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Trigger Viewer

Green TD Pros V2.7.w3x
Variables
Leaderboard
Kills Red
Kills Blue
Kills Teal
Kills Purple
Kills Yellow
Kills Orange
Kills Green
Kills Pink
Kills Grey
Quit Red
Quit Blue
Quit Teal
Quit Purple
Quit Yellow
Quit Orange
Quit Green
Quit Pink
Quit Grey
Game
Melee Initialization
Make
lose
END
WAVESCOUNT
WIN
sell
Kick System
Kick 01
Kick 02
Kick 03
Kick 04
Kick 05
Kick 06
Kick 07
Kick 08
Kick 09
Pathing
Path 1 Pink Spawn
Path 1a
Path 1b
Path 1c
Path 1d
Path 1e
Path 2 Gray Spawn
Path 2a
Path 2b
Path 2c
Path 2d
Path 2e
Path 3 Orange Spawn
Path 3a
Path 3b
Path 3c
Path 4 Green Spawn
Path 4a
Path 4b
Path 4c
Path 5 Red Spawn A
Path 5 Red Spawn B
Path topleft
Path topleftgo
Path topleftgo1
Path topleftgo2
Path topleftgo3
Path topleftgo4
Path topright
Path toprightgo
Path toprightgo1
Path toprightgo2
Path toprightgo3
Path toprightgo4
Path 6 Purple Spawn
Path 6a
Path 6b
Path 6c
Path 6d
Path 6e
Path 7 Yellow Spawn
Path 7a
Path 7b
Path 7c
Path 7d
Path 7e
Path 8 Blue Spawn
Path 8a
Path 9 Teal Spawn
Path 9a
Path bottomleftgo
Path bottomrightgo
Path leftgo
Path leftgo1
Path leftgo2
Path leftgo3
Path rightgo
Path rightgo1
Path rightgo2
Path rightgo3
END Go
Commands
Immune
Air
Hero
Boss
Messages
Message
Message Copy
Message Copy Copy
Message Copy Copy Copy
Camera
Waves
Waves1
Wavstart2
Waves2
Wavstart3
Waves3
Wavstart4
Waves4
Wavstart5
Waves5
Wavstart6
Waves6
Wavstart7
Waves7
Wavstart8
Waves8
Wavstart9
Waves9
Wavstart10
Waves10
Wavstart11
Waves11
Wavstart12
Waves12
Wavstart13
Waves13
Wavstart14
Waves14
Wavstart15
Waves15
Wavstart16
Waves16
Wavstart17
Waves17
Wavstart18
Waves18
Wavstart19
Waves19
Wavstart20
Waves20
Wavstart21
Waves21
Wavstart22
Waves22
Wavstart23
Waves23
Wavstart24
Waves24
Wavstart25
Waves25
Wavstart26
Waves26
Wavstart27
Waves27
Wavstart28
Waves28
Wavstart29
Waves29
Wavstart30
Waves30
Wavstart31
Waves31
Wavstart32
Waves32
Wavstart33
Waves33
Wavstart34
Waves34
Wavstart35
Waves35
Wavstart36
Waves36
Wavstart37
Waves37
Winstart
Extras
Unstuck

		
Name Type Is Array Initial Value
Chances integer No 50
Counter timer No
killsblue integer No
killsgreen integer No
killsgrey integer No
killsorange integer No
killspink integer No
killspurple integer No
killsred integer No
killsteal integer No
killsyellow integer No
LEADERBOARD leaderboard No
LVL integer No
TIMERWINDOW timerdialog No
Kills Red
  Events
    Unit - A unit owned by Player 12 (Brown) Dies
  Conditions
    (Owner of (Killing unit)) Equal to Player 1 (Red)
  Actions
    Set killsred = (killsred + 1)
    Leaderboard - Change the value for Player 1 (Red) in LEADERBOARD to killsred
Kills Blue
  Events
    Unit - A unit owned by Player 12 (Brown) Dies
  Conditions
    (Owner of (Killing unit)) Equal to Player 2 (Blue)
  Actions
    Set killsblue = (killsblue + 1)
    Leaderboard - Change the value for Player 2 (Blue) in LEADERBOARD to killsblue
Kills Teal
  Events
    Unit - A unit owned by Player 12 (Brown) Dies
  Conditions
    (Owner of (Killing unit)) Equal to Player 3 (Teal)
  Actions
    Set killsteal = (killsteal + 1)
    Leaderboard - Change the value for Player 3 (Teal) in LEADERBOARD to killsteal
Kills Purple
  Events
    Unit - A unit owned by Player 12 (Brown) Dies
  Conditions
    (Owner of (Killing unit)) Equal to Player 4 (Purple)
  Actions
    Set killspurple = (killspurple + 1)
    Leaderboard - Change the value for Player 4 (Purple) in LEADERBOARD to killspurple
Kills Yellow
  Events
    Unit - A unit owned by Player 12 (Brown) Dies
  Conditions
    (Owner of (Killing unit)) Equal to Player 5 (Yellow)
  Actions
    Set killsyellow = (killsyellow + 1)
    Leaderboard - Change the value for Player 5 (Yellow) in LEADERBOARD to killsyellow
Kills Orange
  Events
    Unit - A unit owned by Player 12 (Brown) Dies
  Conditions
    (Owner of (Killing unit)) Equal to Player 6 (Orange)
  Actions
    Set killsorange = (killsorange + 1)
    Leaderboard - Change the value for Player 6 (Orange) in LEADERBOARD to killsorange
Kills Green
  Events
    Unit - A unit owned by Player 12 (Brown) Dies
  Conditions
    (Owner of (Killing unit)) Equal to Player 7 (Green)
  Actions
    Set killsgreen = (killsgreen + 1)
    Leaderboard - Change the value for Player 7 (Green) in LEADERBOARD to killsgreen
Kills Pink
  Events
    Unit - A unit owned by Player 12 (Brown) Dies
  Conditions
    (Owner of (Killing unit)) Equal to Player 8 (Pink)
  Actions
    Set killspink = (killspink + 1)
    Leaderboard - Change the value for Player 8 (Pink) in LEADERBOARD to killspink
Kills Grey
  Events
    Unit - A unit owned by Player 12 (Brown) Dies
  Conditions
    (Owner of (Killing unit)) Equal to Player 9 (Gray)
  Actions
    Set killsgrey = (killsgrey + 1)
    Leaderboard - Change the value for Player 9 (Gray) in LEADERBOARD to killsgrey
Quit Red
  Events
    Player - Player 1 (Red) leaves the game
  Conditions
  Actions
    Leaderboard - Change the label for Player 1 (Red) in LEADERBOARD to <Left Game>
Quit Blue
  Events
    Player - Player 2 (Blue) leaves the game
  Conditions
  Actions
    Leaderboard - Change the label for Player 2 (Blue) in LEADERBOARD to <Left Game>
Quit Teal
  Events
    Player - Player 3 (Teal) leaves the game
  Conditions
  Actions
    Leaderboard - Change the label for Player 3 (Teal) in LEADERBOARD to <Left Game>
Quit Purple
  Events
    Player - Player 4 (Purple) leaves the game
  Conditions
  Actions
    Leaderboard - Change the label for Player 4 (Purple) in LEADERBOARD to <Left Game>
Quit Yellow
  Events
    Player - Player 5 (Yellow) leaves the game
  Conditions
  Actions
    Leaderboard - Change the label for Player 5 (Yellow) in LEADERBOARD to <Left Game>
Quit Orange
  Events
    Player - Player 6 (Orange) leaves the game
  Conditions
  Actions
    Leaderboard - Change the label for Player 6 (Orange) in LEADERBOARD to <Left Game>
Quit Green
  Events
    Player - Player 7 (Green) leaves the game
  Conditions
  Actions
    Leaderboard - Change the label for Player 7 (Green) in LEADERBOARD to <Left Game>
Quit Pink
  Events
    Player - Player 8 (Pink) leaves the game
  Conditions
  Actions
    Leaderboard - Change the label for Player 8 (Pink) in LEADERBOARD to <Left Game>
Quit Grey
  Events
    Player - Player 9 (Gray) leaves the game
  Conditions
  Actions
    Leaderboard - Change the label for Player 9 (Gray) in LEADERBOARD to <Left Game>
Melee Initialization
  Events
    Map initialization
  Conditions
  Actions
    Player Group - Pick every player in (All players) and do (Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across (Playable map area))
    Environment - Change water tinting color to (100.00%, 100.00%, 100.00%) with 0% transparency
    Player Group - Pick every player in (All players controlled by a User player) and do (Add 200 to (Picked player) Current gold)
    Player Group - Pick every player in (All players controlled by a User player) and do (If (((Picked player) slot status) Equal to Is playing) then do (Create 1 Summoner for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing))
    Player - Turn Gives bounty true (onoffoption) for Player 12 (Brown)
Make
  Events
    Time - Elapsed game time is 2.00 seconds
  Conditions
  Actions
    Leaderboard - Create a leaderboard for (All players) titled |c0000FF00GREEN TD ProS|r |c00FF0000KILLS|r
    Set LEADERBOARD = (Last created leaderboard)
    Leaderboard - Add Player 10 (Light Blue) to LEADERBOARD with label Current LVL >>> and value LVL
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Add Player 1 (Red) to LEADERBOARD with label (Name of Player 1 (Red)) and value killsred) else do (Do nothing)
    If ((Player 2 (Blue) slot status) Equal to Is playing) then do (Add Player 2 (Blue) to LEADERBOARD with label (Name of Player 2 (Blue)) and value killsblue) else do (Do nothing)
    If ((Player 3 (Teal) slot status) Equal to Is playing) then do (Add Player 3 (Teal) to LEADERBOARD with label (Name of Player 3 (Teal)) and value killsteal) else do (Do nothing)
    If ((Player 4 (Purple) slot status) Equal to Is playing) then do (Add Player 4 (Purple) to LEADERBOARD with label (Name of Player 4 (Purple)) and value killsyellow) else do (Do nothing)
    If ((Player 5 (Yellow) slot status) Equal to Is playing) then do (Add Player 5 (Yellow) to LEADERBOARD with label (Name of Player 5 (Yellow)) and value killsgreen) else do (Do nothing)
    If ((Player 6 (Orange) slot status) Equal to Is playing) then do (Add Player 6 (Orange) to LEADERBOARD with label (Name of Player 6 (Orange)) and value killspurple) else do (Do nothing)
    If ((Player 7 (Green) slot status) Equal to Is playing) then do (Add Player 7 (Green) to LEADERBOARD with label (Name of Player 7 (Green)) and value killsorange) else do (Do nothing)
    If ((Player 8 (Pink) slot status) Equal to Is playing) then do (Add Player 8 (Pink) to LEADERBOARD with label (Name of Player 8 (Pink)) and value killspink) else do (Do nothing)
    If ((Player 9 (Gray) slot status) Equal to Is playing) then do (Add Player 9 (Gray) to LEADERBOARD with label (Name of Player 9 (Gray)) and value killsgrey) else do (Do nothing)
    Leaderboard - Add Player 12 (Brown) to LEADERBOARD with label CHANCES>>> and value Chances
lose
  Events
    Time - Every 1.00 seconds of game time
  Conditions
    Chances Less than or equal to 0
  Actions
    Player Group - Pick every player in (All players controlled by a User player) and do (If (((Picked player) slot status) Equal to Is playing) then do (Defeat (Picked player) with the message: Defeat!) else do (Do nothing))
    Trigger - Turn off (This trigger)
END
  Events
    Unit - A unit enters END <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Sound - Play PurgeTarget <gen>
    Unit - Kill (Entering unit)
    Set Chances = (Chances - 1)
    Leaderboard - Change the value for Player 12 (Brown) in LEADERBOARD to Chances
    Game - Display to (All players) the text: (|c00FF0000Warning!|r + ((String(Chances)) + |c00FF0000Chances left!|r))
WAVESCOUNT
  Events
    Time - Elapsed game time is 5 seconds
  Conditions
  Actions
    Countdown Timer - Start Counter as a false (periodicoption) timer that will expire in 30 seconds
    Countdown Timer - Create a timer window for Counter with title Game Starts in >>>
    Set TIMERWINDOW = (Last created timer window)
    Trigger - Turn off (This trigger)
WIN
  Events
  Conditions
  Actions
    Player Group - Pick every player in (All players controlled by a User player) and do (Victory (Picked player) (Show dialogs, Show scores))
sell
  Events
    Unit - A unit Finishes training a unit
  Conditions
    (Unit-type of (Trained unit)) Equal to |c00FFFF00SELL|r
  Actions
    Player - Add (Point-value of (Triggering unit)) to (Owner of (Triggering unit)) Current gold
    Special Effect - Create a special effect attached to the overhead of (Triggering unit) using Abilities\\Spells\\Other\\Charm\\CharmTarget.mdl
    Unit - Kill (Triggering unit)
    Unit - Kill (Trained unit)
Kick 01
  Events
    Player - Player 1 (Red) types a chat message containing --kick orange as An exact match
    Player - Player 2 (Blue) types a chat message containing --kick orange as An exact match
    Player - Player 3 (Teal) types a chat message containing --kick orange as An exact match
  Conditions
  Actions
    Game - Defeat Player 6 (Orange) with the message: |cffdc143cYou are a fucking Noob and a really big Idiot, bye bye !|r
Kick 02
  Events
    Player - Player 1 (Red) types a chat message containing --kick pink as An exact match
    Player - Player 2 (Blue) types a chat message containing --kick pink as An exact match
    Player - Player 3 (Teal) types a chat message containing --kick pink as An exact match
  Conditions
  Actions
    Game - Defeat Player 8 (Pink) with the message: |cffdc143cYou are a fucking Noob and a really big Idiot, bye bye !|r
Kick 03
  Events
    Player - Player 1 (Red) types a chat message containing --kick green as An exact match
    Player - Player 2 (Blue) types a chat message containing --kick green as An exact match
    Player - Player 3 (Teal) types a chat message containing --kick green as An exact match
  Conditions
  Actions
    Game - Defeat Player 7 (Green) with the message: |cffdc143cYou are a fucking Noob and a really big Idiot, bye bye !|r
Kick 04
  Events
    Player - Player 1 (Red) types a chat message containing --kick gray as An exact match
    Player - Player 2 (Blue) types a chat message containing --kick gray as An exact match
    Player - Player 3 (Teal) types a chat message containing --kick gray as An exact match
  Conditions
  Actions
    Game - Defeat Player 9 (Gray) with the message: |cffdc143cYou are a fucking Noob and a really big Idiot, bye bye !|r
Kick 05
  Events
    Player - Player 1 (Red) types a chat message containing --kick purple as An exact match
    Player - Player 2 (Blue) types a chat message containing --kick purple as An exact match
    Player - Player 3 (Teal) types a chat message containing --kick purple as An exact match
  Conditions
  Actions
    Game - Defeat Player 4 (Purple) with the message: |cffdc143cYou are a fucking Noob and a really big Idiot, bye bye !|r
Kick 06
  Events
    Player - Player 1 (Red) types a chat message containing --kick yellow as An exact match
    Player - Player 2 (Blue) types a chat message containing --kick yellow as An exact match
    Player - Player 3 (Teal) types a chat message containing --kick yellow as An exact match
  Conditions
  Actions
    Game - Defeat Player 5 (Yellow) with the message: |cffdc143cYou are a fucking Noob and a really big Idiot, bye bye !|r
Kick 07
  Events
    Player - Player 1 (Red) types a chat message containing --kick blue as An exact match
    Player - Player 2 (Blue) types a chat message containing --kick blue as An exact match
    Player - Player 3 (Teal) types a chat message containing --kick blue as An exact match
  Conditions
  Actions
    Game - Defeat Player 2 (Blue) with the message: |cffdc143cYou are a fucking Noob and a really big Idiot, bye bye !|r
Kick 08
  Events
    Player - Player 1 (Red) types a chat message containing --kick teal as An exact match
    Player - Player 2 (Blue) types a chat message containing --kick teal as An exact match
    Player - Player 3 (Teal) types a chat message containing --kick teal as An exact match
  Conditions
  Actions
    Game - Defeat Player 3 (Teal) with the message: |cffdc143cYou are a fucking Noob and a really big Idiot, bye bye !|r
Kick 09
  Events
    Player - Player 1 (Red) types a chat message containing --kick red as An exact match
    Player - Player 2 (Blue) types a chat message containing --kick red as An exact match
    Player - Player 3 (Teal) types a chat message containing --kick red as An exact match
  Conditions
  Actions
    Game - Defeat Player 1 (Red) with the message: |cffdc143cYou are a fucking Noob and a really big Idiot, bye bye !|r
Path 1 Pink Spawn
  Events
    Unit - A unit enters 1_Pink_Spawn <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To (Center of 1a <gen>)
Path 1a
  Events
    Unit - A unit enters 1a <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To (Center of 1b <gen>)
Path 1b
  Events
    Unit - A unit enters 1b <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To (Center of 1c <gen>)
Path 1c
  Events
    Unit - A unit enters 1c <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To (Center of 1d <gen>)
Path 1d
  Events
    Unit - A unit enters 1d <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To (Center of 1e <gen>)
Path 1e
  Events
    Unit - A unit enters 1e <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To (Center of topleft <gen>)
Path 2 Gray Spawn
  Events
    Unit - A unit enters 2_Gray_Spawn <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To (Center of 2a <gen>)
Path 2a
  Events
    Unit - A unit enters 2a <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To (Center of 2b <gen>)
Path 2b
  Events
    Unit - A unit enters 2b <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To (Center of 2c <gen>)
Path 2c
  Events
    Unit - A unit enters 2c <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To (Center of 2d <gen>)
Path 2d
  Events
    Unit - A unit enters 2d <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To (Center of 2e <gen>)
Path 2e
  Events
    Unit - A unit enters 2e <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To (Center of topright <gen>)
Path 3 Orange Spawn
  Events
    Unit - A unit enters 3_Orange_Spawn <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To (Center of 3a <gen>)
Path 3a
  Events
    Unit - A unit enters 3a <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To (Center of 3b <gen>)
Path 3b
  Events
    Unit - A unit enters 3b <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To (Center of 3c <gen>)
Path 3c
  Events
    Unit - A unit enters 3c <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To (Center of topleft <gen>)
Path 4 Green Spawn
  Events
    Unit - A unit enters 4_Green_Spawn <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To (Center of 4a <gen>)
Path 4a
  Events
    Unit - A unit enters 4a <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To (Center of 4b <gen>)
Path 4b
  Events
    Unit - A unit enters 4b <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To (Center of 4c <gen>)
Path 4c
  Events
    Unit - A unit enters 4c <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To (Center of topright <gen>)
Path 5 Red Spawn A
  Events
    Unit - A unit enters 5_Red_Spawn_A <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To (Center of topleftgo1 <gen>)
Path 5 Red Spawn B
  Events
    Unit - A unit enters 5_Red_Spawn_B <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To (Center of toprightgo1 <gen>)
Path topleft
  Events
    Unit - A unit enters topleft <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To (Center of topleftgo <gen>)
Path topleftgo
  Events
    Unit - A unit enters topleftgo <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To (Center of topleftgo1 <gen>)
Path topleftgo1
  Events
    Unit - A unit enters topleftgo1 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To (Center of topleftgo2 <gen>)
Path topleftgo2
  Events
    Unit - A unit enters topleftgo2 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To (Center of topleftgo3 <gen>)
Path topleftgo3
  Events
    Unit - A unit enters topleftgo3 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To (Center of topleftgo4 <gen>)
Path topleftgo4
  Events
    Unit - A unit enters topleftgo4 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To (Center of leftgo <gen>)
Path topright
  Events
    Unit - A unit enters topright <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To (Center of toprightgo <gen>)
Path toprightgo
  Events
    Unit - A unit enters toprightgo <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To (Center of toprightgo1 <gen>)
Path toprightgo1
  Events
    Unit - A unit enters toprightgo1 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To (Center of toprightgo2 <gen>)
Path toprightgo2
  Events
    Unit - A unit enters toprightgo2 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To (Center of toprightgo3 <gen>)
Path toprightgo3
  Events
    Unit - A unit enters toprightgo3 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To (Center of toprightgo4 <gen>)
Path toprightgo4
  Events
    Unit - A unit enters toprightgo4 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To (Center of rightgo <gen>)
Path 6 Purple Spawn
  Events
    Unit - A unit enters 6_Purple_Spawn <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To (Center of 6a <gen>)
Path 6a
  Events
    Unit - A unit enters 6a <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To (Center of 6b <gen>)
Path 6b
  Events
    Unit - A unit enters 6b <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To (Center of 6c <gen>)
Path 6c
  Events
    Unit - A unit enters 6c <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To (Center of 6d <gen>)
Path 6d
  Events
    Unit - A unit enters 6d <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To (Center of 6e <gen>)
Path 6e
  Events
    Unit - A unit enters 6e <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To (Center of bottomleftgo <gen>)
Path 7 Yellow Spawn
  Events
    Unit - A unit enters 7_Yellow_Spawn <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To (Center of 7a <gen>)
Path 7a
  Events
    Unit - A unit enters 7a <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To (Center of 7b <gen>)
Path 7b
  Events
    Unit - A unit enters 7b <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To (Center of 7c <gen>)
Path 7c
  Events
    Unit - A unit enters 7c <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To (Center of 7d <gen>)
Path 7d
  Events
    Unit - A unit enters 7d <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To (Center of 7e <gen>)
Path 7e
  Events
    Unit - A unit enters 7e <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To (Center of bottomrightgo <gen>)
Path 8 Blue Spawn
  Events
    Unit - A unit enters 8_Blue_Spawn <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To (Center of 8a <gen>)
Path 8a
  Events
    Unit - A unit enters 8a <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To (Center of bottomleftgo <gen>)
Path 9 Teal Spawn
  Events
    Unit - A unit enters 9_Teal_Spawn <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To (Center of 9a <gen>)
Path 9a
  Events
    Unit - A unit enters 9a <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To (Center of bottomrightgo <gen>)
Path bottomleftgo
  Events
    Unit - A unit enters bottomleftgo <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To (Center of leftgo <gen>)
Path bottomrightgo
  Events
    Unit - A unit enters bottomrightgo <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To (Center of rightgo <gen>)
Path leftgo
  Events
    Unit - A unit enters leftgo <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To (Center of leftgo1 <gen>)
Path leftgo1
  Events
    Unit - A unit enters leftgo1 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To (Center of leftgo2 <gen>)
Path leftgo2
  Events
    Unit - A unit enters leftgo2 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To (Center of leftgo4 <gen>)
Path leftgo3
  Events
    Unit - A unit enters leftgo4 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To (Center of EndGo <gen>)
Path rightgo
  Events
    Unit - A unit enters rightgo <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To (Center of rightgo1 <gen>)
Path rightgo1
  Events
    Unit - A unit enters rightgo1 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To (Center of rightgo2 <gen>)
Path rightgo2
  Events
    Unit - A unit enters rightgo2 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To (Center of rightgo3 <gen>)
Path rightgo3
  Events
    Unit - A unit enters rightgo3 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To (Center of EndGo <gen>)
END Go
  Events
    Unit - A unit enters EndGo <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To (Center of END <gen>)
Immune
  Events
    Player - Player 1 (Red) types a chat message containing -immune as A substring
    Player - Player 2 (Blue) types a chat message containing -immune as A substring
    Player - Player 3 (Teal) types a chat message containing -immune as A substring
    Player - Player 4 (Purple) types a chat message containing -immune as A substring
    Player - Player 5 (Yellow) types a chat message containing -immune as A substring
    Player - Player 6 (Orange) types a chat message containing -immune as A substring
    Player - Player 7 (Green) types a chat message containing -immune as A substring
    Player - Player 8 (Pink) types a chat message containing -immune as A substring
    Player - Player 9 (Gray) types a chat message containing -immune as A substring
  Conditions
  Actions
    Game - Display to (All players) the text: |c008000FF-Spell Immune every 5 Levels!|r |c00FF0000Units immune to Fire Trap and Ice Towers.|r
Air
  Events
    Player - Player 1 (Red) types a chat message containing -air as A substring
    Player - Player 2 (Blue) types a chat message containing -air as A substring
    Player - Player 3 (Teal) types a chat message containing -air as A substring
    Player - Player 4 (Purple) types a chat message containing -air as A substring
    Player - Player 5 (Yellow) types a chat message containing -air as A substring
    Player - Player 6 (Orange) types a chat message containing -air as A substring
    Player - Player 7 (Green) types a chat message containing -air as A substring
    Player - Player 8 (Pink) types a chat message containing -air as A substring
    Player - Player 9 (Gray) types a chat message containing -air as A substring
  Conditions
  Actions
    Game - Display to (All players) the text: |c008000FF-Air Levels are 7, 17, 23, 27, 35|r
Hero
  Events
    Player - Player 1 (Red) types a chat message containing -hero as A substring
    Player - Player 2 (Blue) types a chat message containing -hero as A substring
    Player - Player 3 (Teal) types a chat message containing -hero as A substring
    Player - Player 4 (Purple) types a chat message containing -hero as A substring
    Player - Player 5 (Yellow) types a chat message containing -hero as A substring
    Player - Player 6 (Orange) types a chat message containing -hero as A substring
    Player - Player 7 (Green) types a chat message containing -hero as A substring
    Player - Player 8 (Pink) types a chat message containing -hero as A substring
    Player - Player 9 (Gray) types a chat message containing -hero as A substring
  Conditions
  Actions
    Game - Display to (All players) the text: |c008000FF-Hero Levels are 28, 29, 30, 32, 33, 34|r
Boss
  Events
    Player - Player 1 (Red) types a chat message containing -boss as A substring
    Player - Player 2 (Blue) types a chat message containing -boss as A substring
    Player - Player 3 (Teal) types a chat message containing -boss as A substring
    Player - Player 4 (Purple) types a chat message containing -boss as A substring
    Player - Player 5 (Yellow) types a chat message containing -boss as A substring
    Player - Player 6 (Orange) types a chat message containing -boss as A substring
    Player - Player 7 (Green) types a chat message containing -boss as A substring
    Player - Player 8 (Pink) types a chat message containing -boss as A substring
    Player - Player 9 (Gray) types a chat message containing -boss as A substring
  Conditions
  Actions
    Game - Display to (All players) the text: |c008000FF-Boss Levels are 31, 36 , 37(Air Boss)|r
Message
  Events
    Time - Elapsed game time is 20.00 seconds
  Conditions
  Actions
    Game - Display to (All players) the text: |c00FFFF00Type |r|c00FF0000-immune|r |c00FFFF00to see when immune levels are...|r
    Game - Display to (All players) the text: |c00FFFF00Type |r|c00FF0000-air|r |c00FFFF00to see when air levels are...|r
    Game - Display to (All players) the text: |c00FFFF00Type |r|c00FF0000-hero|r |c00FFFF00to see when hero levels are...|r
    Game - Display to (All players) the text: |c00FFFF00Type |r|c00FF0000-boss|r |c00FFFF00to see when boss levels are...|r
Message Copy
  Events
    Time - Elapsed game time is 60.00 seconds
  Conditions
  Actions
    Game - Display to (All players) the text: |c00FFFF00Type |r|c00FF0000-immune|r |c00FFFF00to see when immune levels are...|r
    Game - Display to (All players) the text: |c00FFFF00Type |r|c00FF0000-air|r |c00FFFF00to see when air levels are...|r
    Game - Display to (All players) the text: |c00FFFF00Type |r|c00FF0000-hero|r |c00FFFF00to see when hero levels are...|r
    Game - Display to (All players) the text: |c00FFFF00Type |r|c00FF0000-boss|r |c00FFFF00to see when boss levels are...|r
Message Copy Copy
  Events
    Time - Elapsed game time is 120.00 seconds
  Conditions
  Actions
    Game - Display to (All players) the text: |c008000FFImmune |r|c00FFFF00creeps are immune to |r|c00FF0000Fire Trap|r |c00FFFF00and|r |c00FFFF00Ice Towers|r |c00FFFF00...|r
Message Copy Copy Copy
  Events
    Time - Elapsed game time is 5.00 seconds
  Conditions
  Actions
    Game - Display to (All players) the text: |cff0000FFWelcome To|r |cff400080InSaNeBro's New Version of|r |c0000FF00Green TD ProS|r
Camera
  Events
    Time - Every 5.00 seconds of game time
  Conditions
  Actions
    Player Group - Pick every player in (All players controlled by a User player) and do (Set (Picked player)'s camera CAMERA_FIELD_TARGET_DISTANCE (camerafield) to 2000.00 over 1.00 seconds)
Waves1
  Events
    Time - Counter expires
  Conditions
  Actions
    Countdown Timer - Destroy TIMERWINDOW
    Set LVL = (LVL + 1)
    Leaderboard - Change the value for Player 10 (Light Blue) in LEADERBOARD to LVL
    Sound - Play Wave_Normal <gen>
    Game - Display to (All players) the text: |c008000FFWave 1 of 37|r
    If ((Player 8 (Pink) slot status) Equal to Is playing) then do (Create 16 Footman 1 for Player 12 (Brown) at (Center of 1_Pink_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 9 (Gray) slot status) Equal to Is playing) then do (Create 16 Footman 1 for Player 12 (Brown) at (Center of 2_Gray_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 6 (Orange) slot status) Equal to Is playing) then do (Create 16 Footman 1 for Player 12 (Brown) at (Center of 3_Orange_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 7 (Green) slot status) Equal to Is playing) then do (Create 16 Footman 1 for Player 12 (Brown) at (Center of 4_Green_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 8 Footman 1 for Player 12 (Brown) at (Center of 5_Red_Spawn_A <gen>) facing Default building facing degrees) else do (Do nothing)
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 8 Footman 1 for Player 12 (Brown) at (Center of 5_Red_Spawn_B <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 4 (Purple) slot status) Equal to Is playing) then do (Create 16 Footman 1 for Player 12 (Brown) at (Center of 6_Purple_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 5 (Yellow) slot status) Equal to Is playing) then do (Create 16 Footman 1 for Player 12 (Brown) at (Center of 7_Yellow_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 2 (Blue) slot status) Equal to Is playing) then do (Create 16 Footman 1 for Player 12 (Brown) at (Center of 8_Blue_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 3 (Teal) slot status) Equal to Is playing) then do (Create 16 Footman 1 for Player 12 (Brown) at (Center of 9_Teal_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Trigger - Turn on Wavstart2 <gen>
    Trigger - Turn off (This trigger)
Wavstart2
  Events
    Time - Every 1.00 seconds of game time
  Conditions
    (Number of units in (Units in (Playable map area) owned by Player 12 (Brown))) Less than or equal to 0
  Actions
    Sound - Stop Wave_Normal <gen> false (fadedontoption)
    Set UNIT = "hrif" (Null)
    Trigger - Run Waves2 <gen> (ignoring conditions)
    Trigger - Turn off (This trigger)
    Player Group - Pick every player in (All players) and do (Add 10 to (Picked player) Current gold)
Waves2
  Events
  Conditions
  Actions
    Set LVL = (LVL + 1)
    Leaderboard - Change the value for Player 10 (Light Blue) in LEADERBOARD to LVL
    Sound - Play Wave_Normal <gen>
    Game - Display to (All players) the text: |c008000FFWave 2 of 37|r
    If ((Player 8 (Pink) slot status) Equal to Is playing) then do (Create 16 Rifleman 2 for Player 12 (Brown) at (Center of 1_Pink_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 9 (Gray) slot status) Equal to Is playing) then do (Create 16 Rifleman 2 for Player 12 (Brown) at (Center of 2_Gray_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 6 (Orange) slot status) Equal to Is playing) then do (Create 16 Rifleman 2 for Player 12 (Brown) at (Center of 3_Orange_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 7 (Green) slot status) Equal to Is playing) then do (Create 16 Rifleman 2 for Player 12 (Brown) at (Center of 4_Green_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 8 Rifleman 2 for Player 12 (Brown) at (Center of 5_Red_Spawn_A <gen>) facing Default building facing degrees) else do (Do nothing)
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 8 Rifleman 2 for Player 12 (Brown) at (Center of 5_Red_Spawn_B <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 4 (Purple) slot status) Equal to Is playing) then do (Create 16 Rifleman 2 for Player 12 (Brown) at (Center of 6_Purple_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 5 (Yellow) slot status) Equal to Is playing) then do (Create 16 Rifleman 2 for Player 12 (Brown) at (Center of 7_Yellow_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 2 (Blue) slot status) Equal to Is playing) then do (Create 16 Rifleman 2 for Player 12 (Brown) at (Center of 8_Blue_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 3 (Teal) slot status) Equal to Is playing) then do (Create 16 Rifleman 2 for Player 12 (Brown) at (Center of 9_Teal_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Trigger - Turn on Wavstart3 <gen>
Wavstart3
  Events
    Time - Every 1.00 seconds of game time
  Conditions
    (Number of units in (Units in (Playable map area) owned by Player 12 (Brown))) Less than or equal to 0
  Actions
    Sound - Stop Wave_Normal <gen> false (fadedontoption)
    Set UNIT = "hsor" (Null)
    Trigger - Run Waves3 <gen> (ignoring conditions)
    Trigger - Turn off (This trigger)
    Player Group - Pick every player in (All players) and do (Add 15 to (Picked player) Current gold)
Waves3
  Events
  Conditions
  Actions
    Set LVL = (LVL + 1)
    Leaderboard - Change the value for Player 10 (Light Blue) in LEADERBOARD to LVL
    Sound - Play Wave_Normal <gen>
    Game - Display to (All players) the text: |c008000FFWave 3 of 37|r
    If ((Player 8 (Pink) slot status) Equal to Is playing) then do (Create 16 Sorceress 3 for Player 12 (Brown) at (Center of 1_Pink_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 9 (Gray) slot status) Equal to Is playing) then do (Create 16 Sorceress 3 for Player 12 (Brown) at (Center of 2_Gray_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 6 (Orange) slot status) Equal to Is playing) then do (Create 16 Sorceress 3 for Player 12 (Brown) at (Center of 3_Orange_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 7 (Green) slot status) Equal to Is playing) then do (Create 16 Sorceress 3 for Player 12 (Brown) at (Center of 4_Green_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 8 Sorceress 3 for Player 12 (Brown) at (Center of 5_Red_Spawn_A <gen>) facing Default building facing degrees) else do (Do nothing)
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 8 Sorceress 3 for Player 12 (Brown) at (Center of 5_Red_Spawn_B <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 4 (Purple) slot status) Equal to Is playing) then do (Create 16 Sorceress 3 for Player 12 (Brown) at (Center of 6_Purple_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 5 (Yellow) slot status) Equal to Is playing) then do (Create 16 Sorceress 3 for Player 12 (Brown) at (Center of 7_Yellow_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 2 (Blue) slot status) Equal to Is playing) then do (Create 16 Sorceress 3 for Player 12 (Brown) at (Center of 8_Blue_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 3 (Teal) slot status) Equal to Is playing) then do (Create 16 Sorceress 3 for Player 12 (Brown) at (Center of 9_Teal_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Trigger - Turn on Wavstart4 <gen>
Wavstart4
  Events
    Time - Every 1.00 seconds of game time
  Conditions
    (Number of units in (Units in (Playable map area) owned by Player 12 (Brown))) Less than or equal to 0
  Actions
    Sound - Stop Wave_Normal <gen> false (fadedontoption)
    Set UNIT = "hspt" (Null)
    Trigger - Run Waves4 <gen> (ignoring conditions)
    Trigger - Turn off (This trigger)
    Player Group - Pick every player in (All players) and do (Add 20 to (Picked player) Current gold)
Waves4
  Events
  Conditions
  Actions
    Set LVL = (LVL + 1)
    Leaderboard - Change the value for Player 10 (Light Blue) in LEADERBOARD to LVL
    Sound - Play Wave_Normal <gen>
    Game - Display to (All players) the text: |c008000FFWave 4 of 37|r
    If ((Player 8 (Pink) slot status) Equal to Is playing) then do (Create 16 Spell Breaker 4 for Player 12 (Brown) at (Center of 1_Pink_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 9 (Gray) slot status) Equal to Is playing) then do (Create 16 Spell Breaker 4 for Player 12 (Brown) at (Center of 2_Gray_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 6 (Orange) slot status) Equal to Is playing) then do (Create 16 Spell Breaker 4 for Player 12 (Brown) at (Center of 3_Orange_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 7 (Green) slot status) Equal to Is playing) then do (Create 16 Spell Breaker 4 for Player 12 (Brown) at (Center of 4_Green_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 8 Spell Breaker 4 for Player 12 (Brown) at (Center of 5_Red_Spawn_A <gen>) facing Default building facing degrees) else do (Do nothing)
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 8 Spell Breaker 4 for Player 12 (Brown) at (Center of 5_Red_Spawn_B <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 4 (Purple) slot status) Equal to Is playing) then do (Create 16 Spell Breaker 4 for Player 12 (Brown) at (Center of 6_Purple_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 5 (Yellow) slot status) Equal to Is playing) then do (Create 16 Spell Breaker 4 for Player 12 (Brown) at (Center of 7_Yellow_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 2 (Blue) slot status) Equal to Is playing) then do (Create 16 Spell Breaker 4 for Player 12 (Brown) at (Center of 8_Blue_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 3 (Teal) slot status) Equal to Is playing) then do (Create 16 Spell Breaker 4 for Player 12 (Brown) at (Center of 9_Teal_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Trigger - Turn on Wavstart5 <gen>
Wavstart5
  Events
    Time - Every 1.00 seconds of game time
  Conditions
    (Number of units in (Units in (Playable map area) owned by Player 12 (Brown))) Less than or equal to 0
  Actions
    Sound - Stop Wave_Normal <gen> false (fadedontoption)
    Set UNIT = "hmpr" (Null)
    Trigger - Run Waves5 <gen> (ignoring conditions)
    Trigger - Turn off (This trigger)
    Player Group - Pick every player in (All players) and do (Add 25 to (Picked player) Current gold)
Waves5
  Events
  Conditions
  Actions
    Set LVL = (LVL + 1)
    Leaderboard - Change the value for Player 10 (Light Blue) in LEADERBOARD to LVL
    Sound - Play Wave_Immune <gen>
    Game - Display to (All players) the text: |c008000FFWave 5 of 37|r [Immune]
    If ((Player 8 (Pink) slot status) Equal to Is playing) then do (Create 16 Priest 5 for Player 12 (Brown) at (Center of 1_Pink_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 9 (Gray) slot status) Equal to Is playing) then do (Create 16 Priest 5 for Player 12 (Brown) at (Center of 2_Gray_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 6 (Orange) slot status) Equal to Is playing) then do (Create 16 Priest 5 for Player 12 (Brown) at (Center of 3_Orange_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 7 (Green) slot status) Equal to Is playing) then do (Create 16 Priest 5 for Player 12 (Brown) at (Center of 4_Green_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 8 Priest 5 for Player 12 (Brown) at (Center of 5_Red_Spawn_A <gen>) facing Default building facing degrees) else do (Do nothing)
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 8 Priest 5 for Player 12 (Brown) at (Center of 5_Red_Spawn_B <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 4 (Purple) slot status) Equal to Is playing) then do (Create 16 Priest 5 for Player 12 (Brown) at (Center of 6_Purple_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 5 (Yellow) slot status) Equal to Is playing) then do (Create 16 Priest 5 for Player 12 (Brown) at (Center of 7_Yellow_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 2 (Blue) slot status) Equal to Is playing) then do (Create 16 Priest 5 for Player 12 (Brown) at (Center of 8_Blue_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 3 (Teal) slot status) Equal to Is playing) then do (Create 16 Priest 5 for Player 12 (Brown) at (Center of 9_Teal_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Trigger - Turn on Wavstart6 <gen>
Wavstart6
  Events
    Time - Every 1.00 seconds of game time
  Conditions
    (Number of units in (Units in (Playable map area) owned by Player 12 (Brown))) Less than or equal to 0
  Actions
    Sound - Stop Wave_Immune <gen> false (fadedontoption)
    Set UNIT = "hkni" (Null)
    Trigger - Run Waves6 <gen> (ignoring conditions)
    Trigger - Turn off (This trigger)
    Player Group - Pick every player in (All players) and do (Add 30 to (Picked player) Current gold)
Waves6
  Events
  Conditions
  Actions
    Set LVL = (LVL + 1)
    Leaderboard - Change the value for Player 10 (Light Blue) in LEADERBOARD to LVL
    Sound - Play Wave_Normal <gen>
    Game - Display to (All players) the text: |c008000FFWave 6 of 37|r
    If ((Player 8 (Pink) slot status) Equal to Is playing) then do (Create 16 Knight 6 for Player 12 (Brown) at (Center of 1_Pink_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 9 (Gray) slot status) Equal to Is playing) then do (Create 16 Knight 6 for Player 12 (Brown) at (Center of 2_Gray_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 6 (Orange) slot status) Equal to Is playing) then do (Create 16 Knight 6 for Player 12 (Brown) at (Center of 3_Orange_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 7 (Green) slot status) Equal to Is playing) then do (Create 16 Knight 6 for Player 12 (Brown) at (Center of 4_Green_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 8 Knight 6 for Player 12 (Brown) at (Center of 5_Red_Spawn_A <gen>) facing Default building facing degrees) else do (Do nothing)
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 8 Knight 6 for Player 12 (Brown) at (Center of 5_Red_Spawn_B <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 4 (Purple) slot status) Equal to Is playing) then do (Create 16 Knight 6 for Player 12 (Brown) at (Center of 6_Purple_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 5 (Yellow) slot status) Equal to Is playing) then do (Create 16 Knight 6 for Player 12 (Brown) at (Center of 7_Yellow_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 2 (Blue) slot status) Equal to Is playing) then do (Create 16 Knight 6 for Player 12 (Brown) at (Center of 8_Blue_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 3 (Teal) slot status) Equal to Is playing) then do (Create 16 Knight 6 for Player 12 (Brown) at (Center of 9_Teal_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Trigger - Turn on Wavstart7 <gen>
Wavstart7
  Events
    Time - Every 1.00 seconds of game time
  Conditions
    (Number of units in (Units in (Playable map area) owned by Player 12 (Brown))) Less than or equal to 0
  Actions
    Sound - Stop Wave_Normal <gen> false (fadedontoption)
    Set UNIT = "hgyr" (Null)
    Trigger - Run Waves7 <gen> (ignoring conditions)
    Trigger - Turn off (This trigger)
    Player Group - Pick every player in (All players) and do (Add 35 to (Picked player) Current gold)
Waves7
  Events
  Conditions
  Actions
    Set LVL = (LVL + 1)
    Leaderboard - Change the value for Player 10 (Light Blue) in LEADERBOARD to LVL
    Sound - Play Wave_Air <gen>
    Game - Display to (All players) the text: |c008000FFWave 7 of 37|r [Air]
    If ((Player 8 (Pink) slot status) Equal to Is playing) then do (Create 16 Flying Machine 7 for Player 12 (Brown) at (Center of 1_Pink_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 9 (Gray) slot status) Equal to Is playing) then do (Create 16 Flying Machine 7 for Player 12 (Brown) at (Center of 2_Gray_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 6 (Orange) slot status) Equal to Is playing) then do (Create 16 Flying Machine 7 for Player 12 (Brown) at (Center of 3_Orange_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 7 (Green) slot status) Equal to Is playing) then do (Create 16 Flying Machine 7 for Player 12 (Brown) at (Center of 4_Green_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 8 Flying Machine 7 for Player 12 (Brown) at (Center of 5_Red_Spawn_A <gen>) facing Default building facing degrees) else do (Do nothing)
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 8 Flying Machine 7 for Player 12 (Brown) at (Center of 5_Red_Spawn_B <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 4 (Purple) slot status) Equal to Is playing) then do (Create 16 Flying Machine 7 for Player 12 (Brown) at (Center of 6_Purple_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 5 (Yellow) slot status) Equal to Is playing) then do (Create 16 Flying Machine 7 for Player 12 (Brown) at (Center of 7_Yellow_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 2 (Blue) slot status) Equal to Is playing) then do (Create 16 Flying Machine 7 for Player 12 (Brown) at (Center of 8_Blue_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 3 (Teal) slot status) Equal to Is playing) then do (Create 16 Flying Machine 7 for Player 12 (Brown) at (Center of 9_Teal_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Trigger - Turn on Wavstart8 <gen>
Wavstart8
  Events
    Time - Every 1.00 seconds of game time
  Conditions
    (Number of units in (Units in (Playable map area) owned by Player 12 (Brown))) Less than or equal to 0
  Actions
    Sound - Stop Wave_Air <gen> false (fadedontoption)
    Set UNIT = "hmtm" (Null)
    Trigger - Run Waves8 <gen> (ignoring conditions)
    Trigger - Turn off (This trigger)
    Player Group - Pick every player in (All players) and do (Add 40 to (Picked player) Current gold)
Waves8
  Events
  Conditions
  Actions
    Set LVL = (LVL + 1)
    Leaderboard - Change the value for Player 10 (Light Blue) in LEADERBOARD to LVL
    Sound - Play Wave_Normal <gen>
    Game - Display to (All players) the text: |c008000FFWave 8 of 37|r
    If ((Player 8 (Pink) slot status) Equal to Is playing) then do (Create 16 Mortar Team 8 for Player 12 (Brown) at (Center of 1_Pink_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 9 (Gray) slot status) Equal to Is playing) then do (Create 16 Mortar Team 8 for Player 12 (Brown) at (Center of 2_Gray_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 6 (Orange) slot status) Equal to Is playing) then do (Create 16 Mortar Team 8 for Player 12 (Brown) at (Center of 3_Orange_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 7 (Green) slot status) Equal to Is playing) then do (Create 16 Mortar Team 8 for Player 12 (Brown) at (Center of 4_Green_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 8 Mortar Team 8 for Player 12 (Brown) at (Center of 5_Red_Spawn_A <gen>) facing Default building facing degrees) else do (Do nothing)
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 8 Mortar Team 8 for Player 12 (Brown) at (Center of 5_Red_Spawn_B <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 4 (Purple) slot status) Equal to Is playing) then do (Create 16 Mortar Team 8 for Player 12 (Brown) at (Center of 6_Purple_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 5 (Yellow) slot status) Equal to Is playing) then do (Create 16 Mortar Team 8 for Player 12 (Brown) at (Center of 7_Yellow_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 2 (Blue) slot status) Equal to Is playing) then do (Create 16 Mortar Team 8 for Player 12 (Brown) at (Center of 8_Blue_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 3 (Teal) slot status) Equal to Is playing) then do (Create 16 Mortar Team 8 for Player 12 (Brown) at (Center of 9_Teal_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Trigger - Turn on Wavstart9 <gen>
Wavstart9
  Events
    Time - Every 1.00 seconds of game time
  Conditions
    (Number of units in (Units in (Playable map area) owned by Player 12 (Brown))) Less than or equal to 0
  Actions
    Sound - Stop Wave_Normal <gen> false (fadedontoption)
    Set UNIT = "hmtt" (Null)
    Trigger - Run Waves9 <gen> (ignoring conditions)
    Trigger - Turn off (This trigger)
    Player Group - Pick every player in (All players) and do (Add 45 to (Picked player) Current gold)
Waves9
  Events
  Conditions
  Actions
    Set LVL = (LVL + 1)
    Leaderboard - Change the value for Player 10 (Light Blue) in LEADERBOARD to LVL
    Sound - Play Wave_Normal <gen>
    Game - Display to (All players) the text: |c008000FFWave 9 of 37|r
    If ((Player 8 (Pink) slot status) Equal to Is playing) then do (Create 16 Siege Engine 9 for Player 12 (Brown) at (Center of 1_Pink_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 9 (Gray) slot status) Equal to Is playing) then do (Create 16 Siege Engine 9 for Player 12 (Brown) at (Center of 2_Gray_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 6 (Orange) slot status) Equal to Is playing) then do (Create 16 Siege Engine 9 for Player 12 (Brown) at (Center of 3_Orange_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 7 (Green) slot status) Equal to Is playing) then do (Create 16 Siege Engine 9 for Player 12 (Brown) at (Center of 4_Green_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 8 Siege Engine 9 for Player 12 (Brown) at (Center of 5_Red_Spawn_A <gen>) facing Default building facing degrees) else do (Do nothing)
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 8 Siege Engine 9 for Player 12 (Brown) at (Center of 5_Red_Spawn_B <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 4 (Purple) slot status) Equal to Is playing) then do (Create 16 Siege Engine 9 for Player 12 (Brown) at (Center of 6_Purple_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 5 (Yellow) slot status) Equal to Is playing) then do (Create 16 Siege Engine 9 for Player 12 (Brown) at (Center of 7_Yellow_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 2 (Blue) slot status) Equal to Is playing) then do (Create 16 Siege Engine 9 for Player 12 (Brown) at (Center of 8_Blue_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 3 (Teal) slot status) Equal to Is playing) then do (Create 16 Siege Engine 9 for Player 12 (Brown) at (Center of 9_Teal_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Trigger - Turn on Wavstart10 <gen>
Wavstart10
  Events
    Time - Every 1.00 seconds of game time
  Conditions
    (Number of units in (Units in (Playable map area) owned by Player 12 (Brown))) Less than or equal to 0
  Actions
    Sound - Stop Wave_Normal <gen> false (fadedontoption)
    Set UNIT = "ogru" (Null)
    Trigger - Run Waves10 <gen> (ignoring conditions)
    Trigger - Turn off (This trigger)
    Player Group - Pick every player in (All players) and do (Add 50 to (Picked player) Current gold)
Waves10
  Events
  Conditions
  Actions
    Set LVL = (LVL + 1)
    Leaderboard - Change the value for Player 10 (Light Blue) in LEADERBOARD to LVL
    Sound - Play Wave_Immune <gen>
    Game - Display to (All players) the text: |c008000FFWave 10 of 37|r [Immune]
    If ((Player 8 (Pink) slot status) Equal to Is playing) then do (Create 16 Grunt 1 for Player 12 (Brown) at (Center of 1_Pink_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 9 (Gray) slot status) Equal to Is playing) then do (Create 16 Grunt 1 for Player 12 (Brown) at (Center of 2_Gray_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 6 (Orange) slot status) Equal to Is playing) then do (Create 16 Grunt 1 for Player 12 (Brown) at (Center of 3_Orange_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 7 (Green) slot status) Equal to Is playing) then do (Create 16 Grunt 1 for Player 12 (Brown) at (Center of 4_Green_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 8 Grunt 1 for Player 12 (Brown) at (Center of 5_Red_Spawn_A <gen>) facing Default building facing degrees) else do (Do nothing)
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 8 Grunt 1 for Player 12 (Brown) at (Center of 5_Red_Spawn_B <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 4 (Purple) slot status) Equal to Is playing) then do (Create 16 Grunt 1 for Player 12 (Brown) at (Center of 6_Purple_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 5 (Yellow) slot status) Equal to Is playing) then do (Create 16 Grunt 1 for Player 12 (Brown) at (Center of 7_Yellow_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 2 (Blue) slot status) Equal to Is playing) then do (Create 16 Grunt 1 for Player 12 (Brown) at (Center of 8_Blue_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 3 (Teal) slot status) Equal to Is playing) then do (Create 16 Grunt 1 for Player 12 (Brown) at (Center of 9_Teal_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Trigger - Turn on Wavstart11 <gen>
Wavstart11
  Events
    Time - Every 1.00 seconds of game time
  Conditions
    (Number of units in (Units in (Playable map area) owned by Player 12 (Brown))) Less than or equal to 0
  Actions
    Sound - Stop Wave_Immune <gen> false (fadedontoption)
    Set UNIT = "ohun" (Null)
    Trigger - Run Waves11 <gen> (ignoring conditions)
    Trigger - Turn off (This trigger)
    Player Group - Pick every player in (All players) and do (Add 55 to (Picked player) Current gold)
Waves11
  Events
  Conditions
  Actions
    Set LVL = (LVL + 1)
    Leaderboard - Change the value for Player 10 (Light Blue) in LEADERBOARD to LVL
    Sound - Play Wave_Normal <gen>
    Game - Display to (All players) the text: |c008000FFWave 11 of 37|r
    If ((Player 8 (Pink) slot status) Equal to Is playing) then do (Create 16 Troll Headhunter 2 for Player 12 (Brown) at (Center of 1_Pink_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 9 (Gray) slot status) Equal to Is playing) then do (Create 16 Troll Headhunter 2 for Player 12 (Brown) at (Center of 2_Gray_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 6 (Orange) slot status) Equal to Is playing) then do (Create 16 Troll Headhunter 2 for Player 12 (Brown) at (Center of 3_Orange_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 7 (Green) slot status) Equal to Is playing) then do (Create 16 Troll Headhunter 2 for Player 12 (Brown) at (Center of 4_Green_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 8 Troll Headhunter 2 for Player 12 (Brown) at (Center of 5_Red_Spawn_A <gen>) facing Default building facing degrees) else do (Do nothing)
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 8 Troll Headhunter 2 for Player 12 (Brown) at (Center of 5_Red_Spawn_B <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 4 (Purple) slot status) Equal to Is playing) then do (Create 16 Troll Headhunter 2 for Player 12 (Brown) at (Center of 6_Purple_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 5 (Yellow) slot status) Equal to Is playing) then do (Create 16 Troll Headhunter 2 for Player 12 (Brown) at (Center of 7_Yellow_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 2 (Blue) slot status) Equal to Is playing) then do (Create 16 Troll Headhunter 2 for Player 12 (Brown) at (Center of 8_Blue_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 3 (Teal) slot status) Equal to Is playing) then do (Create 16 Troll Headhunter 2 for Player 12 (Brown) at (Center of 9_Teal_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Trigger - Turn on Wavstart12 <gen>
Wavstart12
  Events
    Time - Every 1.00 seconds of game time
  Conditions
    (Number of units in (Units in (Playable map area) owned by Player 12 (Brown))) Less than or equal to 0
  Actions
    Sound - Stop Wave_Normal <gen> false (fadedontoption)
    Set UNIT = "odoc" (Null)
    Trigger - Run Waves12 <gen> (ignoring conditions)
    Trigger - Turn off (This trigger)
    Player Group - Pick every player in (All players) and do (Add 60 to (Picked player) Current gold)
Waves12
  Events
  Conditions
  Actions
    Set LVL = (LVL + 1)
    Leaderboard - Change the value for Player 10 (Light Blue) in LEADERBOARD to LVL
    Sound - Play Wave_Normal <gen>
    Game - Display to (All players) the text: |c008000FFWave 12 of 37|r
    If ((Player 8 (Pink) slot status) Equal to Is playing) then do (Create 16 Troll Witch Doctor 3 for Player 12 (Brown) at (Center of 1_Pink_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 9 (Gray) slot status) Equal to Is playing) then do (Create 16 Troll Witch Doctor 3 for Player 12 (Brown) at (Center of 2_Gray_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 6 (Orange) slot status) Equal to Is playing) then do (Create 16 Troll Witch Doctor 3 for Player 12 (Brown) at (Center of 3_Orange_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 7 (Green) slot status) Equal to Is playing) then do (Create 16 Troll Witch Doctor 3 for Player 12 (Brown) at (Center of 4_Green_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 8 Troll Witch Doctor 3 for Player 12 (Brown) at (Center of 5_Red_Spawn_A <gen>) facing Default building facing degrees) else do (Do nothing)
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 8 Troll Witch Doctor 3 for Player 12 (Brown) at (Center of 5_Red_Spawn_B <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 4 (Purple) slot status) Equal to Is playing) then do (Create 16 Troll Witch Doctor 3 for Player 12 (Brown) at (Center of 6_Purple_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 5 (Yellow) slot status) Equal to Is playing) then do (Create 16 Troll Witch Doctor 3 for Player 12 (Brown) at (Center of 7_Yellow_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 2 (Blue) slot status) Equal to Is playing) then do (Create 16 Troll Witch Doctor 3 for Player 12 (Brown) at (Center of 8_Blue_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 3 (Teal) slot status) Equal to Is playing) then do (Create 16 Troll Witch Doctor 3 for Player 12 (Brown) at (Center of 9_Teal_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Trigger - Turn on Wavstart13 <gen>
Wavstart13
  Events
    Time - Every 1.00 seconds of game time
  Conditions
    (Number of units in (Units in (Playable map area) owned by Player 12 (Brown))) Less than or equal to 0
  Actions
    Sound - Stop Wave_Normal <gen> false (fadedontoption)
    Set UNIT = "oshm" (Null)
    Trigger - Run Waves13 <gen> (ignoring conditions)
    Trigger - Turn off (This trigger)
    Player Group - Pick every player in (All players) and do (Add 65 to (Picked player) Current gold)
Waves13
  Events
  Conditions
  Actions
    Set LVL = (LVL + 1)
    Leaderboard - Change the value for Player 10 (Light Blue) in LEADERBOARD to LVL
    Sound - Play Wave_Normal <gen>
    Game - Display to (All players) the text: |c008000FFWave 13 of 37|r
    If ((Player 8 (Pink) slot status) Equal to Is playing) then do (Create 16 Shaman 4 for Player 12 (Brown) at (Center of 1_Pink_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 9 (Gray) slot status) Equal to Is playing) then do (Create 16 Shaman 4 for Player 12 (Brown) at (Center of 2_Gray_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 6 (Orange) slot status) Equal to Is playing) then do (Create 16 Shaman 4 for Player 12 (Brown) at (Center of 3_Orange_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 7 (Green) slot status) Equal to Is playing) then do (Create 16 Shaman 4 for Player 12 (Brown) at (Center of 4_Green_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 8 Shaman 4 for Player 12 (Brown) at (Center of 5_Red_Spawn_A <gen>) facing Default building facing degrees) else do (Do nothing)
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 8 Shaman 4 for Player 12 (Brown) at (Center of 5_Red_Spawn_B <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 4 (Purple) slot status) Equal to Is playing) then do (Create 16 Shaman 4 for Player 12 (Brown) at (Center of 6_Purple_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 5 (Yellow) slot status) Equal to Is playing) then do (Create 16 Shaman 4 for Player 12 (Brown) at (Center of 7_Yellow_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 2 (Blue) slot status) Equal to Is playing) then do (Create 16 Shaman 4 for Player 12 (Brown) at (Center of 8_Blue_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 3 (Teal) slot status) Equal to Is playing) then do (Create 16 Shaman 4 for Player 12 (Brown) at (Center of 9_Teal_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Trigger - Turn on Wavstart14 <gen>
Wavstart14
  Events
    Time - Every 1.00 seconds of game time
  Conditions
    (Number of units in (Units in (Playable map area) owned by Player 12 (Brown))) Less than or equal to 0
  Actions
    Sound - Stop Wave_Normal <gen> false (fadedontoption)
    Set UNIT = "orai" (Null)
    Trigger - Run Waves14 <gen> (ignoring conditions)
    Trigger - Turn off (This trigger)
    Player Group - Pick every player in (All players) and do (Add 70 to (Picked player) Current gold)
Waves14
  Events
  Conditions
  Actions
    Set LVL = (LVL + 1)
    Leaderboard - Change the value for Player 10 (Light Blue) in LEADERBOARD to LVL
    Sound - Play Wave_Normal <gen>
    Game - Display to (All players) the text: |c008000FFWave 14 of 37|r
    If ((Player 8 (Pink) slot status) Equal to Is playing) then do (Create 16 Raider 5 for Player 12 (Brown) at (Center of 1_Pink_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 9 (Gray) slot status) Equal to Is playing) then do (Create 16 Raider 5 for Player 12 (Brown) at (Center of 2_Gray_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 6 (Orange) slot status) Equal to Is playing) then do (Create 16 Raider 5 for Player 12 (Brown) at (Center of 3_Orange_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 7 (Green) slot status) Equal to Is playing) then do (Create 16 Raider 5 for Player 12 (Brown) at (Center of 4_Green_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 8 Raider 5 for Player 12 (Brown) at (Center of 5_Red_Spawn_A <gen>) facing Default building facing degrees) else do (Do nothing)
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 8 Raider 5 for Player 12 (Brown) at (Center of 5_Red_Spawn_B <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 4 (Purple) slot status) Equal to Is playing) then do (Create 16 Raider 5 for Player 12 (Brown) at (Center of 6_Purple_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 5 (Yellow) slot status) Equal to Is playing) then do (Create 16 Raider 5 for Player 12 (Brown) at (Center of 7_Yellow_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 2 (Blue) slot status) Equal to Is playing) then do (Create 16 Raider 5 for Player 12 (Brown) at (Center of 8_Blue_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 3 (Teal) slot status) Equal to Is playing) then do (Create 16 Raider 5 for Player 12 (Brown) at (Center of 9_Teal_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Trigger - Turn on Wavstart15 <gen>
Wavstart15
  Events
    Time - Every 1.00 seconds of game time
  Conditions
    (Number of units in (Units in (Playable map area) owned by Player 12 (Brown))) Less than or equal to 0
  Actions
    Sound - Stop Wave_Normal <gen> false (fadedontoption)
    Set UNIT = "otau" (Null)
    Trigger - Run Waves15 <gen> (ignoring conditions)
    Trigger - Turn off (This trigger)
    Player Group - Pick every player in (All players) and do (Add 75 to (Picked player) Current gold)
Waves15
  Events
  Conditions
  Actions
    Set LVL = (LVL + 1)
    Leaderboard - Change the value for Player 10 (Light Blue) in LEADERBOARD to LVL
    Sound - Play Wave_Immune <gen>
    Game - Display to (All players) the text: |c008000FFWave 15 of 37|r [Immune]
    If ((Player 8 (Pink) slot status) Equal to Is playing) then do (Create 16 Tauren 6 for Player 12 (Brown) at (Center of 1_Pink_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 9 (Gray) slot status) Equal to Is playing) then do (Create 16 Tauren 6 for Player 12 (Brown) at (Center of 2_Gray_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 6 (Orange) slot status) Equal to Is playing) then do (Create 16 Tauren 6 for Player 12 (Brown) at (Center of 3_Orange_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 7 (Green) slot status) Equal to Is playing) then do (Create 16 Tauren 6 for Player 12 (Brown) at (Center of 4_Green_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 8 Tauren 6 for Player 12 (Brown) at (Center of 5_Red_Spawn_A <gen>) facing Default building facing degrees) else do (Do nothing)
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 8 Tauren 6 for Player 12 (Brown) at (Center of 5_Red_Spawn_B <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 4 (Purple) slot status) Equal to Is playing) then do (Create 16 Tauren 6 for Player 12 (Brown) at (Center of 6_Purple_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 5 (Yellow) slot status) Equal to Is playing) then do (Create 16 Tauren 6 for Player 12 (Brown) at (Center of 7_Yellow_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 2 (Blue) slot status) Equal to Is playing) then do (Create 16 Tauren 6 for Player 12 (Brown) at (Center of 8_Blue_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 3 (Teal) slot status) Equal to Is playing) then do (Create 16 Tauren 6 for Player 12 (Brown) at (Center of 9_Teal_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Trigger - Turn on Wavstart16 <gen>
Wavstart16
  Events
    Time - Every 1.00 seconds of game time
  Conditions
    (Number of units in (Units in (Playable map area) owned by Player 12 (Brown))) Less than or equal to 0
  Actions
    Sound - Stop Wave_Immune <gen> false (fadedontoption)
    Set UNIT = "okod" (Null)
    Trigger - Run Waves16 <gen> (ignoring conditions)
    Trigger - Turn off (This trigger)
    Player Group - Pick every player in (All players) and do (Add 80 to (Picked player) Current gold)
Waves16
  Events
  Conditions
  Actions
    Set LVL = (LVL + 1)
    Leaderboard - Change the value for Player 10 (Light Blue) in LEADERBOARD to LVL
    Sound - Play Wave_Normal <gen>
    Game - Display to (All players) the text: |c008000FFWave 16 of 37|r
    If ((Player 8 (Pink) slot status) Equal to Is playing) then do (Create 16 Kodo Beast 7 for Player 12 (Brown) at (Center of 1_Pink_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 9 (Gray) slot status) Equal to Is playing) then do (Create 16 Kodo Beast 7 for Player 12 (Brown) at (Center of 2_Gray_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 6 (Orange) slot status) Equal to Is playing) then do (Create 16 Kodo Beast 7 for Player 12 (Brown) at (Center of 3_Orange_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 7 (Green) slot status) Equal to Is playing) then do (Create 16 Kodo Beast 7 for Player 12 (Brown) at (Center of 4_Green_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 8 Kodo Beast 7 for Player 12 (Brown) at (Center of 5_Red_Spawn_A <gen>) facing Default building facing degrees) else do (Do nothing)
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 8 Kodo Beast 7 for Player 12 (Brown) at (Center of 5_Red_Spawn_B <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 4 (Purple) slot status) Equal to Is playing) then do (Create 16 Kodo Beast 7 for Player 12 (Brown) at (Center of 6_Purple_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 5 (Yellow) slot status) Equal to Is playing) then do (Create 16 Kodo Beast 7 for Player 12 (Brown) at (Center of 7_Yellow_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 2 (Blue) slot status) Equal to Is playing) then do (Create 16 Kodo Beast 7 for Player 12 (Brown) at (Center of 8_Blue_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 3 (Teal) slot status) Equal to Is playing) then do (Create 16 Kodo Beast 7 for Player 12 (Brown) at (Center of 9_Teal_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Trigger - Turn on Wavstart17 <gen>
Wavstart17
  Events
    Time - Every 1.00 seconds of game time
  Conditions
    (Number of units in (Units in (Playable map area) owned by Player 12 (Brown))) Less than or equal to 0
  Actions
    Sound - Stop Wave_Normal <gen> false (fadedontoption)
    Set UNIT = "otbr" (Null)
    Trigger - Run Waves17 <gen> (ignoring conditions)
    Trigger - Turn off (This trigger)
    Player Group - Pick every player in (All players) and do (Add 85 to (Picked player) Current gold)
Waves17
  Events
  Conditions
  Actions
    Set LVL = (LVL + 1)
    Leaderboard - Change the value for Player 10 (Light Blue) in LEADERBOARD to LVL
    Sound - Play Wave_Air <gen>
    Game - Display to (All players) the text: |c008000FFWave 17 of 37|r [Air]
    If ((Player 8 (Pink) slot status) Equal to Is playing) then do (Create 16 Troll Batrider 8 for Player 12 (Brown) at (Center of 1_Pink_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 9 (Gray) slot status) Equal to Is playing) then do (Create 16 Troll Batrider 8 for Player 12 (Brown) at (Center of 2_Gray_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 6 (Orange) slot status) Equal to Is playing) then do (Create 16 Troll Batrider 8 for Player 12 (Brown) at (Center of 3_Orange_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 7 (Green) slot status) Equal to Is playing) then do (Create 16 Troll Batrider 8 for Player 12 (Brown) at (Center of 4_Green_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 8 Troll Batrider 8 for Player 12 (Brown) at (Center of 5_Red_Spawn_A <gen>) facing Default building facing degrees) else do (Do nothing)
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 8 Troll Batrider 8 for Player 12 (Brown) at (Center of 5_Red_Spawn_B <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 4 (Purple) slot status) Equal to Is playing) then do (Create 16 Troll Batrider 8 for Player 12 (Brown) at (Center of 6_Purple_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 5 (Yellow) slot status) Equal to Is playing) then do (Create 16 Troll Batrider 8 for Player 12 (Brown) at (Center of 7_Yellow_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 2 (Blue) slot status) Equal to Is playing) then do (Create 16 Troll Batrider 8 for Player 12 (Brown) at (Center of 8_Blue_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 3 (Teal) slot status) Equal to Is playing) then do (Create 16 Troll Batrider 8 for Player 12 (Brown) at (Center of 9_Teal_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Trigger - Turn on Wavstart18 <gen>
Wavstart18
  Events
    Time - Every 1.00 seconds of game time
  Conditions
    (Number of units in (Units in (Playable map area) owned by Player 12 (Brown))) Less than or equal to 0
  Actions
    Sound - Stop Wave_Air <gen> false (fadedontoption)
    Set UNIT = "ospw" (Null)
    Trigger - Run Waves18 <gen> (ignoring conditions)
    Trigger - Turn off (This trigger)
    Player Group - Pick every player in (All players) and do (Add 90 to (Picked player) Current gold)
Waves18
  Events
  Conditions
  Actions
    Set LVL = (LVL + 1)
    Leaderboard - Change the value for Player 10 (Light Blue) in LEADERBOARD to LVL
    Sound - Play Wave_Normal <gen>
    Game - Display to (All players) the text: |c008000FFWave 18 of 37|r
    If ((Player 8 (Pink) slot status) Equal to Is playing) then do (Create 16 Spirit Walker 9 for Player 12 (Brown) at (Center of 1_Pink_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 9 (Gray) slot status) Equal to Is playing) then do (Create 16 Spirit Walker 9 for Player 12 (Brown) at (Center of 2_Gray_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 6 (Orange) slot status) Equal to Is playing) then do (Create 16 Spirit Walker 9 for Player 12 (Brown) at (Center of 3_Orange_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 7 (Green) slot status) Equal to Is playing) then do (Create 16 Spirit Walker 9 for Player 12 (Brown) at (Center of 4_Green_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 8 Spirit Walker 9 for Player 12 (Brown) at (Center of 5_Red_Spawn_A <gen>) facing Default building facing degrees) else do (Do nothing)
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 8 Spirit Walker 9 for Player 12 (Brown) at (Center of 5_Red_Spawn_B <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 4 (Purple) slot status) Equal to Is playing) then do (Create 16 Spirit Walker 9 for Player 12 (Brown) at (Center of 6_Purple_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 5 (Yellow) slot status) Equal to Is playing) then do (Create 16 Spirit Walker 9 for Player 12 (Brown) at (Center of 7_Yellow_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 2 (Blue) slot status) Equal to Is playing) then do (Create 16 Spirit Walker 9 for Player 12 (Brown) at (Center of 8_Blue_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 3 (Teal) slot status) Equal to Is playing) then do (Create 16 Spirit Walker 9 for Player 12 (Brown) at (Center of 9_Teal_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Trigger - Turn on Wavstart19 <gen>
Wavstart19
  Events
    Time - Every 1.00 seconds of game time
  Conditions
    (Number of units in (Units in (Playable map area) owned by Player 12 (Brown))) Less than or equal to 0
  Actions
    Sound - Stop Wave_Normal <gen> false (fadedontoption)
    Set UNIT = "ugho" (Null)
    Trigger - Run Waves19 <gen> (ignoring conditions)
    Trigger - Turn off (This trigger)
    Player Group - Pick every player in (All players) and do (Add 95 to (Picked player) Current gold)
Waves19
  Events
  Conditions
  Actions
    Set LVL = (LVL + 1)
    Leaderboard - Change the value for Player 10 (Light Blue) in LEADERBOARD to LVL
    Sound - Play Wave_Normal <gen>
    Game - Display to (All players) the text: |c008000FFWave 19 of 37|r
    If ((Player 8 (Pink) slot status) Equal to Is playing) then do (Create 16 Ghoul 1 for Player 12 (Brown) at (Center of 1_Pink_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 9 (Gray) slot status) Equal to Is playing) then do (Create 16 Ghoul 1 for Player 12 (Brown) at (Center of 2_Gray_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 6 (Orange) slot status) Equal to Is playing) then do (Create 16 Ghoul 1 for Player 12 (Brown) at (Center of 3_Orange_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 7 (Green) slot status) Equal to Is playing) then do (Create 16 Ghoul 1 for Player 12 (Brown) at (Center of 4_Green_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 8 Ghoul 1 for Player 12 (Brown) at (Center of 5_Red_Spawn_A <gen>) facing Default building facing degrees) else do (Do nothing)
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 8 Ghoul 1 for Player 12 (Brown) at (Center of 5_Red_Spawn_B <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 4 (Purple) slot status) Equal to Is playing) then do (Create 16 Ghoul 1 for Player 12 (Brown) at (Center of 6_Purple_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 5 (Yellow) slot status) Equal to Is playing) then do (Create 16 Ghoul 1 for Player 12 (Brown) at (Center of 7_Yellow_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 2 (Blue) slot status) Equal to Is playing) then do (Create 16 Ghoul 1 for Player 12 (Brown) at (Center of 8_Blue_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 3 (Teal) slot status) Equal to Is playing) then do (Create 16 Ghoul 1 for Player 12 (Brown) at (Center of 9_Teal_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Trigger - Turn on Wavstart20 <gen>
Wavstart20
  Events
    Time - Every 1.00 seconds of game time
  Conditions
    (Number of units in (Units in (Playable map area) owned by Player 12 (Brown))) Less than or equal to 0
  Actions
    Sound - Stop Wave_Normal <gen> false (fadedontoption)
    Set UNIT = "ucry" (Null)
    Trigger - Run Waves20 <gen> (ignoring conditions)
    Trigger - Turn off (This trigger)
    Player Group - Pick every player in (All players) and do (Add 100 to (Picked player) Current gold)
Waves20
  Events
  Conditions
  Actions
    Set LVL = (LVL + 1)
    Leaderboard - Change the value for Player 10 (Light Blue) in LEADERBOARD to LVL
    Sound - Play Wave_Immune <gen>
    Game - Display to (All players) the text: |c008000FFWave 20 of 37|r [Immune]
    If ((Player 8 (Pink) slot status) Equal to Is playing) then do (Create 16 Crypt Fiend 2 for Player 12 (Brown) at (Center of 1_Pink_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 9 (Gray) slot status) Equal to Is playing) then do (Create 16 Crypt Fiend 2 for Player 12 (Brown) at (Center of 2_Gray_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 6 (Orange) slot status) Equal to Is playing) then do (Create 16 Crypt Fiend 2 for Player 12 (Brown) at (Center of 3_Orange_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 7 (Green) slot status) Equal to Is playing) then do (Create 16 Crypt Fiend 2 for Player 12 (Brown) at (Center of 4_Green_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 8 Crypt Fiend 2 for Player 12 (Brown) at (Center of 5_Red_Spawn_A <gen>) facing Default building facing degrees) else do (Do nothing)
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 8 Crypt Fiend 2 for Player 12 (Brown) at (Center of 5_Red_Spawn_B <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 4 (Purple) slot status) Equal to Is playing) then do (Create 16 Crypt Fiend 2 for Player 12 (Brown) at (Center of 6_Purple_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 5 (Yellow) slot status) Equal to Is playing) then do (Create 16 Crypt Fiend 2 for Player 12 (Brown) at (Center of 7_Yellow_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 2 (Blue) slot status) Equal to Is playing) then do (Create 16 Crypt Fiend 2 for Player 12 (Brown) at (Center of 8_Blue_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 3 (Teal) slot status) Equal to Is playing) then do (Create 16 Crypt Fiend 2 for Player 12 (Brown) at (Center of 9_Teal_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Trigger - Turn on Wavstart21 <gen>
Wavstart21
  Events
    Time - Every 1.00 seconds of game time
  Conditions
    (Number of units in (Units in (Playable map area) owned by Player 12 (Brown))) Less than or equal to 0
  Actions
    Sound - Stop Wave_Immune <gen> false (fadedontoption)
    Set UNIT = "uban" (Null)
    Trigger - Run Waves21 <gen> (ignoring conditions)
    Trigger - Turn off (This trigger)
    Player Group - Pick every player in (All players) and do (Add 105 to (Picked player) Current gold)
Waves21
  Events
  Conditions
  Actions
    Set LVL = (LVL + 1)
    Leaderboard - Change the value for Player 10 (Light Blue) in LEADERBOARD to LVL
    Sound - Play Wave_Normal <gen>
    Game - Display to (All players) the text: |c008000FFWave 21 of 37|r
    If ((Player 8 (Pink) slot status) Equal to Is playing) then do (Create 16 Banshee 3 for Player 12 (Brown) at (Center of 1_Pink_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 9 (Gray) slot status) Equal to Is playing) then do (Create 16 Banshee 3 for Player 12 (Brown) at (Center of 2_Gray_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 6 (Orange) slot status) Equal to Is playing) then do (Create 16 Banshee 3 for Player 12 (Brown) at (Center of 3_Orange_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 7 (Green) slot status) Equal to Is playing) then do (Create 16 Banshee 3 for Player 12 (Brown) at (Center of 4_Green_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 8 Banshee 3 for Player 12 (Brown) at (Center of 5_Red_Spawn_A <gen>) facing Default building facing degrees) else do (Do nothing)
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 8 Banshee 3 for Player 12 (Brown) at (Center of 5_Red_Spawn_B <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 4 (Purple) slot status) Equal to Is playing) then do (Create 16 Banshee 3 for Player 12 (Brown) at (Center of 6_Purple_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 5 (Yellow) slot status) Equal to Is playing) then do (Create 16 Banshee 3 for Player 12 (Brown) at (Center of 7_Yellow_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 2 (Blue) slot status) Equal to Is playing) then do (Create 16 Banshee 3 for Player 12 (Brown) at (Center of 8_Blue_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 3 (Teal) slot status) Equal to Is playing) then do (Create 16 Banshee 3 for Player 12 (Brown) at (Center of 9_Teal_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Trigger - Turn on Wavstart22 <gen>
Wavstart22
  Events
    Time - Every 1.00 seconds of game time
  Conditions
    (Number of units in (Units in (Playable map area) owned by Player 12 (Brown))) Less than or equal to 0
  Actions
    Sound - Stop Wave_Normal <gen> false (fadedontoption)
    Set UNIT = "unec" (Null)
    Trigger - Run Waves22 <gen> (ignoring conditions)
    Trigger - Turn off (This trigger)
    Player Group - Pick every player in (All players) and do (Add 110 to (Picked player) Current gold)
Waves22
  Events
  Conditions
  Actions
    Set LVL = (LVL + 1)
    Leaderboard - Change the value for Player 10 (Light Blue) in LEADERBOARD to LVL
    Sound - Play Wave_Normal <gen>
    Game - Display to (All players) the text: |c008000FFWave 22 of 37|r
    If ((Player 8 (Pink) slot status) Equal to Is playing) then do (Create 16 Necromancer 4 for Player 12 (Brown) at (Center of 1_Pink_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 9 (Gray) slot status) Equal to Is playing) then do (Create 16 Necromancer 4 for Player 12 (Brown) at (Center of 2_Gray_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 6 (Orange) slot status) Equal to Is playing) then do (Create 16 Necromancer 4 for Player 12 (Brown) at (Center of 3_Orange_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 7 (Green) slot status) Equal to Is playing) then do (Create 16 Necromancer 4 for Player 12 (Brown) at (Center of 4_Green_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 8 Necromancer 4 for Player 12 (Brown) at (Center of 5_Red_Spawn_A <gen>) facing Default building facing degrees) else do (Do nothing)
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 8 Necromancer 4 for Player 12 (Brown) at (Center of 5_Red_Spawn_B <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 4 (Purple) slot status) Equal to Is playing) then do (Create 16 Necromancer 4 for Player 12 (Brown) at (Center of 6_Purple_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 5 (Yellow) slot status) Equal to Is playing) then do (Create 16 Necromancer 4 for Player 12 (Brown) at (Center of 7_Yellow_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 2 (Blue) slot status) Equal to Is playing) then do (Create 16 Necromancer 4 for Player 12 (Brown) at (Center of 8_Blue_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 3 (Teal) slot status) Equal to Is playing) then do (Create 16 Necromancer 4 for Player 12 (Brown) at (Center of 9_Teal_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Trigger - Turn on Wavstart23 <gen>
Wavstart23
  Events
    Time - Every 1.00 seconds of game time
  Conditions
    (Number of units in (Units in (Playable map area) owned by Player 12 (Brown))) Less than or equal to 0
  Actions
    Sound - Stop Wave_Normal <gen> false (fadedontoption)
    Set UNIT = "ugar" (Null)
    Trigger - Run Waves23 <gen> (ignoring conditions)
    Trigger - Turn off (This trigger)
    Player Group - Pick every player in (All players) and do (Add 120 to (Picked player) Current gold)
Waves23
  Events
  Conditions
  Actions
    Set LVL = (LVL + 1)
    Leaderboard - Change the value for Player 10 (Light Blue) in LEADERBOARD to LVL
    Sound - Play Wave_Air <gen>
    Game - Display to (All players) the text: |c008000FFWave 23 of 37|r [Air]
    If ((Player 8 (Pink) slot status) Equal to Is playing) then do (Create 16 Gargoyle 5 for Player 12 (Brown) at (Center of 1_Pink_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 9 (Gray) slot status) Equal to Is playing) then do (Create 16 Gargoyle 5 for Player 12 (Brown) at (Center of 2_Gray_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 6 (Orange) slot status) Equal to Is playing) then do (Create 16 Gargoyle 5 for Player 12 (Brown) at (Center of 3_Orange_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 7 (Green) slot status) Equal to Is playing) then do (Create 16 Gargoyle 5 for Player 12 (Brown) at (Center of 4_Green_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 8 Gargoyle 5 for Player 12 (Brown) at (Center of 5_Red_Spawn_A <gen>) facing Default building facing degrees) else do (Do nothing)
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 8 Gargoyle 5 for Player 12 (Brown) at (Center of 5_Red_Spawn_B <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 4 (Purple) slot status) Equal to Is playing) then do (Create 16 Gargoyle 5 for Player 12 (Brown) at (Center of 6_Purple_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 5 (Yellow) slot status) Equal to Is playing) then do (Create 16 Gargoyle 5 for Player 12 (Brown) at (Center of 7_Yellow_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 2 (Blue) slot status) Equal to Is playing) then do (Create 16 Gargoyle 5 for Player 12 (Brown) at (Center of 8_Blue_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 3 (Teal) slot status) Equal to Is playing) then do (Create 16 Gargoyle 5 for Player 12 (Brown) at (Center of 9_Teal_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Trigger - Turn on Wavstart24 <gen>
Wavstart24
  Events
    Time - Every 1.00 seconds of game time
  Conditions
    (Number of units in (Units in (Playable map area) owned by Player 12 (Brown))) Less than or equal to 0
  Actions
    Sound - Stop Wave_Air <gen> false (fadedontoption)
    Set UNIT = "uabo" (Null)
    Trigger - Run Waves24 <gen> (ignoring conditions)
    Trigger - Turn off (This trigger)
    Player Group - Pick every player in (All players) and do (Add 130 to (Picked player) Current gold)
Waves24
  Events
  Conditions
  Actions
    Set LVL = (LVL + 1)
    Leaderboard - Change the value for Player 10 (Light Blue) in LEADERBOARD to LVL
    Sound - Play Wave_Normal <gen>
    Game - Display to (All players) the text: |c008000FFWave 24 of 37|r
    If ((Player 8 (Pink) slot status) Equal to Is playing) then do (Create 16 Abomination 6 for Player 12 (Brown) at (Center of 1_Pink_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 9 (Gray) slot status) Equal to Is playing) then do (Create 16 Abomination 6 for Player 12 (Brown) at (Center of 2_Gray_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 6 (Orange) slot status) Equal to Is playing) then do (Create 16 Abomination 6 for Player 12 (Brown) at (Center of 3_Orange_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 7 (Green) slot status) Equal to Is playing) then do (Create 16 Abomination 6 for Player 12 (Brown) at (Center of 4_Green_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 8 Abomination 6 for Player 12 (Brown) at (Center of 5_Red_Spawn_A <gen>) facing Default building facing degrees) else do (Do nothing)
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 8 Abomination 6 for Player 12 (Brown) at (Center of 5_Red_Spawn_B <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 4 (Purple) slot status) Equal to Is playing) then do (Create 16 Abomination 6 for Player 12 (Brown) at (Center of 6_Purple_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 5 (Yellow) slot status) Equal to Is playing) then do (Create 16 Abomination 6 for Player 12 (Brown) at (Center of 7_Yellow_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 2 (Blue) slot status) Equal to Is playing) then do (Create 16 Abomination 6 for Player 12 (Brown) at (Center of 8_Blue_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 3 (Teal) slot status) Equal to Is playing) then do (Create 16 Abomination 6 for Player 12 (Brown) at (Center of 9_Teal_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Trigger - Turn on Wavstart25 <gen>
Wavstart25
  Events
    Time - Every 1.00 seconds of game time
  Conditions
    (Number of units in (Units in (Playable map area) owned by Player 12 (Brown))) Less than or equal to 0
  Actions
    Sound - Stop Wave_Normal <gen> false (fadedontoption)
    Set UNIT = "umtw" (Null)
    Trigger - Run Waves25 <gen> (ignoring conditions)
    Trigger - Turn off (This trigger)
    Player Group - Pick every player in (All players) and do (Add 140 to (Picked player) Current gold)
Waves25
  Events
  Conditions
  Actions
    Set LVL = (LVL + 1)
    Leaderboard - Change the value for Player 10 (Light Blue) in LEADERBOARD to LVL
    Sound - Play Wave_Immune <gen>
    Game - Display to (All players) the text: |c008000FFWave 25 of 37|r [Immune]
    If ((Player 8 (Pink) slot status) Equal to Is playing) then do (Create 16 Meat Wagon 7 for Player 12 (Brown) at (Center of 1_Pink_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 9 (Gray) slot status) Equal to Is playing) then do (Create 16 Meat Wagon 7 for Player 12 (Brown) at (Center of 2_Gray_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 6 (Orange) slot status) Equal to Is playing) then do (Create 16 Meat Wagon 7 for Player 12 (Brown) at (Center of 3_Orange_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 7 (Green) slot status) Equal to Is playing) then do (Create 16 Meat Wagon 7 for Player 12 (Brown) at (Center of 4_Green_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 8 Meat Wagon 7 for Player 12 (Brown) at (Center of 5_Red_Spawn_A <gen>) facing Default building facing degrees) else do (Do nothing)
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 8 Meat Wagon 7 for Player 12 (Brown) at (Center of 5_Red_Spawn_B <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 4 (Purple) slot status) Equal to Is playing) then do (Create 16 Meat Wagon 7 for Player 12 (Brown) at (Center of 6_Purple_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 5 (Yellow) slot status) Equal to Is playing) then do (Create 16 Meat Wagon 7 for Player 12 (Brown) at (Center of 7_Yellow_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 2 (Blue) slot status) Equal to Is playing) then do (Create 16 Meat Wagon 7 for Player 12 (Brown) at (Center of 8_Blue_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 3 (Teal) slot status) Equal to Is playing) then do (Create 16 Meat Wagon 7 for Player 12 (Brown) at (Center of 9_Teal_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Trigger - Turn on Wavstart26 <gen>
Wavstart26
  Events
    Time - Every 1.00 seconds of game time
  Conditions
    (Number of units in (Units in (Playable map area) owned by Player 12 (Brown))) Less than or equal to 0
  Actions
    Sound - Stop Wave_Immune <gen> false (fadedontoption)
    Set UNIT = "uobs" (Null)
    Trigger - Run Waves26 <gen> (ignoring conditions)
    Trigger - Turn off (This trigger)
    Player Group - Pick every player in (All players) and do (Add 150 to (Picked player) Current gold)
Waves26
  Events
  Conditions
  Actions
    Set LVL = (LVL + 1)
    Leaderboard - Change the value for Player 10 (Light Blue) in LEADERBOARD to LVL
    Sound - Play Wave_Normal <gen>
    Game - Display to (All players) the text: |c008000FFWave 26 of 37|r
    If ((Player 8 (Pink) slot status) Equal to Is playing) then do (Create 16 Obsidian Statue 8 for Player 12 (Brown) at (Center of 1_Pink_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 9 (Gray) slot status) Equal to Is playing) then do (Create 16 Obsidian Statue 8 for Player 12 (Brown) at (Center of 2_Gray_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 6 (Orange) slot status) Equal to Is playing) then do (Create 16 Obsidian Statue 8 for Player 12 (Brown) at (Center of 3_Orange_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 7 (Green) slot status) Equal to Is playing) then do (Create 16 Obsidian Statue 8 for Player 12 (Brown) at (Center of 4_Green_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 8 Obsidian Statue 8 for Player 12 (Brown) at (Center of 5_Red_Spawn_A <gen>) facing Default building facing degrees) else do (Do nothing)
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 8 Obsidian Statue 8 for Player 12 (Brown) at (Center of 5_Red_Spawn_B <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 4 (Purple) slot status) Equal to Is playing) then do (Create 16 Obsidian Statue 8 for Player 12 (Brown) at (Center of 6_Purple_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 5 (Yellow) slot status) Equal to Is playing) then do (Create 16 Obsidian Statue 8 for Player 12 (Brown) at (Center of 7_Yellow_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 2 (Blue) slot status) Equal to Is playing) then do (Create 16 Obsidian Statue 8 for Player 12 (Brown) at (Center of 8_Blue_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 3 (Teal) slot status) Equal to Is playing) then do (Create 16 Obsidian Statue 8 for Player 12 (Brown) at (Center of 9_Teal_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Trigger - Turn on Wavstart27 <gen>
Wavstart27
  Events
    Time - Every 1.00 seconds of game time
  Conditions
    (Number of units in (Units in (Playable map area) owned by Player 12 (Brown))) Less than or equal to 0
  Actions
    Sound - Stop Wave_Normal <gen> false (fadedontoption)
    Set UNIT = "ufro" (Null)
    Trigger - Run Waves27 <gen> (ignoring conditions)
    Trigger - Turn off (This trigger)
    Player Group - Pick every player in (All players) and do (Add 160 to (Picked player) Current gold)
Waves27
  Events
  Conditions
  Actions
    Set LVL = (LVL + 1)
    Leaderboard - Change the value for Player 10 (Light Blue) in LEADERBOARD to LVL
    Sound - Play Wave_Air <gen>
    Game - Display to (All players) the text: |c008000FFWave 27 of 37|r [Air]
    If ((Player 8 (Pink) slot status) Equal to Is playing) then do (Create 16 Frost Wyrm 9 for Player 12 (Brown) at (Center of 1_Pink_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 9 (Gray) slot status) Equal to Is playing) then do (Create 16 Frost Wyrm 9 for Player 12 (Brown) at (Center of 2_Gray_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 6 (Orange) slot status) Equal to Is playing) then do (Create 16 Frost Wyrm 9 for Player 12 (Brown) at (Center of 3_Orange_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 7 (Green) slot status) Equal to Is playing) then do (Create 16 Frost Wyrm 9 for Player 12 (Brown) at (Center of 4_Green_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 8 Frost Wyrm 9 for Player 12 (Brown) at (Center of 5_Red_Spawn_A <gen>) facing Default building facing degrees) else do (Do nothing)
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 8 Frost Wyrm 9 for Player 12 (Brown) at (Center of 5_Red_Spawn_B <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 4 (Purple) slot status) Equal to Is playing) then do (Create 16 Frost Wyrm 9 for Player 12 (Brown) at (Center of 6_Purple_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 5 (Yellow) slot status) Equal to Is playing) then do (Create 16 Frost Wyrm 9 for Player 12 (Brown) at (Center of 7_Yellow_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 2 (Blue) slot status) Equal to Is playing) then do (Create 16 Frost Wyrm 9 for Player 12 (Brown) at (Center of 8_Blue_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 3 (Teal) slot status) Equal to Is playing) then do (Create 16 Frost Wyrm 9 for Player 12 (Brown) at (Center of 9_Teal_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Trigger - Turn on Wavstart28 <gen>
Wavstart28
  Events
    Time - Every 1.00 seconds of game time
  Conditions
    (Number of units in (Units in (Playable map area) owned by Player 12 (Brown))) Less than or equal to 0
  Actions
    Sound - Stop Wave_Hero <gen> false (fadedontoption)
    Set UNIT =
    Trigger - Run Waves28 <gen> (ignoring conditions)
    Trigger - Turn off (This trigger)
    Player Group - Pick every player in (All players) and do (Add 170 to (Picked player) Current gold)
Waves28
  Events
  Conditions
  Actions
    Set LVL = (LVL + 1)
    Leaderboard - Change the value for Player 10 (Light Blue) in LEADERBOARD to LVL
    Sound - Play Wave_Hero <gen>
    Game - Display to (All players) the text: |c008000FFWave 28 of 37|r [Hero]
    If ((Player 8 (Pink) slot status) Equal to Is playing) then do (Create 16 Blademaster for Player 12 (Brown) at (Center of 1_Pink_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 9 (Gray) slot status) Equal to Is playing) then do (Create 16 Blademaster for Player 12 (Brown) at (Center of 2_Gray_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 6 (Orange) slot status) Equal to Is playing) then do (Create 16 Blademaster for Player 12 (Brown) at (Center of 3_Orange_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 7 (Green) slot status) Equal to Is playing) then do (Create 16 Blademaster for Player 12 (Brown) at (Center of 4_Green_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 8 Blademaster for Player 12 (Brown) at (Center of 5_Red_Spawn_A <gen>) facing Default building facing degrees) else do (Do nothing)
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 8 Blademaster for Player 12 (Brown) at (Center of 5_Red_Spawn_B <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 4 (Purple) slot status) Equal to Is playing) then do (Create 16 Blademaster for Player 12 (Brown) at (Center of 6_Purple_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 5 (Yellow) slot status) Equal to Is playing) then do (Create 16 Blademaster for Player 12 (Brown) at (Center of 7_Yellow_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 2 (Blue) slot status) Equal to Is playing) then do (Create 16 Blademaster for Player 12 (Brown) at (Center of 8_Blue_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 3 (Teal) slot status) Equal to Is playing) then do (Create 16 Blademaster for Player 12 (Brown) at (Center of 9_Teal_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Trigger - Turn on Wavstart29 <gen>
Wavstart29
  Events
    Time - Every 1.00 seconds of game time
  Conditions
    (Number of units in (Units in (Playable map area) owned by Player 12 (Brown))) Less than or equal to 0
  Actions
    Sound - Stop Wave_Hero <gen> false (fadedontoption)
    Set UNIT =
    Trigger - Run Waves29 <gen> (ignoring conditions)
    Trigger - Turn off (This trigger)
    Player Group - Pick every player in (All players) and do (Add 180 to (Picked player) Current gold)
Waves29
  Events
  Conditions
  Actions
    Set LVL = (LVL + 1)
    Leaderboard - Change the value for Player 10 (Light Blue) in LEADERBOARD to LVL
    Sound - Play Wave_Hero <gen>
    Game - Display to (All players) the text: |c008000FFWave 29 of 37|r [Hero]
    If ((Player 8 (Pink) slot status) Equal to Is playing) then do (Create 16 Demon Hunter for Player 12 (Brown) at (Center of 1_Pink_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 9 (Gray) slot status) Equal to Is playing) then do (Create 16 Demon Hunter for Player 12 (Brown) at (Center of 2_Gray_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 6 (Orange) slot status) Equal to Is playing) then do (Create 16 Demon Hunter for Player 12 (Brown) at (Center of 3_Orange_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 7 (Green) slot status) Equal to Is playing) then do (Create 16 Demon Hunter for Player 12 (Brown) at (Center of 4_Green_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 8 Demon Hunter for Player 12 (Brown) at (Center of 5_Red_Spawn_A <gen>) facing Default building facing degrees) else do (Do nothing)
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 8 Demon Hunter for Player 12 (Brown) at (Center of 5_Red_Spawn_B <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 4 (Purple) slot status) Equal to Is playing) then do (Create 16 Demon Hunter for Player 12 (Brown) at (Center of 6_Purple_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 5 (Yellow) slot status) Equal to Is playing) then do (Create 16 Demon Hunter for Player 12 (Brown) at (Center of 7_Yellow_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 2 (Blue) slot status) Equal to Is playing) then do (Create 16 Demon Hunter for Player 12 (Brown) at (Center of 8_Blue_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 3 (Teal) slot status) Equal to Is playing) then do (Create 16 Demon Hunter for Player 12 (Brown) at (Center of 9_Teal_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Trigger - Turn on Wavstart30 <gen>
Wavstart30
  Events
    Time - Every 1.00 seconds of game time
  Conditions
    (Number of units in (Units in (Playable map area) owned by Player 12 (Brown))) Less than or equal to 0
  Actions
    Sound - Stop Wave_Hero <gen> false (fadedontoption)
    Set UNIT =
    Trigger - Run Waves30 <gen> (ignoring conditions)
    Trigger - Turn off (This trigger)
    Player Group - Pick every player in (All players) and do (Add 190 to (Picked player) Current gold)
Waves30
  Events
  Conditions
  Actions
    Set LVL = (LVL + 1)
    Leaderboard - Change the value for Player 10 (Light Blue) in LEADERBOARD to LVL
    Sound - Play Wave_Hero <gen>
    Game - Display to (All players) the text: |c008000FFWave 30 of 37|r [Hero]
    If ((Player 8 (Pink) slot status) Equal to Is playing) then do (Create 16 Mountain King for Player 12 (Brown) at (Center of 1_Pink_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 9 (Gray) slot status) Equal to Is playing) then do (Create 16 Mountain King for Player 12 (Brown) at (Center of 2_Gray_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 6 (Orange) slot status) Equal to Is playing) then do (Create 16 Mountain King for Player 12 (Brown) at (Center of 3_Orange_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 7 (Green) slot status) Equal to Is playing) then do (Create 16 Mountain King for Player 12 (Brown) at (Center of 4_Green_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 8 Mountain King for Player 12 (Brown) at (Center of 5_Red_Spawn_A <gen>) facing Default building facing degrees) else do (Do nothing)
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 8 Mountain King for Player 12 (Brown) at (Center of 5_Red_Spawn_B <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 4 (Purple) slot status) Equal to Is playing) then do (Create 16 Mountain King for Player 12 (Brown) at (Center of 6_Purple_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 5 (Yellow) slot status) Equal to Is playing) then do (Create 16 Mountain King for Player 12 (Brown) at (Center of 7_Yellow_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 2 (Blue) slot status) Equal to Is playing) then do (Create 16 Mountain King for Player 12 (Brown) at (Center of 8_Blue_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 3 (Teal) slot status) Equal to Is playing) then do (Create 16 Mountain King for Player 12 (Brown) at (Center of 9_Teal_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Trigger - Turn on Wavstart31 <gen>
Wavstart31
  Events
    Time - Every 1.00 seconds of game time
  Conditions
    (Number of units in (Units in (Playable map area) owned by Player 12 (Brown))) Less than or equal to 0
  Actions
    Sound - Stop Wave_Hero <gen> false (fadedontoption)
    Set UNIT =
    Trigger - Run Waves31 <gen> (ignoring conditions)
    Trigger - Turn off (This trigger)
    Player Group - Pick every player in (All players) and do (Add 200 to (Picked player) Current gold)
Waves31
  Events
  Conditions
  Actions
    Set LVL = (LVL + 1)
    Leaderboard - Change the value for Player 10 (Light Blue) in LEADERBOARD to LVL
    Sound - Play Wave_Boss <gen>
    Game - Display to (All players) the text: |c008000FFWave 31 of 37|r [Boss]
    If ((Player 8 (Pink) slot status) Equal to Is playing) then do (Create 2 Infernal for Player 12 (Brown) at (Center of 1_Pink_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 9 (Gray) slot status) Equal to Is playing) then do (Create 2 Infernal for Player 12 (Brown) at (Center of 2_Gray_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 6 (Orange) slot status) Equal to Is playing) then do (Create 2 Infernal for Player 12 (Brown) at (Center of 3_Orange_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 7 (Green) slot status) Equal to Is playing) then do (Create 2 Infernal for Player 12 (Brown) at (Center of 4_Green_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 2 Infernal for Player 12 (Brown) at (Center of 5_Red_Spawn_A <gen>) facing Default building facing degrees) else do (Do nothing)
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 2 Infernal for Player 12 (Brown) at (Center of 5_Red_Spawn_B <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 4 (Purple) slot status) Equal to Is playing) then do (Create 2 Infernal for Player 12 (Brown) at (Center of 6_Purple_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 5 (Yellow) slot status) Equal to Is playing) then do (Create 2 Infernal for Player 12 (Brown) at (Center of 7_Yellow_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 2 (Blue) slot status) Equal to Is playing) then do (Create 1 Infernal for Player 12 (Brown) at (Center of 8_Blue_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 3 (Teal) slot status) Equal to Is playing) then do (Create 1 Infernal for Player 12 (Brown) at (Center of 9_Teal_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Trigger - Turn on Wavstart32 <gen>
Wavstart32
  Events
    Time - Every 1.00 seconds of game time
  Conditions
    (Number of units in (Units in (Playable map area) owned by Player 12 (Brown))) Less than or equal to 0
  Actions
    Sound - Stop Wave_Boss <gen> false (fadedontoption)
    Set UNIT =
    Trigger - Run Waves32 <gen> (ignoring conditions)
    Trigger - Turn off (This trigger)
    Player Group - Pick every player in (All players) and do (Add 200 to (Picked player) Current gold)
Waves32
  Events
  Conditions
  Actions
    Set LVL = (LVL + 1)
    Leaderboard - Change the value for Player 10 (Light Blue) in LEADERBOARD to LVL
    Sound - Play Wave_Hero <gen>
    Game - Display to (All players) the text: |c008000FFWave 32 of 37|r [Hero]
    If ((Player 8 (Pink) slot status) Equal to Is playing) then do (Create 16 Naga Sea Witch for Player 12 (Brown) at (Center of 1_Pink_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 9 (Gray) slot status) Equal to Is playing) then do (Create 16 Naga Sea Witch for Player 12 (Brown) at (Center of 2_Gray_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 6 (Orange) slot status) Equal to Is playing) then do (Create 16 Naga Sea Witch for Player 12 (Brown) at (Center of 3_Orange_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 7 (Green) slot status) Equal to Is playing) then do (Create 16 Naga Sea Witch for Player 12 (Brown) at (Center of 4_Green_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 8 Naga Sea Witch for Player 12 (Brown) at (Center of 5_Red_Spawn_A <gen>) facing Default building facing degrees) else do (Do nothing)
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 8 Naga Sea Witch for Player 12 (Brown) at (Center of 5_Red_Spawn_B <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 4 (Purple) slot status) Equal to Is playing) then do (Create 16 Naga Sea Witch for Player 12 (Brown) at (Center of 6_Purple_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 5 (Yellow) slot status) Equal to Is playing) then do (Create 16 Naga Sea Witch for Player 12 (Brown) at (Center of 7_Yellow_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 2 (Blue) slot status) Equal to Is playing) then do (Create 16 Naga Sea Witch for Player 12 (Brown) at (Center of 8_Blue_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 3 (Teal) slot status) Equal to Is playing) then do (Create 16 Naga Sea Witch for Player 12 (Brown) at (Center of 9_Teal_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Trigger - Turn on Wavstart33 <gen>
Wavstart33
  Events
    Time - Every 1.00 seconds of game time
  Conditions
    (Number of units in (Units in (Playable map area) owned by Player 12 (Brown))) Less than or equal to 0
  Actions
    Sound - Stop Wave_Hero <gen> false (fadedontoption)
    Set UNIT =
    Trigger - Run Waves33 <gen> (ignoring conditions)
    Trigger - Turn off (This trigger)
    Player Group - Pick every player in (All players) and do (Add 210 to (Picked player) Current gold)
Waves33
  Events
  Conditions
  Actions
    Set LVL = (LVL + 1)
    Leaderboard - Change the value for Player 10 (Light Blue) in LEADERBOARD to LVL
    Sound - Play Wave_Hero <gen>
    Game - Display to (All players) the text: |c008000FFWave 33 of 37|r [Hero]
    If ((Player 8 (Pink) slot status) Equal to Is playing) then do (Create 16 Crypt Lord for Player 12 (Brown) at (Center of 1_Pink_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 9 (Gray) slot status) Equal to Is playing) then do (Create 16 Crypt Lord for Player 12 (Brown) at (Center of 2_Gray_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 6 (Orange) slot status) Equal to Is playing) then do (Create 16 Crypt Lord for Player 12 (Brown) at (Center of 3_Orange_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 7 (Green) slot status) Equal to Is playing) then do (Create 16 Crypt Lord for Player 12 (Brown) at (Center of 4_Green_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 8 Crypt Lord for Player 12 (Brown) at (Center of 5_Red_Spawn_A <gen>) facing Default building facing degrees) else do (Do nothing)
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 8 Crypt Lord for Player 12 (Brown) at (Center of 5_Red_Spawn_B <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 4 (Purple) slot status) Equal to Is playing) then do (Create 16 Crypt Lord for Player 12 (Brown) at (Center of 6_Purple_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 5 (Yellow) slot status) Equal to Is playing) then do (Create 16 Crypt Lord for Player 12 (Brown) at (Center of 7_Yellow_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 2 (Blue) slot status) Equal to Is playing) then do (Create 16 Crypt Lord for Player 12 (Brown) at (Center of 8_Blue_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 3 (Teal) slot status) Equal to Is playing) then do (Create 16 Crypt Lord for Player 12 (Brown) at (Center of 9_Teal_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Trigger - Turn on Wavstart34 <gen>
Wavstart34
  Events
    Time - Every 1.00 seconds of game time
  Conditions
    (Number of units in (Units in (Playable map area) owned by Player 12 (Brown))) Less than or equal to 0
  Actions
    Sound - Stop Wave_Hero <gen> false (fadedontoption)
    Set UNIT =
    Trigger - Run Waves34 <gen> (ignoring conditions)
    Trigger - Turn off (This trigger)
    Player Group - Pick every player in (All players) and do (Add 220 to (Picked player) Current gold)
Waves34
  Events
  Conditions
  Actions
    Set LVL = (LVL + 1)
    Leaderboard - Change the value for Player 10 (Light Blue) in LEADERBOARD to LVL
    Sound - Play Wave_Hero <gen>
    Game - Display to (All players) the text: |c008000FFWave 34 of 37|r [Hero]
    If ((Player 8 (Pink) slot status) Equal to Is playing) then do (Create 16 Death Knight for Player 12 (Brown) at (Center of 1_Pink_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 9 (Gray) slot status) Equal to Is playing) then do (Create 16 Death Knight for Player 12 (Brown) at (Center of 2_Gray_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 6 (Orange) slot status) Equal to Is playing) then do (Create 16 Death Knight for Player 12 (Brown) at (Center of 3_Orange_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 7 (Green) slot status) Equal to Is playing) then do (Create 16 Death Knight for Player 12 (Brown) at (Center of 4_Green_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 8 Death Knight for Player 12 (Brown) at (Center of 5_Red_Spawn_A <gen>) facing Default building facing degrees) else do (Do nothing)
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 8 Death Knight for Player 12 (Brown) at (Center of 5_Red_Spawn_B <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 4 (Purple) slot status) Equal to Is playing) then do (Create 16 Death Knight for Player 12 (Brown) at (Center of 6_Purple_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 5 (Yellow) slot status) Equal to Is playing) then do (Create 16 Death Knight for Player 12 (Brown) at (Center of 7_Yellow_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 2 (Blue) slot status) Equal to Is playing) then do (Create 16 Death Knight for Player 12 (Brown) at (Center of 8_Blue_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 3 (Teal) slot status) Equal to Is playing) then do (Create 16 Death Knight for Player 12 (Brown) at (Center of 9_Teal_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Trigger - Turn on Wavstart35 <gen>
Wavstart35
  Events
    Time - Every 1.00 seconds of game time
  Conditions
    (Number of units in (Units in (Playable map area) owned by Player 12 (Brown))) Less than or equal to 0
  Actions
    Sound - Stop Wave_Air <gen> false (fadedontoption)
    Set UNIT =
    Trigger - Run Waves35 <gen> (ignoring conditions)
    Trigger - Turn off (This trigger)
    Player Group - Pick every player in (All players) and do (Add 230 to (Picked player) Current gold)
Waves35
  Events
  Conditions
  Actions
    Set LVL = (LVL + 1)
    Leaderboard - Change the value for Player 10 (Light Blue) in LEADERBOARD to LVL
    Sound - Play Wave_Air <gen>
    Game - Display to (All players) the text: |c008000FFWave 35 of 37|r [Air]
    If ((Player 8 (Pink) slot status) Equal to Is playing) then do (Create 16 Red Dragon for Player 12 (Brown) at (Center of 1_Pink_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 9 (Gray) slot status) Equal to Is playing) then do (Create 16 Red Dragon for Player 12 (Brown) at (Center of 2_Gray_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 6 (Orange) slot status) Equal to Is playing) then do (Create 16 Red Dragon for Player 12 (Brown) at (Center of 3_Orange_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 7 (Green) slot status) Equal to Is playing) then do (Create 16 Red Dragon for Player 12 (Brown) at (Center of 4_Green_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 8 Red Dragon for Player 12 (Brown) at (Center of 5_Red_Spawn_A <gen>) facing Default building facing degrees) else do (Do nothing)
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 8 Red Dragon for Player 12 (Brown) at (Center of 5_Red_Spawn_B <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 4 (Purple) slot status) Equal to Is playing) then do (Create 16 Red Dragon for Player 12 (Brown) at (Center of 6_Purple_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 5 (Yellow) slot status) Equal to Is playing) then do (Create 16 Red Dragon for Player 12 (Brown) at (Center of 7_Yellow_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 2 (Blue) slot status) Equal to Is playing) then do (Create 16 Red Dragon for Player 12 (Brown) at (Center of 8_Blue_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 3 (Teal) slot status) Equal to Is playing) then do (Create 16 Red Dragon for Player 12 (Brown) at (Center of 9_Teal_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Trigger - Turn on Wavstart36 <gen>
Wavstart36
  Events
    Time - Every 1.00 seconds of game time
  Conditions
    (Number of units in (Units in (Playable map area) owned by Player 12 (Brown))) Less than or equal to 0
  Actions
    Sound - Stop Wave_Air <gen> false (fadedontoption)
    Set UNIT =
    Trigger - Run Waves36 <gen> (ignoring conditions)
    Trigger - Turn off (This trigger)
    Player Group - Pick every player in (All players) and do (Add 240 to (Picked player) Current gold)
Waves36
  Events
  Conditions
  Actions
    Set LVL = (LVL + 1)
    Leaderboard - Change the value for Player 10 (Light Blue) in LEADERBOARD to LVL
    Sound - Play Wave_Boss <gen>
    Game - Display to (All players) the text: |c008000FFWave 36 of 37|r [Boss]
    If ((Player 8 (Pink) slot status) Equal to Is playing) then do (Create 2 Sea Giant Hunter for Player 12 (Brown) at (Center of 1_Pink_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 9 (Gray) slot status) Equal to Is playing) then do (Create 2 Sea Giant Hunter for Player 12 (Brown) at (Center of 2_Gray_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 6 (Orange) slot status) Equal to Is playing) then do (Create 2 Sea Giant Hunter for Player 12 (Brown) at (Center of 3_Orange_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 7 (Green) slot status) Equal to Is playing) then do (Create 2 Sea Giant Hunter for Player 12 (Brown) at (Center of 4_Green_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 2 Sea Giant Hunter for Player 12 (Brown) at (Center of 5_Red_Spawn_A <gen>) facing Default building facing degrees) else do (Do nothing)
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 2 Sea Giant Hunter for Player 12 (Brown) at (Center of 5_Red_Spawn_B <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 4 (Purple) slot status) Equal to Is playing) then do (Create 2 Sea Giant Hunter for Player 12 (Brown) at (Center of 6_Purple_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 5 (Yellow) slot status) Equal to Is playing) then do (Create 2 Sea Giant Hunter for Player 12 (Brown) at (Center of 7_Yellow_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 2 (Blue) slot status) Equal to Is playing) then do (Create 1 Sea Giant Hunter for Player 12 (Brown) at (Center of 8_Blue_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 3 (Teal) slot status) Equal to Is playing) then do (Create 1 Sea Giant Hunter for Player 12 (Brown) at (Center of 9_Teal_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Trigger - Turn on Wavstart37 <gen>
Wavstart37
  Events
    Time - Every 1.00 seconds of game time
  Conditions
    (Number of units in (Units in (Playable map area) owned by Player 12 (Brown))) Less than or equal to 0
  Actions
    Sound - Stop Wave_Boss <gen> false (fadedontoption)
    Set UNIT =
    Trigger - Run Waves37 <gen> (ignoring conditions)
    Trigger - Turn off (This trigger)
    Player Group - Pick every player in (All players) and do (Add 240 to (Picked player) Current gold)
Waves37
  Events
  Conditions
  Actions
    Set LVL = (LVL + 1)
    Leaderboard - Change the value for Player 10 (Light Blue) in LEADERBOARD to LVL
    Sound - Play Wave_Boss <gen>
    Game - Display to (All players) the text: |c008000FFWave 37 of 37|r [Air Boss]
    If ((Player 8 (Pink) slot status) Equal to Is playing) then do (Create 1 Nether Dragon for Player 12 (Brown) at (Center of 1_Pink_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 9 (Gray) slot status) Equal to Is playing) then do (Create 1 Nether Dragon for Player 12 (Brown) at (Center of 2_Gray_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 6 (Orange) slot status) Equal to Is playing) then do (Create 1 Nether Dragon for Player 12 (Brown) at (Center of 3_Orange_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 7 (Green) slot status) Equal to Is playing) then do (Create 1 Nether Dragon for Player 12 (Brown) at (Center of 4_Green_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 1 Nether Dragon for Player 12 (Brown) at (Center of 5_Red_Spawn_A <gen>) facing Default building facing degrees) else do (Do nothing)
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 1 Nether Dragon for Player 12 (Brown) at (Center of 5_Red_Spawn_B <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 4 (Purple) slot status) Equal to Is playing) then do (Create 1 Nether Dragon for Player 12 (Brown) at (Center of 6_Purple_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 5 (Yellow) slot status) Equal to Is playing) then do (Create 1 Nether Dragon for Player 12 (Brown) at (Center of 7_Yellow_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 2 (Blue) slot status) Equal to Is playing) then do (Create 1 Nether Dragon for Player 12 (Brown) at (Center of 8_Blue_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Wait 2 game-time seconds
    If ((Player 3 (Teal) slot status) Equal to Is playing) then do (Create 1 Nether Dragon for Player 12 (Brown) at (Center of 9_Teal_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
    Trigger - Turn on Winstart <gen>
Winstart
  Events
    Time - Every 1.00 seconds of game time
  Conditions
    (Number of units in (Units in (Playable map area) owned by Player 12 (Brown))) Less than or equal to 0
  Actions
    Trigger - Run WIN <gen> (ignoring conditions)
    Trigger - Turn off (This trigger)
function Trig_Unstuck_Func001002 takes nothing returns nothing
    call IssuePointOrderLocBJ( GetEnumUnit(), "move", GetRectCenter(gg_rct_END) )
endfunction

function Trig_Unstuck_Actions takes nothing returns nothing
    call ForGroupBJ( GetUnitsInRectOfPlayer(GetPlayableMapRect(), Player(8)), function Trig_Unstuck_Func001002 )
endfunction

//===========================================================================
function InitTrig_Unstuck takes nothing returns nothing
    set gg_trg_Unstuck = CreateTrigger(  )
    call TriggerRegisterPlayerChatEvent( gg_trg_Unstuck, Player(0), "-debug", true )
    call TriggerAddAction( gg_trg_Unstuck, function Trig_Unstuck_Actions )
endfunction