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Trigger Viewer

Golden Chaos v1.5.w3x
Variables
Info
Items
Changelog
Bugs Fixed
Map Initialization
Setting Variables
Generating World
Environment
Day
Night
Weather
Destuctibles
Base Camp
Gold Income
Spawning Tents
Abandonned Gold Mine
Starting Upgrade
Ending Upgrade
Gold Nova
Is Attacked
Artificial Intelligence
Setting
Difficulty Prompt
Setting AI Difficulty
Commanding
Training
Attacking
Attacked
Tiering
Teching
Abilities
Gold Boost
Units
Damage and Armor
Spells
Items
Satyr
Mage
Unbroken and Ogre
Demon
Kobold
Multiboard
Creating
Time
Kills and Deaths
Secrets
Misc.
This Is Sparta
I Am Sly Cooper
Tournament Mode
Tournament Mode
Power Mode
Power Mode
Gold Mode
Killing Sly Cooper
Killing Serious Cooper
Gold Mode
Gold Coins
Boss Mode
Crab Battle
Boss Mode
King Leoric
King Leoric Dies
Lord Lightstalker Dies
Cryna the Colossal Dies
Aszhara Dies
Car Mode
Car Wars
Car Production
Car Attacks
Car Dies
Victory and Defeat
Defeat
Player Leaves
Victory
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
AI_Attack_Group group Yes
AI_Attack_Point location No
AI_Caster_Group group Yes
AI_Force force No
AI_Name string Yes
AI_Name_Count integer No 35
AI_Name_Integer integer No
AI_Nova_Group group No
AI_Nova_Point location No
AI_Random_Unit unitcode Yes
AI_Tech_Group group Yes
AI_Tier_Group group No
AI_Train_Group group Yes
AI_Unit_Boss unitcode Yes
AI_Unit_Caster unitcode Yes
AI_Unit_Melee unitcode Yes
AI_Unit_Ranged unitcode Yes
Armor_Integer integer Yes
Border_East_Point location No
Border_North_Point location No
Border_South_Point location No
Border_West_Point location No
Campfire_Group group No
Cast_Integer integer Yes
Damage_Integer integer Yes
Death_Count integer Yes
Defeat_Force force No
Defeat_Group group Yes
Difficulty_Box dialog No
Difficulty_Button button Yes
Dying_Destructible_Point location No
Game_Time timer No
Gold_Mine unit Yes
Gold_Mine_Point location Yes
Item_Force force No
Kill_Count integer Yes
Multiboard_Player_Row integer Yes
Multiboard_Row_Number integer No 1
Nova_Group group No
Nova_Point location No
Playable_Area rect No
Player_Angle real Yes
Player_Color string Yes
Playing_Force force No
Random_Critter unitcode Yes
Random_Critter_Point location No
Random_Deformation_Point location No
Random_Destructible destructablecode Yes
Random_Destructible_Point location No
Random_Extra_Point location No
Random_Sound sound Yes
Random_Terrain terraintype Yes
Random_Terrain_Point location No
Random_Tree destructablecode Yes
Random_Tree_Point location No
Secret_Car unitcode Yes
Secret_Group group Yes
Secret_Point location Yes
Secret_Unit unit No
Spawn_Tent_Point location Yes
Start_Create_Group group Yes
Start_Remove_Group group No
Teams_Box dialog No
Teams_Button button Yes
Tent_Point location No
Time_Integer integer No
Time_String string No
User_Force force No
Victory_Group group Yes
Weather weathereffect Yes
Weather_Region rect No
Levels:
0 = Satyr (Khopesh)
1 = Troll (Throwing Axes/Daggers)
2 = Dranei (Orbs)
3 = Unbroken & Ogre (Maces)
4 = Tuskkar & Bandit (Throwing Spears)
5 = Mage (Staves)
6 = Gnoll (Flails)
7 = Demon (Axes)
8 = Kobold (Polearms)
----- v1.4 -----

- Gold is now deducted from the gold mine the moment it is hit;
- Attacks on the Gold Mine no longer ignore the mine's armor;
- AI is now randomly assigned a name;
- Rebalanced everything;
- Changed Ogre Guardians' armor type to Heavy;
- Killing Mercenary Camps no longer counts as a kill;
- Renamed ''Pillage'' to ''Pickpocket'';
- Added 2 Easter Eggs;
- Further increased the difficulty of AI in Insane;
- Increased the overall intelligence of the AI;
- Increased the cost of Upkeep to 0.75 gold/food.

----- v1.3 -----

- AI is now a lot tougher in Hard and Insane difficulty;
- Added a chance for Rays of Moonlight to show at night;
- Increased the amount of gold from all levels of Mining Picks;
- Increased the price of all levels of Mining Picks to 115;
- Decreased the amount of gold generated by upgraded gold mines;
- Decreased the amount of hits dealt to increase in damage by half;
- Decreased the amount of hits taken to increase in armor by half;
- Decreased the amount of casts to increase spell level by half.

----- v1.2 -----

- Reduced the night visibility of the campfire.

----- v1.1 -----

- AI now uses Gold Nova more effectively;
- Increased life of Satyr Scouts to 225;
- Increased life of Troll Recon to 200;
- Increased life of Draenei Seer to 195.
----- v1.4 -----

- Fixed a bug that could make your campfire fly/be buried under sand;
- Fixed a bug that sometimes didn't grey out a defeated player's score;
- Fixed a bug that could leave a player with 1 less tent.
- Some other bugs you probably didn't even know about!

----- v1.3 -----

- Fixed a bug that made the time of day go by really fast; (

----- v1.2 -----

- When a player leaves, multiboard now displays his/her name in gray;
- When a player leaves, a message is given to all players;
- Fixed a bug that could prevent a player from being able to select his gold mine;
- Fixed the Draenei Seer and Rogue Mage tooltips.

----- v1.1 -----

- The victory screen now displays properly to all players;
- When picking up an item, the text message that the unit cannot pick up the item now displays to only the triggering player.
Setting Variables
  Events
    Map initialization
  Conditions
  Actions
    -------- Running Important Actions First --------
    Game - Set game speed to Fastest
    Game - Lock the game speed
    Set Playing_Force = (All players matching (((Matching player) slot status) Equal to Is playing))
    Player Group - Pick every player in Playing_Force and do (Actions)
      Loop - Actions
        Player - Turn Gives bounty On for (Picked player)
        Player - Set (Picked player) Current gold to 300
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Picked player) controller) Equal to User
          Then - Actions
            Player Group - Add (Picked player) to User_Force
          Else - Actions
            Player Group - Add (Picked player) to AI_Force
    Camera - Change camera smoothing factor to 25.00
    Environment - Set sky to Lordaeron Summer Sky
    Game - Set the time of day to 6.00
    Countdown Timer - Start Game_Time as a One-shot timer that will expire in 3600000.00 seconds
    -------- Setting Misc. Variables --------
    Set Playable_Area = (Playable map area)
    -------- Setting Players --------
    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 Player_Color[1] = |cffff0000
        Set Player_Angle[1] = 360.00
        Set Spawn_Tent_Point[1] = (Center of Tent_Spawn_Red_1 <gen>)
        Set Spawn_Tent_Point[5] = (Center of Tent_Spawn_Red_2 <gen>)
        Set Gold_Mine_Point[0] = (Center of Gold_Mine_Red <gen>)
        Unit - Create 1 |cffffcc00Abandonned Gold Mine|r for Player 1 (Red) at Gold_Mine_Point[0] facing Player_Angle[1] degrees
        Neutral Building - Set (Last created unit) to 1000 gold
        Custom script: call RemoveLocation(udg_Gold_Mine_Point[0])
      Else - Actions
        Set Start_Remove_Group = (Units owned by Player 1 (Red))
        Unit Group - Pick every unit in Start_Remove_Group and do (Remove (Picked unit) from the game)
        Custom script: call DestroyGroup(udg_Start_Remove_Group)
    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 Player_Color[2] = |cff0000ff
        Set Player_Angle[2] = 270.00
        Set Spawn_Tent_Point[2] = (Center of Tent_Spawn_Blue_1 <gen>)
        Set Spawn_Tent_Point[6] = (Center of Tent_Spawn_Blue_2 <gen>)
        Set Gold_Mine_Point[1] = (Center of Gold_Mine_Blue <gen>)
        Unit - Create 1 |cffffcc00Abandonned Gold Mine|r for Player 2 (Blue) at Gold_Mine_Point[1] facing Player_Angle[2] degrees
        Neutral Building - Set (Last created unit) to 1000 gold
        Custom script: call RemoveLocation(udg_Gold_Mine_Point[1])
      Else - Actions
        Set Start_Remove_Group = (Units owned by Player 2 (Blue))
        Unit Group - Pick every unit in Start_Remove_Group and do (Remove (Picked unit) from the game)
        Custom script: call DestroyGroup(udg_Start_Remove_Group)
    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 Player_Color[3] = |cff18e7bd
        Set Player_Angle[3] = 180.00
        Set Spawn_Tent_Point[3] = (Center of Tent_Spawn_Teal_1 <gen>)
        Set Spawn_Tent_Point[7] = (Center of Tent_Spawn_Teal_2 <gen>)
        Set Gold_Mine_Point[2] = (Center of Gold_Mine_Teal <gen>)
        Unit - Create 1 |cffffcc00Abandonned Gold Mine|r for Player 3 (Teal) at Gold_Mine_Point[2] facing Player_Angle[3] degrees
        Neutral Building - Set (Last created unit) to 1000 gold
        Custom script: call RemoveLocation(udg_Gold_Mine_Point[2])
      Else - Actions
        Set Start_Remove_Group = (Units owned by Player 3 (Teal))
        Unit Group - Pick every unit in Start_Remove_Group and do (Remove (Picked unit) from the game)
        Custom script: call DestroyGroup(udg_Start_Remove_Group)
    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 Player_Color[4] = |cff520084
        Set Player_Angle[4] = 90.00
        Set Spawn_Tent_Point[4] = (Center of Tent_Spawn_Purple_1 <gen>)
        Set Spawn_Tent_Point[8] = (Center of Tent_Spawn_Purple_2 <gen>)
        Set Gold_Mine_Point[3] = (Center of Gold_Mine_Purple <gen>)
        Unit - Create 1 |cffffcc00Abandonned Gold Mine|r for Player 4 (Purple) at Gold_Mine_Point[3] facing Player_Angle[4] degrees
        Neutral Building - Set (Last created unit) to 1000 gold
        Custom script: call RemoveLocation(udg_Gold_Mine_Point[3])
      Else - Actions
        Set Start_Remove_Group = (Units owned by Player 4 (Purple))
        Unit Group - Pick every unit in Start_Remove_Group and do (Remove (Picked unit) from the game)
        Custom script: call DestroyGroup(udg_Start_Remove_Group)
    Set Start_Create_Group[0] = (Units of type |cffffcc00Abandonned Gold Mine|r)
    Set Start_Create_Group[1] = (Units of type |cffff0000Mercenary Camp|r)
    Set Start_Create_Group[2] = (Units of type Campfire (Dead))
    -------- Setting Artificial Intelligence --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of players in AI_Force) Greater than or equal to 1
      Then - Actions
        -------- Setting Artificial Intelligence Names --------
        Set AI_Name[1] = Brainy Bentley
        Set AI_Name[2] = Liquid Snake
        Set AI_Name[3] = Pwnozor
        Set AI_Name[4] = Uncle Scrooge
        Set AI_Name[5] = Solid Snake
        Set AI_Name[6] = Sun Tzu
        Set AI_Name[7] = Dr. Evil
        Set AI_Name[8] = Ipo
        Set AI_Name[9] = Xerxes
        Set AI_Name[10] = Bush
        Set AI_Name[11] = Proudmoore
        Set AI_Name[12] = Jim Reynor
        Set AI_Name[13] = Colonel Volgin
        Set AI_Name[14] = Colonel Luthar
        Set AI_Name[15] = Overpowered
        Set AI_Name[16] = Mr. Brute
        Set AI_Name[17] = Tough Guy
        Set AI_Name[18] = Napoleon
        Set AI_Name[19] = Diamond Girl
        Set AI_Name[20] = Miss Moneypenny
        Set AI_Name[21] = The Emperor
        Set AI_Name[22] = Ares
        Set AI_Name[23] = The Darkstalker
        Set AI_Name[24] = Bill Gates
        Set AI_Name[25] = Captain Cortez
        Set AI_Name[26] = Barbossa
        Set AI_Name[27] = Ian Howe
        Set AI_Name[28] = Ponce de Leon
        Set AI_Name[29] = Indiana Jones
        Set AI_Name[30] = Mario
        Set AI_Name[31] = Uncle Pennybags
        Set AI_Name[32] = Benjamin Gates
        Set AI_Name[33] = Golden Eye
        Set AI_Name[34] = Columbus
        Set AI_Name[35] = Mammon
        Player Group - Pick every player in AI_Force and do (Actions)
          Loop - Actions
            Set AI_Name_Integer = (Random integer number between 1 and AI_Name_Count)
            Player - Set name of (Picked player) to AI_Name[AI_Name_Integer]
            Set AI_Name[AI_Name_Integer] = AI_Name[AI_Name_Count]
            Set AI_Name_Count = (AI_Name_Count - 1)
        -------- Setting Artificial Intelligence Units --------
        Set AI_Unit_Melee[0] = |cffff0000Satyr Scout|r (Level 1)
        Set AI_Unit_Melee[1] = |cffff0000Unbroken Assassin|r (Level 2)
        Set AI_Unit_Melee[2] = |cffff0000Demon Soldier|r (Level 3)
        Set AI_Unit_Ranged[0] = |cffff0000Troll Recon|r (Level 1)
        Set AI_Unit_Ranged[1] = |cffff0000Tuskarr Mercenary|r (Level 2)
        Set AI_Unit_Ranged[2] = |cffff0000Prize Bandit|r (Level 3)
        Set AI_Unit_Caster[0] = |cffff0000Draenei Seer|r (Level 1)
        Set AI_Unit_Caster[1] = |cffff0000Rogue Mage|r (Level 2)
        Set AI_Unit_Caster[2] = |cffff0000Kobold Warlock|r (Level 3)
        Set AI_Unit_Boss[1] = |cffff0000Gnoll Sentry|r (Level 2)
        Set AI_Unit_Boss[2] = |cffff0000Ogre Guardian|r (Level 3)
        Trigger - Add to Creating <gen> the event (A dialog button is clicked for Difficulty_Box)
        -------- Setting Car Wars --------
      Else - Actions
        Custom script: call DestroyTrigger(gg_trg_Difficulty_Prompt)
        Custom script: call DestroyTrigger(gg_trg_Setting_AI_Difficulty)
        Custom script: call DestroyTrigger(gg_trg_Training)
        Custom script: call DestroyTrigger(gg_trg_Attacking)
        Custom script: call DestroyTrigger(gg_trg_Attacked)
        Custom script: call DestroyTrigger(gg_trg_Tiering)
        Custom script: call DestroyTrigger(gg_trg_Teching)
        Custom script: call DestroyTrigger(gg_trg_Abilities)
        Custom script: call DestroyTrigger(gg_trg_Gold_Boost)
        Custom script: call DestroyTrigger(gg_trg_This_Is_Sparta)
        Custom script: call DestroyTrigger(gg_trg_I_Am_Sly_Cooper)
        Trigger - Add to Creating <gen> the event (Elapsed game time is 4.00 seconds)
    -------- Checking for the Chosen One --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Name of Player 1 (Red)) Equal to The Emperor
      Then - Actions
        Set Secret_Car[0] = |cffff0000Death Rider|r
        Set Secret_Car[1] = |cffff0000Hell Racer|r
        Set Secret_Car[2] = |cffff0000Rage Driver|r
        Set Secret_Car[3] = |cffff0000Tank Dwarf|r
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Name of Player 2 (Blue)) Equal to The Emperor
          Then - Actions
            Set Secret_Car[0] = |cffff0000Death Rider|r
            Set Secret_Car[1] = |cffff0000Hell Racer|r
            Set Secret_Car[2] = |cffff0000Rage Driver|r
            Set Secret_Car[3] = |cffff0000Tank Dwarf|r
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Name of Player 3 (Teal)) Equal to The Emperor
              Then - Actions
                Set Secret_Car[0] = |cffff0000Death Rider|r
                Set Secret_Car[1] = |cffff0000Hell Racer|r
                Set Secret_Car[2] = |cffff0000Rage Driver|r
                Set Secret_Car[3] = |cffff0000Tank Dwarf|r
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Name of Player 4 (Purple)) Equal to The Emperor
                  Then - Actions
                    Set Secret_Car[0] = |cffff0000Death Rider|r
                    Set Secret_Car[1] = |cffff0000Hell Racer|r
                    Set Secret_Car[2] = |cffff0000Rage Driver|r
                    Set Secret_Car[3] = |cffff0000Tank Dwarf|r
                  Else - Actions
                    Custom script: call DestroyTrigger(gg_trg_Car_Wars)
                    Custom script: call DestroyTrigger(gg_trg_Car_Production)
                    Custom script: call DestroyTrigger(gg_trg_Car_Attacks)
                    Custom script: call DestroyTrigger(gg_trg_Car_Dies)
    -------- Creating Quests --------
    Quest - Create a Required quest titled (|cffffcc00 + Tips & Hints|r) with the description |cffffcc00- Attack often.|r |cff00aeefFor every food your forces are currently using, 0.75 gold is deducted from your income. Since you also gain gold from attacking and killing enemy units, this helps you maintain a healthy amount of gold.|r|cffffcc00- Make a varied army!|r |cff00aeefSelf-explainable.|r|cffffcc00- Play fast!|r |cff00aeefIf you don't know what unit to hire, just click on a random one! There really isn't much time for thinking in this map.|r|cffffcc00- Don't put the AI in Insane!|r |cff00aeefNo really; you'll regret it if you do.|r, using icon path ReplaceableTextures\CommandButtons\BTNSkillz.blp
    Quest - Create a Required quest titled (|cffffcc00 + FAQs|r) with the description |cffffcc00How do I get gold?|r|cff00aeefAttack enemy units. Dealing the killing blow, you will earn you a gold bonus. Your gold mine also provides you with gold every few seconds.|r|cffffcc00I'm in Normal Income, yet I'm not gaining the income I should?|r|cff00aeefYou don't receive the same amount of gold all the time; it varies. Also, for every food your army uses, 0.75 gold is deducted from your income. So if your army is using 2 foods, you will be in Normal Income, yet 1.5 gold will be deducted from your income.|r|cffffcc00Units go through tents?|r|cff00aeefGoing through a tent is a pretty easy feat. After all, they're only made of soft fabric.|r|cffffcc00Sometimes trees are on doodads?|r|cff00aeefIn the jungle, trees grow everywhere and anywhere.|cffffcc00Wasn't this map made by |cff0000ffLightstalker|r|cffffcc00?|r|cff00aeefYes,|r Whitelisted |cff00aeefis my new account.|r|cffffcc00Haha this map is unprotected! Can I modify it?|r|cff00aeefOf course, but please give credit where credit is due.|r, using icon path ReplaceableTextures\CommandButtons\BTNSelectHeroOn.blp
    Quest - Create a Required quest titled (|cffffcc00 + Units|r) with the description |cff00aeefAll units may gain extra damage after dealing a certain amount of hits, and armor after being dealt a certain amount of hits. Caster units' abilities may increase in effectiveness after a certain amount of casts.|r, using icon path ReplaceableTextures\WorldEditUI\Editor-Random-Unit.blp
    Quest - Create a Required quest titled (|cffffcc00 + Environment|r) with the description |cff00aeefThe terrain, destructibles, doodads, and critters are randomly generated. But that's not all there is to the environment.|r|cffffcc00Destructibles|r |cff00aeefand|r |cffffcc00doodads|r |cff00aeefcan be destroyed, and so can trees.|r|cffffcc00At day|r|cff00aeef, you will be able to fully see the whole map, but|r |cffffcc00at night|r|cff00aeef, your units' vision will be severly hindered.|r|cffffcc00The weather|r |cff00aeefis also randomly created at random intervals, for random periods of time. However, the weather does not affect units in any way.|r, using icon path (Externalized string(ReplaceableTextures\CommandButtons\BTNElunesBlessing.blp))
    Quest - Create a Required quest titled (|cffffcc00 + Easter Eggs|r) with the description |cff00aeefThere are many secrets to unlock and discover in this map. Have fun finding them all! :)Here's a hint: they're all references to something in the map. For example, when selecting AI difficulty, you're given 3 choices, the 3rd one being ''|r|cffffcc00Insane - This is madness!|r|cff00aeef'' If you select this game mode, then you can type ''|r|cffffcc00This is Sparta!|r|cff00aeef'' to give the AI an additional 200 gold. Why ''This is Sparta!''? Watch the movie 300. :P, using icon path ReplaceableTextures\CommandButtons\BTNPhoenixEgg.blp
    Quest - Create a Optional quest titled (|cffffcc00 + Credits|r) with the description |cffffcc00Map made by:|r Whitelisted|cffffcc00Special thanks to|r |cff008400Crazyrussian|r |cffffcc00for his Command button icons, and to|r |cff008400Pyritie|r |cffffcc00for his Cancel button icon.|r, using icon path ReplaceableTextures\CommandButtons\BTNMassTeleport.blp
    Quest - Create a Optional quest titled (|cffffcc00 + Gameplay Changelog|r) with the description |cffffcc00----- v1.5 -----|r|cff00aeef- New loading screen;- Map is no longer protected;- Changed credits to my new account.|r|cffffcc00----- v1.4 -----|r|cff00aeef- Gold is now deducted from the gold mine the moment it is hit;- Attacks on the Gold Mine no longer ignore the mine's armor;- AI is now randomly assigned a name;- Rebalanced everything;- Changed Ogre Guardians' armor type to Heavy;- Killing Mercenary Camps no longer counts as a kill;- Renamed ''Pillage'' to ''Pickpocket'';- Added 2 Easter Eggs;- Further increased the difficulty of AI in Insane;- Increased the overall intelligence of the AI;- Increased the cost of Upkeep to 0.75 gold/food.|r, using icon path ReplaceableTextures\CommandButtons\BTNTreant.blp
    Quest - Create a Optional quest titled (|cffffcc00 + Bugs Fixed|r) with the description |cffffcc00----- v1.5 -----|r|cff00aeef- None :)|r|cffffcc00----- v1.4 -----|r|cff00aeef- Fixed a bug that could make your campfire fly/be buried under sand;- Fixed a bug that sometimes didn't grey out a defeated player's score;- Fixed a bug that could leave a player with 1 less tent.- Some other bugs you probably didn't even know about!|r, using icon path ReplaceableTextures\CommandButtons\BTNCarrionScarabs.blp
    -------- Setting Random Terrain Types Variables --------
    Set Random_Terrain[0] = Sunken Ruins - Dirt
    Set Random_Terrain[1] = Sunken Ruins - Rough Dirt
    Set Random_Terrain[2] = Sunken Ruins - Grassy Dirt
    Set Random_Terrain[3] = Sunken Ruins - Small Bricks
    Set Random_Terrain[4] = Sunken Ruins - Sand
    Set Random_Terrain[5] = Sunken Ruins - Large Bricks
    Set Random_Terrain[6] = Sunken Ruins - Round Tiles
    Set Random_Terrain[7] = Sunken Ruins - Grass
    Set Random_Terrain[8] = Sunken Ruins - Dark Grass
    -------- Setting Random Tree Types Variables --------
    Set Random_Tree[0] = ZTtw (destructablecode)
    Set Random_Tree[1] = ZTtc (destructablecode)
    -------- Setting Random Destructible Types Variables --------
    Set Random_Destructible[0] = B003 (destructablecode)
    Set Random_Destructible[1] = B00C (destructablecode)
    Set Random_Destructible[2] = B000 (destructablecode)
    Set Random_Destructible[3] = B002 (destructablecode)
    Set Random_Destructible[4] = B001 (destructablecode)
    Set Random_Destructible[5] = B004 (destructablecode)
    Set Random_Destructible[6] = B005 (destructablecode)
    Set Random_Destructible[7] = B006 (destructablecode)
    Set Random_Destructible[8] = B007 (destructablecode)
    Set Random_Destructible[9] = B00A (destructablecode)
    Set Random_Destructible[10] = B008 (destructablecode)
    Set Random_Destructible[11] = B009 (destructablecode)
    Set Random_Destructible[12] = B00E (destructablecode)
    Set Random_Destructible[13] = B00F (destructablecode)
    Set Random_Destructible[14] = B00D (destructablecode)
    -------- Setting Random Units Variables --------
    Set Random_Critter[0] = |cff18be00Albatross|r (Critter)
    Set Random_Critter[1] = |cff18be00Crab|r (Critter)
    Set Random_Critter[2] = |cff18be00Hermit Crab|r (Critter)
    Set Random_Critter[3] = |cff18be00Skink|r (Critter)
    Set Random_Critter[4] = |cff18be00Frog|r (Critter)
    -------- Setting Sound Variables --------
    Set Random_Sound[0] = Undead3 <gen>
    Set Random_Sound[1] = PursuitTheme <gen>
    Set Random_Sound[2] = OrcTheme <gen>
    Set Random_Sound[3] = OrcTheme <gen>
    Set Random_Sound[4] = Undead2 <gen>
    Set Random_Sound[5] = UndeadX1 <gen>
    -------- Setting Weather Variables --------
    Set Weather_Region = (Entire map)
    Environment - Create at Weather_Region the weather effect Ashenvale Rain (Heavy)
    Set Weather[0] = (Last created weather effect)
    Environment - Create at Weather_Region the weather effect Outland Wind (Heavy)
    Set Weather[1] = (Last created weather effect)
    Environment - Create at Weather_Region the weather effect Northrend Blizzard
    Set Weather[2] = (Last created weather effect)
    Environment - Create at Weather_Region the weather effect Dungeon White Fog (Heavy)
    Set Weather[3] = (Last created weather effect)
    Environment - Create at Weather_Region the weather effect Rays Of Moonlight
    Set Weather[4] = (Last created weather effect)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Random integer number between 0 and 3) Less than or equal to 2
      Then - Actions
        Do nothing
      Else - Actions
        Environment - Turn Weather[(Random integer number between 0 and 3)] On
    Custom script: call DestroyTrigger(GetTriggeringTrigger())
Generating World
  Events
    Map initialization
  Conditions
  Actions
    -------- Creating Terrain --------
    For each (Integer A) from 0 to (Random integer number between 200 and 235), do (Actions)
      Loop - Actions
        Set Random_Terrain_Point = (Random point in Weather_Region)
        Environment - Change terrain type at Random_Terrain_Point to Random_Terrain[(Random integer number between 0 and 8)] using variation -1 in an area of size (Random integer number between 1 and 4) and shape Circle
        Custom script: call RemoveLocation(udg_Random_Terrain_Point)
    For each (Integer A) from 0 to (Random integer number between 30 and 40), do (Actions)
      Loop - Actions
        Set Random_Deformation_Point = (Random point in Weather_Region)
        Environment - Create a 0.01 second Permanent crater deformation at Random_Deformation_Point with radius (Random real number between -768.00 and 768.00) and depth (Random real number between -128.00 and 128.00)
        Custom script: call RemoveLocation(udg_Random_Deformation_Point)
    -------- Creating Border --------
    Wait 0.00 seconds
    For each (Integer A) from 0 to (Random integer number between 100 and 120), do (Actions)
      Loop - Actions
        Set Border_North_Point = (Random point in Border_North <gen>)
        Destructible - Create a Random_Tree[(Random integer number between 0 and 1)] at Border_North_Point facing (Random angle) with scale (Random real number between 0.75 and 1.20) and variation (Random integer number between 1 and 10)
        Custom script: call RemoveLocation(udg_Border_North_Point)
        Set Border_East_Point = (Random point in Border_East <gen>)
        Destructible - Create a Random_Tree[(Random integer number between 0 and 1)] at Border_East_Point facing (Random angle) with scale (Random real number between 0.75 and 1.20) and variation (Random integer number between 1 and 10)
        Custom script: call RemoveLocation(udg_Border_East_Point)
        Set Border_South_Point = (Random point in Border_South <gen>)
        Destructible - Create a Random_Tree[(Random integer number between 0 and 1)] at Border_South_Point facing (Random angle) with scale (Random real number between 0.75 and 1.20) and variation (Random integer number between 1 and 10)
        Custom script: call RemoveLocation(udg_Border_South_Point)
        Set Border_West_Point = (Random point in Border_West <gen>)
        Destructible - Create a Random_Tree[(Random integer number between 0 and 1)] at Border_West_Point facing (Random angle) with scale (Random real number between 0.75 and 1.20) and variation (Random integer number between 1 and 10)
        Custom script: call RemoveLocation(udg_Border_West_Point)
    For each (Integer A) from 0 to (Random integer number between 40 and 55), do (Actions)
      Loop - Actions
        Set Border_North_Point = (Random point in Border_North <gen>)
        Destructible - Create a Random_Destructible[(Random integer number between 0 and 14)] at Border_North_Point facing (Random angle) with scale (Random real number between 0.80 and 1.20) and variation (Random integer number between 1 and 5)
        Trigger - Add to Destuctibles <gen> the event ((Last created destructible) dies)
        Custom script: call RemoveLocation(udg_Border_North_Point)
        Set Border_East_Point = (Random point in Border_East <gen>)
        Destructible - Create a Random_Destructible[(Random integer number between 0 and 14)] at Border_East_Point facing (Random angle) with scale (Random real number between 0.80 and 1.20) and variation (Random integer number between 1 and 5)
        Trigger - Add to Destuctibles <gen> the event ((Last created destructible) dies)
        Custom script: call RemoveLocation(udg_Border_East_Point)
        Set Border_South_Point = (Random point in Border_South <gen>)
        Destructible - Create a Random_Destructible[(Random integer number between 0 and 14)] at Border_South_Point facing (Random angle) with scale (Random real number between 0.80 and 1.20) and variation (Random integer number between 1 and 5)
        Trigger - Add to Destuctibles <gen> the event ((Last created destructible) dies)
        Custom script: call RemoveLocation(udg_Border_South_Point)
        Set Border_West_Point = (Random point in Border_West <gen>)
        Destructible - Create a Random_Destructible[(Random integer number between 0 and 14)] at Border_West_Point facing (Random angle) with scale (Random real number between 0.80 and 1.20) and variation (Random integer number between 1 and 5)
        Trigger - Add to Destuctibles <gen> the event ((Last created destructible) dies)
        Custom script: call RemoveLocation(udg_Border_West_Point)
    -------- Creating Destructibles --------
    For each (Integer A) from 1 to (Random integer number between 25 and 30), do (Actions)
      Loop - Actions
        Set Random_Tree_Point = (Random point in Playable_Area)
        Destructible - Create a Random_Tree[(Random integer number between 0 and 1)] at Random_Tree_Point facing (Random angle) with scale (Random real number between 0.75 and 1.20) and variation (Random integer number between 1 and 10)
        Custom script: call RemoveLocation(udg_Random_Tree_Point)
    For each (Integer A) from 1 to (Random integer number between 20 and 25), do (Actions)
      Loop - Actions
        Set Random_Destructible_Point = (Random point in Playable_Area)
        Destructible - Create a Random_Destructible[(Random integer number between 0 and 14)] at Random_Destructible_Point facing (Random angle) with scale (Random real number between 0.75 and 1.25) and variation (Random integer number between 1 and 5)
        Trigger - Add to Destuctibles <gen> the event ((Last created destructible) dies)
        Custom script: call RemoveLocation(udg_Random_Destructible_Point)
    -------- Creating Extras --------
    Wait 0.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Random integer number between 0 and 2) Equal to 2
      Then - Actions
        Set Random_Extra_Point = (Random point in Weather_Region)
        Destructible - Create a Volc (destructablecode) at Random_Extra_Point facing (Random angle) with scale (Random real number between 0.80 and 1.20) and variation 0
        Custom script: call RemoveLocation(udg_Random_Extra_Point)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Random integer number between 0 and 1) Equal to 1
      Then - Actions
        Set Random_Extra_Point = (Random point in Weather_Region)
        Destructible - Create a ZTnc (destructablecode) at Random_Extra_Point facing (Random angle) with scale (Random real number between 0.80 and 1.20) and variation 0
        Custom script: call RemoveLocation(udg_Random_Extra_Point)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Random integer number between 0 and 1) Equal to 1
      Then - Actions
        Set Random_Extra_Point = (Random point in Weather_Region)
        Destructible - Create a B00B (destructablecode) at Random_Extra_Point facing (Random angle) with scale (Random real number between 0.80 and 1.20) and variation 0
        Trigger - Add to Destuctibles <gen> the event ((Last created destructible) dies)
        Custom script: call RemoveLocation(udg_Random_Extra_Point)
      Else - Actions
        Do nothing
    -------- Creating Critters --------
    For each (Integer A) from 0 to (Random integer number between 15 and 20), do (Actions)
      Loop - Actions
        Set Random_Critter_Point = (Random point in Playable_Area)
        Unit - Create 1 Random_Critter[(Random integer number between 0 and 4)] for Neutral Passive at Random_Critter_Point facing (Random angle) degrees
        Custom script: call RemoveLocation(udg_Random_Critter_Point)
    -------- Finishing Touch --------
    Destructible - Pick every destructible in Protect_Red <gen> and do (Remove (Picked destructible))
    Destructible - Pick every destructible in Protect_Blue <gen> and do (Remove (Picked destructible))
    Destructible - Pick every destructible in Protect_Teal <gen> and do (Remove (Picked destructible))
    Destructible - Pick every destructible in Protect_Purple <gen> and do (Remove (Picked destructible))
    Unit Group - Pick every unit in Start_Create_Group[0] and do (Actions)
      Loop - Actions
        Unit - Replace (Picked unit) with a (Unit-type of (Picked unit)) using The old unit's relative life and mana
        Set Gold_Mine[(Player number of (Owner of (Last replaced unit)))] = (Last replaced unit)
        Trigger - Add to Is_Attacked <gen> the event (Gold_Mine[(Player number of (Owner of (Last replaced unit)))] Takes damage)
        Trigger - Add to Defeat <gen> the event (Gold_Mine[(Player number of (Owner of (Last replaced unit)))] Takes damage)
        Custom script: call DestroyGroup(udg_Start_Create_Group[0])
    For each (Integer A) from 1 to 2, do (Actions)
      Loop - Actions
        Unit Group - Pick every unit in Start_Create_Group[(Integer A)] and do (Replace (Picked unit) with a (Unit-type of (Picked unit)) using The new unit's default life and mana)
        Custom script: call DestroyGroup(udg_Start_Create_Group[GetForLoopIndexA()])
    Custom script: call RemoveRect(udg_Playable_Area)
    Trigger - Turn on Day <gen>
    Trigger - Turn on Night <gen>
    Trigger - Run Day <gen> (ignoring conditions)
    Wait 1.00 seconds
    Trigger - Turn on Destuctibles <gen>
    Custom script: call DestroyTrigger(GetTriggeringTrigger())
Day
  Events
    Game - The in-game time of day becomes Greater than or equal to 6.00
  Conditions
  Actions
    Environment - Set sky to Lordaeron Summer Sky
    Set Campfire_Group = (Units of type Campfire (Live))
    Unit Group - Pick every unit in Campfire_Group and do (Replace (Picked unit) with a Campfire (Dead) using The new unit's max life and mana)
    Custom script: call DestroyGroup(udg_Campfire_Group)
    Sound - Stop (Last played sound) After fading
    Sound - Play Random_Sound[(Random integer number between 0 and 3)]
    Environment - Turn Weather[4] Off
    Visibility - Disable fog of war
    Visibility - Disable black mask
Night
  Events
    Game - The in-game time of day becomes Greater than or equal to 18.00
    Game - The in-game time of day becomes Less than 6.00
  Conditions
  Actions
    Environment - Set sky to Lordaeron Winter Sky
    Set Campfire_Group = (Units of type Campfire (Dead))
    Unit Group - Pick every unit in (Units of type Campfire (Dead)) and do (Replace (Picked unit) with a Campfire (Live) using The new unit's max life and mana)
    Custom script: call DestroyGroup(udg_Campfire_Group)
    Sound - Stop (Last played sound) After fading
    Sound - Play Random_Sound[(Random integer number between 4 and 5)]
    Visibility - Enable fog of war
    Visibility - Enable black mask
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Random integer number between 0 and 4) Equal to 1
      Then - Actions
        Environment - Turn Weather[0] Off
        Environment - Turn Weather[2] Off
        Environment - Turn Weather[4] On
      Else - Actions
        Do nothing
Weather
  Events
    Time - Every 60.00 seconds of game time
  Conditions
  Actions
    Wait (Random real number between 0.00 and 240.00) seconds
    For each (Integer A) from 0 to 3, do (Actions)
      Loop - Actions
        Environment - Turn Weather[(Integer A)] Off
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Random integer number between 0 and 2) Equal to 1
      Then - Actions
        Do nothing
      Else - Actions
        Environment - Turn Weather[(Random integer number between 0 and 3)] On
Destuctibles
  Events
  Conditions
    (Destructible-type of (Dying destructible)) Not equal to B00C (destructablecode)
    (Destructible-type of (Dying destructible)) Not equal to B00E (destructablecode)
    (Destructible-type of (Dying destructible)) Not equal to B00F (destructablecode)
    (Destructible-type of (Dying destructible)) Not equal to B00A (destructablecode)
  Actions
    Trigger - Turn off (This trigger)
    Set Dying_Destructible_Point = (Position of (Dying destructible))
    Special Effect - Create a special effect at Dying_Destructible_Point using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
    Destructible - Remove (Dying destructible)
    Custom script: call RemoveLocation(udg_Dying_Destructible_Point)
    Trigger - Turn on (This trigger)
Gold Income
  Events
    Time - Every 4.00 seconds of game time
  Conditions
  Actions
    Wait (Random real number between 0 and 2.00) seconds
    Player Group - Pick every player in Playing_Force and do (Actions)
      Loop - Actions
        Player - Add (((Random integer number between 12 and 18) + (((Current research level of R003 (techcode) for (Picked player)) x 3) + ((Current research level of R004 (techcode) for (Picked player)) x 4))) - ((((Picked player) Food used) / 4) x 3)) to (Picked player) Current gold
Spawning Tents
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Triggering unit)) Equal to |cffff0000Mercenary Camp|r
  Actions
    Wait (Random real number between 2.00 and 4.00) seconds
    Set Tent_Point = (Position of (Triggering unit))
    Unit - Create 1 (Unit-type of (Triggering unit)) for (Owner of (Triggering unit)) at Tent_Point facing Player_Angle[(Player number of (Owner of (Triggering unit)))] degrees
    Custom script: call RemoveLocation(udg_Tent_Point)
Abandonned Gold Mine
  Events
    Unit - A unit Begins research
  Conditions
    (Unit-type of (Triggering unit)) Equal to |cffffcc00Abandonned Gold Mine|r
  Actions
    Animation - Play (Triggering unit)'s stand animation
Starting Upgrade
  Events
    Unit - A unit Begins an upgrade
  Conditions
    ((Triggering unit) is A town-hall-type unit) Equal to True
  Actions
    Animation - Play (Triggering unit)'s stand animation
Ending Upgrade
  Events
    Unit - A unit Finishes an upgrade
  Conditions
    ((Triggering unit) is A town-hall-type unit) Equal to True
  Actions
    Neutral Building - Add 500 gold to (Triggering unit)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to |cffffcc00Gold Mine|r
      Then - Actions
        Unit - Create 1 |cffff0000Mercenary Camp|r for (Owner of (Triggering unit)) at Spawn_Tent_Point[(Player number of (Owner of (Triggering unit)))] facing Player_Angle[(Player number of (Owner of (Triggering unit)))] degrees
        Player - Set the current research level of R003 (techcode) to 1 for (Owner of (Triggering unit))
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to |cffffcc00Golden Gold Mine|r
      Then - Actions
        Unit - Create 1 |cffff0000Mercenary Camp|r for (Owner of (Triggering unit)) at Spawn_Tent_Point[((Player number of (Owner of (Triggering unit))) + 4)] facing Player_Angle[(Player number of (Owner of (Triggering unit)))] degrees
        Player - Set the current research level of R003 (techcode) to 2 for (Owner of (Triggering unit))
      Else - Actions
        Do nothing
Gold Nova
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Gold Nova (Gold Mine)
  Actions
    Set Nova_Point = (Position of (Casting unit))
    Unit - Create 1 Gold Nova (Dummy) for (Owner of (Casting unit)) at Nova_Point facing Default building facing degrees
    Unit - Order (Last created unit) to Neutral Alchemist - Transmute (Last created unit)
    Set Nova_Group = (Units owned by (Owner of (Triggering unit)) matching (((Matching unit) is A town-hall-type unit) Equal to True))
    Neutral Building - Add (Random integer number between -80 and -120) gold to (Random unit from Nova_Group)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Resource quantity contained in (Random unit from Nova_Group)) Less than or equal to 0
      Then - Actions
        Unit - Kill (Random unit from Nova_Group)
      Else - Actions
        Do nothing
    Custom script: call RemoveLocation(udg_Nova_Point)
    Custom script: call DestroyGroup(udg_Nova_Group)
Is Attacked
  Events
  Conditions
    ((Triggering unit) is A town-hall-type unit) Equal to True
  Actions
    Neutral Building - Add ((Integer((Damage taken))) x -1) gold to (Triggering unit)
Difficulty Prompt
  Events
    Time - Elapsed game time is 0.00 seconds
  Conditions
  Actions
    Dialog - Change the title of Difficulty_Box to AI Difficulty:
    Dialog - Create a dialog button for Difficulty_Box labelled |cff18be00Easy - Piece of cake.|r
    Set Difficulty_Button[0] = (Last created dialog Button)
    Dialog - Create a dialog button for Difficulty_Box labelled |cffffcc00Normal - Bring it on!|r
    Set Difficulty_Button[1] = (Last created dialog Button)
    Dialog - Create a dialog button for Difficulty_Box labelled |cffff8a08Hard - No mercy.|r
    Set Difficulty_Button[2] = (Last created dialog Button)
    Dialog - Create a dialog button for Difficulty_Box labelled |cffff0000Insane - This is madness!|r
    Set Difficulty_Button[3] = (Last created dialog Button)
    Trigger - Turn on Setting_AI_Difficulty <gen>
    Dialog - Show Difficulty_Box for (Random player from User_Force)
Setting AI Difficulty
  Events
    Dialog - A dialog button is clicked for Difficulty_Box
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Clicked dialog button) Equal to Difficulty_Button[0]
      Then - Actions
        -------- Easy - Piece of cake. --------
        Player Group - Pick every player in User_Force and do (Add 100 to (Picked player) Current gold)
        Trigger - Add to Training <gen> the event (Every 10.00 seconds of game time)
        Trigger - Add to Attacking <gen> the event (Every 10.00 seconds of game time)
        Trigger - Add to Tiering <gen> the event (Every 60.00 seconds of game time)
        Trigger - Add to Teching <gen> the event (Every 10.00 seconds of game time)
        Trigger - Add to Abilities <gen> the event (Every 30.00 seconds of game time)
        Game - Display to (All players) for 5.00 seconds the text: |cff00aeefDifficulty set to:|r |cff18be00Easy - Piece of cake.|r
        Custom script: call DestroyTrigger(gg_trg_Gold_Boost)
        Custom script: call DestroyTrigger(gg_trg_This_Is_Sparta)
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Clicked dialog button) Equal to Difficulty_Button[1]
          Then - Actions
            -------- Normal - Bring it on! --------
            Trigger - Add to Training <gen> the event (Every 5.00 seconds of game time)
            Trigger - Add to Attacking <gen> the event (Every 5.00 seconds of game time)
            Trigger - Add to Tiering <gen> the event (Every 30.00 seconds of game time)
            Trigger - Add to Teching <gen> the event (Every 5.00 seconds of game time)
            Trigger - Add to Abilities <gen> the event (Every 20.00 seconds of game time)
            Game - Display to (All players) for 5.00 seconds the text: |cff00aeefDifficulty set to:|r |cffffcc00Normal - Bring it on!|r
            Custom script: call DestroyTrigger(gg_trg_Gold_Boost)
            Custom script: call DestroyTrigger(gg_trg_This_Is_Sparta)
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Clicked dialog button) Equal to Difficulty_Button[2]
              Then - Actions
                -------- Hard - No mercy. --------
                Player Group - Pick every player in AI_Force and do (Add 200 to (Picked player) Current gold)
                Trigger - Add to Tiering <gen> the event (Every 1.00 seconds of game time)
                Trigger - Add to Training <gen> the event (Every 1.00 seconds of game time)
                Trigger - Add to Attacking <gen> the event (Every 5.00 seconds of game time)
                Trigger - Add to Teching <gen> the event (Every 1.00 seconds of game time)
                Trigger - Add to Abilities <gen> the event (Every 10.00 seconds of game time)
                Trigger - Add to Gold_Boost <gen> the event (Every 30.00 seconds of game time)
                Game - Display to (All players) for 5.00 seconds the text: |cff00aeefDifficulty set to:|r |cffff8a08Hard - No mercy.|r
                Custom script: call DestroyTrigger(gg_trg_This_Is_Sparta)
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Clicked dialog button) Equal to Difficulty_Button[3]
                  Then - Actions
                    -------- Insane - This is madness! --------
                    Player Group - Pick every player in AI_Force and do (Add 300 to (Picked player) Current gold)
                    Trigger - Add to Tiering <gen> the event (Every 1.00 seconds of game time)
                    Trigger - Add to Training <gen> the event (Every 1.00 seconds of game time)
                    Trigger - Add to Attacking <gen> the event (Every 5.00 seconds of game time)
                    Trigger - Add to Teching <gen> the event (Every 1.00 seconds of game time)
                    Trigger - Add to Abilities <gen> the event (Every 10.00 seconds of game time)
                    Trigger - Add to Gold_Boost <gen> the event (Every 15.00 seconds of game time)
                    Game - Display to (All players) for 5.00 seconds the text: |cff00aeefDifficulty set to:|r |cffff0000Insane - This is madness!|r
                    Wait 15.00 seconds
                    Player Group - Pick every player in AI_Force and do (Add 250 to (Picked player) Current gold)
                  Else - Actions
                    Do nothing
    Custom script: call DestroyTrigger(gg_trg_Difficulty_Prompt)
    Custom script: call DestroyTrigger(GetTriggeringTrigger())
Training
  Events
  Conditions
  Actions
    Player Group - Pick every player in AI_Force and do (Actions)
      Loop - Actions
        Set AI_Train_Group[0] = (Units owned by (Picked player) matching (((Matching unit) is Able to attack ground units) Equal to True))
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Number of units in AI_Train_Group[0]) Less than 15
          Then - Actions
            Set AI_Random_Unit[0] = AI_Unit_Melee[(Current research level of R003 (techcode) for (Picked player))]
            Set AI_Random_Unit[1] = AI_Unit_Ranged[(Current research level of R003 (techcode) for (Picked player))]
            Set AI_Random_Unit[2] = AI_Unit_Caster[(Current research level of R003 (techcode) for (Picked player))]
            Set AI_Random_Unit[3] = AI_Unit_Boss[(Random integer number between 1 and (Current research level of R003 (techcode) for (Picked player)))]
            Set AI_Train_Group[1] = (Random 1 units from (Units owned by (Picked player) of type |cffff0000Mercenary Camp|r))
            Set AI_Train_Group[2] = (Random 1 units from (Units owned by (Picked player) of type |cffff0000Mercenary Camp|r))
            Unit Group - Order AI_Train_Group[1] to train a AI_Random_Unit[(Random integer number between 0 and 3)]
            Unit Group - Order AI_Train_Group[2] to train a AI_Random_Unit[(Random integer number between 0 and 3)]
            Custom script: call DestroyGroup(udg_AI_Train_Group[1])
            Custom script: call DestroyGroup(udg_AI_Train_Group[2])
          Else - Actions
            Do nothing
        Custom script: call DestroyGroup(udg_AI_Train_Group[0])
Attacking
  Events
  Conditions
  Actions
    Player Group - Pick every player in AI_Force and do (Actions)
      Loop - Actions
        Set AI_Attack_Group[0] = (Units owned by (Picked player))
        Set AI_Attack_Group[1] = (Units owned by (Random player from (All enemies of (Picked player))) matching ((((Matching unit) is A town-hall-type unit) Equal to True) and (((Matching unit) is alive) Equal to True)))
        Set AI_Attack_Point = (Position of (Random unit from AI_Attack_Group[1]))
        Unit Group - Order AI_Attack_Group[0] to Attack-Move To AI_Attack_Point
        Custom script: call DestroyGroup(udg_AI_Attack_Group[0])
        Custom script: call DestroyGroup(udg_AI_Attack_Group[1])
        Custom script: call RemoveLocation(udg_AI_Attack_Point)
Attacked
  Events
    Unit - A unit Is attacked
  Conditions
    ((Attacked unit) is A town-hall-type unit) Equal to True
    ((Owner of (Attacked unit)) controller) Equal to Computer
  Actions
    Set AI_Nova_Point = (Position of (Attacked unit))
    Set AI_Nova_Group = (Units within 400.00 of AI_Nova_Point matching ((((Matching unit) belongs to an enemy of (Owner of (Attacked unit))) Equal to True) and (((Matching unit) is alive) Equal to True)))
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in AI_Nova_Group) Greater than or equal to 3
      Then - Actions
        Unit - Order (Triggering unit) to Special - Channel
      Else - Actions
        Do nothing
    Custom script: call RemoveLocation(udg_AI_Nova_Point)
    Custom script: call DestroyGroup(udg_AI_Nova_Group)
Tiering
  Events
  Conditions
  Actions
    Player Group - Pick every player in AI_Force and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Picked player) Current gold) Greater than or equal to 200
          Then - Actions
            Set AI_Tier_Group = (Units owned by (Picked player) matching (((Matching unit) is A town-hall-type unit) Equal to True))
            Unit Group - Pick every unit in AI_Tier_Group and do (Actions)
              Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Unit-type of (Picked unit)) Equal to |cffffcc00Abandonned Gold Mine|r
                  Then - Actions
                    Unit - Order (Picked unit) to train/upgrade to a |cffffcc00Gold Mine|r
                  Else - Actions
                    Unit - Order (Picked unit) to train/upgrade to a |cffffcc00Golden Gold Mine|r
                    Trigger - Turn on Teching <gen>
            Custom script: call DestroyGroup(udg_AI_Tier_Group)
          Else - Actions
            Do nothing
Teching
  Events
  Conditions
  Actions
    Player Group - Pick every player in AI_Force and do (Actions)
      Loop - Actions
        Set AI_Tech_Group[0] = (Units owned by (Picked player) matching (((Matching unit) is Able to attack ground units) Equal to True))
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Current research level of R003 (techcode) for (Picked player)) Equal to 2
            ((Picked player) Current gold) Greater than or equal to 100
            (Number of units in AI_Tech_Group[0]) Greater than or equal to 10
          Then - Actions
            Set AI_Tech_Group[1] = (Units owned by (Picked player) matching (((Matching unit) is A town-hall-type unit) Equal to True))
            Unit Group - Pick every unit in AI_Tech_Group[1] and do (Actions)
              Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Current research level of R001 (techcode) for (Picked player)) Less than 3
                  Then - Actions
                    Unit - Order (Picked unit) to research R001 (techcode)
                  Else - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        (Current research level of R004 (techcode) for (Picked player)) Less than 3
                      Then - Actions
                        Unit - Order (Picked unit) to research R004 (techcode)
                      Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            (Current research level of R005 (techcode) for (Picked player)) Less than 3
                          Then - Actions
                            Unit - Order (Picked unit) to research R005 (techcode)
                            Trigger - Turn on Abilities <gen>
                          Else - Actions
                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              If - Conditions
                                (Current research level of R002 (techcode) for (Picked player)) Equal to 3
                              Then - Actions
                                Unit - Order (Picked unit) to research R000 (techcode)
                              Else - Actions
                                Unit - Order (Picked unit) to research R002 (techcode)
            Custom script: call DestroyGroup(udg_AI_Tech_Group[1])
          Else - Actions
            Do nothing
        Custom script: call DestroyGroup(udg_AI_Tech_Group[0])
Abilities
  Events
  Conditions
  Actions
    Player Group - Pick every player in AI_Force and do (Actions)
      Loop - Actions
        Set AI_Caster_Group[0] = (Random (Random integer number between 1 and 3) units from (Units owned by (Picked player) of type |cffff0000Kobold Warlock|r (Level 3)))
        Set AI_Caster_Group[1] = (Random (Random integer number between 1 and 3) units from (Units owned by (Picked player) of type |cffff0000Kobold Warlock|r (Level 3)))
        Set AI_Caster_Group[2] = (Random (Random integer number between 1 and 3) units from (Units owned by (Picked player) of type |cffff0000Kobold Warlock|r (Level 3)))
        Unit Group - Order AI_Caster_Group[0] to Human Priest - Activate Inner Fire
        Unit Group - Order AI_Caster_Group[1] to Human Priest - Activate Heal
        Unit Group - Order AI_Caster_Group[2] to Human Sorceress - Activate Slow
        Custom script: call DestroyGroup(udg_AI_Caster_Group[0])
        Custom script: call DestroyGroup(udg_AI_Caster_Group[1])
        Custom script: call DestroyGroup(udg_AI_Caster_Group[2])
Gold Boost
  Events
  Conditions
  Actions
    Player Group - Pick every player in AI_Force and do (Actions)
      Loop - Actions
        Player - Add 150 to (Picked player) Current gold
Damage and Armor
  Events
    Unit - A unit Is attacked
  Conditions
    ((Attacked unit) is Able to attack ground units) Equal to True
    ((Attacked unit) belongs to an enemy of (Owner of (Attacking unit))) Equal to True
    ((Attacking unit) belongs to an enemy of (Owner of (Attacked unit))) Equal to True
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Damage_Integer[(Custom value of (Attacking unit))] Equal to 5
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of Damage Bonus for (Attacking unit)) Less than 6
          Then - Actions
            Unit - Increase level of Damage Bonus for (Attacking unit)
          Else - Actions
            Do nothing
        Set Damage_Integer[(Custom value of (Attacking unit))] = 0
      Else - Actions
        Set Damage_Integer[(Custom value of (Attacking unit))] = (Damage_Integer[(Custom value of (Attacking unit))] + 1)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Armor_Integer[(Custom value of (Attacked unit))] Equal to 5
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of Armor Bonus for (Attacked unit)) Less than 6
          Then - Actions
            Unit - Increase level of Armor Bonus for (Attacked unit)
          Else - Actions
            Do nothing
        Set Armor_Integer[(Custom value of (Attacked unit))] = 0
      Else - Actions
        Set Armor_Integer[(Custom value of (Attacked unit))] = (Armor_Integer[(Custom value of (Attacked unit))] + 1)
Spells
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    ((Casting unit) is An Ancient) Equal to True
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Cast_Integer[(Custom value of (Casting unit))] Equal to 5
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of (Ability being cast) for (Casting unit)) Less than 3
          Then - Actions
            Unit - Increase level of (Ability being cast) for (Casting unit)
          Else - Actions
            Do nothing
        Set Cast_Integer[(Custom value of (Casting unit))] = 0
      Else - Actions
        Set Cast_Integer[(Custom value of (Casting unit))] = (Cast_Integer[(Custom value of (Casting unit))] + 1)
Satyr
  Events
    Unit - A unit Acquires an item
  Conditions
    (Item-class of (Item being manipulated)) Not equal to Powerup
    (Item level of (Item being manipulated)) Equal to 0
    (Unit-type of (Hero manipulating item)) Not equal to |cffff0000Satyr Scout|r (Level 1)
  Actions
    Hero - Drop (Item being manipulated) from (Hero manipulating item)
    Set Item_Force = (Player group((Owner of (Hero manipulating item))))
    Game - Display to Item_Force for 5.00 seconds the text: |cffffcc00Only Satyr Scouts may pick up this item.|r
    Custom script: call DestroyForce(udg_Item_Force)
Mage
  Events
    Unit - A unit Acquires an item
  Conditions
    (Item-class of (Item being manipulated)) Not equal to Powerup
    (Item level of (Item being manipulated)) Equal to 5
    (Unit-type of (Hero manipulating item)) Not equal to |cffff0000Rogue Mage|r (Level 2)
  Actions
    Hero - Drop (Item being manipulated) from (Hero manipulating item)
    Set Item_Force = (Player group((Owner of (Hero manipulating item))))
    Game - Display to Item_Force for 5.00 seconds the text: |cffffcc00Only Rogue Mages may pick up this item.|r
    Custom script: call DestroyForce(udg_Item_Force)
Unbroken and Ogre
  Events
    Unit - A unit Acquires an item
  Conditions
    (Item-class of (Item being manipulated)) Not equal to Powerup
    (Item level of (Item being manipulated)) Equal to 3
    ((Unit-type of (Hero manipulating item)) Not equal to |cffff0000Unbroken Assassin|r (Level 2)) and ((Unit-type of (Hero manipulating item)) Not equal to |cffff0000Ogre Guardian|r (Level 3))
  Actions
    Hero - Drop (Item being manipulated) from (Hero manipulating item)
    Set Item_Force = (Player group((Owner of (Hero manipulating item))))
    Game - Display to Item_Force for 5.00 seconds the text: |cffffcc00Only Unbroken Assassins and Ogre Guardians may pick up this item.|r
    Custom script: call DestroyForce(udg_Item_Force)
Demon
  Events
    Unit - A unit Acquires an item
  Conditions
    (Item-class of (Item being manipulated)) Not equal to Powerup
    (Item level of (Item being manipulated)) Equal to 7
    (Unit-type of (Hero manipulating item)) Not equal to |cffff0000Demon Soldier|r (Level 3)
  Actions
    Hero - Drop (Item being manipulated) from (Hero manipulating item)
    Set Item_Force = (Player group((Owner of (Hero manipulating item))))
    Game - Display to Item_Force for 5.00 seconds the text: |cffffcc00Only Demon Soldiers may pick up this item.|r
    Custom script: call DestroyForce(udg_Item_Force)
Kobold
  Events
    Unit - A unit Acquires an item
  Conditions
    (Item-class of (Item being manipulated)) Not equal to Powerup
    (Item level of (Item being manipulated)) Equal to 8
    (Unit-type of (Hero manipulating item)) Not equal to |cffff0000Kobold Warlock|r (Level 3)
  Actions
    Hero - Drop (Item being manipulated) from (Hero manipulating item)
    Set Item_Force = (Player group((Owner of (Hero manipulating item))))
    Game - Display to Item_Force for 5.00 seconds the text: |cffffcc00Only Kobold Warlocks may pick up this item.|r
    Custom script: call DestroyForce(udg_Item_Force)
Creating
  Events
  Conditions
  Actions
    Wait 3.00 seconds
    -------- Creating Multiboard Base --------
    Multiboard - Create a multiboard with 4 columns and ((Number of players in Playing_Force) + 1) rows, titled Tally
    Multiboard - Hide (Last created multiboard)
    Multiboard - Set the text for (Last created multiboard) item in column 3, row 1 to |cff18be00Kills|r
    Multiboard - Set the text for (Last created multiboard) item in column 4, row 1 to |cffff0000Deaths|r
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Set Multiboard_Row_Number = (Multiboard_Row_Number + 1)
        Set Multiboard_Player_Row[(Player number of (Picked player))] = Multiboard_Row_Number
        Multiboard - Set the text for (Last created multiboard) item in column 1, row Multiboard_Row_Number to (Player_Color[(Player number of (Picked player))] + ((Name of (Picked player)) + |r))
        Multiboard - Set the text for (Last created multiboard) item in column 3, row Multiboard_Row_Number to |cffffcc000|r
        Multiboard - Set the text for (Last created multiboard) item in column 4, row Multiboard_Row_Number to |cffffcc000|r
    -------- Setting Widths --------
    Multiboard - Set the width for (Last created multiboard) item in column 0, row 0 to 5.00% of the total screen width
    Multiboard - Set the width for (Last created multiboard) item in column 2, row 0 to 1.50% of the total screen width
    Multiboard - Set the width for (Last created multiboard) item in column 1, row 0 to 9.75% of the total screen width
    -------- Finishing Multiboard --------
    Multiboard - Set the display style for (Last created multiboard) item in column 0, row 0 to Show text and Hide icons
    Multiboard - Minimize (Last created multiboard)
    Multiboard - Maximize (Last created multiboard)
    Multiboard - Show (Last created multiboard)
    Custom script: call DestroyTrigger(GetTriggeringTrigger())
Time
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    Set Time_Integer = (Integer((Elapsed time for Game_Time)))
    Set Time_String = (String((Time_Integer mod 60)))
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Length of Time_String) Less than 2
      Then - Actions
        Set Time_String = (0 + Time_String)
      Else - Actions
    Multiboard - Set the text for (Last created multiboard) item in column 1, row 1 to (|cffc3dbff + ((String((Time_Integer / 60))) + ((: + Time_String) + |r)))
Kills and Deaths
  Events
    Unit - A unit Dies
  Conditions
    ((Dying unit) is Able to attack ground units) Equal to True
    ((Dying unit) belongs to an enemy of (Owner of (Killing unit))) Equal to True
    ((Killing unit) belongs to an enemy of (Owner of (Dying unit))) Equal to True
    ((Owner of (Dying unit)) is in Playing_Force) Equal to True
    ((Owner of (Killing unit)) is in Playing_Force) Equal to True
  Actions
    Set Kill_Count[(Player number of (Owner of (Killing unit)))] = (Kill_Count[(Player number of (Owner of (Killing unit)))] + 1)
    Multiboard - Set the text for (Last created multiboard) item in column 3, row Multiboard_Player_Row[(Player number of (Owner of (Killing unit)))] to (|cffffcc00 + ((String(Kill_Count[(Player number of (Owner of (Killing unit)))])) + |r))
    Set Death_Count[(Player number of (Owner of (Dying unit)))] = (Death_Count[(Player number of (Owner of (Dying unit)))] + 1)
    Multiboard - Set the text for (Last created multiboard) item in column 4, row Multiboard_Player_Row[(Player number of (Owner of (Dying unit)))] to (|cffffcc00 + ((String(Death_Count[(Player number of (Owner of (Dying unit)))])) + |r))
This Is Sparta
  Events
    Player - Player 1 (Red) types a chat message containing This Is Sparta! as An exact match
    Player - Player 2 (Blue) types a chat message containing This Is Sparta! as An exact match
    Player - Player 3 (Teal) types a chat message containing This Is Sparta! as An exact match
    Player - Player 4 (Purple) types a chat message containing This Is Sparta! as An exact match
  Conditions
  Actions
    Player Group - Pick every player in AI_Force and do (Add 200 to (Picked player) Current gold)
    Game - Display to (All players) for 7.00 seconds the text: |cffffcc00Secret discovered: AI gold boost!|r
I Am Sly Cooper
  Events
    Player - Player 1 (Red) types a chat message containing I Am Sly Cooper as An exact match
    Player - Player 2 (Blue) types a chat message containing I Am Sly Cooper as An exact match
    Player - Player 3 (Teal) types a chat message containing I Am Sly Cooper as An exact match
    Player - Player 4 (Purple) types a chat message containing I Am Sly Cooper as An exact match
  Conditions
  Actions
    Unit - Change ownership of |cff18be00I Am Sly Cooper|r 0004 <gen> to (Triggering player) and Change color
    Unit - Remove Wander (Neutral) from |cff18be00I Am Sly Cooper|r 0004 <gen>
    Unit - Add Movement Speed Bonus (Sly Cooper) to |cff18be00I Am Sly Cooper|r 0004 <gen>
    Animation - Change |cff18be00I Am Sly Cooper|r 0004 <gen>'s size to (200.00%, 200.00%, 200.00%) of its original size
    Animation - Change |cff18be00I Am Sly Cooper|r 0004 <gen>'s vertex coloring to (50.00%, 50.00%, 100%) with 0.00% transparency
    Game - Display to (All players) for 7.00 seconds the text: |cffffcc00Secret discovered: Sly Cooper is yours to command!|r
    Custom script: call DestroyTrigger(GetTriggeringTrigger())
Tournament Mode
  Events
    Player - Player 1 (Red) types a chat message containing I Pro as An exact match
    Player - Player 2 (Blue) types a chat message containing I Pro as An exact match
    Player - Player 3 (Teal) types a chat message containing I Pro as An exact match
    Player - Player 4 (Purple) types a chat message containing I Pro as An exact match
  Conditions
  Actions
    Item - Pick every item in Weather_Region and do (Remove (Picked item))
    Set Secret_Group[0] = (Units in Weather_Region)
    Unit Group - Pick every unit in Secret_Group[0] and do (Actions)
      Loop - Actions
        For each (Integer A) from 1 to 2, do (Actions)
          Loop - Actions
            Item - Remove (Item carried by (Picked unit) in slot (Integer A))
    Game - Display to (All players) for 7.00 seconds the text: |cffffcc00Secret discovered: Tournament Mode enabled.|r
    Custom script: call DestroyGroup(udg_Secret_Group[0])
    Custom script: call DestroyTrigger(gg_trg_Satyr)
    Custom script: call DestroyTrigger(gg_trg_Mage)
    Custom script: call DestroyTrigger(gg_trg_Unbroken_and_Ogre)
    Custom script: call DestroyTrigger(gg_trg_Demon)
    Custom script: call DestroyTrigger(gg_trg_Kobold)
    Custom script: call DestroyTrigger(gg_trg_This_Is_Sparta)
    Custom script: call DestroyTrigger(gg_trg_I_Am_Sly_Cooper)
    Custom script: call DestroyTrigger(gg_trg_Power_Mode)
    Custom script: call DestroyTrigger(gg_trg_Killing_Sly_Cooper)
    Custom script: call DestroyTrigger(gg_trg_Killing_Serious_Cooper)
    Custom script: call DestroyTrigger(gg_trg_Gold_Mode)
    Custom script: call DestroyTrigger(gg_trg_Gold_Coins)
    Custom script: call DestroyTrigger(gg_trg_Crab_Battle)
    Custom script: call DestroyTrigger(gg_trg_Boss_Mode)
    Custom script: call DestroyTrigger(gg_trg_King_Leoric)
    Custom script: call DestroyTrigger(gg_trg_King_Leoric_Dies)
    Custom script: call DestroyTrigger(gg_trg_Lord_Lightstalker_Dies)
    Custom script: call DestroyTrigger(gg_trg_Cryna_the_Colossal_Dies)
    Custom script: call DestroyTrigger(gg_trg_Aszhara_Dies)
    Custom script: call DestroyTrigger(gg_trg_Car_Wars)
    Custom script: call DestroyTrigger(gg_trg_Car_Production)
    Custom script: call DestroyTrigger(gg_trg_Car_Attacks)
    Custom script: call DestroyTrigger(gg_trg_Car_Dies)
    Custom script: call DestroyTrigger(GetTriggeringTrigger())
Power Mode
  Events
    Player - Player 1 (Red) types a chat message containing Lust for Power as An exact match
    Player - Player 2 (Blue) types a chat message containing Lust for Power as An exact match
    Player - Player 3 (Teal) types a chat message containing Lust for Power as An exact match
    Player - Player 4 (Purple) types a chat message containing Lust for Power as An exact match
  Conditions
  Actions
    Game - Display to (All players) for 7.00 seconds the text: |cffffcc00Secret discovered: Power Mode|r
    Player Group - Pick every player in Playing_Force and do (Actions)
      Loop - Actions
        Player - Set (Picked player) Current gold to 1000000000
Killing Sly Cooper
  Events
    Unit - |cff18be00I Am Sly Cooper|r 0004 <gen> Dies
  Conditions
  Actions
    Set Secret_Point[0] = (Position of (Dying unit))
    Unit - Create 1 |cffff0000I am Serious Cooper!|r for Neutral Hostile at Secret_Point[0] facing (Facing of (Dying unit)) degrees
    Trigger - Turn on Killing_Serious_Cooper <gen>
    Custom script: call RemoveLocation(udg_Secret_Point[0])
    Custom script: call DestroyTrigger(GetTriggeringTrigger())
Killing Serious Cooper
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Dying unit)) Equal to |cffff0000I am Serious Cooper!|r
  Actions
    Set Secret_Point[1] = (Position of (Dying unit))
    Item - Create |cffffcc00The Coopers' Looter|r at Secret_Point[1]
    Trigger - Turn on Satyr <gen>
    Trigger - Turn on Gold_Mode <gen>
    Custom script: call RemoveLocation(udg_Secret_Point[1])
    Custom script: call DestroyTrigger(GetTriggeringTrigger())
Gold Mode
  Events
    Unit - A unit Pawns an item (to shop)
  Conditions
  Actions
    Game - Display to (All players) for 7.00 seconds the text: |cffffcc00Secret discovered: Gold Mode activated!|r
    Trigger - Turn on Gold_Coins <gen>
    Custom script: call DestroyTrigger(GetTriggeringTrigger())
Gold Coins
  Events
    Time - Every 15.00 seconds of game time
  Conditions
  Actions
    Set Secret_Point[2] = (Random point in (Playable map area))
    Item - Create |cffffcc00Massive Gold Coin|r at Secret_Point[2]
    Custom script: call RemoveLocation(udg_Secret_Point[2])
Crab Battle
  Events
    Player - Player 1 (Red) types a chat message containing Crab Battle as An exact match
    Player - Player 2 (Blue) types a chat message containing Crab Battle as An exact match
    Player - Player 3 (Teal) types a chat message containing Crab Battle as An exact match
    Player - Player 4 (Purple) types a chat message containing Crab Battle as An exact match
  Conditions
  Actions
    Trigger - Turn on Boss_Mode <gen>
    Custom script: call DestroyTrigger(GetTriggeringTrigger())
Boss Mode
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Dying unit)) Equal to |cff18be00Crab|r (Critter)
  Actions
    Game - Display to (All players) for 7.00 seconds the text: |cffffcc00Secret discovered: Boss Mode activated!|r
    Trigger - Turn on King_Leoric <gen>
    Trigger - Run King_Leoric <gen> (ignoring conditions)
    Custom script: call DestroyTrigger(GetTriggeringTrigger())
King Leoric
  Events
  Conditions
  Actions
    Wait 3.00 seconds
    Set Secret_Point[3] = (Center of (Playable map area))
    Special Effect - Create a special effect at Secret_Point[3] using Abilities\Spells\Other\Drain\ManaDrainTarget.mdl
    Wait 2 seconds
    Special Effect - Destroy (Last created special effect)
    Special Effect - Create a special effect at Secret_Point[3] using Abilities\Spells\Items\TomeOfRetraining\TomeOfRetrainingCaster.mdl
    Wait 2.00 seconds
    Special Effect - Destroy (Last created special effect)
    Wait 1.50 seconds
    Unit - Create 1 |cffff0000King Leoric|r for Neutral Hostile at Secret_Point[3] facing Default building facing degrees
    Unit - Create 4 |cffff0000Burning Archer|r for Neutral Hostile at Secret_Point[3] facing Default building facing degrees
    Trigger - Turn on King_Leoric_Dies <gen>
    Custom script: call DestroyTrigger(GetTriggeringTrigger())
King Leoric Dies
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Dying unit)) Equal to |cffff0000King Leoric|r
  Actions
    Set Secret_Point[4] = (Position of (Dying unit))
    Item - Create |cffff8a08War Axe of King Leoric|r at Secret_Point[4]
    Custom script: call RemoveLocation(udg_Secret_Point[4])
    Trigger - Turn on Demon <gen>
    Wait 15.00 seconds
    Special Effect - Create a special effect at Secret_Point[3] using Abilities\Spells\Other\Drain\ManaDrainTarget.mdl
    Wait 2 seconds
    Special Effect - Destroy (Last created special effect)
    Special Effect - Create a special effect at Secret_Point[3] using Abilities\Spells\Items\TomeOfRetraining\TomeOfRetrainingCaster.mdl
    Wait 2.00 seconds
    Special Effect - Destroy (Last created special effect)
    Wait 1.50 seconds
    Unit - Create 1 |cffff0000Lord Lightstalker|r for Neutral Hostile at Secret_Point[3] facing Default building facing degrees
    Trigger - Turn on Lord_Lightstalker_Dies <gen>
    Custom script: call DestroyTrigger(GetTriggeringTrigger())
Lord Lightstalker Dies
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Dying unit)) Equal to |cffff0000Lord Lightstalker|r
  Actions
    Set Secret_Point[4] = (Position of (Dying unit))
    Item - Create |cffff8a08The Stalker's Clubber|r at Secret_Point[4]
    Custom script: call RemoveLocation(udg_Secret_Point[4])
    Trigger - Turn on Unbroken_and_Ogre <gen>
    Wait 15.00 seconds
    Special Effect - Create a special effect at Secret_Point[3] using Abilities\Spells\Other\Drain\ManaDrainTarget.mdl
    Wait 2 seconds
    Special Effect - Destroy (Last created special effect)
    Special Effect - Create a special effect at Secret_Point[3] using Abilities\Spells\Items\TomeOfRetraining\TomeOfRetrainingCaster.mdl
    Wait 2.00 seconds
    Special Effect - Destroy (Last created special effect)
    Wait 1.50 seconds
    Unit - Create 1 |cffff0000Cryna the Colossal|r for Neutral Hostile at Secret_Point[3] facing Default building facing degrees
    Trigger - Turn on Cryna_the_Colossal_Dies <gen>
    Custom script: call DestroyTrigger(GetTriggeringTrigger())
Cryna the Colossal Dies
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Dying unit)) Equal to |cffff0000Cryna the Colossal|r
  Actions
    Set Secret_Point[4] = (Position of (Dying unit))
    Item - Create |cffff8a08The Hydra's Paw|r at Secret_Point[4]
    Custom script: call RemoveLocation(udg_Secret_Point[4])
    Trigger - Turn on Kobold <gen>
    Wait 15.00 seconds
    Special Effect - Create a special effect at Secret_Point[3] using Abilities\Spells\Other\Drain\ManaDrainTarget.mdl
    Wait 2 seconds
    Special Effect - Destroy (Last created special effect)
    Special Effect - Create a special effect at Secret_Point[3] using Abilities\Spells\Items\TomeOfRetraining\TomeOfRetrainingCaster.mdl
    Wait 2.00 seconds
    Special Effect - Destroy (Last created special effect)
    Wait 1.50 seconds
    Unit - Create 1 |cffff0000Azshara|r for Neutral Hostile at Secret_Point[3] facing Default building facing degrees
    Unit - Create 2 |cffff0000Naga Myrmidon|r for Neutral Hostile at Secret_Point[3] facing Default building facing degrees
    Trigger - Turn on Aszhara_Dies <gen>
    Custom script: call RemoveLocation(udg_Secret_Point[3])
    Custom script: call DestroyTrigger(GetTriggeringTrigger())
Aszhara Dies
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Dying unit)) Equal to |cffff0000Azshara|r
  Actions
    Set Secret_Point[4] = (Position of (Dying unit))
    Item - Create |cffff8a08Sargeras' Gift|r at Secret_Point[4]
    Custom script: call RemoveLocation(udg_Secret_Point[4])
    Trigger - Turn on Mage <gen>
    Game - Display to (All players) for 7.00 seconds the text: |cffffcc00Boss Mode completed.|r
    Custom script: call DestroyTrigger(GetTriggeringTrigger())
Car Wars
  Events
    Player - Player 1 (Red) types a chat message containing Car Wars as An exact match
    Player - Player 2 (Blue) types a chat message containing Car Wars as An exact match
    Player - Player 3 (Teal) types a chat message containing Car Wars as An exact match
    Player - Player 4 (Purple) types a chat message containing Car Wars as An exact match
  Conditions
  Actions
    Player Group - Pick every player in Playing_Force and do (Actions)
      Loop - Actions
        Set Secret_Group[1] = (Units owned by (Picked player) matching ((((Matching unit) is Able to attack ground units) Equal to True) and (((Matching unit) is alive) Equal to True)))
        Unit Group - Pick every unit in Secret_Group[1] and do (Actions)
          Loop - Actions
            Unit - Replace (Picked unit) with a Secret_Car[(Random integer number between 0 and 3)] using The old unit's relative life and mana
        Custom script: call DestroyGroup(udg_Secret_Group[1])
    Trigger - Turn on Car_Production <gen>
    Trigger - Turn on Car_Attacks <gen>
    Trigger - Turn on Car_Dies <gen>
    Game - Display to (All players) for 7.00 seconds the text: |cffffcc00Secret discovered: Car Wars: The Car Wars|r
    Custom script: call DestroyTrigger(GetTriggeringTrigger())
Car Production
  Events
    Unit - A unit Finishes training a unit
  Conditions
  Actions
    Unit - Replace (Trained unit) with a Secret_Car[(Random integer number between 0 and 3)] using The old unit's relative life and mana
Car Attacks
  Events
    Unit - A unit Is attacked
  Conditions
  Actions
    Animation - Play (Attacking unit)'s stand alternate animation
Car Dies
  Events
    Unit - A unit Dies
  Conditions
    ((Dying unit) is Able to attack ground units) Equal to True
    (Owner of (Dying unit)) Not equal to Neutral Hostile
  Actions
    Set Secret_Point[5] = (Position of (Dying unit))
    Special Effect - Create a special effect at Secret_Point[5] using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
    Custom script: call RemoveLocation(udg_Secret_Point[5])
    Unit - Remove (Triggering unit) from the game
Defeat
  Events
  Conditions
    ((Triggering unit) is A town-hall-type unit) Equal to True
    (Resource quantity contained in (Triggering unit)) Less than or equal to 0
  Actions
    Set Defeat_Group[0] = (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A town-hall-type unit) Equal to True) or (((Matching unit) is Able to attack ground units) Equal to True)))
    Set Defeat_Group[1] = (Units owned by (Owner of (Triggering unit)) of type |cffff0000Mercenary Camp|r)
    Set Defeat_Group[2] = (Units owned by (Owner of (Triggering unit)) of type Campfire (Live))
    Set Defeat_Group[3] = (Units owned by (Owner of (Triggering unit)) of type Campfire (Dead))
    Set Defeat_Force = (Player group((Owner of (Triggering unit))))
    Unit Group - Pick every unit in Defeat_Group[0] and do (Kill (Picked unit))
    For each (Integer A) from 1 to 3, do (Actions)
      Loop - Actions
        Unit Group - Pick every unit in Defeat_Group[(Integer A)] and do (Remove (Picked unit) from the game)
        Custom script: call DestroyGroup(udg_Defeat_Group[GetForLoopIndexA()])
    Game - Display to (All players) for 10.00 seconds the text: (Player_Color[(Player number of (Owner of (Triggering unit)))] + ((Name of (Owner of (Triggering unit))) + |r |cffffcc00has been defeated!|r))
    Game - Display to Defeat_Force for 10.00 seconds the text: |cffffcc00You may stay in game to continue watching.|r
    Player - Set (Owner of (Triggering unit)) Current gold to 0
    Visibility - Create an initially Enabled visibility modifier for (Owner of (Triggering unit)) emitting Visibility across Weather_Region
    Player Group - Remove (Owner of (Triggering unit)) from Playing_Force
    Player Group - Remove (Owner of (Triggering unit)) from AI_Force
    Custom script: call DestroyGroup(udg_Defeat_Group[0])
    Custom script: call DestroyForce(udg_Defeat_Force)
    Multiboard - Set the text for (Last created multiboard) item in column 1, row Multiboard_Player_Row[(Player number of (Owner of (Triggering unit)))] to (|cffa8a8a8 + ((Name of (Owner of (Triggering unit))) + |r))
    Multiboard - Set the text for (Last created multiboard) item in column 3, row Multiboard_Player_Row[(Player number of (Owner of (Triggering unit)))] to (|cffa8a8a8 + ((String(Kill_Count[(Player number of (Owner of (Triggering unit)))])) + |r))
    Multiboard - Set the text for (Last created multiboard) item in column 4, row Multiboard_Player_Row[(Player number of (Owner of (Triggering unit)))] to (|cffa8a8a8 + ((String(Death_Count[(Player number of (Owner of (Triggering unit)))])) + |r))
Player Leaves
  Events
    Player - Player 1 (Red) leaves the game
    Player - Player 2 (Blue) leaves the game
    Player - Player 3 (Teal) leaves the game
    Player - Player 4 (Purple) leaves the game
  Conditions
  Actions
    Set Defeat_Group[0] = (Units owned by (Triggering player) matching ((((Matching unit) is A town-hall-type unit) Equal to True) or (((Matching unit) is Able to attack ground units) Equal to True)))
    Set Defeat_Group[1] = (Units owned by (Triggering player) of type |cffff0000Mercenary Camp|r)
    Set Defeat_Group[2] = (Units owned by (Triggering player) of type Campfire (Dead))
    Set Defeat_Group[3] = (Units owned by (Triggering player) of type Campfire (Live))
    Unit Group - Pick every unit in Defeat_Group[0] and do (Kill (Picked unit))
    For each (Integer A) from 1 to 3, do (Actions)
      Loop - Actions
        Unit Group - Pick every unit in Defeat_Group[(Integer A)] and do (Remove (Picked unit) from the game)
        Custom script: call DestroyGroup(udg_Defeat_Group[GetForLoopIndexA()])
    Custom script: call DestroyGroup(udg_Defeat_Group[0])
    Game - Display to (All players) for 10.00 seconds the text: (Player_Color[(Player number of (Triggering player))] + ((Name of (Triggering player)) + |r |cffffcc00has left the game!|r))
    Multiboard - Set the text for (Last created multiboard) item in column 1, row Multiboard_Player_Row[(Player number of (Owner of (Triggering unit)))] to (|cffa8a8a8 + ((Name of (Triggering player)) + |r))
    Multiboard - Set the text for (Last created multiboard) item in column 3, row Multiboard_Player_Row[(Player number of (Owner of (Triggering unit)))] to (|cffa8a8a8 + ((String(Kill_Count[(Player number of (Triggering player))])) + |r))
    Multiboard - Set the text for (Last created multiboard) item in column 4, row Multiboard_Player_Row[(Player number of (Owner of (Triggering unit)))] to (|cffa8a8a8 + ((String(Death_Count[(Player number of (Triggering player))])) + |r))
Victory
  Events
    Unit - A unit Dies
  Conditions
    ((Dying unit) is A town-hall-type unit) Equal to True
  Actions
    Set Victory_Group[0] = (Units in Weather_Region matching ((((Matching unit) is A town-hall-type unit) Equal to True) and (((Matching unit) is alive) Equal to True)))
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in Victory_Group[0]) Less than or equal to 1
      Then - Actions
        Custom script: call DestroyTrigger(gg_trg_Time)
        Custom script: call DestroyTrigger(gg_trg_Gold_Income)
        Custom script: call DestroyTrigger(gg_trg_Spawning_Tents)
        Custom script: call DestroyTrigger(gg_trg_This_Is_Sparta)
        Custom script: call DestroyTrigger(gg_trg_I_Am_Sly_Cooper)
        Custom script: call DestroyTrigger(gg_trg_Gold_Coins)
        Custom script: call DestroyTrigger(gg_trg_Gold_Mode)
        Custom script: call DestroyTrigger(gg_trg_Crab_Battle)
        Sound - Stop (Last played sound) After fading
        Sound - Destroy (Last played sound)
        Countdown Timer - Pause Game_Time
        Wait 2.00 seconds
        Cinematic - Fade out over 4.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 10.00% transparency
        Trigger - Turn off Day <gen>
        Trigger - Turn off Night <gen>
        Wait 3.00 seconds
        Sound - Play Credits <gen>
        Game - Display to (All players) for 65.00 seconds the text: |cff0000ff |r
        Game - Display to (All players) for 60.00 seconds the text: (Player_Color[(Player number of (Owner of (Random unit from Victory_Group[0])))] + ((Name of (Owner of (Random unit from Victory_Group[0]))) + (|r |cffffcc00is the winner!|r + (Externalized string(|cffffcc00Thank you for playing! Hope you had fun!Next time you play again, try to find all the Easter Eggs!This map was brought to you by:|r Whitelisted|cffffcc00Special thanks to|r |cff008400Crazyrussian|r |cffffcc00for his Command button icons, and to|r |cff008400Pyritie|r |cffffcc00for his Cancel button icon.Suggestions? Contact|r |cff0000ffwhitelisted@live.com|r|cffffcc00Be sure to visit|r |cff0000ffwhitelisted.co.cc|r|cffffcc00!|r)))))
        Unit Group - Pick every unit in Victory_Group[0] and do (Change ownership of (Picked unit) to Neutral Passive and Change color)
        Set Victory_Group[1] = (Units in Weather_Region matching ((((Matching unit) is A peon-type unit) Equal to True) or (((Matching unit) is Able to attack ground units) Equal to True)))
        Unit Group - Pick every unit in Victory_Group[1] and do (Remove (Picked unit) from the game)
        Custom script: call DestroyGroup(udg_Victory_Group[1])
        -------- Starting Secret --------
        Wait 60.00 seconds
        Cinematic - Fade in over 4.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0.00% transparency
        Set Secret_Point[6] = (Center of Weather_Region)
        Unit - Create 1 |cffff0000Ogre Guardian|r (Level 3) for Neutral Hostile at Secret_Point[6] facing 0.00 degrees
        Custom script: call RemoveLocation(udg_Secret_Point[6])
        Set Secret_Unit = (Last created unit)
        Animation - Change Secret_Unit's size to (250.00%, 250.00%, 250.00%) of its original size
        Animation - Play Secret_Unit's stand 2 animation
        Player Group - Pick every player in (All players) and do (Actions)
          Loop - Actions
            Camera - Lock camera target for (Picked player) to Secret_Unit, offset by (0, 0) using Default rotation
        Visibility - Disable fog of war
        Visibility - Disable black mask
        -------- Secret Dialogue --------
        Floating Text - Create floating text that reads |cffff0000Mommee me wunt go pillarge toown or me go engry!|r above Secret_Unit with Z offset 0, using font size 14.00, color (100%, 100%, 100%), and 0% transparency
        Wait 5.00 seconds
        Unit - Make Secret_Unit face 270.00 over 1.00 seconds
        Floating Text - Destroy (Last created floating text)
        Floating Text - Create floating text that reads |cffff0000Hey you! Wat you still doin' here?|r above Secret_Unit with Z offset 0, using font size 14.00, color (100%, 100%, 100%), and 0% transparency
        Wait 5.00 seconds
        Floating Text - Destroy (Last created floating text)
        Floating Text - Create floating text that reads |cffff0000Wanna play smash eech oder head with hammer?|r above Secret_Unit with Z offset 0, using font size 14.00, color (100%, 100%, 100%), and 0% transparency
        Wait 5.00 seconds
        Floating Text - Destroy (Last created floating text)
        Animation - Play (Last created unit)'s attack animation
        Floating Text - Create floating text that reads |cffff0000Me talkin' to you fat head!|r above Secret_Unit with Z offset 0, using font size 14.00, color (100%, 100%, 100%), and 0% transparency
        Animation - Play (Last created unit)'s stand 2 animation
        Wait 5.00 seconds
        Floating Text - Destroy (Last created floating text)
        Floating Text - Create floating text that reads |cffff0000Answe' me or me punch you head!|r above Secret_Unit with Z offset 0, using font size 14.00, color (100%, 100%, 100%), and 0% transparency
        Wait 5.00 seconds
        Floating Text - Destroy (Last created floating text)
        Floating Text - Create floating text that reads |cffff0000You lucky me nap time.|r above Secret_Unit with Z offset 0, using font size 14.00, color (100%, 100%, 100%), and 0% transparency
        Wait 5.00 seconds
        Floating Text - Destroy (Last created floating text)
        Wait 1.50 seconds
        Animation - Play Secret_Unit's sleep animation
        Wait 3.00 seconds
        Visibility - Enable fog of war
        Visibility - Enable black mask
        Cinematic - Fade out over 4.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 10.00% transparency
        Wait 3.00 seconds
        Unit - Remove Secret_Unit from the game
        -------- End --------
        Player Group - Pick every player in (All players) and do (Actions)
          Loop - Actions
            Game - Victory (Picked player) (Skip dialogs, Show scores)
      Else - Actions
        Do nothing
    Custom script: call DestroyGroup(udg_Victory_Group[0])