Unit Group - Pick every unit in TempUnitGroup and do (Actions)
              Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    ((Picked unit) is alive) Equal to True
                    (Owner of (Picked unit)) Equal to Player 11 (Dark Green)
                  Then - Actions
                    Unit - Cause (Last created unit) to damage (Picked unit), dealing 170.00 damage of attack type Siege and damage type Normal
                  Else - Actions
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Unit-type of (Triggering unit)) Equal to Dummy 5 (Exploding Palm)
          Then - Actions
            Unit Group - Pick every unit in TempUnitGroup and do (Actions)
              Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    ((Picked unit) is alive) Equal to True
                    (Owner of (Picked unit)) Equal to Player 11 (Dark Green)
                  Then - Actions
                    Unit - Cause (Last created unit) to damage (Picked unit), dealing 200.00 damage of attack type Siege and damage type Normal
                  Else - Actions
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Unit-type of (Triggering unit)) Equal to Dummy 6 (Exploding Palm)
          Then - Actions
            Unit Group - Pick every unit in TempUnitGroup and do (Actions)
              Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    ((Picked unit) is alive) Equal to True
                    (Owner of (Picked unit)) Equal to Player 11 (Dark Green)
                  Then - Actions
                    Unit - Cause (Last created unit) to damage (Picked unit), dealing 230.00 damage of attack type Siege and damage type Normal
                  Else - Actions
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Unit-type of (Triggering unit)) Equal to Dummy 7 (Exploding Palm)
          Then - Actions
            Unit Group - Pick every unit in TempUnitGroup and do (Actions)
              Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    ((Picked unit) is alive) Equal to True
                    (Owner of (Picked unit)) Equal to Player 11 (Dark Green)
                  Then - Actions
                    Unit - Cause (Last created unit) to damage (Picked unit), dealing 260.00 damage of attack type Siege and damage type Normal
                  Else - Actions
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Unit-type of (Triggering unit)) Equal to Dummy 8 (Exploding Palm)
          Then - Actions
            Unit Group - Pick every unit in TempUnitGroup and do (Actions)
              Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    ((Picked unit) is alive) Equal to True
                    (Owner of (Picked unit)) Equal to Player 11 (Dark Green)
                  Then - Actions
                    Unit - Cause (Last created unit) to damage (Picked unit), dealing 290.00 damage of attack type Siege and damage type Normal
                  Else - Actions
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Unit-type of (Triggering unit)) Equal to Dummy 9 (Exploding Palm)
          Then - Actions
            Unit Group - Pick every unit in TempUnitGroup and do (Actions)
              Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    ((Picked unit) is alive) Equal to True
                    (Owner of (Picked unit)) Equal to Player 11 (Dark Green)
                  Then - Actions
                    Unit - Cause (Last created unit) to damage (Picked unit), dealing 320.00 damage of attack type Siege and damage type Normal
                  Else - Actions
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Unit-type of (Triggering unit)) Equal to Dummy 10 (Exploding Palm)
          Then - Actions
            Unit Group - Pick every unit in TempUnitGroup and do (Actions)
              Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    ((Picked unit) is alive) Equal to True
                    (Owner of (Picked unit)) Equal to Player 11 (Dark Green)
                  Then - Actions
                    Unit - Cause (Last created unit) to damage (Picked unit), dealing 350.00 damage of attack type Siege and damage type Normal
                  Else - Actions
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Unit-type of (Triggering unit)) Equal to Dummy 11 (Exploding Palm)
          Then - Actions
            Unit Group - Pick every unit in TempUnitGroup and do (Actions)
              Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    ((Picked unit) is alive) Equal to True
                    (Owner of (Picked unit)) Equal to Player 11 (Dark Green)
                  Then - Actions
                    Unit - Cause (Last created unit) to damage (Picked unit), dealing 380.00 damage of attack type Siege and damage type Normal
                  Else - Actions
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Unit-type of (Triggering unit)) Equal to Dummy 12 (Exploding Palm)
          Then - Actions
            Unit Group - Pick every unit in TempUnitGroup and do (Actions)
              Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    ((Picked unit) is alive) Equal to True
                    (Owner of (Picked unit)) Equal to Player 11 (Dark Green)
                  Then - Actions
                    Unit - Cause (Last created unit) to damage (Picked unit), dealing 410.00 damage of attack type Siege and damage type Normal
                  Else - Actions
          Else - Actions
        Custom script: call DestroyGroup(udg_TempUnitGroup)
        Set TempUnitGroup = (Units within 20.00 of LocationPointWelt5)
        Unit Group - Pick every unit in TempUnitGroup and do (Actions)
          Loop - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Owner of (Picked unit)) Equal to Player 11 (Dark Green)
                (Life of (Picked unit)) Less than 5.00
              Then - Actions
                Unit - Remove (Picked unit) from the game
              Else - Actions
        Custom script: call RemoveLocation(udg_LocationPointWelt5)
        Custom script: call DestroyGroup(udg_TempUnitGroup)
        Wait 2.40 seconds
        Unit - Remove (Dying unit) from the game
      Else - Actions
AI
  Events
    Time - Every 2.00 seconds of game time
  Conditions
    ((Player 1 (Red) controller) Equal to User) and ((Player 1 (Red) slot status) Equal to Is playing)
  Actions
    Set HeroPoint[1] = ((Position of Heroes[1]) offset by 170.00 towards (Random angle) degrees)
    Set HeroPoint[2] = ((Position of Heroes[2]) offset by 170.00 towards (Random angle) degrees)
    Set HeroPoint[3] = ((Position of Heroes[3]) offset by 170.00 towards (Random angle) degrees)
    Set HeroPoint[4] = ((Position of Heroes[4]) offset by 170.00 towards (Random angle) degrees)
    Set HeroPoint[5] = ((Position of Heroes[5]) offset by 170.00 towards (Random angle) degrees)
    Set HeroPoint[6] = ((Position of Heroes[6]) offset by 170.00 towards (Random angle) degrees)
    Set HeroPoint[7] = ((Position of Heroes[7]) offset by 170.00 towards (Random angle) degrees)
    Set HeroPoint[8] = ((Position of Heroes[8]) offset by 170.00 towards (Random angle) degrees)
    Set HeroPoint[9] = ((Position of Heroes[9]) offset by 170.00 towards (Random angle) degrees)
    Set HeroPoint[10] = ((Position of Heroes[10]) offset by 170.00 towards (Random angle) degrees)
    Unit Group - Pick every unit in Mongrels[1] and do (Order (Picked unit) to Attack-Move To HeroPoint[1])
    Unit Group - Pick every unit in Mongrels[2] and do (Order (Picked unit) to Attack-Move To HeroPoint[2])
    Unit Group - Pick every unit in Mongrels[3] and do (Order (Picked unit) to Attack-Move To HeroPoint[3])
    Unit Group - Pick every unit in Mongrels[4] and do (Order (Picked unit) to Attack-Move To HeroPoint[4])
    Unit Group - Pick every unit in Mongrels[5] and do (Order (Picked unit) to Attack-Move To HeroPoint[5])
    Unit Group - Pick every unit in Mongrels[6] and do (Order (Picked unit) to Attack-Move To HeroPoint[6])
    Unit Group - Pick every unit in Mongrels[7] and do (Order (Picked unit) to Attack-Move To HeroPoint[7])
    Unit Group - Pick every unit in Mongrels[8] and do (Order (Picked unit) to Attack-Move To HeroPoint[8])
    Unit Group - Pick every unit in Mongrels[9] and do (Order (Picked unit) to Attack-Move To HeroPoint[9])
    Unit Group - Pick every unit in Mongrels[10] and do (Order (Picked unit) to Attack-Move To HeroPoint[10])
    Custom script: call RemoveLocation(udg_HeroPoint[1])
    Custom script: call RemoveLocation(udg_HeroPoint[2])
    Custom script: call RemoveLocation(udg_HeroPoint[3])
    Custom script: call RemoveLocation(udg_HeroPoint[4])
    Custom script: call RemoveLocation(udg_HeroPoint[5])
    Custom script: call RemoveLocation(udg_HeroPoint[6])
    Custom script: call RemoveLocation(udg_HeroPoint[7])
    Custom script: call RemoveLocation(udg_HeroPoint[8])
    Custom script: call RemoveLocation(udg_HeroPoint[9])
    Custom script: call RemoveLocation(udg_HeroPoint[10])
Death
  Events
    Unit - A unit Dies
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Set Heroes[(Player number of (Owner of (Triggering unit)))] = No unit
Unit Dead
  Events
    Unit - A unit Dies
  Conditions
    ((Triggering unit) is A Hero) Equal to False
  Actions
    Wait 12.00 seconds
    Unit - Remove (Triggering unit) from the game
Bestenliste Werte
  Events
    Unit - A unit Dies
  Conditions
    ((Dying unit) is A Hero) Equal to True
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Killing unit)) Equal to Player 1 (Red)
        (Owner of (Dying unit)) Not equal to Player 2 (Blue)
        (Owner of (Dying unit)) Not equal to Player 3 (Teal)
        (Owner of (Dying unit)) Not equal to Player 4 (Purple)
        (Owner of (Dying unit)) Not equal to Player 5 (Yellow)
      Then - Actions
        Set KillPoints[1] = (KillPoints[1] + 1)
        Leaderboard - Change the value for Player 1 (Red) in KillsLeaderboard[1] to KillPoints[1]
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Killing unit)) Equal to Player 2 (Blue)
        (Owner of (Dying unit)) Not equal to Player 1 (Red)
        (Owner of (Dying unit)) Not equal to Player 3 (Teal)
        (Owner of (Dying unit)) Not equal to Player 4 (Purple)
        (Owner of (Dying unit)) Not equal to Player 5 (Yellow)
      Then - Actions
        Set KillPoints[2] = (KillPoints[2] + 1)
        Leaderboard - Change the value for Player 2 (Blue) in KillsLeaderboard[1] to KillPoints[2]
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Killing unit)) Equal to Player 3 (Teal)
        (Owner of (Dying unit)) Not equal to Player 1 (Red)
        (Owner of (Dying unit)) Not equal to Player 2 (Blue)
        (Owner of (Dying unit)) Not equal to Player 4 (Purple)
        (Owner of (Dying unit)) Not equal to Player 5 (Yellow)
      Then - Actions
        Set KillPoints[3] = (KillPoints[3] + 1)
        Leaderboard - Change the value for Player 3 (Teal) in KillsLeaderboard[1] to KillPoints[3]
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Killing unit)) Equal to Player 4 (Purple)
        (Owner of (Dying unit)) Not equal to Player 1 (Red)
        (Owner of (Dying unit)) Not equal to Player 2 (Blue)
        (Owner of (Dying unit)) Not equal to Player 3 (Teal)
        (Owner of (Dying unit)) Not equal to Player 5 (Yellow)
      Then - Actions
        Set KillPoints[4] = (KillPoints[4] + 1)
        Leaderboard - Change the value for Player 4 (Purple) in KillsLeaderboard[1] to KillPoints[4]
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Killing unit)) Equal to Player 5 (Yellow)
        (Owner of (Dying unit)) Not equal to Player 1 (Red)
        (Owner of (Dying unit)) Not equal to Player 2 (Blue)
        (Owner of (Dying unit)) Not equal to Player 3 (Teal)
        (Owner of (Dying unit)) Not equal to Player 4 (Purple)
      Then - Actions
        Set KillPoints[5] = (KillPoints[5] + 1)
        Leaderboard - Change the value for Player 5 (Yellow) in KillsLeaderboard[1] to KillPoints[5]
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Killing unit)) Equal to Player 6 (Orange)
        (Owner of (Dying unit)) Not equal to Player 7 (Green)
        (Owner of (Dying unit)) Not equal to Player 8 (Pink)
        (Owner of (Dying unit)) Not equal to Player 9 (Gray)
        (Owner of (Dying unit)) Not equal to Player 10 (Light Blue)
      Then - Actions
        Set KillPoints[6] = (KillPoints[6] + 1)
        Leaderboard - Change the value for Player 6 (Orange) in KillsLeaderboard[1] to KillPoints[6]
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Killing unit)) Equal to Player 7 (Green)
        (Owner of (Dying unit)) Not equal to Player 6 (Orange)
        (Owner of (Dying unit)) Not equal to Player 8 (Pink)
        (Owner of (Dying unit)) Not equal to Player 9 (Gray)
        (Owner of (Dying unit)) Not equal to Player 10 (Light Blue)
      Then - Actions
        Set KillPoints[7] = (KillPoints[7] + 1)
        Leaderboard - Change the value for Player 7 (Green) in KillsLeaderboard[1] to KillPoints[7]
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Killing unit)) Equal to Player 8 (Pink)
        (Owner of (Dying unit)) Not equal to Player 6 (Orange)
        (Owner of (Dying unit)) Not equal to Player 7 (Green)
        (Owner of (Dying unit)) Not equal to Player 9 (Gray)
        (Owner of (Dying unit)) Not equal to Player 10 (Light Blue)
      Then - Actions
        Set KillPoints[8] = (KillPoints[8] + 1)
        Leaderboard - Change the value for Player 8 (Pink) in KillsLeaderboard[1] to KillPoints[8]
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Killing unit)) Equal to Player 9 (Gray)
        (Owner of (Dying unit)) Not equal to Player 6 (Orange)
        (Owner of (Dying unit)) Not equal to Player 7 (Green)
        (Owner of (Dying unit)) Not equal to Player 8 (Pink)
        (Owner of (Dying unit)) Not equal to Player 10 (Light Blue)
      Then - Actions
        Set KillPoints[9] = (KillPoints[9] + 1)
        Leaderboard - Change the value for Player 9 (Gray) in KillsLeaderboard[1] to KillPoints[9]
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Killing unit)) Equal to Player 10 (Light Blue)
        (Owner of (Dying unit)) Not equal to Player 6 (Orange)
        (Owner of (Dying unit)) Not equal to Player 7 (Green)
        (Owner of (Dying unit)) Not equal to Player 8 (Pink)
        (Owner of (Dying unit)) Not equal to Player 9 (Gray)
      Then - Actions
        Set KillPoints[10] = (KillPoints[10] + 1)
        Leaderboard - Change the value for Player 10 (Light Blue) in KillsLeaderboard[1] to KillPoints[10]
      Else - Actions
Skills Select
  Events
    Unit - A unit Finishes research
  Conditions
  Actions
    -------- --------------------------BARBARIAN-------------------------- --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R01C (techcode)
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of Legendary Might (Trait) for Heroes[(Player number of (Owner of (Triggering unit)))]) Equal to 0
          Then - Actions
            Unit - Add Legendary Might (Trait) to Heroes[(Player number of (Owner of (Triggering unit)))]
            Set TraitDamageBonusBarbarian[(Player number of (Owner of (Triggering unit)))] = 1.10
          Else - Actions
            Unit - Set level of Legendary Might (Trait) for Heroes[(Player number of (Owner of (Triggering unit)))] to ((Level of Legendary Might (Trait) for Heroes[(Player number of (Owner of (Triggering unit)))]) + 1)
            Set TraitDamageBonusBarbarian[(Player number of (Owner of (Triggering unit)))] = (TraitDamageBonusBarbarian[(Player number of (Owner of (Triggering unit)))] + 0.10)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R01D (techcode)
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of Superior Skill (Regeneration) for Heroes[(Player number of (Owner of (Triggering unit)))]) Equal to 0
          Then - Actions
            Unit - Add Superior Skill (Regeneration) to Heroes[(Player number of (Owner of (Triggering unit)))]
            Unit - Add Item Hero Stat Bonus (+10 Agility) to Heroes[(Player number of (Owner of (Triggering unit)))]
          Else - Actions
            Unit - Set level of Superior Skill (Regeneration) for Heroes[(Player number of (Owner of (Triggering unit)))] to ((Level of Superior Skill (Regeneration) for Heroes[(Player number of (Owner of (Triggering unit)))]) + 1)
            Unit - Add Item Hero Stat Bonus (+10 Agility) to Heroes[(Player number of (Owner of (Triggering unit)))]
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R01E (techcode)
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of Toughness (Trait) for Heroes[(Player number of (Owner of (Triggering unit)))]) Equal to 0
          Then - Actions
            Unit - Add Toughness (Trait) to Heroes[(Player number of (Owner of (Triggering unit)))]
            Unit - Add Item Life Bonus (300) to Heroes[(Player number of (Owner of (Triggering unit)))]
          Else - Actions
            Unit - Set level of Toughness (Trait) for Heroes[(Player number of (Owner of (Triggering unit)))] to ((Level of Toughness (Trait) for Heroes[(Player number of (Owner of (Triggering unit)))]) + 1)
            Unit - Add Item Life Bonus (150) to Heroes[(Player number of (Owner of (Triggering unit)))]
      Else - Actions
    -------- ---------------------------TRAITS END------------------------- --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R000 (techcode)
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of Cleave (Barbar Blizzard) for Heroes[(Player number of (Owner of (Triggering unit)))]) Equal to 0
          Then - Actions
            Unit - Add Cleave (Barbar Blizzard) to Heroes[(Player number of (Owner of (Triggering unit)))]
          Else - Actions
            Unit - Set level of Cleave (Barbar Blizzard) for Heroes[(Player number of (Owner of (Triggering unit)))] to ((Level of Cleave (Barbar Blizzard) for Heroes[(Player number of (Owner of (Triggering unit)))]) + 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R001 (techcode)
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of Warshout (Barbar) for Heroes[(Player number of (Owner of (Triggering unit)))]) Equal to 0
          Then - Actions
            Unit - Add Warshout (Barbar) to Heroes[(Player number of (Owner of (Triggering unit)))]
          Else - Actions
            Unit - Set level of Warshout (Barbar) for Heroes[(Player number of (Owner of (Triggering unit)))] to ((Level of Warshout (Barbar) for Heroes[(Player number of (Owner of (Triggering unit)))]) + 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R002 (techcode)
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of Seismic Slam (Barbar Stampede) for Heroes[(Player number of (Owner of (Triggering unit)))]) Equal to 0
          Then - Actions
            Unit - Add Seismic Slam (Barbar Stampede) to Heroes[(Player number of (Owner of (Triggering unit)))]
          Else - Actions
            Unit - Set level of Seismic Slam (Barbar Stampede) for Heroes[(Player number of (Owner of (Triggering unit)))] to ((Level of Seismic Slam (Barbar Stampede) for Heroes[(Player number of (Owner of (Triggering unit)))]) + 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R003 (techcode)
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of Weapon Throw (Barbar Stampede) for Heroes[(Player number of (Owner of (Triggering unit)))]) Equal to 0
          Then - Actions
            Unit - Add Weapon Throw (Barbar Stampede) to Heroes[(Player number of (Owner of (Triggering unit)))]
          Else - Actions
            Unit - Set level of Weapon Throw (Barbar Stampede) for Heroes[(Player number of (Owner of (Triggering unit)))] to ((Level of Weapon Throw (Barbar Stampede) for Heroes[(Player number of (Owner of (Triggering unit)))]) + 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R005 (techcode)
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of Leap Attack (Barbar Kanalisieren) for Heroes[(Player number of (Owner of (Triggering unit)))]) Equal to 0
          Then - Actions
            Unit - Add Leap Attack (Barbar Kanalisieren) to Heroes[(Player number of (Owner of (Triggering unit)))]
          Else - Actions
            Unit - Set level of Leap Attack (Barbar Kanalisieren) for Heroes[(Player number of (Owner of (Triggering unit)))] to ((Level of Leap Attack (Barbar Kanalisieren) for Heroes[(Player number of (Owner of (Triggering unit)))]) + 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R004 (techcode)
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of Ground Stomp (Barbar Dolchfächer) for Heroes[(Player number of (Owner of (Triggering unit)))]) Equal to 0
          Then - Actions
            Unit - Add Ground Stomp (Barbar Dolchfächer) to Heroes[(Player number of (Owner of (Triggering unit)))]
          Else - Actions
            Unit - Set level of Ground Stomp (Barbar Dolchfächer) for Heroes[(Player number of (Owner of (Triggering unit)))] to ((Level of Ground Stomp (Barbar Dolchfächer) for Heroes[(Player number of (Owner of (Triggering unit)))]) + 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R007 (techcode)
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of Furious Charge (Barbar) for Heroes[(Player number of (Owner of (Triggering unit)))]) Equal to 0
          Then - Actions
            Unit - Add Furious Charge (Barbar) to Heroes[(Player number of (Owner of (Triggering unit)))]
          Else - Actions
            Unit - Set level of Furious Charge (Barbar) for Heroes[(Player number of (Owner of (Triggering unit)))] to ((Level of Furious Charge (Barbar) for Heroes[(Player number of (Owner of (Triggering unit)))]) + 1)
            Set FuriousChargeInteger[(Player number of (Owner of (Triggering unit)))] = (FuriousChargeInteger[(Player number of (Owner of (Triggering unit)))] + 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R01R (techcode)
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of Ancient Spear (Barbar) for Heroes[(Player number of (Owner of (Triggering unit)))]) Equal to 0
          Then - Actions
            Unit - Add Ancient Spear (Barbar) to Heroes[(Player number of (Owner of (Triggering unit)))]
          Else - Actions
            Unit - Set level of Ancient Spear (Barbar) for Heroes[(Player number of (Owner of (Triggering unit)))] to ((Level of Ancient Spear (Barbar) for Heroes[(Player number of (Owner of (Triggering unit)))]) + 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R006 (techcode)
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of Whirlwind (Barbar) for Heroes[(Player number of (Owner of (Triggering unit)))]) Equal to 0
          Then - Actions
            Unit - Add Whirlwind (Barbar) to Heroes[(Player number of (Owner of (Triggering unit)))]
          Else - Actions
            Unit - Set level of Whirlwind (Barbar) for Heroes[(Player number of (Owner of (Triggering unit)))] to ((Level of Whirlwind (Barbar) for Heroes[(Player number of (Owner of (Triggering unit)))]) + 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R00Z (techcode)
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of Battle Rage (Barbarian) for Heroes[(Player number of (Owner of (Triggering unit)))]) Equal to 0
          Then - Actions
            Unit - Add Battle Rage (Barbarian) to Heroes[(Player number of (Owner of (Triggering unit)))]
          Else - Actions
            Unit - Set level of Battle Rage (Barbarian) for Heroes[(Player number of (Owner of (Triggering unit)))] to ((Level of Battle Rage (Barbarian) for Heroes[(Player number of (Owner of (Triggering unit)))]) + 1)
      Else - Actions
    -------- --------------------------WIZARD-------------------------- --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R01F (techcode)
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of Glass Cannon (Trait) for Heroes[(Player number of (Owner of (Triggering unit)))]) Equal to 0
          Then - Actions
            Unit - Add Glass Cannon (Trait) to Heroes[(Player number of (Owner of (Triggering unit)))]
            Set TraitDamageBonusWizard[(Player number of (Owner of (Triggering unit)))] = 1.15
            Unit - Add Gegenstand: Rüstungs-Malus (-5) to Heroes[(Player number of (Owner of (Triggering unit)))]
          Else - Actions
            Unit - Set level of Glass Cannon (Trait) for Heroes[(Player number of (Owner of (Triggering unit)))] to ((Level of Glass Cannon (Trait) for Heroes[(Player number of (Owner of (Triggering unit)))]) + 1)
            Set TraitDamageBonusWizard[(Player number of (Owner of (Triggering unit)))] = (TraitDamageBonusWizard[(Player number of (Owner of (Triggering unit)))] + 0.10)
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Level of Glass Cannon (Trait) for Heroes[(Player number of (Owner of (Triggering unit)))]) Equal to 2
              Then - Actions
                Unit - Add Gegenstand: Rüstungs-Malus (-3) Nr.1 to Heroes[(Player number of (Owner of (Triggering unit)))]
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Level of Glass Cannon (Trait) for Heroes[(Player number of (Owner of (Triggering unit)))]) Equal to 3
                  Then - Actions
                    Unit - Add Gegenstand: Rüstungs-Malus (-3) Nr.2 to Heroes[(Player number of (Owner of (Triggering unit)))]
                  Else - Actions
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R01G (techcode)
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of Expanded Mind (Trait) for Heroes[(Player number of (Owner of (Triggering unit)))]) Equal to 0
          Then - Actions
            Unit - Add Expanded Mind (Trait) to Heroes[(Player number of (Owner of (Triggering unit)))]
            Unit - Add Item Mana Bonus (200) to Heroes[(Player number of (Owner of (Triggering unit)))]
          Else - Actions
            Unit - Set level of Expanded Mind (Trait) for Heroes[(Player number of (Owner of (Triggering unit)))] to ((Level of Expanded Mind (Trait) for Heroes[(Player number of (Owner of (Triggering unit)))]) + 1)
            Unit - Add Item Mana Bonus (100) to Heroes[(Player number of (Owner of (Triggering unit)))]
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R01H (techcode)
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of Conjured Armor (Regeneration) for Heroes[(Player number of (Owner of (Triggering unit)))]) Equal to 0
          Then - Actions
            Unit - Add Conjured Armor (Regeneration) to Heroes[(Player number of (Owner of (Triggering unit)))]
            Unit - Add Item Armor Bonus (+6) to Heroes[(Player number of (Owner of (Triggering unit)))]
          Else - Actions
            Unit - Set level of Conjured Armor (Regeneration) for Heroes[(Player number of (Owner of (Triggering unit)))] to ((Level of Conjured Armor (Regeneration) for Heroes[(Player number of (Owner of (Triggering unit)))]) + 1)
            Unit - Add Item Armor Bonus (+3) to Heroes[(Player number of (Owner of (Triggering unit)))]
      Else - Actions
    -------- ---------------------------TRAITS END------------------------- --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R008 (techcode)
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of Electrocute (Zauberin) for Heroes[(Player number of (Owner of (Triggering unit)))]) Equal to 0
          Then - Actions
            Unit - Add Electrocute (Zauberin) to Heroes[(Player number of (Owner of (Triggering unit)))]
          Else - Actions
            Unit - Set level of Electrocute (Zauberin) for Heroes[(Player number of (Owner of (Triggering unit)))] to ((Level of Electrocute (Zauberin) for Heroes[(Player number of (Owner of (Triggering unit)))]) + 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R009 (techcode)
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of Shock Pulse (Wizard) for Heroes[(Player number of (Owner of (Triggering unit)))]) Equal to 0
          Then - Actions
            Unit - Add Shock Pulse (Wizard) to Heroes[(Player number of (Owner of (Triggering unit)))]
          Else - Actions
            Unit - Set level of Shock Pulse (Wizard) for Heroes[(Player number of (Owner of (Triggering unit)))] to ((Level of Shock Pulse (Wizard) for Heroes[(Player number of (Owner of (Triggering unit)))]) + 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R00A (techcode)
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of Arcane Orb (Zauberin) for Heroes[(Player number of (Owner of (Triggering unit)))]) Equal to 0
          Then - Actions
            Unit - Add Arcane Orb (Zauberin) to Heroes[(Player number of (Owner of (Triggering unit)))]
          Else - Actions
            Unit - Set level of Arcane Orb (Zauberin) for Heroes[(Player number of (Owner of (Triggering unit)))] to ((Level of Arcane Orb (Zauberin) for Heroes[(Player number of (Owner of (Triggering unit)))]) + 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R00B (techcode)
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of Spectral Blades (Wizard) for Heroes[(Player number of (Owner of (Triggering unit)))]) Equal to 0
          Then - Actions
            Unit - Add Spectral Blades (Wizard) to Heroes[(Player number of (Owner of (Triggering unit)))]
          Else - Actions
            Unit - Set level of Spectral Blades (Wizard) for Heroes[(Player number of (Owner of (Triggering unit)))] to ((Level of Spectral Blades (Wizard) for Heroes[(Player number of (Owner of (Triggering unit)))]) + 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R00C (techcode)
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of Energy Twister (Zauberin) for Heroes[(Player number of (Owner of (Triggering unit)))]) Equal to 0
          Then - Actions
            Unit - Add Energy Twister (Zauberin) to Heroes[(Player number of (Owner of (Triggering unit)))]
          Else - Actions
            Unit - Set level of Energy Twister (Zauberin) for Heroes[(Player number of (Owner of (Triggering unit)))] to ((Level of Energy Twister (Zauberin) for Heroes[(Player number of (Owner of (Triggering unit)))]) + 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R00X (techcode)
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of Frost Nova (Wizard Locust Swarm) for Heroes[(Player number of (Owner of (Triggering unit)))]) Equal to 0
          Then - Actions
            Unit - Add Frost Nova (Wizard Locust Swarm) to Heroes[(Player number of (Owner of (Triggering unit)))]
          Else - Actions
            Unit - Set level of Frost Nova (Wizard Locust Swarm) for Heroes[(Player number of (Owner of (Triggering unit)))] to ((Level of Frost Nova (Wizard Locust Swarm) for Heroes[(Player number of (Owner of (Triggering unit)))]) + 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R00D (techcode)
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of Hydra (Zauberin) for Heroes[(Player number of (Owner of (Triggering unit)))]) Equal to 0
          Then - Actions
            Unit - Add Hydra (Zauberin) to Heroes[(Player number of (Owner of (Triggering unit)))]
          Else - Actions
            Unit - Set level of Hydra (Zauberin) for Heroes[(Player number of (Owner of (Triggering unit)))] to ((Level of Hydra (Zauberin) for Heroes[(Player number of (Owner of (Triggering unit)))]) + 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R00Y (techcode)
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of Meteor (Wizard Flammenschlag) for Heroes[(Player number of (Owner of (Triggering unit)))]) Equal to 0
          Then - Actions
            Unit - Add Meteor (Wizard Flammenschlag) to Heroes[(Player number of (Owner of (Triggering unit)))]
          Else - Actions
            Unit - Set level of Meteor (Wizard Flammenschlag) for Heroes[(Player number of (Owner of (Triggering unit)))] to ((Level of Meteor (Wizard Flammenschlag) for Heroes[(Player number of (Owner of (Triggering unit)))]) + 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R00E (techcode)
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of Slow Time (Wizard Dolchfächer) for Heroes[(Player number of (Owner of (Triggering unit)))]) Equal to 0
          Then - Actions
            Unit - Add Slow Time (Wizard Dolchfächer) to Heroes[(Player number of (Owner of (Triggering unit)))]
          Else - Actions
            Unit - Set level of Slow Time (Wizard Dolchfächer) for Heroes[(Player number of (Owner of (Triggering unit)))] to ((Level of Slow Time (Wizard Dolchfächer) for Heroes[(Player number of (Owner of (Triggering unit)))]) + 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R00F (techcode)
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of Teleportation (Wizard) for Heroes[(Player number of (Owner of (Triggering unit)))]) Equal to 0
          Then - Actions
            Unit - Add Teleportation (Wizard) to Heroes[(Player number of (Owner of (Triggering unit)))]
          Else - Actions
            Unit - Set level of Teleportation (Wizard) for Heroes[(Player number of (Owner of (Triggering unit)))] to ((Level of Teleportation (Wizard) for Heroes[(Player number of (Owner of (Triggering unit)))]) + 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R01U (techcode)
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of Wave of Force (Berserk Hero) for Heroes[(Player number of (Owner of (Triggering unit)))]) Equal to 0
          Then - Actions
            Unit - Add Wave of Force (Berserk Hero) to Heroes[(Player number of (Owner of (Triggering unit)))]
          Else - Actions
            Unit - Set level of Wave of Force (Berserk Hero) for Heroes[(Player number of (Owner of (Triggering unit)))] to ((Level of Wave of Force (Berserk Hero) for Heroes[(Player number of (Owner of (Triggering unit)))]) + 1)
      Else - Actions
    -------- --------------------------WITCH DOCTOR-------------------------- --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R01I (techcode)
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of Cruelty (Trait) for Heroes[(Player number of (Owner of (Triggering unit)))]) Equal to 0
          Then - Actions
            Unit - Add Cruelty (Trait) to Heroes[(Player number of (Owner of (Triggering unit)))]
            Unit - Add Item Hero Stat Bonus (+10 Intelligenz) to Heroes[(Player number of (Owner of (Triggering unit)))]
          Else - Actions
            Unit - Set level of Cruelty (Trait) for Heroes[(Player number of (Owner of (Triggering unit)))] to ((Level of Cruelty (Trait) for Heroes[(Player number of (Owner of (Triggering unit)))]) + 1)
            Unit - Add Item Hero Stat Bonus (+10 Intelligenz) to Heroes[(Player number of (Owner of (Triggering unit)))]
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R01J (techcode)
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of Spiritual Attunements (Trait) for Heroes[(Player number of (Owner of (Triggering unit)))]) Equal to 0
          Then - Actions
            Unit - Add Spiritual Attunements (Trait) to Heroes[(Player number of (Owner of (Triggering unit)))]
            Unit - Add Item Mana Bonus (200) to Heroes[(Player number of (Owner of (Triggering unit)))]
          Else - Actions
            Unit - Set level of Spiritual Attunements (Trait) for Heroes[(Player number of (Owner of (Triggering unit)))] to ((Level of Spiritual Attunements (Trait) for Heroes[(Player number of (Owner of (Triggering unit)))]) + 1)
            Unit - Add Item Mana Bonus (100) to Heroes[(Player number of (Owner of (Triggering unit)))]
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R01K (techcode)
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of Mind and Body (Regeneration) for Heroes[(Player number of (Owner of (Triggering unit)))]) Equal to 0
          Then - Actions
            Unit - Add Mind and Body (Regeneration) to Heroes[(Player number of (Owner of (Triggering unit)))]
          Else - Actions
            Unit - Set level of Mind and Body (Regeneration) for Heroes[(Player number of (Owner of (Triggering unit)))] to ((Level of Mind and Body (Regeneration) for Heroes[(Player number of (Owner of (Triggering unit)))]) + 1)
      Else - Actions
    -------- ---------------------------TRAITS END------------------------- --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R00G (techcode)
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of Fire Bomb (Witch Doctor Aasschwarm) for Heroes[(Player number of (Owner of (Triggering unit)))]) Equal to 0
          Then - Actions
            Unit - Add Fire Bomb (Witch Doctor Aasschwarm) to Heroes[(Player number of (Owner of (Triggering unit)))]
          Else - Actions
            Unit - Set level of Fire Bomb (Witch Doctor Aasschwarm) for Heroes[(Player number of (Owner of (Triggering unit)))] to ((Level of Fire Bomb (Witch Doctor Aasschwarm) for Heroes[(Player number of (Owner of (Triggering unit)))]) + 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R010 (techcode)
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of Poison Dart (Witch Doctor Aasschwarm) for Heroes[(Player number of (Owner of (Triggering unit)))]) Equal to 0
          Then - Actions
            Unit - Add Poison Dart (Witch Doctor Aasschwarm) to Heroes[(Player number of (Owner of (Triggering unit)))]
          Else - Actions
            Unit - Set level of Poison Dart (Witch Doctor Aasschwarm) for Heroes[(Player number of (Owner of (Triggering unit)))] to ((Level of Poison Dart (Witch Doctor Aasschwarm) for Heroes[(Player number of (Owner of (Triggering unit)))]) + 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R00H (techcode)
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of Summon Zombie Dogs (Witch Doctor) for Heroes[(Player number of (Owner of (Triggering unit)))]) Equal to 0
          Then - Actions
            Unit - Add Summon Zombie Dogs (Witch Doctor) to Heroes[(Player number of (Owner of (Triggering unit)))]
          Else - Actions
            Unit - Set level of Summon Zombie Dogs (Witch Doctor) for Heroes[(Player number of (Owner of (Triggering unit)))] to ((Level of Summon Zombie Dogs (Witch Doctor) for Heroes[(Player number of (Owner of (Triggering unit)))]) + 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R011 (techcode)
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of Spirit Walk (Witch Doctor) for Heroes[(Player number of (Owner of (Triggering unit)))]) Equal to 0
          Then - Actions
            Unit - Add Spirit Walk (Witch Doctor) to Heroes[(Player number of (Owner of (Triggering unit)))]
          Else - Actions
            Unit - Set level of Spirit Walk (Witch Doctor) for Heroes[(Player number of (Owner of (Triggering unit)))] to ((Level of Spirit Walk (Witch Doctor) for Heroes[(Player number of (Owner of (Triggering unit)))]) + 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R00I (techcode)
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of Locust Swarm (Witch Doctor) for Heroes[(Player number of (Owner of (Triggering unit)))]) Equal to 0
          Then - Actions
            Unit - Add Locust Swarm (Witch Doctor) to Heroes[(Player number of (Owner of (Triggering unit)))]
          Else - Actions
            Unit - Set level of Locust Swarm (Witch Doctor) for Heroes[(Player number of (Owner of (Triggering unit)))] to ((Level of Locust Swarm (Witch Doctor) for Heroes[(Player number of (Owner of (Triggering unit)))]) + 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R012 (techcode)
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of Acid Cloud (Witch Doctor Blizzard) for Heroes[(Player number of (Owner of (Triggering unit)))]) Equal to 0
          Then - Actions
            Unit - Add Acid Cloud (Witch Doctor Blizzard) to Heroes[(Player number of (Owner of (Triggering unit)))]
          Else - Actions
            Unit - Set level of Acid Cloud (Witch Doctor Blizzard) for Heroes[(Player number of (Owner of (Triggering unit)))] to ((Level of Acid Cloud (Witch Doctor Blizzard) for Heroes[(Player number of (Owner of (Triggering unit)))]) + 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R00J (techcode)
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of Plague of Toads (Witch Doctor) for Heroes[(Player number of (Owner of (Triggering unit)))]) Equal to 0
          Then - Actions
            Unit - Add Plague of Toads (Witch Doctor) to Heroes[(Player number of (Owner of (Triggering unit)))]
          Else - Actions
            Unit - Set level of Plague of Toads (Witch Doctor) for Heroes[(Player number of (Owner of (Triggering unit)))] to ((Level of Plague of Toads (Witch Doctor) for Heroes[(Player number of (Owner of (Triggering unit)))]) + 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R013 (techcode)
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of Corpse Spiders (Witch Doctor) for Heroes[(Player number of (Owner of (Triggering unit)))]) Equal to 0
          Then - Actions
            Unit - Add Corpse Spiders (Witch Doctor) to Heroes[(Player number of (Owner of (Triggering unit)))]
          Else - Actions
            Unit - Set level of Corpse Spiders (Witch Doctor) for Heroes[(Player number of (Owner of (Triggering unit)))] to ((Level of Corpse Spiders (Witch Doctor) for Heroes[(Player number of (Owner of (Triggering unit)))]) + 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R00K (techcode)
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of Soul Harvest (Witch Doctor) for Heroes[(Player number of (Owner of (Triggering unit)))]) Equal to 0
          Then - Actions
            Unit - Add Soul Harvest (Witch Doctor) to Heroes[(Player number of (Owner of (Triggering unit)))]
          Else - Actions
            Unit - Set level of Soul Harvest (Witch Doctor) for Heroes[(Player number of (Owner of (Triggering unit)))] to ((Level of Soul Harvest (Witch Doctor) for Heroes[(Player number of (Owner of (Triggering unit)))]) + 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R014 (techcode)
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of Fetish Army (Witch Doctor) for Heroes[(Player number of (Owner of (Triggering unit)))]) Equal to 0
          Then - Actions
            Unit - Add Fetish Army (Witch Doctor) to Heroes[(Player number of (Owner of (Triggering unit)))]
          Else - Actions
            Unit - Set level of Fetish Army (Witch Doctor) for Heroes[(Player number of (Owner of (Triggering unit)))] to ((Level of Fetish Army (Witch Doctor) for Heroes[(Player number of (Owner of (Triggering unit)))]) + 1)
      Else - Actions
    -------- --------------------------MONK-------------------------- --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R01L (techcode)
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of Precision (Trait) for Heroes[(Player number of (Owner of (Triggering unit)))]) Equal to 0
          Then - Actions
            Unit - Add Precision (Trait) to Heroes[(Player number of (Owner of (Triggering unit)))]
            Unit - Add Item Hero Stat Bonus (+10 Agility) to Heroes[(Player number of (Owner of (Triggering unit)))]
          Else - Actions
            Unit - Set level of Precision (Trait) for Heroes[(Player number of (Owner of (Triggering unit)))] to ((Level of Precision (Trait) for Heroes[(Player number of (Owner of (Triggering unit)))]) + 1)
            Unit - Add Item Hero Stat Bonus (+10 Agility) to Heroes[(Player number of (Owner of (Triggering unit)))]
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R01M (techcode)
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of True Spirit (Trait) for Heroes[(Player number of (Owner of (Triggering unit)))]) Equal to 0
          Then - Actions
            Unit - Add True Spirit (Trait) to Heroes[(Player number of (Owner of (Triggering unit)))]
            Set TraitSpiritRegenerationBonus[(Player number of (Owner of (Triggering unit)))] = 6.00
          Else - Actions
            Unit - Set level of True Spirit (Trait) for Heroes[(Player number of (Owner of (Triggering unit)))] to ((Level of True Spirit (Trait) for Heroes[(Player number of (Owner of (Triggering unit)))]) + 1)
            Set TraitSpiritRegenerationBonus[(Player number of (Owner of (Triggering unit)))] = (TraitSpiritRegenerationBonus[(Player number of (Owner of (Triggering unit)))] + 3.00)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R01N (techcode)
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of Endurance (Regeneration) for Heroes[(Player number of (Owner of (Triggering unit)))]) Equal to 0
          Then - Actions
            Unit - Add Endurance (Regeneration) to Heroes[(Player number of (Owner of (Triggering unit)))]
            Unit - Add Item Life Bonus (200) to Heroes[(Player number of (Owner of (Triggering unit)))]
          Else - Actions
            Unit - Set level of Endurance (Regeneration) for Heroes[(Player number of (Owner of (Triggering unit)))] to ((Level of Endurance (Regeneration) for Heroes[(Player number of (Owner of (Triggering unit)))]) + 1)
            Unit - Add Item Life Bonus (100) to Heroes[(Player number of (Owner of (Triggering unit)))]
      Else - Actions
    -------- ---------------------------TRAITS END------------------------- --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R00L (techcode)
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of Crippling Wave (Monk Dolchfächer) for Heroes[(Player number of (Owner of (Triggering unit)))]) Equal to 0
          Then - Actions
            Unit - Add Crippling Wave (Monk Dolchfächer) to Heroes[(Player number of (Owner of (Triggering unit)))]
          Else - Actions
            Unit - Set level of Crippling Wave (Monk Dolchfächer) for Heroes[(Player number of (Owner of (Triggering unit)))] to ((Level of Crippling Wave (Monk Dolchfächer) for Heroes[(Player number of (Owner of (Triggering unit)))]) + 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R015 (techcode)
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of Fists of Thunder (Monk Blizzard) for Heroes[(Player number of (Owner of (Triggering unit)))]) Equal to 0
          Then - Actions
            Unit - Add Fists of Thunder (Monk Blizzard) to Heroes[(Player number of (Owner of (Triggering unit)))]
          Else - Actions
            Unit - Set level of Fists of Thunder (Monk Blizzard) for Heroes[(Player number of (Owner of (Triggering unit)))] to ((Level of Fists of Thunder (Monk Blizzard) for Heroes[(Player number of (Owner of (Triggering unit)))]) + 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R00M (techcode)
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of Way of the Hundred Fists (Monk Kanalisieren) for Heroes[(Player number of (Owner of (Triggering unit)))]) Equal to 0
          Then - Actions
            Unit - Add Way of the Hundred Fists (Monk Kanalisieren) to Heroes[(Player number of (Owner of (Triggering unit)))]
          Else - Actions
            Unit - Set level of Way of the Hundred Fists (Monk Kanalisieren) for Heroes[(Player number of (Owner of (Triggering unit)))] to ((Level of Way of the Hundred Fists (Monk Kanalisieren) for Heroes[(Player number of (Owner of (Triggering unit)))]) + 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R00N (techcode)
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of Exploding Palm (Monk) for Heroes[(Player number of (Owner of (Triggering unit)))]) Equal to 0
          Then - Actions
            Unit - Add Exploding Palm (Monk) to Heroes[(Player number of (Owner of (Triggering unit)))]
          Else - Actions
            Unit - Set level of Exploding Palm (Monk) for Heroes[(Player number of (Owner of (Triggering unit)))] to ((Level of Exploding Palm (Monk) for Heroes[(Player number of (Owner of (Triggering unit)))]) + 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R00O (techcode)
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of Serenity (Monk Berserker) for Heroes[(Player number of (Owner of (Triggering unit)))]) Equal to 0
          Then - Actions
            Unit - Add Serenity (Monk Berserker) to Heroes[(Player number of (Owner of (Triggering unit)))]
          Else - Actions
            Unit - Set level of Serenity (Monk Berserker) for Heroes[(Player number of (Owner of (Triggering unit)))] to ((Level of Serenity (Monk Berserker) for Heroes[(Player number of (Owner of (Triggering unit)))]) + 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R00Q (techcode)
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of Blinding Flash (Monk Berserker) for Heroes[(Player number of (Owner of (Triggering unit)))]) Equal to 0
          Then - Actions
            Unit - Add Blinding Flash (Monk Berserker) to Heroes[(Player number of (Owner of (Triggering unit)))]
          Else - Actions
            Unit - Set level of Blinding Flash (Monk Berserker) for Heroes[(Player number of (Owner of (Triggering unit)))] to ((Level of Blinding Flash (Monk Berserker) for Heroes[(Player number of (Owner of (Triggering unit)))]) + 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R016 (techcode)
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of Mantra of Conviction (Monk active) for Heroes[(Player number of (Owner of (Triggering unit)))]) Equal to 0
          Then - Actions
            Unit - Add Mantra of Conviction (Monk active) to Heroes[(Player number of (Owner of (Triggering unit)))]
          Else - Actions
            Unit - Set level of Mantra of Conviction (Monk active) for Heroes[(Player number of (Owner of (Triggering unit)))] to ((Level of Mantra of Conviction (Monk active) for Heroes[(Player number of (Owner of (Triggering unit)))]) + 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R017 (techcode)
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of Mantra of Healing (Monk active) for Heroes[(Player number of (Owner of (Triggering unit)))]) Equal to 0
          Then - Actions
            Unit - Add Mantra of Healing (Monk active) to Heroes[(Player number of (Owner of (Triggering unit)))]
          Else - Actions
            Unit - Set level of Mantra of Healing (Monk active) for Heroes[(Player number of (Owner of (Triggering unit)))] to ((Level of Mantra of Healing (Monk active) for Heroes[(Player number of (Owner of (Triggering unit)))]) + 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R01T (techcode)
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of Dashing Strike (Monk Stampede) for Heroes[(Player number of (Owner of (Triggering unit)))]) Equal to 0
          Then - Actions
            Unit - Add Dashing Strike (Monk Stampede) to Heroes[(Player number of (Owner of (Triggering unit)))]
          Else - Actions
            Unit - Set level of Dashing Strike (Monk Stampede) for Heroes[(Player number of (Owner of (Triggering unit)))] to ((Level of Dashing Strike (Monk Stampede) for Heroes[(Player number of (Owner of (Triggering unit)))]) + 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R00P (techcode)
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of Seven Sided Strike (Monk) for Heroes[(Player number of (Owner of (Triggering unit)))]) Equal to 0
          Then - Actions
            Unit - Add Seven Sided Strike (Monk) to Heroes[(Player number of (Owner of (Triggering unit)))]
          Else - Actions
            Unit - Set level of Seven Sided Strike (Monk) for Heroes[(Player number of (Owner of (Triggering unit)))] to ((Level of Seven Sided Strike (Monk) for Heroes[(Player number of (Owner of (Triggering unit)))]) + 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R018 (techcode)
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of Wave of Light (Monk Breath of Fire) for Heroes[(Player number of (Owner of (Triggering unit)))]) Equal to 0
          Then - Actions
            Unit - Add Wave of Light (Monk Breath of Fire) to Heroes[(Player number of (Owner of (Triggering unit)))]
          Else - Actions
            Unit - Set level of Wave of Light (Monk Breath of Fire) for Heroes[(Player number of (Owner of (Triggering unit)))] to ((Level of Wave of Light (Monk Breath of Fire) for Heroes[(Player number of (Owner of (Triggering unit)))]) + 1)
      Else - Actions
    -------- --------------------------DEMON HUNTER-------------------------- --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R01O (techcode)
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of Lightning Reflexes (Trait) for Heroes[(Player number of (Owner of (Triggering unit)))]) Equal to 0
          Then - Actions
            Unit - Add Item Hero Stat Bonus (+10 Agility) to Heroes[(Player number of (Owner of (Triggering unit)))]
            Unit - Add Lightning Reflexes (Trait) to Heroes[(Player number of (Owner of (Triggering unit)))]
          Else - Actions
            Unit - Set level of Lightning Reflexes (Trait) for Heroes[(Player number of (Owner of (Triggering unit)))] to ((Level of Lightning Reflexes (Trait) for Heroes[(Player number of (Owner of (Triggering unit)))]) + 1)
            Unit - Add Item Hero Stat Bonus (+10 Agility) to Heroes[(Player number of (Owner of (Triggering unit)))]
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R01P (techcode)
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of Greater Hatred (Trait) for Heroes[(Player number of (Owner of (Triggering unit)))]) Equal to 0
          Then - Actions
            Unit - Add Greater Hatred (Trait) to Heroes[(Player number of (Owner of (Triggering unit)))]
            Unit - Add Item Mana Bonus (50) to Heroes[(Player number of (Owner of (Triggering unit)))]
          Else - Actions
            Unit - Set level of Greater Hatred (Trait) for Heroes[(Player number of (Owner of (Triggering unit)))] to ((Level of Greater Hatred (Trait) for Heroes[(Player number of (Owner of (Triggering unit)))]) + 1)
            Unit - Add Item Mana Bonus (50) to Heroes[(Player number of (Owner of (Triggering unit)))]
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R01Q (techcode)
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of Unbreakable Will (Regeneration) for Heroes[(Player number of (Owner of (Triggering unit)))]) Equal to 0
          Then - Actions
            Unit - Add Unbreakable Will (Regeneration) to Heroes[(Player number of (Owner of (Triggering unit)))]
            Unit - Add Item Life Bonus (200) to Heroes[(Player number of (Owner of (Triggering unit)))]
          Else - Actions
            Unit - Set level of Unbreakable Will (Regeneration) for Heroes[(Player number of (Owner of (Triggering unit)))] to ((Level of Unbreakable Will (Regeneration) for Heroes[(Player number of (Owner of (Triggering unit)))]) + 1)
            Unit - Add Item Life Bonus (100) to Heroes[(Player number of (Owner of (Triggering unit)))]
      Else - Actions
    -------- ---------------------------TRAITS END------------------------- --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R00R (techcode)
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of Molten Arrow (Demon Hunter Aasschwarm) for Heroes[(Player number of (Owner of (Triggering unit)))]) Equal to 0
          Then - Actions
            Unit - Add Molten Arrow (Demon Hunter Aasschwarm) to Heroes[(Player number of (Owner of (Triggering unit)))]
          Else - Actions
            Unit - Set level of Molten Arrow (Demon Hunter Aasschwarm) for Heroes[(Player number of (Owner of (Triggering unit)))] to ((Level of Molten Arrow (Demon Hunter Aasschwarm) for Heroes[(Player number of (Owner of (Triggering unit)))]) + 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R019 (techcode)
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of Entangling Shot (Demon Hunter Aasschwarm) for Heroes[(Player number of (Owner of (Triggering unit)))]) Equal to 0
          Then - Actions
            Unit - Add Entangling Shot (Demon Hunter Aasschwarm) to Heroes[(Player number of (Owner of (Triggering unit)))]
          Else - Actions
            Unit - Set level of Entangling Shot (Demon Hunter Aasschwarm) for Heroes[(Player number of (Owner of (Triggering unit)))] to ((Level of Entangling Shot (Demon Hunter Aasschwarm) for Heroes[(Player number of (Owner of (Triggering unit)))]) + 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R00S (techcode)
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of Fan of Knives (Hunter Dolchfächer) for Heroes[(Player number of (Owner of (Triggering unit)))]) Equal to 0
          Then - Actions
            Unit - Add Fan of Knives (Hunter Dolchfächer) to Heroes[(Player number of (Owner of (Triggering unit)))]
          Else - Actions
            Unit - Set level of Fan of Knives (Hunter Dolchfächer) for Heroes[(Player number of (Owner of (Triggering unit)))] to ((Level of Fan of Knives (Hunter Dolchfächer) for Heroes[(Player number of (Owner of (Triggering unit)))]) + 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R00T (techcode)
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of Vault (Demon Hunter Breath of Fire) for Heroes[(Player number of (Owner of (Triggering unit)))]) Equal to 0
          Then - Actions
            Unit - Add Vault (Demon Hunter Breath of Fire) to Heroes[(Player number of (Owner of (Triggering unit)))]
          Else - Actions
            Unit - Set level of Vault (Demon Hunter Breath of Fire) for Heroes[(Player number of (Owner of (Triggering unit)))] to ((Level of Vault (Demon Hunter Breath of Fire) for Heroes[(Player number of (Owner of (Triggering unit)))]) + 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R00U (techcode)
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of Grenades (Hunter Schlangenschutz) for Heroes[(Player number of (Owner of (Triggering unit)))]) Equal to 0
          Then - Actions
            Unit - Add Grenades (Hunter Schlangenschutz) to Heroes[(Player number of (Owner of (Triggering unit)))]
          Else - Actions
            Unit - Set level of Grenades (Hunter Schlangenschutz) for Heroes[(Player number of (Owner of (Triggering unit)))] to ((Level of Grenades (Hunter Schlangenschutz) for Heroes[(Player number of (Owner of (Triggering unit)))]) + 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R01A (techcode)
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of Bola Shot (Hunter Schlangenschutz) for Heroes[(Player number of (Owner of (Triggering unit)))]) Equal to 0