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Trigger Viewer

SP_Erebus [Builder] vAI_2.0b5YEARS.w3x
Variables
Init
Init
ChangeLogFull_vAI_2.0b
ChangeLogFull_vAI_2.0
ChangeLogFull_vAI_1.9
ChangeLogFull_vAI_1.8
ChangeLogFull_vAI_1.4a-vAI_1.7
ChangeLogFull_vAI_1.3b-vAI_1.4
ChangeLogFull_vAI_1.2b-vAI_1.3
ChangeLogFull_v1.3b-vAI_1.2
ChangeLogFull_v1.0-v1.3
ObeliskChampions
NoobAssist
TurnOnRadar
SlaveLocator
TurnOffRadarAndPossession
Possession_GameStart
Slave072Vill01
Slave076Vill02
Slave003Vill03
Slave090Vill04
Slave080Vill05
Slave084Vill06
Slave093Vill07
Slave068Vill08
Slave065Vill09
Slave101Vill10
Slave105Vill11
Slave097Vill12
Slave251Vill13
Slave247Vill14
Slave243Vill15
Slave239Vill16
Slave213Vill17
Slave221Vill18
Slave225Vill19
Slave233Vill20
Slave229Vill21
Slave217Vill22
Slave191Vill23
Slave195Vill24
Slave199Vill25
Slave207Vill26
Slave203Vill27
Slave255Vill28
Slave064Vill29
Slave118Vill30
Slave138Vill31
Slave130Vill32
Slave134Vill33
Slave126Vill34
Slave122Vill35
ShortGame_Option
TriggerShortGameVote
ShortGameVote
ShortGameTimerExpires
ActivateShortGame
PlayerAnnouncements
Intro1
Intro2
PingObelisks
HeroOverpowered
BaseCrippled
PlayerLeaves
HeroSelect
HeroSelect
HeroSelect01RED
HeroSelect01REDrandom
HeroSelect02BLUE
HeroSelect02BLUErandom
HeroSelect03TEAL
HeroSelect03TEALrandom
HeroSelect04PURPLE
HeroSelect04PURPLErandom
HeroSelect05YELLOW
HeroSelect05YELLOWrandom
HeroSelect06ORANGE
HeroSelect06ORANGErandom
HeroSelect07GREEN
HeroSelect07GREENrandom
HeroSelect08PINK
HeroSelect08PINKrandom
HeroSelect09GRAY
HeroSelect09GRAYrandom
HeroSelect10LIGHTBLUE
HeroSelect10LIGHTBLUErandom
HeroSelect11DARKGREEN
HeroSelect11DARKGREENrandom
HeroSelect12BROWN
HeroSelect12BROWNrandom
HeroSelectExpires
PlayerColorChat
Bridge_Tolls
TollNBridge
TollNEBridge
TollNWBridge
TollSBridge
TollSWBridge
Income
Start Income
Income
LimitBases
BaseBuilt
BaseDestroyed
KillOwnedUnits
RemoveUnitOrBuilding
CheckForDefeatedPlayers
HeadCount
DefeatedPlayers
DEBUG
ChooseRed01
ChoiceRed01
ChooseBlue02
ChoiceBlue02
ChooseTeal03
ChoiceTeal03
ChoosePurple04
ChoicePurple04
ChooseYellow05
ChoiceYellow05
ChooseOrange06
ChoiceOrange06
ChooseGreen07
ChoiceGreen07
ChoosePink08
ChoicePink08
ChooseGray09
ChoiceGray09
ChooseLightBlue10
ChoiceLightBlue10
ChooseDarkGreen11
ChoiceDarkGreen11
ChooseBrown12
ChoiceBrown12
4PlayersOrLess&AI-Scripts
PlayerCheck
CompExp003
CompExp064
CompExp065
CompExp068
CompExp072
CompExp076
CompExp080
CompExp084
CompExp090
CompExp093
CompExp097
CompExp101
CompExp105
CompExp118
CompExp122
CompExp126
CompExp130
CompExp134
CompExp138
CompExp191
CompExp195
CompExp199
CompExp203
CompExp207
CompExp213
CompExp217
CompExp221
CompExp225
CompExp229
CompExp233
CompExp239
CompExp243
CompExp247
CompExp251
CompExp255
ThanatosCreeps
IdentifyObeliskControl
GrimOrderAcheron
GrimOrderCocytus
GrimOrderLethe
GrimOrderStyx
GrimOrderPhegethon
GrimReturn
TurnOnCreeps
CreepReapers
CreepReaperOrders
ReaperDies
RebelCreeps
RebelSpawnAndAttack
RebelHeroRevive
Acheron
Obelisk 0111
Obelisk 0111 busy
Obelisk 0111 timer expires
Ob1Challenger Killed
Cocytus
Obelisk 0007
Obelisk 0007 busy
Obelisk 0007 timer expires
Ob2Challenger Killed
Lethe
LetheEffect
LetheEffectTimer
LetheEffectUnits
Obelisk 0114
Obelisk 0114 busy
Obelisk 0114 timer expires
Ob3Challenger Killed
Styx
Obelisk 0113
Obelisk 0113 busy
Obelisk 0113 timer expires
Ob4Challenger Killed
Phegethon
Obelisk 0112
Obelisk 0112 busy
Obelisk 0112 timer expires
Ob5Challenger Killed
Azeroth
ShowGate
Exit
-----------Custom Spells-----------
LightningNova[MortAr] / Knockback [calex3]
Knockback (Read Me)
Lightning Nova
Dummy Knockback
Knockback Loop
LightningSpeed[MortAr]
Read Me
LS Cast
LS Loop
Sparky Aura [Elainiel]
Sparky aura
Lightning Strike [Paladon]
Readme
Lightning Strike
GUI Knockback System [Paladon]
Cast A Knockback
GetKnockback
Destructive Lightning [cyberkid]
Destructive Lighting
Destructive Lightning A
Destructive Lightning B
Thunderwrath [Mr.Goblin]
Thunderwrath Hashtable
Thunderwrath
Thunderwrath Loop
Enter map-specific custom script code below. This text will be included in the map script after variables are declared and before any trigger code.

		
Name Type Is Array Initial Value
AISlave unit No
Angle real Yes
Attack location Yes
AvailableSlaves group No
AvailableSlavesPractice group No
AvailSlaveLoc location No
bPoint location Yes
ChangedUnit location Yes
ClosestSlaves group Yes
cPoint location Yes
CreepReaper group Yes
cUnit unit Yes
Damage real No
Dead01 boolean No
Dead02 boolean No
Dead03 boolean No
Dead04 boolean No
Dead05 boolean No
Dead06 boolean No
Dead07 boolean No
Dead08 boolean No
Dead09 boolean No
Dead10 boolean No
Dead11 boolean No
Dead12 boolean No
DefeatedPlayer dialog No
DefeatedPlayerChoice button Yes
DemolishLoc location No
Distance real Yes
DL integervar No
DL_Caster unit Yes
DL_CastNumber integer No
DL_Group group Yes
DL_Off boolean Yes
DL_Orb unit Yes
DL_Point location Yes
DL_Switch integer No
DL_Targets unit Yes
DL_TargetSingle unit Yes
DL_Time real Yes
DyingColor string Yes
ErebusAndTheratones force No
FastGame dialog No
FastGameTieBreak integer No
FastGameTimer timer No
FastGameVote button Yes
FastGameVotes integer No
FastGameWindow timerdialog No
gDamage group No
GrimChannel location Yes
GrimDelay integer Yes
GrimGate location No
GrimGuardians group No
GrimOdds integer No
GrimTimer timer Yes
HasHero boolean Yes
HC01 group No
HC02 group No
HC03 group No
HC04 group No
HC05 group No
HC06 group No
HC07 group No
HC08 group No
HC09 group No
HC10 group No
HC11 group No
HC12 group No
Hero01red unit No
Hero02blue unit No
Hero03teal unit No
Hero04purple unit No
Hero05yellow unit No
Hero06orange unit No
Hero07green unit No
Hero08pink unit No
Hero09gray unit No
Hero10lightblue unit No
Hero11darkgreen unit No
Hero12brown unit No
HeroBusy boolean Yes
HeroSelect dialog No
HeroSelected boolean Yes
HeroSelectRandom integer Yes
HeroSelectTimer timer No
HeroSelectWindow timerdialog No
HeroType button Yes
Income real Yes
IncomeTimer timer No
IncomeWindow timerdialog No
K_Angle real Yes
K_Cast_Point location No
K_Caster unit Yes
K_Counter integer Yes
K_Distance_Times integer No
K_effects modelfile Yes
K_Index integervar Yes
K_Move_Point location Yes
K_Speed_Distance real No
K_Target unit Yes
K_Target_Point location Yes
KB_Angle real Yes
KB_Casters unit Yes
KB_CountBuffs integer No
KB_DestroyTrees boolean Yes
KB_Effects_1 string Yes
KB_Effects_2 string Yes
KB_GeneralIntegers integervar Yes
KB_KnockbackedUnits group No
KB_Levels integer Yes
KB_MaxDistance real Yes
KB_ReachedDistance real Yes
KB_ReducedReal real No
KB_ReduceSpeedReal real Yes
KB_SpecificSpeed real Yes
KB_StartPositions location Yes
KB_TempPoint location Yes
KB_TempReal real No
KB_TotalKnockUnits integer No
KB_Units unit Yes
KBA_Caster unit No
KBA_DestroyTrees boolean No
KBA_DistancePerLevel real No
KBA_Level integer No
KBA_SpecialEffects string Yes
KBA_Speed real No
KBA_StartingPosition location No
KBA_TargetUnit unit No
KillingColor string Yes
LetheDelay integer No
LetheEffected group No
LetheTimer timer No
LN_Int integervar No
loopA integer No
loopS integer No
LS_Dummy unit No
LS_GeneralInteger integervar No
LS_Groups group Yes
LS_TempPoint location Yes
Lumber group No
MaxDistance real Yes
MaxReapers integer Yes
MaxRebelForces integer Yes
mPoint location Yes
MUI_1 integer No
MUI_2 integer No
MUI_3 integer No
Necronage integer Yes
Necropolis integer Yes
Necsramp integer Yes
NewReapers group Yes
NonHostile group No
Ob0007point location No
Ob0111point location No
Ob0112point location No
Ob0113point location No
Ob0114point location No
Ob1Challenger player No
Ob1Controller player No
Ob2Challenger player No
Ob2Controller player No
Ob3Challenger player No
Ob3Controller player No
Ob4Challenger player No
Ob4Controller player No
Ob5Challenger player No
Ob5Controller player No
Obelisk01 timerdialog No
Obelisk02 timerdialog No
Obelisk03 timerdialog No
Obelisk04 timerdialog No
Obelisk05 timerdialog No
Obelisk1 timer No
Obelisk2 timer No
Obelisk3 timer No
Obelisk4 timer No
Obelisk5 timer No
ObeliskLoc location No
Obelisks group No
Player_ObCount integer Yes
PlayerCount integer No
PlayerLeaves group Yes
PortalAcheCocy location No
PortalAchePheg location No
PortalCocyAche location No
PortalCocyLeth location No
PortalLethCocy location No
PortalLethStyx location No
PortalPhegAche location No
PortalPhegStyx location No
PortalStyxLeth location No
PortalStyxPheg location No
r integer No
Range real Yes
RebelForces group Yes
RebelForcesLoc rect Yes
RebelHero unit No
RebelTarget unit No
RebelTargets group Yes
ShrineMasoleums group No
SoulGroup group No
SoulInt integer No
SoulLocation location No
SoulOwner player No
SparkyUnit unit No
Speed real Yes
TargetLoc location No
TempGroup group No
TempInt integer No
TempLoc location No
TempPlayer player No
TheratonePing group Yes
TollPosition location Yes
tPoint location No
TW_Angle real No
TW_Caster unit No
TW_Damage real No
TW_DamagedUnits group Yes
TW_Dummy unit No
TW_Group group No
TW_Handle handle No
TW_Hashtable hashtable No
TW_Int integer No
TW_MissileSpeed real No
TW_Point location Yes
TW_Return boolean No
TW_SFX effect No
TW_Spell_Distance real No
Village01 group No
Village02 group No
Village03 group No
Village04 group No
Village05 group No
Village06 group No
Village07 group No
Village08 group No
Village09 group No
Village10 group No
Village11 group No
Village12 group No
Village13 group No
Village14 group No
Village15 group No
Village16 group No
Village17 group No
Village18 group No
Village19 group No
Village20 group No
Village21 group No
Village22 group No
Village23 group No
Village24 group No
Village25 group No
Village26 group No
Village27 group No
Village28 group No
Village29 group No
Village30 group No
Village31 group No
Village32 group No
Village33 group No
Village34 group No
Village35 group No
WanderingSoul unit No
//\\oo//\\:
Game Start...
Init
  Events
    Map initialization
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Game - Hide creep camps on the minimap.
    Player Group - Pick every player in (All players) and do (Disable Spell Book (King) for (Picked player))
    Player - Turn Gives bounty Off for Neutral Hostile
    Player Group - Pick every player in (All players) and do (Disable Spell Book (Deadeye) for (Picked player))
    Player Group - Pick every player in (All players) and do (Disable Summon Ker AI - Insane & Theratones for (Picked player))
    -------- ============================================Ensure AI will capture Shrines & Masoleums --------
    Player Group - Pick every player in (All players) and do (Make (Picked player) treat Neutral Victim as an Enemy)
    Player Group - Pick every player in (All players) and do (Make Neutral Victim treat (Picked player) as an Enemy)
    Set VariableSet ShrineMasoleums = (Units of type Shrine)
    Unit Group - Add all units of (Units of type Mausoleum) to ShrineMasoleums
    Unit Group - Pick every unit in ShrineMasoleums and do (Change ownership of (Picked unit) to Neutral Victim and Change color)
    Custom script: call DestroyGroup (udg_ShrineMasoleums)
    -------- ============================================/Ensure AI will capture Shrines & Masoleums --------
    -------- ============================================DefeatedPlayersStuff --------
    Player Group - Pick every player in (All players) and do (Make (Picked player) treat Neutral Extra as an Enemy)
    Player Group - Pick every player in (All players) and do (Make Neutral Extra treat (Picked player) as an Enemy)
    Player Group - Add Neutral Hostile to ErebusAndTheratones
    Player Group - Pick every player in ErebusAndTheratones and do (Actions)
      Loop - Actions
        Player - Make (Picked player) treat Neutral Extra as an Ally with shared vision
        Player - Make Neutral Extra treat (Picked player) as an Ally with shared vision and full shared units
    Unit - Change ownership of Gate to Tartarus 0010 <gen> to Neutral Extra and Retain color
    Unit - Change ownership of Mist Walker 0034 <gen> to Neutral Extra and Retain color
    Unit - Change ownership of Mist Walker 0036 <gen> to Neutral Extra and Retain color
    Unit - Change ownership of Mist Walker 0045 <gen> to Neutral Extra and Retain color
    -------- ============================================/DefeatedPlayersStuff --------
    Destructible - Make Long Wooden Bridge 1045 <gen> Invulnerable
    Destructible - Make Long Wooden Bridge 8644 <gen> Invulnerable
    Destructible - Make Long Wooden Bridge 1045 <gen> Invulnerable
    Destructible - Make Long Wooden Bridge 1044 <gen> Invulnerable
    Destructible - Make Long Wooden Bridge 8611 <gen> Invulnerable
    Sound - Play Sad Mystery.
    Sound - Destroy (Last played sound)
    Unit - Hide Gate to Azeroth 0067 <gen>
    Game - Set the time of day to 0.00
    Game - Turn the day/night cycle Off
    Quest - Create a Required quest titled Gameplay with the description //\\oo//\\ Erebus is a gateway to the underworld, a place where those no longer living either pass to their final resting, or wander for eternity. There are five rivers which flow to Hades, each drawing power from the negative energy created on Azeroth's battlefields through an Obelisk, and affecting those who dwell here. But there is an escape...By gaining control of an Obelisk, you gain control of it's negative influence, thus strengthening yourself and those you call on to aid you. If you can control all five Obelisks, the rivers shall open a gateway back to Azeroth and you shall rise as a Hero once again. Be forewarned. Only one can open the gate back to Azeroth......only one shall pass through.//\\oo//\\ Basic Gameplay~You enter Erebus as a spirit which must possess a slave to return to your Hero form. Find a slave and posses him.~Use the slaves to build buildings and raise units to aid you.~Build a Sky Barge to reach the Obelisks, and utilize towers to deal with the Gaurdians.~You must claim each of the five Obelisks by placing your Hero within the circle of power for each one.~The Obelisks are protected, and you are competeing with others for their control, so you will need to raise a diverse army., using icon path ReplaceableTextures\CommandButtons\BTNFrostArmor.blp
    Quest - Create a Required quest titled Capturing the 5 Obelisks with the description To capture the Obelisks, you must first build Sky Barges (made by Slave).They're guarded by Mist-Walkers, powerful beings which exist as part of Erebus. They're only visible while they attack. To see them, build |cffffcc00Beacons|r and use |cffffcc00Rangers|r for the assault.They are powerful, and a small force will not succeed. You must build into them. A combination of Guard Towers and Rangers works best.As soon as you can, capture the Obelisk by getting your hero into the Circle of Power., using icon path ReplaceableTextures\CommandButtons\BTNIceCrownObelisk.blp
    Quest - Create a Required quest titled Fastgame Mode with the description |cffffcc00Q|r: What is it?|cffffcc00A:|r The Fastgame option, if activated, will remove the 5 Mistwalkers and the Ker guarding each of the 5 Obelisks. Thanatos will not recapture lost Obelisks if this option has been activated, so players need not worry about guarding Obelisks against Thanatos.|cffffcc00Q|r: How do I activate the option?|cffffcc00A|r: The option can only be activated by a majority vote. Any player may activate the vote to play a fastgame by typing "|cffffcc00-FASTGAME|r" (case sensitive). Note that this option may only be activated once per game.|cffffcc00Q|r: What if there is a tie or no one votes?|cffffcc00A|r: In the event of a tie, or no one votes, Thanatos will break the tie by casting his vote. His vote is determined by a coin toss, so the odds for a particular mode are 50/50., using icon path ReplaceableTextures\CommandButtons\BTNIceCrownObelisk.blp
    Quest - Create a Required quest titled Map Information with the description |cffff0000NOTICE:|r |cffffcc00Erebus [Builder] is open source|r. We first learned how to map by starting with an unprotected CastleBuilder map, and do not wish to inhibit others from doing the same. Other users |cffffcc00may NOT|r upload versions of this map, on this site or any other, without permission from both myself and Crabby_Spider. Since we can't ensure that others won't upload rigged versions of this map, we strongly recommend that you only upload from |cffffcc00www.HiveWorkshop.com|r for the most recent and balanced version., using icon path ReplaceableTextures\CommandButtons\BTNManual2.blp
    Quest - Create a Required quest titled Changelog with the description |cffffcc00vAI_2.0b_09/07/14:|r~Modified the experience-gained formula for heros to increase the experience required to reach max level (25)~Activated an additional faction - Rebels will search for bases to destroy. Rebels are not friendly to anyone but Thanatos~Modified the Lich's Dark Ritual to heal HP & mana~Modified the trigger that concerning Lethe's affect to target units with buff as opposed to determining which players aren't the controlling player~Fixed bad icon for the Buried Skorpius~Fixed error where defeated AI players retain their names, using icon path ReplaceableTextures\CommandButtons\BTNSorceressMaster.blp
    Quest - Create a Optional quest titled Credits (Models) with the description The following models can all be found on |cffffcc00www.HiveWorkshop.com|r:|cff00FF00Models:|r|cffFFcc00Unit Name|r -=|=- |cffFF0000Model File|r -=|=- |cffFF0000Author|r|cff55cc55Incarnation -=|=- Deadeye -=|=- jigrael|r|cff55cc55Warden -=|=- SkeletonLordX -=|=- levigeorge1617|r|cff55cc55Slave -=|=- SkeletonPeasant -=|=- Cavman|r|cff55cc55Avenger -=|=- SkeletonFireMage -=|=- HappyTauren|r|cff55cc55Preacher -=|=- SkeletonWarriorFireMage -=|=- HappyTauren|r|cff55cc55Marauder -=|=- BurningArcher -=|=- BlizzardEntertainment|r|cff55cc55Mist-Walker -=|=- ShadowInferno -=|=- Necromancer_187|r|cff55cc55Reaver -=|=- GhoulMurloc -=|=- DonDustin|r|cff55cc55Ghostrider -=|=- Skeletal Death Knight -UPDATED-=|=- Meteor-demon|r|cff55ff55Tomb Breaker -=|=- TombPharoah -=|=- Callahan|r|cff55ff55Thanatos -=|=- Wraith_Final -=|=- donut3.5|r|cff55ff55Ker -=|=- Destroyer -=|=- Dionesiist|r|cff55ff55SwordMaster -=|=- AngolmorTorturer -=|=- Ampharos_222|r|cff55ff55King -=|=- Diablo III:King Leoric -=|=- HappyTauren|r|cff55ff55Lich -=|=- Inquisitor Malendis -=|=- Sellenisko|r|cff55ff55Arachne -=|=- Lurker -=|=- -Grendel|r|cff55ff55Skorpius -=|=- Burrower -=|=- -Grendel|r|cff55ff55Crossbow -=|=- Crossbowman -=|=- -Grendel|r|cff55ff55Rebel -=|=- Fresh Shambler -=|=- -Grendel|r|cff55ff55Rebel -=|=- Calcium Terror -=|=- -Grendel|r, using icon path UI\Feedback\Resources\ResourceGold.blp
    Quest - Create a Optional quest titled Credits (Models) [cont] with the description The following models can all be found on |cffffcc00www.HiveWorkshop.com|r:|cffFFcc00Building Name|r -=|=- |cffFF0000Model File|r -=|=- |cffFF0000Author|r|cffFFccFFFissure+upgrades -=|=- Chaos Citadel -=|=- HappyTauren|r|cffFFccFFCrypt+upgrades -=|=- Cruel Cloister -=|=- Gottfrei|r|cffFFccFFNecronage+upgrades -=|=- Necronage -=|=- BlizzardEntertainment|r|cffFFccFFTemple of Vengence -=|=- ShrineoftheDeathWalker -=|=- Thrikodius|r|cffFFccFFBeacon -=|=- DemonTower -=|=- HappyTauren|r|cffFFccFFWall -=|=- MishaWall+ -=|=- Misha|r|cffFFccFFAltar of the Forsaken -=|=- LegionTeleporter -=|=- Mephestrial|rThe following models are used, but not found on TheHiveWorkshop.com:|cffFFcc00Unit Name|r -=|=- |cffFF0000Model File|r -=|=- |cffFF0000Author|r|cff55cc55Footman -=|=- DefendSkeleton6 -=|=- Cavman|r|cff55cc55Wyrm -=|=- FrostWyrmV2 -=|=- Revilo|r, using icon path UI\Feedback\Resources\ResourceGold.blp
    Quest - Create a Optional quest titled Credits (Skins)/Tiles with the description The following skins can all be found on |cffffcc00www.HiveWorkshop.com|r:|cff00FF00Skins:|r|cffFF0000Unit Name|r -=|=- |cffFF0000Skin Name|r -=|=- |cffFF0000Author|r|cff00ccffEredar Warlock-=|=- skeletalwarlock -=|=- EvilYardGnome|rThe following tiles are used, but not found on |cffffcc00www.HiveWorkshop.com|r:|cffffcc00Erebus_SkullTile (Overrides the Felwood Leaf Tile) -=|=- Crabby_Spider|r|cffffcc00Erebus_RoughDirt (Overrides the Icecrown RoughDirt Tile) -=|=- Crabby_Spider|r|cffffcc00Erebus_GDirt (Overides Underground Dirt) -=|=- Crabby_Spider|r|cffffcc00Erebus_Grass (Overrides DalaranRuins Grass) -=|=- Crabby_Spider|r|cffffcc00Erebus_Cliff0 (Overrides Underground Natural Cliff) -=|=- Crabby_Spider|r|cffffcc00Erebus_Dirt (Overrides Icecrown Dirt) -=|=- Crabby_Spider|rThe UI was created by Crabby_Spider, and currently is not available on |cffffcc00www.HiveWorkshop.com|r, using icon path UI\Feedback\Resources\ResourceGold.blp
    Quest - Create a Optional quest titled Credits (Icons) with the description The following icons can all be found on |cffffcc00www.HiveWorkshop.com|r:|cff00FF00Icons:|r|cffFF0000Icon Used As|r -=|=- |cffFF0000Icon Name|r -=|=- |cffFF0000Icon Creator|r|cff00ccffSlave -=|=- SkeletonPeasant -=|=- Cavman|r|cff00ccffAvenger -=|=- SkeletonFireMage -=|=- HappyTauren|r|cff00ccffPreacher -=|=- SkeletonWarriorFireMage -=|=- HappyTauren|r|cff00ccffFissure+upgrades -=|=- Chaos Citadel -=|=- HappyTauren|r|cff00ccffBeacon -=|=- DemonTower -=|=- HappyTauren|r|cff00ccffEvasion -=|=- Restlessness -=|=- 67chrome|r|cff00ccffPossession -=|=- Possess -=|=- Crabby_Spider|r|cff00ccffBone-type Armor -=|=- BoneArmorA -=|=- Crabby_Spider|r|cff00ccffCancel -=|=- BoneCancelmod -=|=- Crabby_Spider|r|cff00ccffHold -=|=- BoneHoldmod -=|=- Crabby_Spider|r|cff00ccffMove -=|=- BoneMoveA -=|=- Crabby_Spider|r|cff00ccffPatrol -=|=- BonePatrolFinal -=|=- Crabby_Spider|r|cff00ccffStop -=|=- BoneStopA -=|=- Crabby_Spider|r|cff00ccffIgnite -=|=- Fire_Siege -=|=- Boris_Spider|r|cff00ccffFire-type Damage -=|=- Fire_WC3 -=|=- Boris_Spider|r|cff00ccffDemolish -=|=- Explode1 -=|=- Muoteck|r|cff00ccffSubvert -=|=- OrbPain -=|=- Big Dub|r|cff00ccffLightning-type Attack -=|=- Electric Blast -=|=- The_Silent|r|cff00ccffSpiked armor-type -=|=- Shoulders -=|=- Mr.Goblin|r|cff00ccffClad armor-type -=|=- SoulArmor -=|=- Mc_!|r|cff00ccffTomb Breaker -=|=- TombPharoah -=|=- Callahan|r|cff55ff55Warden -=|=- GrimReaper -=|=- Dan van Ohllus|r|cff55ff55Thunderbolt -=|=- LightningBolt -=|=- -BerZeKeR-|r, using icon path UI\Feedback\Resources\ResourceGold.blp
    Quest - Create a Optional quest titled Credits (Icons) [Cont.] with the description The following icons are used, but |cffff0000not available|r on |cffffcc00www.HiveWorkshop.com|r:|cffFF0000Icon Used As|r -=|=- |cffFF0000Icon Name|r -=|=- |cffFF0000Icon Creator|r|cff00ccffGuardian [armor type] -=|=- Guardian_Armor -=|=- Crabby Spider|r|cff00ccffArcher -=|=- Archer_Icon -=|=- Crabby_Spider|r|cff00ccffRanger -=|=- Ranger_Icon -=|=- Crabby_Spider|r|cff00ccffMarauder -=|=- Assassin_Icon -=|=- Crabby_Spider|r|cff00ccffReaver -=|=- Reaver_Icon -=|=- Crabby_Spider|r|cff00ccffTemple of Vengence -=|=- Temple_Icon -=|=- Crabby_Spider|r|cff00ccffWall -=|=- Wall_Icon -=|=- Crabby_Spider|r|cff00ccffCrypt -=|=- Crypt_Icon -=|=- Crabby_Spider|r|cff00ccffBarracks -=|=- Barracks_Icon -=|=- Crabby_Spider|r|cff00ccffFortress -=|=- Fortress_Icon -=|=- Crabby_Spider|r|cff00ccffShift -=|=- CloudOfFog -=|=- Crabby_Spider|r|cff00ccffPierce the Veil -=|=- PierceTheVeil -=|=- Crabby_Spider|r|cff00ccffMoros's Caress -=|=- Cleaving -=|=- Crabby_Spider|r|cff00ccffEredar Warlock -=|=- EW_icon -=|=- Crabby_Spider|r|cff00ccffHadian armor-type -=|=- HadianArmor_icon -=|=- Crabby_Spider|r|cff00ccffMend -=|=- AvengerMend_Icon -=|=- Crabby_Spider|r|cff00ccffSwordmaster -=|=- Swordmaster_Icon -=|=- Crabby_Spider|r|cff00ccffThunderwrang -=|=- Thunderang_Icon -=|=- Crabby_Spider|r|cff00ccffCrossbow -=|=- Crossbow_Icon -=|=- Crabby_Spider|r|cff00ccffKing -=|=- King_Icon -=|=- Crabby_Spider|r|cff00ccffLich -=|=- EvilLich_Icon -=|=- Crabby_Spider|r|cff00ccffAltar of the Forsaken -=|=- Altar_Icon -=|=- Crabby_Spider|r|cff00ccffArachne -=|=- Spider_Icon -=|=- Crabby_Spider|r|cff00ccffSkorpius -=|=- Scorpion_Icon -=|=- Crabby_Spider|r|cff00ccffGnosis -=|=- Gnosis_Icon -=|=- Crabby_Spider|rThe following icons were altered only in that a passive version was created. No change to the art was made.|cffFF0000Icon Used As|r -=|=- |cffFF0000Icon Name|r|cff0cffc0Souls [Icon] -=|=- ShadeTrueSight|r|cff0cffc0Mist of the Phegethon -=|=- LightningShield|r|cff0cffc0Mist of the Cocytus -=|=- DeathAndDecay|r|cff0cffc0Mist of the Acheron -=|=- AntiMagicShell|r|cff0cffc0Mist of the Styx -=|=- UnholyFrenzy|r|cff0cffc0Mist of the Lethe -=|=- Banish|r|cff0cffc0Cloak of the Phegethon -=|=- WallOfFire|r|cff0cffc0Stun -=|=- Dizzy|r|cff0cffc0Torch -=|=- SearingArrows|r|cff0cffc0Lyssa's Rage -=|=- FireBlade|r, using icon path UI\Feedback\Resources\ResourceGold.blp
    Quest - Create a Optional quest titled Credits (Other-Models) with the description The following doodads/models can be found on |cffffcc00www.HiveWorkshop.com|r:|cffffcc00Name -=|=- Author|r|cff00ccffShadow Trap -=|=- JetBlackInferno|r|cff00ccffCloudOfFog -=|=- JetBlackInferno|rThe following models were found on the Ultimate Terraining Map v3.0 on |cffffcc00www.HiveWorkshop.com|r:|cff00ccffCrystal -=|=- Celestea|r|cff00ccffDeadTree-DeadTree08 models -=|=- Unknown|r, using icon path UI\Feedback\Resources\ResourceGold.blp
    Quest - Create a Optional quest titled Credits (Spells) with the description The following spells can be found on |cffffcc00www.HiveWorkshop.com|r:|cffffcc00In-game name -=|=- Spell name -=|=- Author|r|cff00ccffDeadman's Aura -=|=- Sparky Aura -=|=- Elainie|r|cff00ccffLightning Nova -=|=- Lightning Nova -=|=- MortAr|r|cff00ccffThunderbolt -=|=- LightningStrike -=|=- Paladon|r|cff00ccffThunderwrang -=|=- Thunderwrath -=|=- Mr.Goblin|r|cff00ccffWrath of Zues -=|=- Destructive Lightning -=|=- cyberkid|r|cff00ccffLightning Speed -=|=- Lightning Speed -=|=- MortAr|r, using icon path UI\Feedback\Resources\ResourceGold.blp
    Unit - Hide Portal 0023 <gen>
    Unit - Hide Portal 0019 <gen>
    Unit - Hide Portal 0018 <gen>
    Unit - Hide Portal 0017 <gen>
    Unit - Hide Portal 0026 <gen>
    Unit - Hide Portal 0025 <gen>
    Unit - Hide Portal 0024 <gen>
    Unit - Hide Portal 0020 <gen>
    Unit - Hide Portal 0022 <gen>
    Unit - Hide Portal 0021 <gen>
    Set VariableSet r = 0
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 1 (Red) slot status) Equal to Is playing
      Then - Actions
        Set VariableSet Hero01red = Deadeye 0060 <gen>
        Trigger - Turn on HeroSelect01RED <gen>
        Trigger - Turn on HeroSelect01REDrandom <gen>
        Trigger - Turn on ChooseRed01 <gen>
        Trigger - Turn on ChoiceRed01 <gen>
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 1 (Red) controller) Equal to Computer
          Then - Actions
            Trigger - Run HeroSelect01REDrandom <gen> (checking conditions)
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Melee AI of Player 1 (Red)) Equal to Insane AI
              Then - Actions
                Player - Set the current research level of R000 (techcode) to 1 for Player 1 (Red)
                Player - Set the current research level of R001 (techcode) to 1 for Player 1 (Red)
                Player - Enable Summon Ker AI - Insane & Theratones for Player 1 (Red)
                Player - Make Player 1 (Red) treat Neutral Hostile as an Ally with shared vision
                Player - Make Neutral Hostile treat Player 1 (Red) as an Ally with shared vision
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Melee AI of Player 1 (Red)) Equal to Normal AI
                  Then - Actions
                    Player - Set the current research level of Rotr (techcode) to 1 for Player 1 (Red)
                    Player - Set the current research level of Rosp (techcode) to 1 for Player 1 (Red)
                  Else - Actions
          Else - Actions
            Player - Set Player 1 (Red).Food max to 100
        Set VariableSet PlayerCount = (PlayerCount + 1)
        Unit - Hide Deadeye 0060 <gen>
        Unit - Hide Lich 0320 <gen>
        Unit - Hide King 0321 <gen>
        Player - Add 50 to Player 1 (Red).Current gold
        Unit - Create 1.Soul for Player 1 (Red) at (Player 1 (Red) start location) facing Default building facing degrees
        Unit - Add a 600.00 second Generic expiration timer to (Last created unit)
      Else - Actions
        Set VariableSet Dead01 = True
        Unit - Remove Deadeye 0060 <gen> from the game
        Unit - Remove Lich 0320 <gen> from the game
        Unit - Remove King 0321 <gen> from the game
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 2 (Blue) slot status) Equal to Is playing
      Then - Actions
        Set VariableSet Hero02blue = Deadeye 0150 <gen>
        Trigger - Turn on HeroSelect02BLUE <gen>
        Trigger - Turn on HeroSelect02BLUErandom <gen>
        Trigger - Turn on ChooseBlue02 <gen>
        Trigger - Turn on ChoiceBlue02 <gen>
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 2 (Blue) controller) Equal to Computer
          Then - Actions
            Trigger - Run HeroSelect02BLUErandom <gen> (checking conditions)
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Melee AI of Player 2 (Blue)) Equal to Insane AI
              Then - Actions
                Player - Set the current research level of R000 (techcode) to 1 for Player 2 (Blue)
                Player - Set the current research level of R001 (techcode) to 1 for Player 2 (Blue)
                Player - Enable Summon Ker AI - Insane & Theratones for Player 2 (Blue)
                Player - Make Player 2 (Blue) treat Neutral Hostile as an Ally with shared vision
                Player - Make Neutral Hostile treat Player 2 (Blue) as an Ally with shared vision
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Melee AI of Player 2 (Blue)) Equal to Normal AI
                  Then - Actions
                    Player - Set the current research level of Rotr (techcode) to 1 for Player 2 (Blue)
                    Player - Set the current research level of Rosp (techcode) to 1 for Player 2 (Blue)
                  Else - Actions
          Else - Actions
            Player - Set Player 2 (Blue).Food max to 100
        Set VariableSet PlayerCount = (PlayerCount + 1)
        Unit - Hide Deadeye 0150 <gen>
        Unit - Hide King 0322 <gen>
        Unit - Hide Lich 0323 <gen>
        Player - Add 50 to Player 2 (Blue).Current gold
        Unit - Create 1.Soul for Player 2 (Blue) at (Player 2 (Blue) start location) facing Default building facing degrees
        Unit - Add a 600.00 second Generic expiration timer to (Last created unit)
      Else - Actions
        Set VariableSet Dead02 = True
        Unit - Remove Deadeye 0150 <gen> from the game
        Unit - Remove King 0322 <gen> from the game
        Unit - Remove Lich 0323 <gen> from the game
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 3 (Teal) slot status) Equal to Is playing
      Then - Actions
        Set VariableSet Hero03teal = Deadeye 0151 <gen>
        Trigger - Turn on HeroSelect03TEAL <gen>
        Trigger - Turn on HeroSelect03TEALrandom <gen>
        Trigger - Turn on ChooseTeal03 <gen>
        Trigger - Turn on ChoiceTeal03 <gen>
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 3 (Teal) controller) Equal to Computer
          Then - Actions
            Trigger - Run HeroSelect03TEALrandom <gen> (checking conditions)
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Melee AI of Player 3 (Teal)) Equal to Insane AI
              Then - Actions
                Player - Set the current research level of R000 (techcode) to 1 for Player 3 (Teal)
                Player - Set the current research level of R001 (techcode) to 1 for Player 3 (Teal)
                Player - Enable Summon Ker AI - Insane & Theratones for Player 3 (Teal)
                Player - Make Player 3 (Teal) treat Neutral Hostile as an Ally with shared vision
                Player - Make Neutral Hostile treat Player 3 (Teal) as an Ally with shared vision
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Melee AI of Player 3 (Teal)) Equal to Normal AI
                  Then - Actions
                    Player - Set the current research level of Rotr (techcode) to 1 for Player 3 (Teal)
                    Player - Set the current research level of Rosp (techcode) to 1 for Player 3 (Teal)
                  Else - Actions
          Else - Actions
            Player - Set Player 3 (Teal).Food max to 100
        Set VariableSet PlayerCount = (PlayerCount + 1)
        Unit - Hide Deadeye 0151 <gen>
        Unit - Hide King 0325 <gen>
        Unit - Hide Lich 0324 <gen>
        Player - Add 50 to Player 3 (Teal).Current gold
        Unit - Create 1.Soul for Player 3 (Teal) at (Player 3 (Teal) start location) facing Default building facing degrees
        Unit - Add a 600.00 second Generic expiration timer to (Last created unit)
      Else - Actions
        Set VariableSet Dead03 = True
        Unit - Remove Deadeye 0151 <gen> from the game
        Unit - Remove King 0325 <gen> from the game
        Unit - Remove Lich 0324 <gen> from the game
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 4 (Purple) slot status) Equal to Is playing
      Then - Actions
        Set VariableSet Hero04purple = Deadeye 0153 <gen>
        Trigger - Turn on HeroSelect04PURPLE <gen>
        Trigger - Turn on HeroSelect04PURPLErandom <gen>
        Trigger - Turn on ChoosePurple04 <gen>
        Trigger - Turn on ChoicePurple04 <gen>
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 4 (Purple) controller) Equal to Computer
          Then - Actions
            Trigger - Run HeroSelect04PURPLErandom <gen> (checking conditions)
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Melee AI of Player 4 (Purple)) Equal to Insane AI
              Then - Actions
                Player - Set the current research level of R000 (techcode) to 1 for Player 4 (Purple)
                Player - Set the current research level of R001 (techcode) to 1 for Player 4 (Purple)
                Player - Enable Summon Ker AI - Insane & Theratones for Player 4 (Purple)
                Player - Make Player 4 (Purple) treat Neutral Hostile as an Ally with shared vision
                Player - Make Neutral Hostile treat Player 4 (Purple) as an Ally with shared vision
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Melee AI of Player 4 (Purple)) Equal to Normal AI
                  Then - Actions
                    Player - Set the current research level of Rotr (techcode) to 1 for Player 4 (Purple)
                    Player - Set the current research level of Rosp (techcode) to 1 for Player 4 (Purple)
                  Else - Actions
          Else - Actions
            Player - Set Player 4 (Purple).Food max to 100
        Set VariableSet PlayerCount = (PlayerCount + 1)
        Unit - Hide King 0326 <gen>
        Unit - Hide Deadeye 0153 <gen>
        Unit - Hide Lich 0327 <gen>
        Player - Add 50 to Player 4 (Purple).Current gold
        Unit - Create 1.Soul for Player 4 (Purple) at (Player 4 (Purple) start location) facing Default building facing degrees
        Unit - Add a 600.00 second Generic expiration timer to (Last created unit)
      Else - Actions
        Set VariableSet Dead04 = True
        Unit - Remove Deadeye 0153 <gen> from the game
        Unit - Remove King 0326 <gen> from the game
        Unit - Remove Lich 0327 <gen> from the game
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 5 (Yellow) slot status) Equal to Is playing
      Then - Actions
        Set VariableSet Hero05yellow = Deadeye 0154 <gen>
        Trigger - Turn on HeroSelect05YELLOW <gen>
        Trigger - Turn on HeroSelect05YELLOWrandom <gen>
        Trigger - Turn on ChooseYellow05 <gen>
        Trigger - Turn on ChoiceYellow05 <gen>
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 5 (Yellow) controller) Equal to Computer
          Then - Actions
            Trigger - Run HeroSelect05YELLOWrandom <gen> (checking conditions)
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Melee AI of Player 5 (Yellow)) Equal to Insane AI
              Then - Actions
                Player - Set the current research level of R000 (techcode) to 1 for Player 5 (Yellow)
                Player - Set the current research level of R001 (techcode) to 1 for Player 5 (Yellow)
                Player - Enable Summon Ker AI - Insane & Theratones for Player 5 (Yellow)
                Player - Make Player 5 (Yellow) treat Neutral Hostile as an Ally with shared vision
                Player - Make Neutral Hostile treat Player 5 (Yellow) as an Ally with shared vision
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Melee AI of Player 5 (Yellow)) Equal to Normal AI
                  Then - Actions
                    Player - Set the current research level of Rotr (techcode) to 1 for Player 5 (Yellow)
                    Player - Set the current research level of Rosp (techcode) to 1 for Player 5 (Yellow)
                  Else - Actions
          Else - Actions
            Player - Set Player 5 (Yellow).Food max to 100
        Set VariableSet PlayerCount = (PlayerCount + 1)
        Unit - Hide Deadeye 0154 <gen>
        Unit - Hide King 0329 <gen>
        Unit - Hide Lich 0328 <gen>
        Player - Add 50 to Player 5 (Yellow).Current gold
        Unit - Create 1.Soul for Player 5 (Yellow) at (Player 5 (Yellow) start location) facing Default building facing degrees
        Unit - Add a 600.00 second Generic expiration timer to (Last created unit)
      Else - Actions
        Set VariableSet Dead05 = True
        Unit - Remove Deadeye 0154 <gen> from the game
        Unit - Remove King 0329 <gen> from the game
        Unit - Remove Lich 0328 <gen> from the game
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 6 (Orange) slot status) Equal to Is playing
      Then - Actions
        Set VariableSet Hero06orange = Deadeye 0155 <gen>
        Trigger - Turn on HeroSelect06ORANGE <gen>
        Trigger - Turn on HeroSelect06ORANGErandom <gen>
        Trigger - Turn on ChooseOrange06 <gen>
        Trigger - Turn on ChoiceOrange06 <gen>
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 6 (Orange) controller) Equal to Computer
          Then - Actions
            Trigger - Run HeroSelect06ORANGErandom <gen> (checking conditions)
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Melee AI of Player 6 (Orange)) Equal to Insane AI
              Then - Actions
                Player - Set the current research level of R000 (techcode) to 1 for Player 6 (Orange)
                Player - Set the current research level of R001 (techcode) to 1 for Player 6 (Orange)
                Player - Enable Summon Ker AI - Insane & Theratones for Player 6 (Orange)
                Player - Make Player 6 (Orange) treat Neutral Hostile as an Ally with shared vision
                Player - Make Neutral Hostile treat Player 6 (Orange) as an Ally with shared vision
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Melee AI of Player 6 (Orange)) Equal to Normal AI
                  Then - Actions
                    Player - Set the current research level of Rotr (techcode) to 1 for Player 6 (Orange)
                    Player - Set the current research level of Rosp (techcode) to 1 for Player 6 (Orange)
                  Else - Actions
          Else - Actions
            Player - Set Player 6 (Orange).Food max to 100
        Set VariableSet PlayerCount = (PlayerCount + 1)
        Unit - Hide Deadeye 0155 <gen>
        Unit - Hide King 0330 <gen>
        Unit - Hide Lich 0331 <gen>
        Player - Add 50 to Player 6 (Orange).Current gold
        Unit - Create 1.Soul for Player 6 (Orange) at (Player 6 (Orange) start location) facing Default building facing degrees
        Unit - Add a 600.00 second Generic expiration timer to (Last created unit)
      Else - Actions
        Set VariableSet Dead06 = True
        Unit - Remove Deadeye 0155 <gen> from the game
        Unit - Remove King 0330 <gen> from the game
        Unit - Remove Lich 0331 <gen> from the game
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 7 (Green) slot status) Equal to Is playing
      Then - Actions
        Set VariableSet Hero07green = Deadeye 0156 <gen>
        Trigger - Turn on HeroSelect07GREEN <gen>
        Trigger - Turn on HeroSelect07GREENrandom <gen>
        Trigger - Turn on ChooseGreen07 <gen>
        Trigger - Turn on ChoiceGreen07 <gen>
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 7 (Green) controller) Equal to Computer
          Then - Actions
            Trigger - Run HeroSelect07GREENrandom <gen> (checking conditions)
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Melee AI of Player 7 (Green)) Equal to Insane AI
              Then - Actions
                Player - Set the current research level of R000 (techcode) to 1 for Player 7 (Green)
                Player - Set the current research level of R001 (techcode) to 1 for Player 7 (Green)
                Player - Enable Summon Ker AI - Insane & Theratones for Player 7 (Green)
                Player - Make Player 7 (Green) treat Neutral Hostile as an Ally with shared vision
                Player - Make Neutral Hostile treat Player 7 (Green) as an Ally with shared vision
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Melee AI of Player 7 (Green)) Equal to Normal AI
                  Then - Actions
                    Player - Set the current research level of Rotr (techcode) to 1 for Player 7 (Green)
                    Player - Set the current research level of Rosp (techcode) to 1 for Player 7 (Green)
                  Else - Actions
          Else - Actions
            Player - Set Player 7 (Green).Food max to 100
        Set VariableSet PlayerCount = (PlayerCount + 1)
        Unit - Hide Deadeye 0156 <gen>
        Unit - Hide King 0333 <gen>
        Unit - Hide Lich 0332 <gen>
        Player - Add 50 to Player 7 (Green).Current gold
        Unit - Create 1.Soul for Player 7 (Green) at (Player 7 (Green) start location) facing Default building facing degrees
        Unit - Add a 600.00 second Generic expiration timer to (Last created unit)
      Else - Actions
        Set VariableSet Dead07 = True
        Unit - Remove Deadeye 0156 <gen> from the game
        Unit - Remove King 0333 <gen> from the game
        Unit - Remove Lich 0332 <gen> from the game
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 8 (Pink) slot status) Equal to Is playing
      Then - Actions
        Set VariableSet Hero08pink = Deadeye 0157 <gen>
        Trigger - Turn on HeroSelect08PINK <gen>
        Trigger - Turn on HeroSelect08PINKrandom <gen>
        Trigger - Turn on ChoosePink08 <gen>
        Trigger - Turn on ChoicePink08 <gen>
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 8 (Pink) controller) Equal to Computer
          Then - Actions
            Trigger - Run HeroSelect08PINKrandom <gen> (checking conditions)
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Melee AI of Player 8 (Pink)) Equal to Insane AI
              Then - Actions
                Player - Set the current research level of R000 (techcode) to 1 for Player 8 (Pink)
                Player - Set the current research level of R001 (techcode) to 1 for Player 8 (Pink)
                Player - Enable Summon Ker AI - Insane & Theratones for Player 8 (Pink)
                Player - Make Player 8 (Pink) treat Neutral Hostile as an Ally with shared vision
                Player - Make Neutral Hostile treat Player 8 (Pink) as an Ally with shared vision
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Melee AI of Player 8 (Pink)) Equal to Normal AI
                  Then - Actions
                    Player - Set the current research level of Rotr (techcode) to 1 for Player 8 (Pink)
                    Player - Set the current research level of Rosp (techcode) to 1 for Player 8 (Pink)
                  Else - Actions
          Else - Actions
            Player - Set Player 8 (Pink).Food max to 100
        Set VariableSet PlayerCount = (PlayerCount + 1)
        Unit - Hide Deadeye 0157 <gen>
        Unit - Hide King 0334 <gen>
        Unit - Hide Lich 0335 <gen>
        Player - Add 50 to Player 8 (Pink).Current gold
        Unit - Create 1.Soul for Player 8 (Pink) at (Player 8 (Pink) start location) facing Default building facing degrees
        Unit - Add a 600.00 second Generic expiration timer to (Last created unit)
      Else - Actions
        Set VariableSet Dead08 = True
        Unit - Remove Deadeye 0157 <gen> from the game
        Unit - Remove King 0334 <gen> from the game
        Unit - Remove Lich 0335 <gen> from the game
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 9 (Gray) slot status) Equal to Is playing
      Then - Actions
        Set VariableSet Hero09gray = Deadeye 0158 <gen>
        Trigger - Turn on HeroSelect09GRAY <gen>
        Trigger - Turn on HeroSelect09GRAYrandom <gen>
        Trigger - Turn on ChooseGray09 <gen>
        Trigger - Turn on ChoiceGray09 <gen>
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 9 (Gray) controller) Equal to Computer
          Then - Actions
            Trigger - Run HeroSelect09GRAYrandom <gen> (checking conditions)
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Melee AI of Player 9 (Gray)) Equal to Insane AI
              Then - Actions
                Player - Set the current research level of R000 (techcode) to 1 for Player 9 (Gray)
                Player - Set the current research level of R001 (techcode) to 1 for Player 9 (Gray)
                Player - Enable Summon Ker AI - Insane & Theratones for Player 9 (Gray)
                Player - Make Player 9 (Gray) treat Neutral Hostile as an Ally with shared vision
                Player - Make Neutral Hostile treat Player 9 (Gray) as an Ally with shared vision
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Melee AI of Player 9 (Gray)) Equal to Normal AI
                  Then - Actions
                    Player - Set the current research level of Rotr (techcode) to 1 for Player 9 (Gray)
                    Player - Set the current research level of Rosp (techcode) to 1 for Player 9 (Gray)
                  Else - Actions
          Else - Actions
            Player - Set Player 9 (Gray).Food max to 100
        Set VariableSet PlayerCount = (PlayerCount + 1)
        Unit - Hide Deadeye 0158 <gen>
        Unit - Hide King 0337 <gen>
        Unit - Hide Lich 0336 <gen>
        Player - Add 50 to Player 9 (Gray).Current gold
        Unit - Create 1.Soul for Player 9 (Gray) at (Player 9 (Gray) start location) facing Default building facing degrees
        Unit - Add a 600.00 second Generic expiration timer to (Last created unit)
      Else - Actions
        Set VariableSet Dead09 = True
        Unit - Remove Deadeye 0158 <gen> from the game
        Unit - Remove King 0337 <gen> from the game
        Unit - Remove Lich 0336 <gen> from the game
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 10 (Light Blue) slot status) Equal to Is playing
      Then - Actions
        Set VariableSet Hero10lightblue = Deadeye 0159 <gen>
        Trigger - Turn on HeroSelect10LIGHTBLUE <gen>
        Trigger - Turn on HeroSelect10LIGHTBLUErandom <gen>
        Trigger - Turn on ChooseLightBlue10 <gen>
        Trigger - Turn on ChoiceLightBlue10 <gen>
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 10 (Light Blue) controller) Equal to Computer
          Then - Actions
            Trigger - Run HeroSelect10LIGHTBLUErandom <gen> (checking conditions)
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Melee AI of Player 10 (Light Blue)) Equal to Insane AI
              Then - Actions
                Player - Set the current research level of R000 (techcode) to 1 for Player 10 (Light Blue)
                Player - Set the current research level of R001 (techcode) to 1 for Player 10 (Light Blue)
                Player - Enable Summon Ker AI - Insane & Theratones for Player 10 (Light Blue)
                Player - Make Player 10 (Light Blue) treat Neutral Hostile as an Ally with shared vision
                Player - Make Neutral Hostile treat Player 10 (Light Blue) as an Ally with shared vision
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Melee AI of Player 10 (Light Blue)) Equal to Normal AI
                  Then - Actions
                    Player - Set the current research level of Rotr (techcode) to 1 for Player 10 (Light Blue)
                    Player - Set the current research level of Rosp (techcode) to 1 for Player 10 (Light Blue)
                  Else - Actions
          Else - Actions
            Player - Set Player 10 (Light Blue).Food max to 100
        Set VariableSet PlayerCount = (PlayerCount + 1)
        Unit - Hide Deadeye 0159 <gen>
        Unit - Hide King 0338 <gen>
        Unit - Hide Lich 0339 <gen>
        Player - Add 50 to Player 10 (Light Blue).Current gold
        Unit - Create 1.Soul for Player 10 (Light Blue) at (Player 10 (Light Blue) start location) facing Default building facing degrees
        Unit - Add a 600.00 second Generic expiration timer to (Last created unit)
      Else - Actions
        Set VariableSet Dead10 = True
        Unit - Remove Deadeye 0159 <gen> from the game
        Unit - Remove King 0338 <gen> from the game
        Unit - Remove Lich 0339 <gen> from the game
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 11 (Dark Green) slot status) Equal to Is playing
      Then - Actions
        Set VariableSet Hero11darkgreen = Deadeye 0160 <gen>
        Trigger - Turn on HeroSelect11DARKGREEN <gen>
        Trigger - Turn on HeroSelect11DARKGREENrandom <gen>
        Trigger - Turn on ChooseDarkGreen11 <gen>
        Trigger - Turn on ChoiceDarkGreen11 <gen>
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 11 (Dark Green) controller) Equal to Computer
          Then - Actions
            Trigger - Run HeroSelect11DARKGREENrandom <gen> (checking conditions)
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Melee AI of Player 11 (Dark Green)) Equal to Insane AI
              Then - Actions
                Player - Set the current research level of R000 (techcode) to 1 for Player 11 (Dark Green)
                Player - Set the current research level of R001 (techcode) to 1 for Player 11 (Dark Green)
                Player - Enable Summon Ker AI - Insane & Theratones for Player 11 (Dark Green)
                Player - Make Player 11 (Dark Green) treat Neutral Hostile as an Ally with shared vision
                Player - Make Neutral Hostile treat Player 11 (Dark Green) as an Ally with shared vision
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Melee AI of Player 11 (Dark Green)) Equal to Normal AI
                  Then - Actions
                    Player - Set the current research level of Rotr (techcode) to 1 for Player 11 (Dark Green)
                    Player - Set the current research level of Rosp (techcode) to 1 for Player 11 (Dark Green)
                  Else - Actions
          Else - Actions
            Player - Set Player 11 (Dark Green).Food max to 100
        Set VariableSet PlayerCount = (PlayerCount + 1)
        Unit - Hide Deadeye 0160 <gen>
        Unit - Hide King 0341 <gen>
        Unit - Hide Lich 0340 <gen>
        Player - Add 50 to Player 11 (Dark Green).Current gold
        Unit - Create 1.Soul for Player 11 (Dark Green) at (Player 11 (Dark Green) start location) facing Default building facing degrees
        Unit - Add a 600.00 second Generic expiration timer to (Last created unit)
      Else - Actions
        Set VariableSet Dead11 = True
        Unit - Remove Deadeye 0160 <gen> from the game
        Unit - Remove King 0341 <gen> from the game
        Unit - Remove Lich 0340 <gen> from the game
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 12 (Brown) slot status) Equal to Is playing
      Then - Actions
        Set VariableSet Hero12brown = Deadeye 0161 <gen>
        Trigger - Turn on HeroSelect12BROWN <gen>
        Trigger - Turn on HeroSelect12BROWNrandom <gen>
        Trigger - Turn on ChooseBrown12 <gen>
        Trigger - Turn on ChoiceBrown12 <gen>
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 12 (Brown) controller) Equal to Computer
          Then - Actions
            Trigger - Run HeroSelect12BROWNrandom <gen> (checking conditions)
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Melee AI of Player 12 (Brown)) Equal to Insane AI
              Then - Actions
                Player - Set the current research level of R000 (techcode) to 1 for Player 12 (Brown)
                Player - Set the current research level of R001 (techcode) to 1 for Player 12 (Brown)
                Player - Enable Summon Ker AI - Insane & Theratones for Player 12 (Brown)
                Player - Make Player 12 (Brown) treat Neutral Hostile as an Ally with shared vision
                Player - Make Neutral Hostile treat Player 12 (Brown) as an Ally with shared vision
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Melee AI of Player 12 (Brown)) Equal to Normal AI
                  Then - Actions
                    Player - Set the current research level of Rotr (techcode) to 1 for Player 12 (Brown)
                    Player - Set the current research level of Rosp (techcode) to 1 for Player 12 (Brown)
                  Else - Actions
          Else - Actions
            Player - Set Player 12 (Brown).Food max to 100
        Set VariableSet PlayerCount = (PlayerCount + 1)
        Unit - Hide Deadeye 0161 <gen>
        Unit - Hide King 0342 <gen>
        Unit - Hide Lich 0343 <gen>
        Player - Add 50 to Player 12 (Brown).Current gold
        Unit - Create 1.Soul for Player 12 (Brown) at (Player 12 (Brown) start location) facing Default building facing degrees
        Unit - Add a 600.00 second Generic expiration timer to (Last created unit)
      Else - Actions
        Set VariableSet Dead12 = True
        Unit - Remove Deadeye 0161 <gen> from the game
        Unit - Remove King 0342 <gen> from the game
        Unit - Remove Lich 0343 <gen> from the game
    Unit Group - Add Hades' Pathrazer 0512 <gen> to GrimGuardians
    Unit Group - Add Hades' Pathrazer 0052 <gen> to GrimGuardians
    Unit Group - Add Hades' Pathrazer 0049 <gen> to GrimGuardians
    Unit Group - Add Hades' Pathrazer 0513 <gen> to GrimGuardians
    Player - Set name of Neutral Hostile to Erebus
    Player - Set name of Neutral Victim to Erebus Natives
    Player - Set name of Neutral Extra to Theratones of Erebus
    Player - Set name of Neutral Passive to Passive Erebus Natives
    Trigger - Turn on HeadCount <gen>
    Trigger - Turn on TollNBridge <gen>
    Trigger - Turn on TollNEBridge <gen>
    Trigger - Turn on TollNWBridge <gen>
    Trigger - Turn on TollSBridge <gen>
    Trigger - Turn on TollSWBridge <gen>
|cffffcc00vAI_2.0b_09/07/14:|r
~Modified the experience-gained formula for heros to increase the experience required to reach max level (25)
~Activated an additional faction - Rebels will search for bases to destroy. Rebels are not friendly to anyone but Thanatos
~Modified the Lich's Dark Ritual to heal HP & mana
~Modified the trigger that concerning Lethe's affect to target units with buff as opposed to determining which players aren't the controlling player
~Fixed bad icon for the Buried Skorpius
~Fixed error where defeated AI players retain their names
|cffffcc00vAI_2.0_08/23/14:|r
~Players can now play with Erebus upon defeat as Theratones or be an Observer
~Corrected several bad tooltips
~Consolidated redundant triggers
~Modified player selection in Pre-Game to indicate that Erebus is a FFA & no more than 3 AIs should be present
~Fixed gltich where main building was stolen, shutting the victim out of the game
~Renovated the Income system; a note of it is present on the player's primary structure. This should make gameplay more of an area-control
~Redid tree/mushroom placements on applicable islands; mostly to encourage attacks and allow for easier base builing
~Removed an obsolete trigger which provided a gaurenteed base of 50 Souls for all players; this encourages attacks on Necronages and their upgrades to limit enemy production
~Added Emissary; the only unit capable of capturing Shrines & Masoleums which are now invulnerable
~The Incarnation's "Smother" ability renamed "Conquer" as it now captures Shrines & Masoleums, though not as effectively as Emissarys do
~Reworked hero abilities to add extra levels and the addition of the Attribute Bonus ability; AI does not use the modifications
~Added Essence Transfer as a late-game research for Masoleums for added base defense
===========================
~AI difficulty levels incorporated:
Easy AI is the original AI
Normal AI receives +80 to base speed, 5% faster HP regeneration, 5% increased mana regeneration, and +5 base damage to all units & both attacking buildings. Normal gets Spiked Barricades for its buildings reflecting 5 damage
Insane AI receives +160 to base speed, 8% faster HP regeneration, 8% increased mana regeneration, and +10 base damage to all units & both attacking buildings. Insane gets Spiked Barricades for its buildings reflecting 10 damage. Insane is allied to Erebus and Eredar Warlocks it controls will summon Ker (1 per Eredar Warlock)
|cffffcc00vAI_1.9_04/21/13:|r
~Food limit is 100, not 150. This should reduce lag due to too many units present and increase AI potency
~Unit levels and costs are more reasonable; the Crypt/Barracks/Fortress nowproduces the primary units for 5/10/15 (T1/T2/T3) costs
~Diversified AI armies to better suit the hero-type used
~AI now utilizes a tier system (Example: T1 uses Footmen, T3 uses Swordmasters)
~AI Ghouls will now clear large swaths of trees
~Disabled the ability for AI tocapture nuetral Shrines Masoleums (rarey used)
~Removed several AIstart locations due to base-construction problems
~Spirit Link now connects 10 units and distributes 100% of the damage across linked units
~Replaced Evasion with Moros's Caress for the Wyrm
~Ghost Rider gained 'Incinerate' abilitity; deals 100 damage to an enemy unit, structure, or tree. Has a 2-min. cooldown
~Now Warden is 2nd tier (T2) assualt and Tomb Breaker is T3 assault
~King base damage doubled to 10
~Assassin renamed to Marauder; now raised by Temple of Vengence
~Temple of Vengence only assembles fire-based units
~Marauder & Ghost Rider now have HP regeneration
~Added Temple of the Forsaken; a new building introducing new units. Also raises Eredar Warlocks
~Added Arachne; fastest ground unit in the game, can immobilize units for a short duration
~Added Skorpius; a powerful 'tank'
~Added Crossbow, now the tier-3 archer
~Ghost Rider & Tomb Breaker have a faster & notably faster attack rate, respectively
~King, Tomb Breaker, Lich, & Eredar Warlock now have AoE attack damage that can hit trees, structures, and units
~Buffed King's damage, HP regen, attack speed, and attack AoE
~King and Lich have new models
~Increased size of Footman
~A sound will play when a player loses
~Replaced sounds played when an obelisk is taken and when the game is won
~Increased the primary units' attack speed to better suit smaller armies
~New loading screen
~No longer use the 'King Leoric' model/icon
|cffffcc00vAI_1.8_07/24/11:|r
~Swapped Deadeye's and King's Shock Therapy and Thunderang, respectively.
~Corrected Deadeye AI build error
~Decreased the Stun ability duration from 2 to 0.5 seconds
~Obelisks now have the Obelisk Mist ability as a defense against attacks.
~Nerfed Deadeye Lightning Nova to 50 D/T instead of 75 D/T
~Buffed Lich's Lightning Strike to 35 damage instead of 25
~Modified AI scripts to allow better defense when bases are severely damaged
~Removed the space in front of the name: King of Kjeldor
|cffffcc00vAI_1.7_07/17/11:|r
~Added -FASTGAME information in the |cffffcc00Info|r tab in-game
~Buffed King's Ultimate (20 DPI instead of 10 DPI)
~Buffed DeadEye's ultimate (5% DR/B instead of 20%, 75 D/T instead of 10, 10 bounces instead of 5)
~Nerfed Lich's ultimate (-10% DR/B instead of -20%)
~Corrected trigger which failed to show the name of the player who opened the gate to Azeroth
~Swapped base buildings to prevent glitch that makes heroes unreviveable:
---Temple of Vengeance is now based off of the Altar of Kings instead of the human Barracks
---Shrine is now based off of the Altar of Darkness instead of the Dranai Haven
~Player names are displayed properly after a victory occurs
~The victorious player is no longer "killed" during the closing cinematic
~Buffed starting mana for the Deadeye/King; 150/200 instead of 100/100, respectively

|cffffcc00vAI_1.6_07/09/11:|r
~Corrected the trigger which determines when a player is defeated to prevent players from having no units and remain in game blind
~Corrected Interface statement referring to Farms when unit production is maxed

|cffffcc00vAI_1.5_07/03/11:|r
~Added the FastGame Option
~Walls are no longer counted as units to prevent a player from being defeated
~Increased Swordmaster model scale from 0.5 to 0.8

|cffffcc00vAI_1.4a_06/20/11:|r
~Corrected Tomb Breaker and Peon animations when attacking trees
~Decreased Volcano upgrade time from 140 to 60 seconds
~Decreased Inferno upgrade time from 140 to 120 seconds
~Increased Reaver model scale from 0.8 to 1.3
~Corrected several interface typos
~Updated/removed all Incarnation references
~Dimmed the brightest crystals on Acheron's island to ease strain on eyes
~Decreased Sky Barge minimum height from 90 to 50 to allow easier visibility of it while passing over tall trees
~Buffed movement speed of all units (includes Neutral Hostile) +30 to allow quicker traversing of the map
|cffffcc00vAI_1.4_06/19/11:|r
~Erebus now has a custom interface designed specifically for it
~Corrected interface typos
~|cffffcc00Kings|r, |cffffcc00Liches|r, |cffffcc00Peons|r, and |cffffcc00Tomb Breakers|r can attack trees; however, |cffffcc00Ghouls|r are still the most effective tree removal

|cffffcc00vAI_1.3b_02/07/11:|r
~Nerfed Ker HP regeneration (5HP/S to 1HP/S)
~Nerfed Mist Walker HP regeneration (5HP/S to 2HP/S)
~Switched to Heavy Green Fog for weather effect
~Added a linear Black Fog to darken Erebus moderately
~Replaced Thunderang icon
~Hades Pathrazers will only attack heroes and structures
~Nerfed the chance that Thanatos will recapture a lost Obelisk (50% instead of 60%)
~Fixed targeting issue preventing Slaves from being healed by the Avenger's Mend ability
~Buffed Thunderbolt's (Lich spell) cast range (500/700/900 instead of 200/400/600)
~Footmen are raised with Defend active
~Changed the Bone - Decay time to 10 seconds (Prevents confusion as to whether certain units are still alive)
~Corrected hotkey conflict for the Avenger (Enter the Veil and Subvert no longer collide)
~Repositioned a Shrine to prevent the AI from getting stuck trying to build a Fissure
~All players will be alerted when a player's hero is destroyed in battle (They'll know who killed and who got killed)
~All players will be alerted when a player's primary structure is destroyed (They'll know who crippled and who got cripled)
~The AI will build and attack with Reavers
~Buffed the King with 10 starting armor
~Corrected selection circle size for the Mausoleum and Shrine
~Gave Lightning Towers a small AoE attack
|cffffcc00vAI_1.3_01/05/11:|r
~Added modified GDirt tileset (Base: Underground-Dirt)
~Added modified Dirt tileset (Base: Icecrown-Dirt)
~Added modified cliff tileset (Base: Underground-Natural Walls)
~Added modified grass tileset (Base: DalarenRuins-Grass)
~Added modified vines tileset (Base: Felwood Vines)
~Swordmaster has new model and icon
~Corrected |cffffcc00Credits|r lists
~Added New 'Toll' bridges between the 5 islands
~Players can choose 1 of 3 possible hero types
~Added Paladon's Lightning Strike Spell
~Corrected Incarnation ultimate, now chain lightning is casted.
~Incarnation renamed to Deadeye
~Players can choose one of three hero types [Strength, Agility, Intelligence] to play
~Players are renamed to their chosen hero's proper name
~Smother now only targets Slaves
~Added a new loading screen, with hero-class information

|cffffcc00vAI_1.2b_12/19/10:|r
~Corrected ability names on unit tooltips
~Added new Bone Tileset
~Added modified Rough-Dirt (Base: Icecrown) Tileset
~Terrain has been improved:
---Acheron's island has a variety of crystal models and colors
---The eastern half of Styx's island has more variety of trees present
---Phegethon's island has been redesigned to allow better use by players and AI as well as to improve terrain art
~The Incarnation now gains XP for killing Guardians from level 5 on
~Corrected movement animation speeds for the Incarnation, Tomb Breaker, Warden, and all archer units
~Fixed Reaver icon glitch (It would disappear if repeatedly clicked)
~Reset Tomb Breaker tint
~Avenger can now cast Mend
~AI can now build and use Avengers
~AI will now research Preacher and Avenger upgrades
|cffffcc00vAI_1.2_12/12/10:|r
~AI script improved (if it can build a Slave, it can re/build a base)
~Removed all unit/tree shadows
~Added 3 realistic tree models
~Added 6 new crystal varieties
~Necropolis can now attack
~Altered tree minimap colors (no longer all green...)

|cffffcc00vAI_1.1_12/05/10:|r
~Replaced Tauren Chieftan with Tomb Breaker
~In games with 4 or less players, any AI players will start on the SE island. Human players may travel there if desired
~Warden model and icon replaced
~Starting buildings remodeled and renamed (Village Center is now Shrine, Village Stable is now Mausoleum)
~Repositioned building icon locations (Slave's build menu is now tiered in appearance)
~Added Thanatos and Guardians to retake Obelisks for Neutral Hostile
~Comp controlled Heroes take control of nuetral Slave units
~Demolish and Subvert now have special effects
~Thanatos (Guardian Hero) will now try to recapture lost Obelisks
~Warrior's Grace renamed to Mania's Dexterity
~Double Strike renamed to Lyssa's Rage
~Cleave renamed to Moros's Caress
~Reaper renamed to Ker
~Removed unused variables

|cffffcc00vAI_1.0_11/27/10:|r
~Added AI script to combat bases (can't capture Obelisks)
~Wardens, Footman, Swordmasters, Archers, and Preachers have new soundsets
~Theme music will be played whenever an Obelisk is captured, or the Gate to Azeroth is revealed
~If Obelisk taken from Player controling 5 Obelisks, Gate to Azeroth is hidden again
~Removed Obelisk Reaper script (Reaper patrols still occur)
~Souls and Avengers can now cross rivers (amphibious pathing)

|cffffcc00V1.3b_11/25/10:|r
~Added Hadian armor type icon
~Set hero icon position back to 0,0 to prevent the inability to resurrect him
~Buildings under construction were immune to damage due to Normal armor type edit. Now these buildings can be destroyed.
~Corrected typos in Hero's fade ability
~Corrected various grammar/typo errors in all abilities; removed unused abilities from World Editor
|cffffcc00V1.3_11/21/10:|r
~Major balancing corrections made, includes:
-New armor types (Hadian, Clad, and Spiked) and attack type (Lightning)
-2 new abilities (Spirit Link and Enter the Veil) [ for Avenger ]
-Introduction of a general "Rock, Paper, Scissors" concept;
(Melee>Ranged>Assault>Melee)
~Replaced Soul Tower with Lightning Tower
~Avenger is now a support caster
~Added a new caster: Eredar Warlock

|cffffcc00V1.2b_11/16/10:|r
~Removed unit-group leak from Headcount trigger
~Replaced Cinematic actions from Defeat triggers with Visibility modifiers
~Fixed PlayerLeaves trigger (it turned off after the 1st use)

|cffffcc00V1.2_11/14/10:|r
~Simplified Player Leaves and Limit Bases triggers
~Simplified the Income trigger via turning it into a loop
~Removed about 40-50 leaks, most of them Location leaks
~Corrected misspelled name (Temple of Veangeance)
~Added a creep patrol system
~Elaborated Obelisk Mist abilities (i.e. Phegethon reduces armor by 5)
~Hid map playable boundaries with tree walls and cliffs
~Fixed Soul Tower's misplaced Attack icon
~Nerfed Mist-Walkers (HP now 100 instead of 1,000)
~Replaced Subvert and Demolish icon art

|cffffcc00V1.1_11/07/10:|r
~Corrected Possession tooltip
~Modified unit tooltips to more accurately suggest strategies
~Buffed Footman speed (now 300 instead of 270)
~Gave Peons the Stun ability
~Gave Tauren the Cleave ability; corrected Tauren's selection circle size
~Gave Archers the Double Strike ability
~Corrected icon art (passive abilities now have passive icons)
~Added 'Slave Radar' and ping Obelisk locations
~Starting buildings are now repairable
~Added an Observer mode when a player no longer has any units
~Added Subvert hotkey
~Added terrain to Obelisk platforms

|cffffcc00V1.0_10/31/10:|r
~Initial map upload
TurnOnRadar
  Events
    Time - Elapsed game time is 180.00 seconds
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn on SlaveLocator <gen>
    Trigger - Run SlaveLocator <gen> (checking conditions)
SlaveLocator
  Events
    Time - Every 10.00 seconds of game time
  Conditions
  Actions
    Set VariableSet AvailableSlaves = (Units owned by Neutral Passive of type Slave)
    For each (Integer loopS) from 1 to 12, do (Actions)
      Loop - Actions
        Set VariableSet SoulOwner = (Player(loopS))
        Set VariableSet SoulInt = (loopS - 1)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (SoulOwner slot status) Equal to Is playing
          Then - Actions
            Set VariableSet SoulGroup = (Units owned by SoulOwner of type Soul)
            Set VariableSet WanderingSoul = (Random unit from SoulGroup)
            Custom script: call DestroyGroup (udg_SoulGroup)
            Set VariableSet SoulLocation = (Position of WanderingSoul)
            Set VariableSet ClosestSlaves[SoulInt] = (Units within 5000.00 of SoulLocation matching (((Matching unit) is in AvailableSlaves.) Equal to True).)
            Unit Group - Pick every unit in ClosestSlaves[SoulInt] and do (Actions)
              Loop - Actions
                Set VariableSet AvailSlaveLoc = (Position of (Picked unit))
                Cinematic - Ping minimap for (Player group(SoulOwner)) at AvailSlaveLoc for 2.00 seconds, using a Simple ping of color (50.00%, 0.00%, 50.00%)
                Custom script: call RemoveLocation (udg_AvailSlaveLoc)
            Custom script: call DestroyGroup (udg_ClosestSlaves[udg_SoulInt])
            Custom script: call RemoveLocation (udg_SoulLocation)
          Else - Actions
    Custom script: call DestroyGroup (udg_AvailableSlaves)
The 'Soul' is only unit in game as of V2.0 that can capture 'Slave's; once it expires there is no reason to allow the remaining triggers to be on
TurnOffRadarAndPossession
  Events
    Time - Elapsed game time is 600.00 seconds
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn off SlaveLocator <gen>
    Trigger - Turn off Slave072Vill01 <gen>
    Trigger - Turn off Slave076Vill02 <gen>
    Trigger - Turn off Slave003Vill03 <gen>
    Trigger - Turn off Slave090Vill04 <gen>
    Trigger - Turn off Slave080Vill05 <gen>
    Trigger - Turn off Slave084Vill06 <gen>
    Trigger - Turn off Slave093Vill07 <gen>
    Trigger - Turn off Slave068Vill08 <gen>
    Trigger - Turn off Slave065Vill09 <gen>
    Trigger - Turn off Slave101Vill10 <gen>
    Trigger - Turn off Slave105Vill11 <gen>
    Trigger - Turn off Slave097Vill12 <gen>
    Trigger - Turn off Slave251Vill13 <gen>
    Trigger - Turn off Slave247Vill14 <gen>
    Trigger - Turn off Slave243Vill15 <gen>
    Trigger - Turn off Slave239Vill16 <gen>
    Trigger - Turn off Slave213Vill17 <gen>
    Trigger - Turn off Slave221Vill18 <gen>
    Trigger - Turn off Slave225Vill19 <gen>
    Trigger - Turn off Slave233Vill20 <gen>
    Trigger - Turn off Slave229Vill21 <gen>
    Trigger - Turn off Slave217Vill22 <gen>
    Trigger - Turn off Slave191Vill23 <gen>
    Trigger - Turn off Slave195Vill24 <gen>
    Trigger - Turn off Slave199Vill25 <gen>
    Trigger - Turn off Slave207Vill26 <gen>
    Trigger - Turn off Slave203Vill27 <gen>
    Trigger - Turn off Slave255Vill28 <gen>
    Trigger - Turn off Slave064Vill29 <gen>
    Trigger - Turn off Slave118Vill30 <gen>
    Trigger - Turn off Slave138Vill31 <gen>
    Trigger - Turn off Slave130Vill32 <gen>
    Trigger - Turn off Slave134Vill33 <gen>
    Trigger - Turn off Slave126Vill34 <gen>
    Trigger - Turn off Slave122Vill35 <gen>
Slave072Vill01
  Events
    Unit - Slave 0072 <gen> Changes owner
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Set VariableSet Village01 = (Units in Village1 <gen> matching (((Matching unit) is A structure) Equal to True))
    Unit Group - Pick every unit in Village01 and do (Change ownership of (Picked unit) to (Triggering player) and Change color)
    Custom script: call DestroyGroup (udg_Village01)
    Trigger - Turn off (This trigger)
    Set VariableSet ChangedUnit[1] = (Position of (Ownership-changed unit))
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Triggering player) Equal to Player 1 (Red)
        HasHero[(Player number of (Triggering player))] Equal to False
      Then - Actions
        Unit - Hide (Ownership-changed unit)
        Unit - Move Hero01red instantly to ChangedUnit[1]
        Unit - Unhide Hero01red
        Unit - Remove (Ownership-changed unit) from the game
        Set VariableSet HasHero[(Player number of (Triggering player))] = True
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Triggering player) Equal to Player 2 (Blue)
            HasHero[(Player number of (Triggering player))] Equal to False
          Then - Actions
            Unit - Hide (Ownership-changed unit)
            Unit - Move Hero02blue instantly to ChangedUnit[1]
            Unit - Unhide Hero02blue
            Unit - Remove (Ownership-changed unit) from the game
            Set VariableSet HasHero[(Player number of (Triggering player))] = True
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Triggering player) Equal to Player 3 (Teal)
                HasHero[(Player number of (Triggering player))] Equal to False
              Then - Actions
                Unit - Hide (Ownership-changed unit)
                Unit - Move Hero03teal instantly to ChangedUnit[1]
                Unit - Unhide Hero03teal
                Unit - Remove (Ownership-changed unit) from the game
                Set VariableSet HasHero[(Player number of (Triggering player))] = True
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Triggering player) Equal to Player 4 (Purple)
                    HasHero[(Player number of (Triggering player))] Equal to False
                  Then - Actions
                    Unit - Hide (Ownership-changed unit)
                    Unit - Move Hero04purple instantly to ChangedUnit[1]
                    Unit - Unhide Hero04purple
                    Unit - Remove (Ownership-changed unit) from the game
                    Set VariableSet HasHero[(Player number of (Triggering player))] = True
                  Else - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        (Triggering player) Equal to Player 5 (Yellow)
                        HasHero[(Player number of (Triggering player))] Equal to False
                      Then - Actions
                        Unit - Hide (Ownership-changed unit)
                        Unit - Move Hero05yellow instantly to ChangedUnit[1]
                        Unit - Unhide Hero05yellow
                        Unit - Remove (Ownership-changed unit) from the game
                        Set VariableSet HasHero[(Player number of (Triggering player))] = True
                      Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            (Triggering player) Equal to Player 6 (Orange)
                            HasHero[(Player number of (Triggering player))] Equal to False
                          Then - Actions
                            Unit - Hide (Ownership-changed unit)
                            Unit - Move Hero06orange instantly to ChangedUnit[1]
                            Unit - Unhide Hero06orange
                            Unit - Remove (Ownership-changed unit) from the game
                            Set VariableSet HasHero[(Player number of (Triggering player))] = True
                          Else - Actions
                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              If - Conditions
                                (Triggering player) Equal to Player 7 (Green)
                                HasHero[(Player number of (Triggering player))] Equal to False
                              Then - Actions
                                Unit - Hide (Ownership-changed unit)
                                Unit - Move Hero07green instantly to ChangedUnit[1]
                                Unit - Unhide Hero07green
                                Unit - Remove (Ownership-changed unit) from the game
                                Set VariableSet HasHero[(Player number of (Triggering player))] = True
                              Else - Actions
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                  If - Conditions
                                    (Triggering player) Equal to Player 8 (Pink)
                                    HasHero[(Player number of (Triggering player))] Equal to False
                                  Then - Actions
                                    Unit - Hide (Ownership-changed unit)
                                    Unit - Move Hero08pink instantly to ChangedUnit[1]
                                    Unit - Unhide Hero08pink
                                    Unit - Remove (Ownership-changed unit) from the game
                                    Set VariableSet HasHero[(Player number of (Triggering player))] = True
                                  Else - Actions
                                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                      If - Conditions
                                        (Triggering player) Equal to Player 9 (Gray)
                                        HasHero[(Player number of (Triggering player))] Equal to False
                                      Then - Actions
                                        Unit - Hide (Ownership-changed unit)
                                        Unit - Move Hero09gray instantly to ChangedUnit[1]
                                        Unit - Unhide Hero09gray
                                        Unit - Remove (Ownership-changed unit) from the game
                                        Set VariableSet HasHero[(Player number of (Triggering player))] = True
                                      Else - Actions
                                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                          If - Conditions
                                            (Triggering player) Equal to Player 10 (Light Blue)
                                            HasHero[(Player number of (Triggering player))] Equal to False
                                          Then - Actions
                                            Unit - Hide (Ownership-changed unit)
                                            Unit - Move Hero10lightblue instantly to ChangedUnit[1]
                                            Unit - Unhide Hero10lightblue
                                            Unit - Remove (Ownership-changed unit) from the game
                                            Set VariableSet HasHero[(Player number of (Triggering player))] = True
                                          Else - Actions
                                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                              If - Conditions
                                                (Triggering player) Equal to Player 11 (Dark Green)
                                                HasHero[(Player number of (Triggering player))] Equal to False
                                              Then - Actions
                                                Unit - Hide (Ownership-changed unit)
                                                Unit - Move Hero11darkgreen instantly to ChangedUnit[1]
                                                Unit - Unhide Hero11darkgreen
                                                Unit - Remove (Ownership-changed unit) from the game
                                                Set VariableSet HasHero[(Player number of (Triggering player))] = True
                                              Else - Actions
                                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                                  If - Conditions
                                                    (Triggering player) Equal to Player 12 (Brown)
                                                    HasHero[(Player number of (Triggering player))] Equal to False
                                                  Then - Actions
                                                    Unit - Hide (Ownership-changed unit)
                                                    Unit - Move Hero12brown instantly to ChangedUnit[1]
                                                    Unit - Unhide Hero12brown
                                                    Unit - Remove (Ownership-changed unit) from the game
                                                    Set VariableSet HasHero[(Player number of (Triggering player))] = True
                                                  Else - Actions
    Custom script: call RemoveLocation (udg_ChangedUnit[1])
Slave076Vill02
  Events
    Unit - Slave 0076 <gen> Changes owner
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Set VariableSet Village02 = (Units in Village2 <gen> matching (((Matching unit) is A structure) Equal to True))
    Unit Group - Pick every unit in Village02 and do (Change ownership of (Picked unit) to (Triggering player) and Change color)
    Custom script: call DestroyGroup (udg_Village02)
    Trigger - Turn off (This trigger)
    Set VariableSet ChangedUnit[2] = (Position of (Ownership-changed unit))
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Triggering player) Equal to Player 1 (Red)
        HasHero[(Player number of (Triggering player))] Equal to False
      Then - Actions
        Unit - Hide (Ownership-changed unit)
        Unit - Move Hero01red instantly to ChangedUnit[2]
        Unit - Unhide Hero01red
        Unit - Remove (Ownership-changed unit) from the game
        Set VariableSet HasHero[(Player number of (Triggering player))] = True
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Triggering player) Equal to Player 2 (Blue)
            HasHero[(Player number of (Triggering player))] Equal to False
          Then - Actions
            Unit - Hide (Ownership-changed unit)
            Unit - Move Hero02blue instantly to ChangedUnit[2]
            Unit - Unhide Hero02blue
            Unit - Remove (Ownership-changed unit) from the game
            Set VariableSet HasHero[(Player number of (Triggering player))] = True
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Triggering player) Equal to Player 3 (Teal)
                HasHero[(Player number of (Triggering player))] Equal to False
              Then - Actions
                Unit - Hide (Ownership-changed unit)
                Unit - Move Hero03teal instantly to ChangedUnit[2]
                Unit - Unhide Hero03teal
                Unit - Remove (Ownership-changed unit) from the game
                Set VariableSet HasHero[(Player number of (Triggering player))] = True
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Triggering player) Equal to Player 4 (Purple)
                    HasHero[(Player number of (Triggering player))] Equal to False
                  Then - Actions
                    Unit - Hide (Ownership-changed unit)
                    Unit - Move Hero04purple instantly to ChangedUnit[2]
                    Unit - Unhide Hero04purple
                    Unit - Remove (Ownership-changed unit) from the game
                    Set VariableSet HasHero[(Player number of (Triggering player))] = True
                  Else - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        (Triggering player) Equal to Player 5 (Yellow)
                        HasHero[(Player number of (Triggering player))] Equal to False
                      Then - Actions
                        Unit - Hide (Ownership-changed unit)
                        Unit - Move Hero05yellow instantly to ChangedUnit[2]
                        Unit - Unhide Hero05yellow
                        Unit - Remove (Ownership-changed unit) from the game
                        Set VariableSet HasHero[(Player number of (Triggering player))] = True
                      Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            (Triggering player) Equal to Player 6 (Orange)
                            HasHero[(Player number of (Triggering player))] Equal to False
                          Then - Actions
                            Unit - Hide (Ownership-changed unit)
                            Unit - Move Hero06orange instantly to ChangedUnit[2]
                            Unit - Unhide Hero06orange
                            Unit - Remove (Ownership-changed unit) from the game
                            Set VariableSet HasHero[(Player number of (Triggering player))] = True
                          Else - Actions
                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              If - Conditions
                                (Triggering player) Equal to Player 7 (Green)
                                HasHero[(Player number of (Triggering player))] Equal to False
                              Then - Actions
                                Unit - Hide (Ownership-changed unit)
                                Unit - Move Hero07green instantly to ChangedUnit[2]
                                Unit - Unhide Hero07green
                                Unit - Remove (Ownership-changed unit) from the game
                                Set VariableSet HasHero[(Player number of (Triggering player))] = True
                              Else - Actions
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                  If - Conditions
                                    (Triggering player) Equal to Player 8 (Pink)
                                    HasHero[(Player number of (Triggering player))] Equal to False
                                  Then - Actions
                                    Unit - Hide (Ownership-changed unit)
                                    Unit - Move Hero08pink instantly to ChangedUnit[2]
                                    Unit - Unhide Hero08pink
                                    Unit - Remove (Ownership-changed unit) from the game
                                    Set VariableSet HasHero[(Player number of (Triggering player))] = True
                                  Else - Actions
                                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                      If - Conditions
                                        (Triggering player) Equal to Player 9 (Gray)
                                        HasHero[(Player number of (Triggering player))] Equal to False
                                      Then - Actions
                                        Unit - Hide (Ownership-changed unit)
                                        Unit - Move Hero09gray instantly to ChangedUnit[2]
                                        Unit - Unhide Hero09gray
                                        Unit - Remove (Ownership-changed unit) from the game
                                        Set VariableSet HasHero[(Player number of (Triggering player))] = True
                                      Else - Actions
                                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                          If - Conditions
                                            (Triggering player) Equal to Player 10 (Light Blue)
                                            HasHero[(Player number of (Triggering player))] Equal to False
                                          Then - Actions
                                            Unit - Hide (Ownership-changed unit)
                                            Unit - Move Hero10lightblue instantly to ChangedUnit[2]
                                            Unit - Unhide Hero10lightblue
                                            Unit - Remove (Ownership-changed unit) from the game
                                            Set VariableSet HasHero[(Player number of (Triggering player))] = True
                                          Else - Actions
                                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                              If - Conditions
                                                (Triggering player) Equal to Player 11 (Dark Green)
                                                HasHero[(Player number of (Triggering player))] Equal to False
                                              Then - Actions
                                                Unit - Hide (Ownership-changed unit)
                                                Unit - Move Hero11darkgreen instantly to ChangedUnit[2]
                                                Unit - Unhide Hero11darkgreen
                                                Unit - Remove (Ownership-changed unit) from the game
                                                Set VariableSet HasHero[(Player number of (Triggering player))] = True
                                              Else - Actions
                                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                                  If - Conditions
                                                    (Triggering player) Equal to Player 12 (Brown)
                                                    HasHero[(Player number of (Triggering player))] Equal to False
                                                  Then - Actions
                                                    Unit - Hide (Ownership-changed unit)
                                                    Unit - Move Hero12brown instantly to ChangedUnit[2]
                                                    Unit - Unhide Hero12brown
                                                    Unit - Remove (Ownership-changed unit) from the game
                                                    Set VariableSet HasHero[(Player number of (Triggering player))] = True
                                                  Else - Actions
    Custom script: call RemoveLocation (udg_ChangedUnit[2])
Slave003Vill03
  Events
    Unit - Slave 0003 <gen> Changes owner
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Set VariableSet Village03 = (Units in Village3 <gen> matching (((Matching unit) is A structure) Equal to True))
    Unit Group - Pick every unit in Village03 and do (Change ownership of (Picked unit) to (Triggering player) and Change color)
    Custom script: call DestroyGroup (udg_Village03)
    Trigger - Turn off (This trigger)
    Set VariableSet ChangedUnit[3] = (Position of (Ownership-changed unit))
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Triggering player) Equal to Player 1 (Red)
        HasHero[(Player number of (Triggering player))] Equal to False
      Then - Actions
        Unit - Hide (Ownership-changed unit)
        Unit - Move Hero01red instantly to ChangedUnit[3]
        Unit - Unhide Hero01red
        Unit - Remove (Ownership-changed unit) from the game
        Set VariableSet HasHero[(Player number of (Triggering player))] = True
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Triggering player) Equal to Player 2 (Blue)
            HasHero[(Player number of (Triggering player))] Equal to False
          Then - Actions
            Unit - Hide (Ownership-changed unit)
            Unit - Move Hero02blue instantly to ChangedUnit[3]
            Unit - Unhide Hero02blue
            Unit - Remove (Ownership-changed unit) from the game
            Set VariableSet HasHero[(Player number of (Triggering player))] = True
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Triggering player) Equal to Player 3 (Teal)
                HasHero[(Player number of (Triggering player))] Equal to False
              Then - Actions
                Unit - Hide (Ownership-changed unit)
                Unit - Move Hero03teal instantly to ChangedUnit[3]
                Unit - Unhide Hero03teal
                Unit - Remove (Ownership-changed unit) from the game
                Set VariableSet HasHero[(Player number of (Triggering player))] = True
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Triggering player) Equal to Player 4 (Purple)
                    HasHero[(Player number of (Triggering player))] Equal to False
                  Then - Actions
                    Unit - Hide (Ownership-changed unit)
                    Unit - Move Hero04purple instantly to ChangedUnit[3]
                    Unit - Unhide Hero04purple
                    Unit - Remove (Ownership-changed unit) from the game
                    Set VariableSet HasHero[(Player number of (Triggering player))] = True
                  Else - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        (Triggering player) Equal to Player 5 (Yellow)
                        HasHero[(Player number of (Triggering player))] Equal to False
                      Then - Actions
                        Unit - Hide (Ownership-changed unit)
                        Unit - Move Hero05yellow instantly to ChangedUnit[3]
                        Unit - Unhide Hero05yellow
                        Unit - Remove (Ownership-changed unit) from the game
                        Set VariableSet HasHero[(Player number of (Triggering player))] = True
                      Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            (Triggering player) Equal to Player 6 (Orange)
                            HasHero[(Player number of (Triggering player))] Equal to False
                          Then - Actions
                            Unit - Hide (Ownership-changed unit)
                            Unit - Move Hero06orange instantly to ChangedUnit[3]
                            Unit - Unhide Hero06orange
                            Unit - Remove (Ownership-changed unit) from the game
                            Set VariableSet HasHero[(Player number of (Triggering player))] = True
                          Else - Actions
                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              If - Conditions
                                (Triggering player) Equal to Player 7 (Green)
                                HasHero[(Player number of (Triggering player))] Equal to False
                              Then - Actions
                                Unit - Hide (Ownership-changed unit)
                                Unit - Move Hero07green instantly to ChangedUnit[3]
                                Unit - Unhide Hero07green
                                Unit - Remove (Ownership-changed unit) from the game
                                Set VariableSet HasHero[(Player number of (Triggering player))] = True
                              Else - Actions
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                  If - Conditions
                                    (Triggering player) Equal to Player 8 (Pink)
                                    HasHero[(Player number of (Triggering player))] Equal to False
                                  Then - Actions
                                    Unit - Hide (Ownership-changed unit)
                                    Unit - Move Hero08pink instantly to ChangedUnit[3]
                                    Unit - Unhide Hero08pink
                                    Unit - Remove (Ownership-changed unit) from the game
                                    Set VariableSet HasHero[(Player number of (Triggering player))] = True
                                  Else - Actions
                                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                      If - Conditions
                                        (Triggering player) Equal to Player 9 (Gray)
                                        HasHero[(Player number of (Triggering player))] Equal to False
                                      Then - Actions
                                        Unit - Hide (Ownership-changed unit)
                                        Unit - Move Hero09gray instantly to ChangedUnit[3]
                                        Unit - Unhide Hero09gray
                                        Unit - Remove (Ownership-changed unit) from the game
                                        Set VariableSet HasHero[(Player number of (Triggering player))] = True
                                      Else - Actions
                                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                          If - Conditions
                                            (Triggering player) Equal to Player 10 (Light Blue)
                                            HasHero[(Player number of (Triggering player))] Equal to False
                                          Then - Actions
                                            Unit - Hide (Ownership-changed unit)
                                            Unit - Move Hero10lightblue instantly to ChangedUnit[3]
                                            Unit - Unhide Hero10lightblue
                                            Unit - Remove (Ownership-changed unit) from the game
                                            Set VariableSet HasHero[(Player number of (Triggering player))] = True
                                          Else - Actions
                                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                              If - Conditions
                                                (Triggering player) Equal to Player 11 (Dark Green)
                                                HasHero[(Player number of (Triggering player))] Equal to False
                                              Then - Actions
                                                Unit - Hide (Ownership-changed unit)
                                                Unit - Move Hero11darkgreen instantly to ChangedUnit[3]
                                                Unit - Unhide Hero11darkgreen
                                                Unit - Remove (Ownership-changed unit) from the game
                                                Set VariableSet HasHero[(Player number of (Triggering player))] = True
                                              Else - Actions
                                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                                  If - Conditions
                                                    (Triggering player) Equal to Player 12 (Brown)
                                                    HasHero[(Player number of (Triggering player))] Equal to False
                                                  Then - Actions
                                                    Unit - Hide (Ownership-changed unit)
                                                    Unit - Move Hero12brown instantly to ChangedUnit[3]
                                                    Unit - Unhide Hero12brown
                                                    Unit - Remove (Ownership-changed unit) from the game
                                                    Set VariableSet HasHero[(Player number of (Triggering player))] = True
                                                  Else - Actions
    Custom script: call RemoveLocation (udg_ChangedUnit[3])
Slave090Vill04
  Events
    Unit - Slave 0090 <gen> Changes owner
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Set VariableSet Village04 = (Units in Village4 <gen> matching (((Matching unit) is A structure) Equal to True))
    Unit Group - Pick every unit in Village04 and do (Change ownership of (Picked unit) to (Triggering player) and Change color)
    Custom script: call DestroyGroup (udg_Village04)
    Trigger - Turn off (This trigger)
    Set VariableSet ChangedUnit[4] = (Position of (Ownership-changed unit))
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Triggering player) Equal to Player 1 (Red)
        HasHero[(Player number of (Triggering player))] Equal to False
      Then - Actions
        Unit - Hide (Ownership-changed unit)
        Unit - Move Hero01red instantly to ChangedUnit[4]
        Unit - Unhide Hero01red
        Unit - Remove (Ownership-changed unit) from the game
        Set VariableSet HasHero[(Player number of (Triggering player))] = True
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Triggering player) Equal to Player 2 (Blue)
            HasHero[(Player number of (Triggering player))] Equal to False
          Then - Actions
            Unit - Hide (Ownership-changed unit)
            Unit - Move Hero02blue instantly to ChangedUnit[4]
            Unit - Unhide Hero02blue
            Unit - Remove (Ownership-changed unit) from the game
            Set VariableSet HasHero[(Player number of (Triggering player))] = True
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Triggering player) Equal to Player 3 (Teal)
                HasHero[(Player number of (Triggering player))] Equal to False
              Then - Actions
                Unit - Hide (Ownership-changed unit)
                Unit - Move Hero03teal instantly to ChangedUnit[4]
                Unit - Unhide Hero03teal
                Unit - Remove (Ownership-changed unit) from the game
                Set VariableSet HasHero[(Player number of (Triggering player))] = True
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Triggering player) Equal to Player 4 (Purple)
                    HasHero[(Player number of (Triggering player))] Equal to False
                  Then - Actions
                    Unit - Hide (Ownership-changed unit)
                    Unit - Move Hero04purple instantly to ChangedUnit[4]
                    Unit - Unhide Hero04purple
                    Unit - Remove (Ownership-changed unit) from the game
                    Set VariableSet HasHero[(Player number of (Triggering player))] = True
                  Else - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        (Triggering player) Equal to Player 5 (Yellow)
                        HasHero[(Player number of (Triggering player))] Equal to False
                      Then - Actions
                        Unit - Hide (Ownership-changed unit)
                        Unit - Move Hero05yellow instantly to ChangedUnit[4]
                        Unit - Unhide Hero05yellow
                        Unit - Remove (Ownership-changed unit) from the game
                        Set VariableSet HasHero[(Player number of (Triggering player))] = True
                      Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            (Triggering player) Equal to Player 6 (Orange)
                            HasHero[(Player number of (Triggering player))] Equal to False
                          Then - Actions
                            Unit - Hide (Ownership-changed unit)
                            Unit - Move Hero06orange instantly to ChangedUnit[4]
                            Unit - Unhide Hero06orange
                            Unit - Remove (Ownership-changed unit) from the game
                            Set VariableSet HasHero[(Player number of (Triggering player))] = True
                          Else - Actions