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Trigger Viewer

JALM v0.2a.w3x
Variables
---Map---
Map
Map Initialization
Game Start
Music
FUNC spawn a ped
FUNC RUN spawn a ped
MoveaPed
Hero Info Strength
Hero Info Dexterity
Hero Info Intelligence
Hax
READ THIS BEFORE RELEASE
Cheat Speed
Cheat Car
Cheat Kill
Cheat KIll var
Cheat Level up
Cheat Level down
----Systems----
1 Trigs
Item Stacking System
Select Hero
Dance
Find a Job
Clear Screen
Mailbox
Auto Dealage
Player Talk Exclamation
Level Up
Revive
Leave Game
Time 6 AM
Time 6 PM
Weather
Operate
Crafting
Notes
Counter
Counter End
Counter End Tall
Wall
Wall Ruins
Wall IceCrown
Wooden Chair
Wooden Bench
Wooden Table
Wooden Chair2
Wooden Bench2
Chair I
Chair II
Chair III
Couch I
Couch II
Deposit Box
Not a Check
Check 300
Check 200
Driving
Needs Driver
Turn Car OnOff
Unload
Load
Furniture
Item Form
Rotate
Face Point
Mailbox & Buy House
Buy Building
Close Door
Open Door
Close Store
Open Store
Streets FINISH THESEEEEEEEEE
General
Cast GPS
Leave H
Leave V
Center Island
H First
H Second
H Third
H Fourth
H Fifth
V Araf
V Bagel
V Coon
V Dark
V Eaton
Left Island
H A
H B
H C
H D
V Alpha
V Beta
V Little
Top Island
V Alcoholic
V Bizzarre
V Chubby
V Drunk
V Erect
H I
H II
H III
H IV
H V
Talking
msg Pawn Shop
msg Banker
msg McGrub Manager
msg Librarian
msg Fluff Master
Inventory
Enter
Reset to LockCam
Drugs
Cocaine
Ecstasy
Building System
The Gears
Building Labels
Main Island
Enter Workers United
Leave Workers United
Enter Appliance Lord
Leave Appliance Lord
Enter McGrub
Leave McGrub
Enter Radio Shack
Leave Radio Shack
Enter Pizza Butt
Leave Pizza Butt
Enter Gas Station
Leave Gas Station
Enter Klub
Leave Klub
Enter Mines
Leave Mines
Enter Car Mods
Leave Car Mods
Enter FireFite
Leave FireFite
Enter Cops
Leave Cops
Enter Hospital
Leave Hospital
Enter School
Leave School
Enter Taxi House
Leave Taxi house
Enter Taxi Garage
Leave Taxi Garage
Enter Sofa King
Leave Sofa King
Enter Home Cheepo
Leave Home Cheepo
Enter Car Depot
Leave Car Depot
Enter Pawn
Leave Pawn
Enter Bank
Leave Bank
Enter Mail
Leave Mail
Enter City Hall
Leave City Hall
West Island
Enter Hotel
Leave Hotel
Enter 1
Enter 2
Enter 3
Enter 4
Enter 5
Enter 6
Enter 7
Enter 8
Enter 9
Enter 10
Enter 11
Leave 1
Leave 2
Leave 3
Leave 4
Leave 5
Leave 6
Leave 7
Leave 8
Leave 9
Leave 10
Leave 11
Enter A1
Enter A2
Enter A3
Enter A4
Enter A5
Leave A1
Leave A2
Leave A3
Leave A4
Leave A5
North Island
Enter Airport
Leave Airport
Enter Wheels on Meals
Leave Wheels on Meals
Enter store1
Enter store2
Enter store3
Enter store4
Enter store5
Enter store6
Leave store1
Leave store2
Leave store3
Leave store4
Leave store5
Leave store6
Enter bigh1
Leave bigh1
Enter bigh2
Leave bigh2
Enter bigh3
Leave bigh3
Enter bigh4
Leave bigh4
Enter bigh5
Leave bigh5
Enter bigh6
Leave bigh6
Enter bigh7
Leave bigh7
Enter bigh8
Leave bigh8
CraftMaster I
Stop
Trigger Counter
Craft Counter
Trigger Counter End
Craft Counter End
Trigger Counter Tall End
Craft Counter End Tall
Third-Person Camera
Set
Set Rotation
Right Arrow
Left Arrow
Up Arrow
Up Arrow Copy
Up Arrow Copy Copy
Down Arrow
Wanted: Multiboard
Create and show multiboards
---Jobs---
Mailman
Take Job Mailman
Quit Job Mailman
Ping Boxes
Ping Items
Take Letter
Chef: McGrub
Raw Food
Cook
Dumpster
Paid
Take Job McGrub Chef
Quit Job McGrub Chef
Chef: Pizza Butt
Raw Food 2
Cook 2
Dumpster 2
Paid 2
Take Job Butt Chef
Quit Job Butt Chef
Taxi Driver
Take Job Taxi
Pickup
Anti Move
Dropoff
Quit Job Taxi
Where Is It
Janitor
Take Job Janitor
Cleanup
Take Broom
Quit Job Janitor
Crack Filler
Take Job Crack Filler
Pingage
Enter Silicone Form
Fill Crack
Exit
hold thisssssssssssssssssssssss
Camera
Quit Job Crack Filler
Wheels on Meals: McGrub
Take Job WM MG
Take Food Chunk
Deliver Food Chunk
Quit Job McGrub
Wheels on Meals: Pizza Butt
Take Job WM PB
Take Raw Food
Deliver Raw Food
Quit Job Pizza Butt
Enter map-specific custom script code below. This text will be included in the map script after variables are declared and before any trigger code.

		
Name Type Is Array Initial Value
Building_Label_Points location Yes
CHEAT_DELETE_THIS_BEFORE_V01 unit No
CHEAT_ON boolean No
colors_blue integer Yes 100
colors_green integer Yes 100
colors_red integer Yes 100
Cops_Killed integer Yes
Drug_Pat_Points location Yes
Employed_Boolean boolean Yes
Horizontal_Street string Yes
Inventory_Enter_Points location Yes
Inventory_Leave_Points location Yes
Inventory_Waygates unit Yes
JOB__ButtChef_Burgers item No
JOB__Mailman_Unit unit No
JOB__McGrubChef_Unit unit No
JOB_Cracks_Cracksleft integer No 20
JOB_Cracks_Filler unit No
JOB_Cracks_floatingtext texttag No
JOB_Deliver_McGrub item No
JOB_Deliver_Pizza_Butt item No
JOB_Janitor_Broom item No
JOB_Janitor_TrashLeft integer No 15
JOB_Mailman_Letters item No
JOB_McGrubChef_Burgers item No
Money_In_Bank integer Yes
Ped_Order_Point location No
Ped_Random_Point location No
Peds_To_Spawn integer No
Player unit Yes
Players_In_1st_Person force No
taxi_ability_ug group Yes
Taxi_Customer unit Yes
Taxi_DropRegion rect Yes
Taxi_has_customer boolean Yes false
Taxi_Random integer Yes
TempPoint location Yes
TempUnitGroup group No
TempUnitGroup2 group No
TempUnitGroup3 group No
Unit unit Yes
Up_Key_Is_Down boolean Yes
Vertical_Street string Yes
Wanted_Levels string Yes 0
Wanted_Multiboard multiboard Yes
Weather_Array integer No
This stuff is run while the map is loading and makes the game work correctly.
Map Initialization
  Events
    Map initialization
  Conditions
  Actions
    Trigger - Run Music <gen> (checking conditions)
    Sound - Stop music Immediately
    Sound - Clear the music list
    -------- CHEATS_ON? --------
    Set VariableSet CHEAT_ON = True
    -------- ^^^^^^^^ --------
    -------- v Vars v --------
    Set VariableSet Inventory_Enter_Points[1] = (Center of Inventory_P1 <gen>)
    Floating Text - Create floating text that reads (Name of Player 1 (Red)) at Inventory_Enter_Points[1] with Z offset 0, using font size 8.00, color (100%, 100%, 100%), and 50.00% transparency
    Set VariableSet Inventory_Enter_Points[2] = (Center of Inventory_P2 <gen>)
    Floating Text - Create floating text that reads (Name of Player 2 (Blue)) at Inventory_Enter_Points[2] with Z offset 0, using font size 8.00, color (100%, 100%, 100%), and 50.00% transparency
    Set VariableSet Inventory_Enter_Points[3] = (Center of Inventory_P3 <gen>)
    Floating Text - Create floating text that reads (Name of Player 3 (Teal)) at Inventory_Enter_Points[3] with Z offset 0, using font size 8.00, color (100%, 100%, 100%), and 50.00% transparency
    Set VariableSet Inventory_Enter_Points[4] = (Center of Inventory_P4 <gen>)
    Floating Text - Create floating text that reads (Name of Player 4 (Purple)) at Inventory_Enter_Points[4] with Z offset 0, using font size 8.00, color (100%, 100%, 100%), and 50.00% transparency
    Set VariableSet Inventory_Enter_Points[5] = (Center of Inventory_P5 <gen>)
    Floating Text - Create floating text that reads (Name of Player 5 (Yellow)) at Inventory_Enter_Points[5] with Z offset 0, using font size 8.00, color (100%, 100%, 100%), and 50.00% transparency
    Set VariableSet Inventory_Enter_Points[6] = (Center of Inventory_P6 <gen>)
    Floating Text - Create floating text that reads (Name of Player 6 (Orange)) at Inventory_Enter_Points[6] with Z offset 0, using font size 8.00, color (100%, 100%, 100%), and 50.00% transparency
    Set VariableSet Inventory_Enter_Points[7] = (Center of Inventory_P7 <gen>)
    Floating Text - Create floating text that reads (Name of Player 7 (Green)) at Inventory_Enter_Points[7] with Z offset 0, using font size 8.00, color (100%, 100%, 100%), and 50.00% transparency
    Set VariableSet Inventory_Enter_Points[8] = (Center of Inventory_P8 <gen>)
    Floating Text - Create floating text that reads (Name of Player 8 (Pink)) at Inventory_Enter_Points[8] with Z offset 0, using font size 8.00, color (100%, 100%, 100%), and 50.00% transparency
    Set VariableSet Inventory_Enter_Points[9] = (Center of Inventory_P9 <gen>)
    Floating Text - Create floating text that reads (Name of Player 9 (Gray)) at Inventory_Enter_Points[9] with Z offset 0, using font size 8.00, color (100%, 100%, 100%), and 50.00% transparency
    Set VariableSet Inventory_Enter_Points[10] = (Center of Inventory_P10 <gen>)
    Floating Text - Create floating text that reads (Name of Player 10 (Light Blue)) at Inventory_Enter_Points[10] with Z offset 0, using font size 8.00, color (100%, 100%, 100%), and 50.00% transparency
    Set VariableSet Inventory_Enter_Points[11] = (Center of Inventory_P11 <gen>)
    Floating Text - Create floating text that reads (Name of Player 11 (Dark Green)) at Inventory_Enter_Points[11] with Z offset 0, using font size 8.00, color (100%, 100%, 100%), and 50.00% transparency
    Set VariableSet Inventory_Waygates[1] = Way Gate 0072 <gen>
    Set VariableSet Inventory_Waygates[2] = Way Gate 0093 <gen>
    Set VariableSet Inventory_Waygates[3] = Way Gate 0238 <gen>
    Set VariableSet Inventory_Waygates[4] = Way Gate 0239 <gen>
    Set VariableSet Inventory_Waygates[5] = Way Gate 0240 <gen>
    Set VariableSet Inventory_Waygates[6] = Way Gate 0007 <gen>
    Set VariableSet Inventory_Waygates[7] = Way Gate 0316 <gen>
    Set VariableSet Inventory_Waygates[8] = Way Gate 0315 <gen>
    Set VariableSet Inventory_Waygates[9] = Way Gate 0314 <gen>
    Set VariableSet Inventory_Waygates[10] = Way Gate 0313 <gen>
    Set VariableSet Inventory_Waygates[11] = Way Gate 0312 <gen>
    Set VariableSet Wanted_Levels[1] =
    -------- v General v --------
    Destructible - Open Elven Gate 0650 <gen>
    Destructible - Open Elven Gate 0651 <gen>
    Destructible - Open Gate 1448 <gen>
    Destructible - Open Gate 0290 <gen>
    Destructible - Open Demonic Gate 0033 <gen>
    Destructible - Open Iron Gate 0900 <gen>
    Destructible - Open Gate 0003 <gen>
    Destructible - Open Elven Gate 0659 <gen>
    Destructible - Open Gate 0901 <gen>
    Destructible - Open Elven Gate 1216 <gen>
    Destructible - Open Gate 0304 <gen>
    Destructible - Open Elven Gate 0922 <gen>
    Destructible - Open Elven Gate 0779 <gen>
    Destructible - Open Elven Gate 0780 <gen>
    Destructible - Open Elven Gate 0224 <gen>
    Destructible - Open Gate 0062 <gen>
    Destructible - Open Gate 0081 <gen>
    Destructible - Open Gate 0082 <gen>
    Destructible - Open Gate 0100 <gen>
    Destructible - Open Demonic Gate 0230 <gen>
    Destructible - Open Gate 0351 <gen>
    Destructible - Open Iron Gate 0652 <gen>
    Destructible - Open Elven Gate 0321 <gen>
    Destructible - Open Gate 0258 <gen>
    Game - Set the time of day to 6.00
    Environment - Set sky to Lordaeron Summer Sky
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Player - Make (Picked player) treat Player 12 (Brown) as an Ally
        Player - Make Player 12 (Brown) treat (Picked player) as an Ally
        Cinematic - Turn subtitle display override On
        Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across (Entire map)
        Hero - Make (Picked player) Heroes gain 0.00% experience from future kills
    Unit Group - Pick every unit in (Units owned by (Matching player) matching ((((Matching player) controller) Not equal to User) and (((Matching player) slot status) Not equal to Is playing)).) and do (Actions)
      Loop - Actions
        Unit - Remove (Picked unit) from the game
    Custom script: set bj_wantDestroyGroup = true
    Unit Group - Pick every unit in (Units of type Parking Spot) and do (Actions)
      Loop - Actions
        Unit - Remove (Picked unit) from the game
    Floating Text - Create floating text that reads (Cracks left: + (String(JOB_Cracks_Cracksleft))) at (Center of JOB_Cracks_GUI_Top <gen>) with Z offset 0, using font size 12.00, color (100%, 100%, 100%), and 0% transparency
    Set VariableSet JOB_Cracks_floatingtext = (Last created floating text)
    Floating Text - Create floating text that reads <------Click to exit at (Center of JOB_Cracks_GUI_Bottom <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Just click on the crack to fill it in.If you are having trouble, try box-selecting. at (Center of JOB_Cracks_Help <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    -------- Quests --------
    Quest - Create a Required quest titled Jobs with the description The very first thing you should do in the city is get a job so you can start earning money. You have an ability that pings availible jobs. When you find one, use Take Job on it. That unit that looks like a rune is called a Job Unit. It has abilities that tell you how to do your job and sometimes other abilities to help you.|n|nWhen you finish doing the task your jobs requires you to do, you'll get paid. Repeat the task to get paid again, of course., using icon path UI\Minimap\MinimapIconCreepLoc2.blp
    Quest - Create a Required quest titled Crafting with the description You probably won't want to work for someone else your whole life. All heroes have access to Crafting I, which allows you to create some furniture with if you have the ingredients. You can then sell your product to the Pawn Shop to make some money, or you can use it yourself. Strength heroes have access to Crafting II, which allows them to create chairs and couches, which they can profit from the most., using icon path ReplaceableTextures\CommandButtons\BTNBasicStruct.blp
    Quest - Create a Optional quest titled Dude! with the description Visit jalm.co.nr to be redirected to the page on the Hiveworkshop! There you can find crafting tables, complete patch notes, previews to the next version, and download the latest map!, using icon path ReplaceableTextures\CommandButtons\BTNTemp.blp
    Quest - Create a Optional quest titled Credits (Map) with the description Map created by SkudgemuffinThanks to the following people for reporting bugs: ttleno, using icon path ReplaceableTextures\CommandButtons\BTNSelectHeroOn.blp
    Quest - Create a Optional quest titled Credits (Resources) with the description Road Tile: TheTerranModels: Tenebrae, SD_Ryoko, skrab, Hellish HybridItem Stacking System by Mr. Zero, using icon path ReplaceableTextures\CommandButtons\BTNSelectHeroOn.blp
    -------- Abilities --------
    Unit - Remove Open Door from Mailbox 0253 <gen>
    Unit - Remove Open Door from Mailbox 0252 <gen>
    Unit - Remove Open Door from Mailbox 0259 <gen>
    -------- Pedestrians --------
    Set VariableSet Drug_Pat_Points[1] = (Center of Drug_Pat1 <gen>)
    Set VariableSet Drug_Pat_Points[2] = (Center of Drug_Pat2 <gen>)
    Unit - Order Drug Dealer 0053 <gen> to Patrol To.Drug_Pat_Points[1]
    Unit - Order Drug Dealer 0054 <gen> to Patrol To.Drug_Pat_Points[2]
    Set VariableSet Peds_To_Spawn = 10
    Trigger - Run FUNC_RUN_spawn_a_ped <gen> (ignoring conditions)
This runs after all players finish loading.
Game Start
  Events
    Time - Elapsed game time is 1.00 seconds
  Conditions
  Actions
    Game - Display to (All players) for 60.00 seconds the text: To Do:[ ] Remove Cheats[ ] Loading Screen (title, subtitle, content)[ ] Quests[ ] Drug Triggers; finish them
Music
  Events
    Map initialization
    Time - Every 177.30 seconds of game time
  Conditions
  Actions
    Sound - Play 252701_Kajmaster_Kajet___Modern_F <gen>
FUNC spawn a ped
  Events
  Conditions
  Actions
    Set VariableSet Ped_Random_Point = (Random point in (Playable map area))
    Set VariableSet Ped_Order_Point = (Random point in (Playable map area))
    Unit - Create 1.Citizen (Male) for Player 12 (Brown) at Ped_Random_Point facing Default building facing degrees
    Unit - Order (Last created unit) to Patrol To.Ped_Order_Point
FUNC RUN spawn a ped
  Events
  Conditions
  Actions
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
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    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run FUNC_spawn_a_ped <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run MoveaPed <gen> (checking conditions)
MoveaPed
  Events
    Time - Every 6.00 seconds of game time
  Conditions
  Actions
    Unit Group - Pick every unit in (Random 1 units from (Units of type Citizen (Male))) and do (Actions)
      Loop - Actions
        Set VariableSet Ped_Order_Point = (Random point in (Playable map area))
        Unit - Order (Picked unit) to Patrol To.Ped_Order_Point
Hero Info Strength
  Events
    Unit - A unit enters hero_strength <gen>
  Conditions
  Actions
    Game - Display to (Player group((Owner of (Entering unit)))) for 30 seconds the text: ---------------------Choose the Strength hero, and odds are you will lead a simple life. You'll probably work for someone forever, but maybe someday you'll be able to get your own place. You can craft things sooner than other players, and have access to Crafting II while other players only get Crafting I.---------------------
Hero Info Dexterity
  Events
    Unit - A unit enters hero_agility <gen>
  Conditions
  Actions
    Game - Display to (Player group((Owner of (Entering unit)))) for 30 seconds the text: ---------------------Choose the Dexterity hero, and odds are you will become a criminal. Living in a home requires you to pay, and to get paid you need to work, or in your case, steal things. Since you can't steal anything in JALM yet, you'll probably live like the Strength hero.---------------------
Hero Info Intelligence
  Events
    Unit - A unit enters hero_intelligence <gen>
  Conditions
  Actions
    Game - Display to (Player group((Owner of (Entering unit)))) for 30 seconds the text: ---------------------Choose the Intelligence hero, and odds are you will become rich and live in a giant house. Such success takes time, though. For much of the first part of the game you'll be working for someone to get enough money to start a business. Eventually you'll be paying other players to work for you.---------------
Before releasing, disable the action in Map Initialization that sets CHEAT_ON to true
Cheat Speed
  Events
    Player - Player 1 (Red) types a chat message containing .speed (stringnoformat) as An exact match
  Conditions
    CHEAT_ON Equal to True
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Current movement speed of Player[1]) Equal to (Default movement speed of Player[1])
      Then - Actions
        Unit - Set Player[1] movement speed to 522.00
      Else - Actions
        Unit - Set Player[1] movement speed to (Default movement speed of Player[1])
Cheat Car
  Events
    Player - Player 1 (Red) types a chat message containing .car (stringnoformat) as An exact match
  Conditions
    CHEAT_ON Equal to True
  Actions
    Unit - Create 1.Raz0r for Player 1 (Red) at (Position of Player[1]) facing Default building facing degrees
Cheat Kill
  Events
    Player - Player 1 (Red) types a chat message containing .kill (stringnoformat) as An exact match
  Conditions
    CHEAT_ON Equal to True
  Actions
    Unit - Kill CHEAT_DELETE_THIS_BEFORE_V01
Cheat KIll var
  Events
    Player - Player 1 (Red) Selects a unit
  Conditions
    CHEAT_ON Equal to True
  Actions
    Set VariableSet CHEAT_DELETE_THIS_BEFORE_V01 = (Triggering unit)
Cheat Level up
  Events
    Player - Player 1 (Red) types a chat message containing .levelup (stringnoformat) as An exact match
  Conditions
    CHEAT_ON Equal to True
  Actions
    Hero - Set Player[1] Hero-level to ((Level of Player[1]) + 1), Show level-up graphics
Cheat Level down
  Events
    Player - Player 1 (Red) types a chat message containing .leveldown (stringnoformat) as An exact match
  Conditions
    CHEAT_ON Equal to True
  Actions
    Hero - Set Player[1] Hero-level to ((Level of Player[1]) - 1), Show level-up graphics
Allows items to stack, created by Mr. Zero
//***************************************************************************
//*
//*  Item Stacking System
//*  Version 1.0.7, 01/01-08
//*
//*  Coded by Mr. Zero - Mr_Zero_DK@Hotmail.com
//*
//***************************************************************************
function ISS_SC takes nothing returns nothing
    local integer array i
    local item a=GetManipulatedItem()
    local unit b=GetManipulatingUnit()
    local item c
    set i[0]=0
    set i[1]=GetItemLevel(a)
    set i[2]=GetItemCharges(a)
    set i[3]=GetItemTypeId(a)
    if(i[2]!=0)then
        loop
            exitwhen i[0]>5
            set c=UnitItemInSlot(b,i[0])
            set i[4]=GetItemCharges(c)
            set i[5]=GetItemTypeId(c)
            if(((c!=a)and(i[5]==i[3]))and(i[4]<i[1]))then
                if((i[4]+i[2])<=i[1])then
                    call SetItemCharges(c,(i[4]+i[2]))
                    call RemoveItem(a)
                    exitwhen true
                else
                    call SetItemCharges(a,(i[4]+i[2])-i[1])
                    call SetItemCharges(c,i[1])
                    call UnitAddItem(b,a)
                    exitwhen true
                endif
            endif
            set i[0]=i[0]+1
        endloop
    endif
    set a=null
    set b=null
    set c=null
endfunction
function ISS_RC takes nothing returns nothing
    local integer array i
    local unit a=GetOrderedUnit()
    local item b=GetOrderTargetItem()
    local item c=UnitItemInSlot(a,(GetIssuedOrderId()-852002))
    set i[0]=0
    set i[1]=GetItemCharges(b)
    set i[2]=GetItemLevel(b)
    set i[3]=GetItemTypeId(b)
    set i[4]=GetItemCharges(c)
    set i[5]=GetItemTypeId(c)
    if((((GetIssuedOrderId()>=852002)and(GetIssuedOrderId()<=852007))and(i[1]!=0)and(c!=null)))then
        if(b==c)then
            set c=CreateItem(i[3],0,0)
            set i[4]=GetItemCharges(c)
            call RemoveItem(c)
            if(i[1]>i[4])then
                loop
                    exitwhen i[0]>5
                    if(UnitItemInSlot(a,i[0])==null)then
                        call SetItemCharges(b,(i[1]-i[4]))
                        set b=CreateItem(i[3],0,0)
                        call DisableTrigger(gg_trg_Item_Stacking_System)
                        call UnitAddItem(a,b)
                        call EnableTrigger(gg_trg_Item_Stacking_System)
                        exitwhen true
                    endif
                    set i[0]=i[0]+1
                endloop
            endif
        else
            if((i[5]==i[3])and(i[4]<i[2]))then
                if((i[1]+i[4])<=i[2])then
                    call SetItemCharges(b,(i[1]+i[4]))
                    call RemoveItem(c)
                else
                    call SetItemCharges(c,(i[1]+i[4])-i[2])
                    call SetItemCharges(b,i[2])
                endif
            endif
        endif
    endif
    set a=null
    set b=null
    set c=null
endfunction
function InitTrig_Item_Stacking_System takes nothing returns nothing
    local integer i=0
    local trigger t=CreateTrigger()
    set gg_trg_Item_Stacking_System=CreateTrigger()
    loop
        exitwhen i==16
        call TriggerRegisterPlayerUnitEvent(gg_trg_Item_Stacking_System,Player(i),EVENT_PLAYER_UNIT_PICKUP_ITEM,null)
        call TriggerRegisterPlayerUnitEvent(t,Player(i),EVENT_PLAYER_UNIT_ISSUED_TARGET_ORDER,null)
        set i=i+1
    endloop
    call TriggerAddAction(gg_trg_Item_Stacking_System,function ISS_SC)
    call TriggerAddAction(t,function ISS_RC)
    set t=null
endfunction
The wisp's ability to choose a hero.
Select Hero
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Select Hero Life
    ((Target unit of ability being cast) is A Hero) Equal to True
  Actions
    Unit - Create 1.(Unit-type of (Target unit of ability being cast)) for (Owner of (Casting unit)) at (Random point in Spawn <gen>) facing Default building facing degrees
    Set VariableSet Player[(Player number of (Owner of (Casting unit)))] = (Last created unit)
    Set VariableSet Unit[(Player number of (Owner of (Casting unit)))] = (Last created unit)
    Camera - Pan camera for (Owner of (Casting unit)) to (Position of Player[(Player number of (Owner of (Casting unit)))]) over 0 seconds
    Hero - Create How To Play and give it to (Last created unit)
    Item - Change ownership of (Last created item) to (Owner of (Casting unit)) and Change color
    Player - Set (Owner of (Casting unit)).Current gold to 300
    Game - Display to (Player group((Owner of (Casting unit)))) for 8.00 seconds the text: Your grandma has given you $300.
    Unit - Kill (Casting unit)
Player Skill - Makes player dance
Dance
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Dance!
  Actions
    Animation - Play (Casting unit)'s Attack Walk Stand Spin (animationname) animation
Player Skill - Pings all job units owned by neutral
Find a Job
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Find a Job
  Actions
    Custom script: set bj_wantDestroyGroup = true
    Unit Group - Pick every unit in (Units owned by Player 12 (Brown) matching (((Matching unit) is An Ancient) Equal to True).) and do (Actions)
      Loop - Actions
        Cinematic - Ping minimap for (Player group((Owner of (Casting unit)))) at (Position of (Picked unit)) for 3.00 seconds
Clears the screen of all messages displayed by the game for the triggering player.
Clear Screen
  Events
    Player - Player 1 (Red) skips a cinematic sequence
    Player - Player 2 (Blue) skips a cinematic sequence
    Player - Player 3 (Teal) skips a cinematic sequence
    Player - Player 4 (Purple) skips a cinematic sequence
    Player - Player 5 (Yellow) skips a cinematic sequence
    Player - Player 6 (Orange) skips a cinematic sequence
    Player - Player 7 (Green) skips a cinematic sequence
    Player - Player 8 (Pink) skips a cinematic sequence
    Player - Player 9 (Gray) skips a cinematic sequence
    Player - Player 10 (Light Blue) skips a cinematic sequence
    Player - Player 11 (Dark Green) skips a cinematic sequence
  Conditions
  Actions
    Cinematic - Clear the screen of text messages for (Player group((Triggering player))).
    Special Effect - Create a special effect at (Position of Player[(Player number of (Triggering player))]) using Abilities\Spells\Human\FlakCannons\FlakTarget.mdl
    Special Effect - Destroy (Last created special effect)
Mailbox's cant carry more than 5 items.
Mailbox
  Events
    Unit - A unit Acquires an item
  Conditions
    (Unit-type of (Hero manipulating item)) Equal to Mailbox
    (Number of items carried by (Hero manipulating item)) Equal to 5
  Actions
    Hero - Drop (Item being manipulated) from (Hero manipulating item).
When you buy a car it gets moved to the Car Spawn region.
Auto Dealage
  Events
    Unit - A unit Sells a unit
  Conditions
    (Selling unit) Equal to Auto Dealer 0065 <gen>
  Actions
    Unit - Move (Sold unit) instantly to (Random point in Buy_Car <gen>)
    Cinematic - Send transmission to (All players) from Auto Dealer 0065 <gen> named Auto Dealer: Play No sound and display Thanks! Tell your friends about us!. Modify duration: Set to 3.00 seconds and Don't wait
When a player types a message, an exclamation point is created temperarely with floating text.
Player Talk Exclamation
  Events
    Player - Player 1 (Red) types a chat message containing (stringnoformat) as A substring
    Player - Player 2 (Blue) types a chat message containing (stringnoformat) as A substring
    Player - Player 3 (Teal) types a chat message containing (stringnoformat) as A substring
    Player - Player 4 (Purple) types a chat message containing (stringnoformat) as A substring
    Player - Player 5 (Yellow) types a chat message containing (stringnoformat) as A substring
    Player - Player 6 (Orange) types a chat message containing (stringnoformat) as A substring
    Player - Player 7 (Green) types a chat message containing (stringnoformat) as A substring
    Player - Player 8 (Pink) types a chat message containing (stringnoformat) as A substring
    Player - Player 9 (Gray) types a chat message containing (stringnoformat) as A substring
    Player - Player 10 (Light Blue) types a chat message containing (stringnoformat) as A substring
    Player - Player 11 (Dark Green) types a chat message containing (stringnoformat) as A substring
  Conditions
  Actions
    Floating Text - Create floating text that reads ! above Player[(Player number of (Triggering player))] with Z offset (Random real number between -20.00 and -50.00), using font size 18.00, color (100.00%, 100.00%, 20.00%), and 0% transparency
    Floating Text - Change (Last created floating text): Disable permanence
    Floating Text - Change the lifespan of (Last created floating text) to 1.50 seconds
    Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
Level Up
  Events
    Unit - A unit Gains a level
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Hero level of (Leveling Hero)) Equal to 2
      Then - Actions
        Player - Set the current research level of R001 (techcode) to 1 for (Owner of (Leveling Hero))
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Hero level of (Leveling Hero)) Equal to 3
          Then - Actions
            Player - Set the current research level of R002 (techcode) to 1 for (Owner of (Leveling Hero))
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Hero level of (Leveling Hero)) Equal to 4
              Then - Actions
                Player - Set the current research level of R003 (techcode) to 1 for (Owner of (Leveling Hero))
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Hero level of (Leveling Hero)) Equal to 5
                  Then - Actions
                    Player - Set the current research level of R000 (techcode) to 1 for (Owner of (Leveling Hero))
                  Else - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        (Hero level of (Leveling Hero)) Equal to 6
                      Then - Actions
                        Player - Set the current research level of R004 (techcode) to 1 for (Owner of (Leveling Hero))
                      Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            (Hero level of (Leveling Hero)) Equal to 7
                          Then - Actions
                            Player - Set the current research level of R005 (techcode) to 1 for (Owner of (Leveling Hero))
                          Else - Actions
Revive
  Events
    Unit - A unit Dies
  Conditions
    ((Dying unit) is A Hero) Equal to True
  Actions
    Game - Display to (Player group((Owner of (Dying unit)))) for 20.00 seconds the text: You will be revived in 20 seconds.
    Wait 20.00 seconds
    Hero - Instantly revive (Dying unit) at (Center of Revive <gen>), Show revival graphics
    Game - Display to (Player group((Owner of (Dying unit)))) for 5.00 seconds the text: You have been revived for the cost of $1 (A more complex respawn system will be created eventually).
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Owner of (Dying unit)) Current gold) Equal to 0
      Then - Actions
        Player - Add -1 to (Owner of (Dying unit)).Current lumber
      Else - Actions
        Player - Add -1 to (Owner of (Dying unit)).Current gold
Leave Game
  Events
    Player - Player 1 (Red) leaves the game
    Player - Player 2 (Blue) leaves the game
    Player - Player 3 (Teal) leaves the game
    Player - Player 4 (Purple) leaves the game
    Player - Player 5 (Yellow) leaves the game
    Player - Player 6 (Orange) leaves the game
    Player - Player 7 (Green) leaves the game
    Player - Player 8 (Pink) leaves the game
    Player - Player 9 (Gray) leaves the game
    Player - Player 10 (Light Blue) leaves the game
    Player - Player 11 (Dark Green) leaves the game
  Conditions
  Actions
    Game - Display to (All players) for 30 seconds the text: ((Name of (Triggering player)) + has left the game.)
    Custom script: set bj_wantDestroyGroup = true
    Unit Group - Pick every unit in (Units owned by (Triggering player).) and do (Actions)
      Loop - Actions
        Unit - Remove (Picked unit) from the game
Time 6 AM
  Events
    Game - The in-game time of day becomes Equal to 6.00
  Conditions
  Actions
    Unit - Hide Drug Dealer 0053 <gen>
    Unit - Hide Drug Dealer 0054 <gen>
Time 6 PM
  Events
    Game - The in-game time of day becomes Equal to 18.00
  Conditions
  Actions
    Unit - Unhide Drug Dealer 0053 <gen>
    Unit - Unhide Drug Dealer 0054 <gen>
Weather
  Events
    Time - Elapsed game time is 0.00 seconds
    Game - The in-game time of day becomes Equal to 6.00
  Conditions
  Actions
    Set VariableSet Weather_Array = (Random integer number between 1 and 5)
    Environment - Remove (Last created weather effect)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Weather_Array Greater than or equal to 3
      Then - Actions
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Weather_Array Equal to 2
          Then - Actions
            Environment - Create at (Entire map) the weather effect Ashenvale Rain (Heavy)
            Environment - Turn (Last created weather effect) On
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                Weather_Array Equal to 1
              Then - Actions
                Environment - Create at (Playable map area) the weather effect Ashenvale Rain (Light)
                Environment - Turn (Last created weather effect) On
              Else - Actions
Operate
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Operate
    (Unit-type of (Target unit of ability being cast)) Equal to CraftMaster I (Unoperational)
  Actions
    Unit - Replace (Target unit of ability being cast) with a CraftMaster I (Operational) using The old unit's relative life and mana
    Unit - Remove (Casting unit) from the game
wispharvest
windwalk
whirlwind
weboff
webon
web
wateryminion
waterelemental
ward
voodoo
volcano
vengeanceon
vengeanceinstant
Counter
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to .BUILD: Counter
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Casting unit) has an item of type Marble) Equal to True
        ((Casting unit) has an item of type Chisel) Equal to True
      Then - Actions
        Hero - Add 15 experience to (Casting unit), Show level-up graphics
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Charges remaining in (Item carried by (Casting unit) of type Marble)) Greater than 1
          Then - Actions
            Item - Set charges remaining in (Item carried by (Casting unit) of type Marble) to ((Charges remaining in (Item carried by (Casting unit) of type Marble)) - 1)
            Hero - Create Counter -- and give it to (Casting unit)
            Item - Change ownership of (Last created item) to (Owner of (Casting unit)) and Retain color
            Game - Display to (Player group((Owner of (Casting unit)))) for 4.00 seconds the text: Counter created.
          Else - Actions
            Item - Remove (Item carried by (Casting unit) of type Marble)
            Hero - Create Counter -- and give it to (Casting unit)
            Item - Change ownership of (Last created item) to (Owner of (Casting unit)) and Retain color
            Game - Display to (Player group((Owner of (Casting unit)))) for 4.00 seconds the text: Counter created.
      Else - Actions
        Game - Display to (Player group((Owner of (Casting unit)))) for 4.00 seconds the text: You do not have the required ingredients.
Counter End
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to .BUILD: Counter End
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Casting unit) has an item of type Marble) Equal to True
        ((Casting unit) has an item of type Chisel) Equal to True
      Then - Actions
        Hero - Add 15 experience to (Casting unit), Show level-up graphics
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Charges remaining in (Item carried by (Casting unit) of type Marble)) Greater than 1
          Then - Actions
            Item - Set charges remaining in (Item carried by (Casting unit) of type Marble) to ((Charges remaining in (Item carried by (Casting unit) of type Marble)) - 1)
            Hero - Create Counter End and give it to (Casting unit)
            Item - Change ownership of (Last created item) to (Owner of (Casting unit)) and Retain color
            Game - Display to (Player group((Owner of (Casting unit)))) for 4.00 seconds the text: Counter End created.
          Else - Actions
            Item - Remove (Item carried by (Casting unit) of type Marble)
            Hero - Create Counter End and give it to (Casting unit)
            Item - Change ownership of (Last created item) to (Owner of (Casting unit)) and Retain color
            Game - Display to (Player group((Owner of (Casting unit)))) for 4.00 seconds the text: Counter End created.
      Else - Actions
        Game - Display to (Player group((Owner of (Casting unit)))) for 4.00 seconds the text: You do not have the required ingredients.
Counter End Tall
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to .BUILD: Counter Tall End
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Casting unit) has an item of type Marble) Equal to True
        ((Casting unit) has an item of type Chisel) Equal to True
      Then - Actions
        Hero - Add 20 experience to (Casting unit), Show level-up graphics
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Charges remaining in (Item carried by (Casting unit) of type Marble)) Greater than 1
          Then - Actions
            Item - Set charges remaining in (Item carried by (Casting unit) of type Marble) to ((Charges remaining in (Item carried by (Casting unit) of type Marble)) - 1)
            Hero - Create Tall Counter End and give it to (Casting unit)
            Item - Change ownership of (Last created item) to (Owner of (Casting unit)) and Retain color
            Game - Display to (Player group((Owner of (Casting unit)))) for 4.00 seconds the text: Tall Counter End created.
          Else - Actions
            Item - Remove (Item carried by (Casting unit) of type Marble)
            Hero - Create Tall Counter End and give it to (Casting unit)
            Item - Change ownership of (Last created item) to (Owner of (Casting unit)) and Retain color
            Game - Display to (Player group((Owner of (Casting unit)))) for 4.00 seconds the text: Tall Counter End created.
      Else - Actions
        Game - Display to (Player group((Owner of (Casting unit)))) for 4.00 seconds the text: You do not have the required ingredients.
Wall
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to .BUILD: Wall
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Casting unit) has an item of type Rock) Equal to True
        ((Casting unit) has an item of type Chisel) Equal to True
      Then - Actions
        Hero - Add 20 experience to (Casting unit), Show level-up graphics
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Charges remaining in (Item carried by (Casting unit) of type Rock)) Greater than 1
          Then - Actions
            Item - Set charges remaining in (Item carried by (Casting unit) of type Rock) to ((Charges remaining in (Item carried by (Casting unit) of type Rock)) - 1)
            Hero - Create Wall -- and give it to (Casting unit)
            Item - Change ownership of (Last created item) to (Owner of (Casting unit)) and Retain color
            Game - Display to (Player group((Owner of (Casting unit)))) for 4.00 seconds the text: Wall created set charges remaining.
          Else - Actions
            Item - Remove (Item carried by (Casting unit) of type Rock)
            Hero - Create Wall -- and give it to (Casting unit)
            Item - Change ownership of (Last created item) to (Owner of (Casting unit)) and Retain color
            Game - Display to (Player group((Owner of (Casting unit)))) for 4.00 seconds the text: Wall created remove item.
      Else - Actions
        Game - Display to (Player group((Owner of (Casting unit)))) for 4.00 seconds the text: You do not have the required ingredients.
Wall Ruins
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to .BUILD: Ruins Wall
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Casting unit) has an item of type Rock) Equal to True
        ((Casting unit) has an item of type Chisel) Equal to True
        ((Casting unit) has an item of type Paint) Equal to True
      Then - Actions
        Hero - Add 25 experience to (Casting unit), Show level-up graphics
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Charges remaining in (Item carried by (Casting unit) of type Rock)) Greater than 1
          Then - Actions
            Item - Set charges remaining in (Item carried by (Casting unit) of type Rock) to ((Charges remaining in (Item carried by (Casting unit) of type Rock)) - 1)
            Hero - Create Ruins Wall -- and give it to (Casting unit)
            Item - Change ownership of (Last created item) to (Owner of (Casting unit)) and Retain color
            Game - Display to (Player group((Owner of (Casting unit)))) for 4.00 seconds the text: Ruins Wall created.
          Else - Actions
            Item - Remove (Item carried by (Casting unit) of type Rock)
            Hero - Create Ruins Wall -- and give it to (Casting unit)
            Item - Change ownership of (Last created item) to (Owner of (Casting unit)) and Retain color
            Game - Display to (Player group((Owner of (Casting unit)))) for 4.00 seconds the text: Ruins Wall created.
      Else - Actions
        Game - Display to (Player group((Owner of (Casting unit)))) for 4.00 seconds the text: You do not have the required ingredients.
Wall IceCrown
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to .BUILD: IceCrown Wall
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Casting unit) has an item of type Rock) Equal to True
        ((Casting unit) has an item of type Chisel) Equal to True
        ((Casting unit) has an item of type Paint) Equal to True
      Then - Actions
        Hero - Add 25 experience to (Casting unit), Show level-up graphics
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Charges remaining in (Item carried by (Casting unit) of type Rock)) Greater than 1
          Then - Actions
            Item - Set charges remaining in (Item carried by (Casting unit) of type Rock) to ((Charges remaining in (Item carried by (Casting unit) of type Rock)) - 1)
            Hero - Create IceCrown Wall -- and give it to (Casting unit)
            Item - Change ownership of (Last created item) to (Owner of (Casting unit)) and Retain color
            Game - Display to (Player group((Owner of (Casting unit)))) for 4.00 seconds the text: IceCrown Wall created.
          Else - Actions
            Item - Remove (Item carried by (Casting unit) of type Rock)
            Hero - Create IceCrown Wall -- and give it to (Casting unit)
            Item - Change ownership of (Last created item) to (Owner of (Casting unit)) and Retain color
            Game - Display to (Player group((Owner of (Casting unit)))) for 4.00 seconds the text: IceCrown Wall created.
      Else - Actions
        Game - Display to (Player group((Owner of (Casting unit)))) for 4.00 seconds the text: You do not have the required ingredients.
Wooden Chair
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to .BUILD: Wooden Chair
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Casting unit) has an item of type Wood) Equal to True
        ((Casting unit) has an item of type Saw) Equal to True
      Then - Actions
        Hero - Add 30 experience to (Casting unit), Show level-up graphics
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Charges remaining in (Item carried by (Casting unit) of type Wood)) Greater than 1
          Then - Actions
            Item - Set charges remaining in (Item carried by (Casting unit) of type Wood) to ((Charges remaining in (Item carried by (Casting unit) of type Wood)) - 1)
            Hero - Create Wooden Chair and give it to (Casting unit)
            Item - Change ownership of (Last created item) to (Owner of (Casting unit)) and Retain color
            Game - Display to (Player group((Owner of (Casting unit)))) for 4.00 seconds the text: Wooden Chair created.
          Else - Actions
            Hero - Create Wooden Chair and give it to (Casting unit)
            Item - Change ownership of (Last created item) to (Owner of (Casting unit)) and Retain color
            Game - Display to (Player group((Owner of (Casting unit)))) for 4.00 seconds the text: Wooden Chair created.
            Item - Remove (Item carried by (Casting unit) of type Wood)
      Else - Actions
        Game - Display to (Player group((Owner of (Casting unit)))) for 4.00 seconds the text: You do not have the required ingredients.
Wooden Bench
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to .BUILD: Wooden Bench
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Casting unit) has an item of type Wood) Equal to True
        ((Casting unit) has an item of type Saw) Equal to True
      Then - Actions
        Hero - Add 30 experience to (Casting unit), Show level-up graphics
        Game - Display to (Player group((Owner of (Casting unit)))) for 4.00 seconds the text: Wooden Bench created.
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Charges remaining in (Item carried by (Casting unit) of type Wood)) Greater than 1
          Then - Actions
            Item - Set charges remaining in (Item carried by (Casting unit) of type Wood) to ((Charges remaining in (Item carried by (Casting unit) of type Wood)) - 1)
            Hero - Create Bench and give it to (Casting unit)
            Item - Change ownership of (Last created item) to (Owner of (Casting unit)) and Retain color
          Else - Actions
            Hero - Create Bench and give it to (Casting unit)
            Item - Change ownership of (Last created item) to (Owner of (Casting unit)) and Retain color
            Item - Remove (Item carried by (Casting unit) of type Wood)
      Else - Actions
        Game - Display to (Player group((Owner of (Casting unit)))) for 4.00 seconds the text: You do not have the required ingredients.
Wooden Table
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to .BUILD: Wooden Table
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Casting unit) has an item of type Wood) Equal to True
        (Charges remaining in (Item carried by (Casting unit) of type Wood)) Greater than or equal to 2
        ((Casting unit) has an item of type Saw) Equal to True
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Charges remaining in (Item carried by (Casting unit) of type Wood)) Greater than 2
          Then - Actions
            Item - Set charges remaining in (Item carried by (Casting unit) of type Wood) to ((Charges remaining in (Item carried by (Casting unit) of type Wood)) - 2)
          Else - Actions
            Item - Remove (Item carried by (Casting unit) of type Wood)
        Hero - Add 35 experience to (Casting unit), Show level-up graphics
        Hero - Create Table and give it to (Casting unit)
        Item - Change ownership of (Last created item) to (Owner of (Casting unit)) and Retain color
        Game - Display to (Player group((Owner of (Casting unit)))) for 4.00 seconds the text: Wooden Table created.
      Else - Actions
        Game - Display to (Player group((Owner of (Casting unit)))) for 4.00 seconds the text: You do not have the required ingredients.
Wooden Chair2
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to .BUILD: Wooden Chair
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Casting unit) has an item of type Wood) Equal to True
        (Charges remaining in (Item carried by (Casting unit) of type Wood)) Greater than or equal to 2
        ((Casting unit) has an item of type Saw) Equal to True
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Charges remaining in (Item carried by (Casting unit) of type Wood)) Greater than 2
          Then - Actions
            Item - Set charges remaining in (Item carried by (Casting unit) of type Wood) to ((Charges remaining in (Item carried by (Casting unit) of type Wood)) - 2)
          Else - Actions
            Item - Remove (Item carried by (Casting unit) of type Wood)
        Hero - Add 30 experience to (Casting unit), Show level-up graphics
        Hero - Create Wooden Chair and give it to (Casting unit)
        Item - Change ownership of (Last created item) to (Owner of (Casting unit)) and Retain color
        Game - Display to (Player group((Owner of (Casting unit)))) for 4.00 seconds the text: Wooden Chair created.
      Else - Actions
        Game - Display to (Player group((Owner of (Casting unit)))) for 4.00 seconds the text: You do not have the required ingredients.
Wooden Bench2
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to .BUILD: Wooden Bench
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Casting unit) has an item of type Wood) Equal to True
        (Charges remaining in (Item carried by (Casting unit) of type Wood)) Greater than or equal to 2
        ((Casting unit) has an item of type Saw) Equal to True
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Charges remaining in (Item carried by (Casting unit) of type Wood)) Greater than 2
          Then - Actions
            Item - Set charges remaining in (Item carried by (Casting unit) of type Wood) to ((Charges remaining in (Item carried by (Casting unit) of type Wood)) - 2)
          Else - Actions
            Item - Remove (Item carried by (Casting unit) of type Wood)
        Hero - Add 30 experience to (Casting unit), Show level-up graphics
        Hero - Create Bench and give it to (Casting unit)
        Item - Change ownership of (Last created item) to (Owner of (Casting unit)) and Retain color
        Game - Display to (Player group((Owner of (Casting unit)))) for 4.00 seconds the text: Wooden Bench created.
      Else - Actions
        Game - Display to (Player group((Owner of (Casting unit)))) for 4.00 seconds the text: You do not have the required ingredients.
Chair I
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to .BUILD: Chair I
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Casting unit) has an item of type Fluff) Equal to True
        (Charges remaining in (Item carried by (Casting unit) of type Fluff)) Greater than or equal to 2
        ((Casting unit) has an item of type Chisel) Equal to True
      Then - Actions
        Hero - Add 40 experience to (Casting unit), Show level-up graphics
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Charges remaining in (Item carried by (Casting unit) of type Fluff)) Greater than 2
          Then - Actions
            Item - Set charges remaining in (Item carried by (Casting unit) of type Fluff) to ((Charges remaining in (Item carried by (Casting unit) of type Fluff)) - 2)
            Hero - Create Chair I and give it to (Casting unit)
            Item - Change ownership of (Last created item) to (Owner of (Casting unit)) and Retain color
            Game - Display to (Player group((Owner of (Casting unit)))) for 4.00 seconds the text: Chair I created.
          Else - Actions
            Hero - Create Chair I and give it to (Casting unit)
            Item - Change ownership of (Last created item) to (Owner of (Casting unit)) and Retain color
            Game - Display to (Player group((Owner of (Casting unit)))) for 4.00 seconds the text: Chair I created.
            Item - Remove (Item carried by (Casting unit) of type Fluff)
      Else - Actions
        Game - Display to (Player group((Owner of (Casting unit)))) for 4.00 seconds the text: You do not have the required ingredients.
Chair II
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to .BUILD: Chair II
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Casting unit) has an item of type Fluff) Equal to True
        (Charges remaining in (Item carried by (Casting unit) of type Fluff)) Greater than or equal to 2
        ((Casting unit) has an item of type Chisel) Equal to True
      Then - Actions
        Hero - Add 40 experience to (Casting unit), Show level-up graphics
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Charges remaining in (Item carried by (Casting unit) of type Fluff)) Greater than 2
          Then - Actions
            Item - Set charges remaining in (Item carried by (Casting unit) of type Fluff) to ((Charges remaining in (Item carried by (Casting unit) of type Fluff)) - 2)
            Hero - Create Chair II and give it to (Casting unit)
            Item - Change ownership of (Last created item) to (Owner of (Casting unit)) and Retain color
            Game - Display to (Player group((Owner of (Casting unit)))) for 4.00 seconds the text: Chair II created.
          Else - Actions
            Hero - Create Chair II and give it to (Casting unit)
            Item - Change ownership of (Last created item) to (Owner of (Casting unit)) and Retain color
            Game - Display to (Player group((Owner of (Casting unit)))) for 4.00 seconds the text: Chair II created.
            Item - Remove (Item carried by (Casting unit) of type Fluff)
      Else - Actions
        Game - Display to (Player group((Owner of (Casting unit)))) for 4.00 seconds the text: You do not have the required ingredients.
Chair III
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to .BUILD: Chair III
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Casting unit) has an item of type Fluff) Equal to True
        (Charges remaining in (Item carried by (Casting unit) of type Fluff)) Greater than or equal to 2
        ((Casting unit) has an item of type Chisel) Equal to True
      Then - Actions
        Hero - Add 40 experience to (Casting unit), Show level-up graphics
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Charges remaining in (Item carried by (Casting unit) of type Fluff)) Greater than 2
          Then - Actions
            Item - Set charges remaining in (Item carried by (Casting unit) of type Fluff) to ((Charges remaining in (Item carried by (Casting unit) of type Fluff)) - 2)
            Hero - Create Chair III and give it to (Casting unit)
            Item - Change ownership of (Last created item) to (Owner of (Casting unit)) and Retain color
            Game - Display to (Player group((Owner of (Casting unit)))) for 4.00 seconds the text: Chair III created.
          Else - Actions
            Hero - Create Chair II and give it to (Casting unit)
            Item - Change ownership of (Last created item) to (Owner of (Casting unit)) and Retain color
            Game - Display to (Player group((Owner of (Casting unit)))) for 4.00 seconds the text: Chair III created.
            Item - Remove (Item carried by (Casting unit) of type Fluff)
      Else - Actions
        Game - Display to (Player group((Owner of (Casting unit)))) for 4.00 seconds the text: You do not have the required ingredients.
Couch I
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to .BUILD: Couch I
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Casting unit) has an item of type Fluff) Equal to True
        (Charges remaining in (Item carried by (Casting unit) of type Fluff)) Greater than or equal to 2
        ((Casting unit) has an item of type Chisel) Equal to True
        ((Casting unit) has an item of type Marble) Equal to True
      Then - Actions
        Hero - Add 45 experience to (Casting unit), Show level-up graphics
        Hero - Create Couch I and give it to (Casting unit)
        Item - Change ownership of (Last created item) to (Owner of (Casting unit)) and Retain color
        Game - Display to (Player group((Owner of (Casting unit)))) for 4.00 seconds the text: Couch I created.
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Charges remaining in (Item carried by (Casting unit) of type Fluff)) Greater than 2
          Then - Actions
            Item - Set charges remaining in (Item carried by (Casting unit) of type Fluff) to ((Charges remaining in (Item carried by (Casting unit) of type Fluff)) - 2)
          Else - Actions
            Item - Remove (Item carried by (Casting unit) of type Fluff)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Charges remaining in (Item carried by (Casting unit) of type Marble)) Greater than 2
          Then - Actions
            Item - Set charges remaining in (Item carried by (Casting unit) of type Marble) to ((Charges remaining in (Item carried by (Casting unit) of type Marble)) - 2)
          Else - Actions
            Item - Remove (Item carried by (Casting unit) of type Marble)
      Else - Actions
        Game - Display to (Player group((Owner of (Casting unit)))) for 4.00 seconds the text: You do not have the required ingredients.
Couch II
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to .BUILD: Couch II
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Casting unit) has an item of type Fluff) Equal to True
        (Charges remaining in (Item carried by (Casting unit) of type Fluff)) Greater than or equal to 2
        ((Casting unit) has an item of type Chisel) Equal to True
        ((Casting unit) has an item of type Marble) Equal to True
      Then - Actions
        Hero - Add 45 experience to (Casting unit), Show level-up graphics
        Hero - Create Couch II and give it to (Casting unit)
        Item - Change ownership of (Last created item) to (Owner of (Casting unit)) and Retain color
        Game - Display to (Player group((Owner of (Casting unit)))) for 4.00 seconds the text: Couch II created.
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Charges remaining in (Item carried by (Casting unit) of type Fluff)) Greater than 2
          Then - Actions
            Item - Set charges remaining in (Item carried by (Casting unit) of type Fluff) to ((Charges remaining in (Item carried by (Casting unit) of type Fluff)) - 2)
          Else - Actions
            Item - Remove (Item carried by (Casting unit) of type Fluff)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Charges remaining in (Item carried by (Casting unit) of type Marble)) Greater than 2
          Then - Actions
            Item - Set charges remaining in (Item carried by (Casting unit) of type Marble) to ((Charges remaining in (Item carried by (Casting unit) of type Marble)) - 2)
          Else - Actions
            Item - Remove (Item carried by (Casting unit) of type Marble)
      Else - Actions
        Game - Display to (Player group((Owner of (Casting unit)))) for 4.00 seconds the text: You do not have the required ingredients.
Not a Check
  Events
    Unit - A unit Acquires an item
  Conditions
    (Unit-type of (Hero manipulating item)) Equal to Deposit Box
    (Item-type of (Item being manipulated)) Not equal to 300 Doller Check
    (Item-type of (Item being manipulated)) Not equal to 200 Doller Check
  Actions
    Hero - Drop (Item being manipulated) from (Hero manipulating item).
    Game - Display to (Player group((Owner of (Item being manipulated)))) the text: You cannot deposit that.
Check 300
  Events
    Unit - A unit Acquires an item
  Conditions
    (Unit-type of (Hero manipulating item)) Equal to Deposit Box
    (Item-type of (Item being manipulated)) Equal to 300 Doller Check
  Actions
    Player - Add 300 to (Owner of (Item being manipulated)).Current gold
    Game - Display to (Player group((Owner of (Item being manipulated)))) the text: Check deposited! |n |c00FFFF00+$300|r
    Item - Remove (Item being manipulated)
Check 200
  Events
    Unit - A unit Acquires an item
  Conditions
    (Unit-type of (Hero manipulating item)) Equal to Deposit Box
    (Item-type of (Item being manipulated)) Equal to 200 Doller Check
  Actions
    Player - Add 200 to (Owner of (Item being manipulated)).Current gold
    Game - Display to (Player group((Owner of (Item being manipulated)))) the text: Check deposited! |n |c00FFFF00+$200|r
    Item - Remove (Item being manipulated)
Needs Driver
  Events
    Unit - A unit Is issued an order targeting a point
  Conditions
    ((Ordered unit) is Mechanical) Equal to True
    ((Ordered unit) is A structure) Not equal to True
    (Mana of (Triggering unit)) Greater than 0.00
  Actions
    Set VariableSet TempUnitGroup = (Units owned by (Owner of (Ordered unit)) matching (((Matching unit) is loaded into (Ordered unit).) Equal to True).)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in TempUnitGroup) Equal to 0
      Then - Actions
        Unit - Set (Triggering unit) movement speed to 0.00
        Game - Force (Owner of (Triggering unit)) to press the key S.
        Game - Display to (Player group((Owner of (Triggering unit)))) for 3.00 seconds the text: You need a driver and gas (mana) to drive.
      Else - Actions
        Unit - Set (Triggering unit) movement speed to (Default movement speed of (Triggering unit))
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Custom value of (Triggering unit)) Equal to 1
      Then - Actions
        Unit - Set (Triggering unit) movement speed to 0.00
        Game - Force (Owner of (Triggering unit)) to press the key S.
        Game - Display to (Player group((Owner of (Triggering unit)))) for 3.00 seconds the text: Your car must be turned on to drive.
      Else - Actions
    Custom script: call DestroyGroup(udg_TempUnitGroup)
Turn Car OnOff
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Turn Engine On/Off
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Custom value of (Casting unit)) Equal to 0
      Then - Actions
        Unit - Set the custom value of (Triggering unit) to 1
        Unit - Add Car Off 0.10 to (Triggering unit)
        Game - Display to (Player group((Owner of (Triggering unit)))) the text: Your car is now turned off.
      Else - Actions
        Unit - Set the custom value of (Triggering unit) to 0
        Unit - Remove Car Off 0.10 from (Triggering unit)
        Game - Display to (Player group((Owner of (Triggering unit)))) the text: Your car is now on and you are burning fuel.
Unload
  Events
    Unit - A unit Is issued an order targeting an object
  Conditions
    (Issued order) Equal to (Order(unload))
  Actions
    Set VariableSet TempUnitGroup2 = (Units owned by (Owner of (Ordered unit)) matching (((Matching unit) is loaded into (Ordered unit).) Equal to True).)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in TempUnitGroup2) Equal to 1
      Then - Actions
        Unit - Set the custom value of (Triggering unit) to 1
        Unit - Add Car Off 0.10 to (Triggering unit)
        Game - Display to (Player group((Owner of (Triggering unit)))) the text: Your car is now turned off.
      Else - Actions
Load
  Events
    Unit - A unit Is issued an order targeting an object
  Conditions
    (Issued order) Equal to (Order(load))
    ((Ordered unit) is A Hero) Equal to True
  Actions
    Set VariableSet TempUnitGroup2 = (Units owned by (Owner of (Ordered unit)) matching (((Matching unit) is loaded into (Ordered unit).) Equal to True).)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in TempUnitGroup2) Equal to 1
      Then - Actions
        Unit - Set the custom value of (Triggering unit) to 1
        Unit - Add Car Off 0.10 to (Triggering unit)
        Game - Display to (Player group((Owner of (Triggering unit)))) the text: Your car is now turned off.
      Else - Actions
Item Form
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Item Form
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Casting unit)) Equal to Chair I
      Then - Actions
        Item - Create Chair I at (Position of (Casting unit))
        Item - Change ownership of (Last created item) to (Owner of (Casting unit)) and Retain color
        Unit - Remove (Casting unit) from the game
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Unit-type of (Casting unit)) Equal to Chair II
          Then - Actions
            Item - Create Chair II at (Position of (Casting unit))
            Item - Change ownership of (Last created item) to (Owner of (Casting unit)) and Retain color
            Unit - Remove (Casting unit) from the game
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Unit-type of (Casting unit)) Equal to Chair III
              Then - Actions
                Item - Create Chair III at (Position of (Casting unit))
                Item - Change ownership of (Last created item) to (Owner of (Casting unit)) and Retain color
                Unit - Remove (Casting unit) from the game
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Unit-type of (Casting unit)) Equal to Couch I
                  Then - Actions
                    Item - Create Couch I at (Position of (Casting unit))
                    Item - Change ownership of (Last created item) to (Owner of (Casting unit)) and Retain color
                    Unit - Remove (Casting unit) from the game
                  Else - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        (Unit-type of (Casting unit)) Equal to Couch II
                      Then - Actions
                        Item - Create Couch II at (Position of (Casting unit))
                        Item - Change ownership of (Last created item) to (Owner of (Casting unit)) and Retain color
                        Unit - Remove (Casting unit) from the game
                      Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            (Unit-type of (Casting unit)) Equal to Table
                          Then - Actions
                            Hero - Drop the item from slot 1 of (Casting unit).
                            Hero - Drop the item from slot 2 of (Casting unit).
                            Hero - Drop the item from slot 3 of (Casting unit).
                            Hero - Drop the item from slot 4 of (Casting unit).
                            Hero - Drop the item from slot 5 of (Casting unit).
                            Hero - Drop the item from slot 6 of (Casting unit).
                            Item - Create Table at (Position of (Casting unit))
                            Item - Change ownership of (Last created item) to (Owner of (Casting unit)) and Retain color
                            Unit - Remove (Casting unit) from the game
                          Else - Actions
                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              If - Conditions
                                (Unit-type of (Casting unit)) Equal to Wooden Chair
                              Then - Actions
                                Item - Create Wooden Chair at (Position of (Casting unit))
                                Item - Change ownership of (Last created item) to (Owner of (Casting unit)) and Retain color
                                Unit - Remove (Casting unit) from the game
                              Else - Actions
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                  If - Conditions
                                    (Unit-type of (Casting unit)) Equal to Counter --
                                  Then - Actions
                                    Item - Create Counter -- at (Position of (Casting unit))
                                    Item - Change ownership of (Last created item) to (Owner of (Casting unit)) and Retain color
                                    Unit - Remove (Casting unit) from the game
                                  Else - Actions
                                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                      If - Conditions
                                        (Unit-type of (Casting unit)) Equal to Counter |
                                      Then - Actions
                                        Item - Create Counter | at (Position of (Casting unit))
                                        Item - Change ownership of (Last created item) to (Owner of (Casting unit)) and Retain color
                                        Unit - Remove (Casting unit) from the game
                                      Else - Actions
                                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                          If - Conditions
                                            (Unit-type of (Casting unit)) Equal to Counter End
                                          Then - Actions
                                            Item - Create Counter End at (Position of (Casting unit))
                                            Item - Change ownership of (Last created item) to (Owner of (Casting unit)) and Retain color
                                            Unit - Remove (Casting unit) from the game
                                          Else - Actions
                                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                              If - Conditions
                                                (Unit-type of (Casting unit)) Equal to Tall Counter End
                                              Then - Actions
                                                Item - Create Tall Counter End at (Position of (Casting unit))
                                                Item - Change ownership of (Last created item) to (Owner of (Casting unit)) and Retain color
                                                Unit - Remove (Casting unit) from the game
                                              Else - Actions
                                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                                  If - Conditions
                                                    (Unit-type of (Casting unit)) Equal to Wall |
                                                  Then - Actions
                                                    Item - Create Wall | at (Position of (Casting unit))
                                                    Item - Change ownership of (Last created item) to (Owner of (Casting unit)) and Retain color
                                                    Unit - Remove (Casting unit) from the game
                                                  Else - Actions
                                                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                                      If - Conditions
                                                        (Unit-type of (Casting unit)) Equal to Wall --
                                                      Then - Actions
                                                        Item - Create Wall -- at (Position of (Casting unit))
                                                        Item - Change ownership of (Last created item) to (Owner of (Casting unit)) and Retain color
                                                        Unit - Remove (Casting unit) from the game
                                                      Else - Actions
                                                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                                          If - Conditions
                                                            (Unit-type of (Casting unit)) Equal to IceCrown Wall --
                                                          Then - Actions
                                                            Item - Create IceCrown Wall -- at (Position of (Casting unit))
                                                            Item - Change ownership of (Last created item) to (Owner of (Casting unit)) and Retain color
                                                            Unit - Remove (Casting unit) from the game
                                                          Else - Actions
                                                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                                              If - Conditions
                                                                (Unit-type of (Casting unit)) Equal to IceCrown Wall |
                                                              Then - Actions
                                                                Item - Create IceCrown Wall | at (Position of (Casting unit))
                                                                Item - Change ownership of (Last created item) to (Owner of (Casting unit)) and Retain color
                                                                Unit - Remove (Casting unit) from the game
                                                              Else - Actions
                                                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                                                  If - Conditions
                                                                    (Unit-type of (Casting unit)) Equal to Ruins Wall --
                                                                  Then - Actions
                                                                    Item - Create Ruins Wall -- at (Position of (Casting unit))
                                                                    Item - Change ownership of (Last created item) to (Owner of (Casting unit)) and Retain color
                                                                    Unit - Remove (Casting unit) from the game
                                                                  Else - Actions
                                                                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                                                      If - Conditions
                                                                        (Unit-type of (Casting unit)) Equal to Ruins Wall |
                                                                      Then - Actions
                                                                        Item - Create Ruins Wall | at (Position of (Casting unit))
                                                                        Item - Change ownership of (Last created item) to (Owner of (Casting unit)) and Retain color
                                                                        Unit - Remove (Casting unit) from the game
                                                                      Else - Actions
                                                                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                                                          If - Conditions
                                                                            (Unit-type of (Casting unit)) Equal to Bench
                                                                          Then - Actions
                                                                            Item - Create Bench at (Position of (Casting unit))
                                                                            Item - Change ownership of (Last created item) to (Owner of (Casting unit)) and Retain color
                                                                            Unit - Remove (Casting unit) from the game
                                                                          Else - Actions
                                                                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                                                              If - Conditions
                                                                                (Unit-type of (Casting unit)) Equal to CraftMaster I (Operational)
                                                                              Then - Actions
                                                                                Item - Create CraftMaster I at (Position of (Casting unit))
                                                                                Item - Change ownership of (Last created item) to (Owner of (Casting unit)) and Retain color
                                                                                Unit - Create 1.Factory Worker for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
                                                                                Unit - Remove (Casting unit) from the game
                                                                              Else - Actions
Rotate
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Rotate
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Casting unit)) Equal to Counter --
      Then - Actions
        Unit - Replace (Casting unit) with a Counter | using The old unit's relative life and mana
        Selection - Select (Last replaced unit) for (Owner of (Last replaced unit))
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Unit-type of (Casting unit)) Equal to Counter |
          Then - Actions
            Unit - Replace (Casting unit) with a Counter -- using The old unit's relative life and mana
            Selection - Select (Last replaced unit) for (Owner of (Last replaced unit))
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Unit-type of (Casting unit)) Equal to IceCrown Wall --
              Then - Actions
                Unit - Replace (Casting unit) with a IceCrown Wall | using The old unit's relative life and mana
                Selection - Select (Last replaced unit) for (Owner of (Last replaced unit))
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Unit-type of (Casting unit)) Equal to IceCrown Wall |
                  Then - Actions
                    Unit - Replace (Casting unit) with a IceCrown Wall -- using The old unit's relative life and mana
                    Selection - Select (Last replaced unit) for (Owner of (Last replaced unit))
                  Else - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        (Unit-type of (Casting unit)) Equal to Ruins Wall --
                      Then - Actions
                        Unit - Replace (Casting unit) with a Ruins Wall | using The old unit's relative life and mana
                        Selection - Select (Last replaced unit) for (Owner of (Last replaced unit))
                      Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            (Unit-type of (Casting unit)) Equal to Ruins Wall |
                          Then - Actions
                            Unit - Replace (Casting unit) with a Ruins Wall -- using The old unit's relative life and mana
                            Selection - Select (Last replaced unit) for (Owner of (Last replaced unit))
                          Else - Actions
                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              If - Conditions
                                (Unit-type of (Casting unit)) Equal to Wall --
                              Then - Actions
                                Unit - Replace (Casting unit) with a Wall | using The old unit's relative life and mana
                                Selection - Select (Last replaced unit) for (Owner of (Last replaced unit))
                              Else - Actions
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                  If - Conditions
                                    (Unit-type of (Casting unit)) Equal to Wall |
                                  Then - Actions
                                    Unit - Replace (Casting unit) with a Wall -- using The old unit's relative life and mana
                                    Selection - Select (Last replaced unit) for (Owner of (Last replaced unit))
                                  Else - Actions
Face Point
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Face Point
  Actions
    Unit - Make (Casting unit) face (Target point of ability being cast) over 0.00 seconds
Woohoo, 1 trigger!
Buy Building
  Events
    Unit - A unit Sells an item (from shop)
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Selling unit)) Equal to Realtor Big
        (Unit-type of (Selling unit)) Equal to Realtor Land
        (Unit-type of (Selling unit)) Equal to Realtor Medium
        (Unit-type of (Selling unit)) Equal to Realtor Small
        (Unit-type of (Selling unit)) Equal to Realtor Storage
  Actions
    Item - Remove (Sold Item)
    Cinematic - Send transmission to (Player group((Owner of (Buying unit)))) from a Player 12 (Brown).Postmaster named Realtor at (Center of (Playable map area)): Play No sound and display Okay, you have enough money. That's good enough for me! By the way, your new mailbox will act as the "control panel" for your house.. Modify duration: Set to 10.00 seconds and Don't wait
    Unit - Hide (Selling unit)
    Set VariableSet TempPoint[1] = (Position of (Selling unit))
    Custom script: set bj_wantDestroyGroup = true
    Unit Group - Pick every unit in (Units within 200.00 of TempPoint[1] matching ((Unit-type of (Matching unit)) Equal to Mailbox).) and do (Actions)
      Loop - Actions
        Unit - Change ownership of (Picked unit) to (Owner of (Buying unit)) and Retain color
Close Door
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Close Door
  Actions
    Set VariableSet TempPoint[2] = (Position of (Casting unit))
    Destructible - Pick every destructible within 500.00 of TempPoint[2] and do (Actions)
      Loop - Actions
        Destructible - Close (Picked destructible)
    Unit - Remove Close Door from (Casting unit)
    Unit - Add Open Door to (Triggering unit)
Open Door
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Open Door
  Actions
    Set VariableSet TempPoint[3] = (Position of (Casting unit))
    Destructible - Pick every destructible within 500.00 of TempPoint[3] and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Or - Any (Conditions) are true
              Conditions
                (Destructible-type of (Picked destructible)) Equal to LTe1 (destructablecode)
                (Destructible-type of (Picked destructible)) Equal to LTg1 (destructablecode)
                (Destructible-type of (Picked destructible)) Equal to LTg3 (destructablecode)
                (Destructible-type of (Picked destructible)) Equal to DTg5 (destructablecode)
          Then - Actions
            Destructible - Open (Picked destructible)
          Else - Actions
    Unit - Remove Open Door from (Casting unit)
    Unit - Add Close Door to (Triggering unit)
Close Store
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Close Store
  Actions
    Set VariableSet TempPoint[(Player number of (Owner of (Casting unit)))] = (Position of (Casting unit))
    Custom script: set bj_wantDestroyGroup = true
    Unit Group - Pick every unit in (Units within 200.00 of TempPoint[(Player number of (Owner of (Casting unit)))] matching ((Unit-type of (Matching unit)) Equal to Player's Store).) and do (Actions)
      Loop - Actions
        Unit - Remove (Picked unit) from the game
    Unit - Remove Close Store from (Casting unit)
    Unit - Add Open Store to (Triggering unit)
Open Store
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Open Store
  Actions
    Set VariableSet TempPoint[(Player number of (Owner of (Casting unit)))] = (Position of (Casting unit))
    Unit - Create 1.Player's Store for Neutral Passive at TempPoint[(Player number of (Owner of (Casting unit)))] facing Default building facing degrees
    Unit - Remove Open Store from (Casting unit)
    Unit - Add Close Store to (Triggering unit)
Cast GPS
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to GPS
  Actions
    Game - Display to (Player group((Owner of (Casting unit)))) for 6.00 seconds the text: (You are standing on: + (Horizontal_Street[(Player number of (Owner of (Casting unit)))] + ( and + (Vertical_Street[(Player number of (Owner of (Casting unit)))] + .))))
    Game - Display to (Player group((Owner of (Casting unit)))) for 6.00 seconds the text: The first street runs east to west, the second street runs noth to south.
Leave H
  Events
    Unit - A unit leaves First_St_H <gen>
    Unit - A unit leaves Second_St_H <gen>
    Unit - A unit leaves Third_St_H <gen>
    Unit - A unit leaves Fourth_St_H <gen>
    Unit - A unit leaves Fifth_St_H <gen>
    Unit - A unit leaves A_St_H <gen>
    Unit - A unit leaves B_St_H <gen>
    Unit - A unit leaves C_St_H <gen>
    Unit - A unit leaves D_St_H <gen>
    Unit - A unit leaves I_St_H <gen>
    Unit - A unit leaves II_St_H <gen>
    Unit - A unit leaves III_St_H <gen>
    Unit - A unit leaves IV_St_H <gen>
    Unit - A unit leaves V_St_H <gen>
  Conditions
    ((Leaving unit) is A Hero) Equal to True
  Actions
    Set VariableSet Horizontal_Street[(Player number of (Owner of (Leaving unit)))] = Unknown
Leave V
  Events
    Unit - A unit leaves Araf_St_V <gen>
    Unit - A unit leaves Bagel_St_V <gen>
    Unit - A unit leaves North_Coon_St_V <gen>
    Unit - A unit leaves South_Coon_St_V <gen>
    Unit - A unit leaves Dark_St_V <gen>
    Unit - A unit leaves Eaton_St_V <gen>
    Unit - A unit leaves Alpha_St_V <gen>
    Unit - A unit leaves Beta_St_V <gen>
    Unit - A unit leaves Little_St_V <gen>
    Unit - A unit leaves Alchoholic_St_V <gen>
    Unit - A unit leaves Bizzarre_St_V <gen>
    Unit - A unit leaves Chubby_St_V <gen>
    Unit - A unit leaves Drunk_St_V <gen>
    Unit - A unit leaves Erect_St_V <gen>
  Conditions
    ((Leaving unit) is A Hero) Equal to True
  Actions
    Set VariableSet Vertical_Street[(Player number of (Owner of (Leaving unit)))] = Unknown
H First
  Events
    Unit - A unit enters First_St_H <gen>
  Conditions
    ((Entering unit) is A Hero) Equal to True
  Actions
    Set VariableSet Horizontal_Street[(Player number of (Owner of (Entering unit)))] = 1st Street
H Second
  Events
    Unit - A unit enters Second_St_H <gen>
  Conditions
    ((Entering unit) is A Hero) Equal to True
  Actions
    Set VariableSet Horizontal_Street[(Player number of (Owner of (Entering unit)))] = 2nd Street
H Third
  Events
    Unit - A unit enters Third_St_H <gen>
  Conditions
    ((Entering unit) is A Hero) Equal to True
  Actions
    Set VariableSet Horizontal_Street[(Player number of (Owner of (Entering unit)))] = 3rd Street
H Fourth