Dismiss Notice
60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Trigger Viewer

LineTowerWarsRemix Beta UDK.w3x
Variables
Initialisation
bounty
Initialisation mêlée
Dialog Setup
Dialog Clicked
Dialog Run Out
Security
tunnelier
tunnelier 2
tunnelier 3
all remove
limites 12
deplacement
unit replace
region 1
region 2
region 3
region 4
region 5
region 6
region 7
region 8
region 9
region 10
region 11
region 1 Copier
region 2 Copier
region 3 Copier
region 4 Copier
region 5 Copier
region 6 Copier
region 7 Copier
region 8 Copier
region 9 Copier
region 10 Copier
region 11 Copier
arrivee 1
arrivee 2
arrivee 3
arrivee 4
arrivee 5
arrivee 6
arrivee 7
arrivee 8
arrivee 9
arrivee 10
arrivee 11
cool baby
Wisp Wrangler
creeps
spawn income
achat 1
achat 2
achat 3
achat 4
achat 5
achat 6
achat 7
achat 8
achat 9
achat 10
achat 11
Income
technologie
fire
fire Copy
glace
glace Copy
elec
elec Copy
lumiere
lumiere Copy
ombre
ombre Copy
fire 1
fire 1 Copy
fire 2
fire 2 Copy
glace 1
glace 1 Copy
glace 2
glace 2 Copy
elec 1
elec 1 Copy
elec 2
elec 2 Copy
lumiere 1
lumiere 1 Copy
lumiere 2
lumiere 2 Copy
ombre 1
ombre 1 Copy
ombre 2
ombre 2 Copy
aide
help
destroy
incomeview off
incomeview on
income
Victory
victory 1
victory 2
victory 3
victory 4
victory 5
victory 6
victory 7
victory 8
victory 9
victory 10
victory 11
Quest Info
Gameplay
AdminKick
Kick Red
Kick Blue
Kick Teal
Kick Purple
Kick Yellow
Kick Orange
Kick Green
Kick Pink
Kick Gray
Kick Light Blue
Kick Dark Green

		
Name Type Is Array Initial Value
dialog dialog No
dialogbuttons button Yes
Gold integer No
hasard integer No
Income integer Yes
incometimer timer No
incomeview boolean Yes
mode integer Yes
nbr integer No
sound sound No
unit_temp unitcode No
verification integer No
Vie integer Yes
bounty
  Events
    Map initialization
  Conditions
  Actions
    Player - Turn Gives bounty On for Player 1 (Red)
    Player - Turn Gives bounty On for Player 2 (Blue)
    Player - Turn Gives bounty On for Player 3 (Teal)
    Player - Turn Gives bounty On for Player 4 (Purple)
    Player - Turn Gives bounty On for Player 5 (Yellow)
    Player - Turn Gives bounty On for Player 6 (Orange)
    Player - Turn Gives bounty On for Player 7 (Green)
    Player - Turn Gives bounty On for Player 8 (Pink)
    Player - Turn Gives bounty On for Player 9 (Gray)
    Player - Turn Gives bounty On for Player 10 (Light Blue)
    Player - Turn Gives bounty On for Player 11 (Dark Green)
Initialisation mêlée par défaut pour tous les joueurs
Initialisation mêlée
  Events
    Map initialization
  Conditions
  Actions
    Melee Game - Use melee time of day (for all players)
    Visibility - Disable fog of war
    Visibility - Disable black mask
    Environment - Set sky to Lordaeron Summer Sky
    For each (Integer A) from 1 to 11, do (Set (Player((Integer A))).Current gold to 30)
    For each (Integer A) from 1 to 11, do (Set VariableSet Income[(Integer A)] = 10)
    For each (Integer A) from 1 to 11, do (Set VariableSet Vie[(Integer A)] = 10)
    Wait 0.01 seconds
    Wait 2 seconds
    Leaderboard - Create a leaderboard for (All players) titled Lives :
    For each (Integer A) from 1 to 11, do (Add (Player((Integer A))) to (Last created leaderboard) with label (Name of (Player((Integer A)))) and value 10)
    Game - Display to (All players) the text: Check the quest menu |cffff0000F9|r for information about the game.
    For each (Integer A) from 1 to 11, do (If (((Player((Integer A))) slot status) Equal to Is unused) then do (Pick every unit in (Units owned by (Player((Integer A))).) and do (Remove (Picked unit) from the game)) else do (Do nothing))
    For each (Integer A) from 1 to 11, do (If (((Player((Integer A))) slot status) Equal to Is unused) then do (Remove (Player((Integer A))) from (Last created leaderboard).) else do (Do nothing))
Dialog Setup
  Events
    Time - Elapsed game time is 0.01 seconds
  Conditions
  Actions
    Dialog - Clear dialog
    Dialog - Change the title of dialog to Game Speed / Air Use
    Dialog - Create a dialog button for dialog labelled |cff22cc22Normal|r / |cff2222ccAir|r
    Set VariableSet dialogbuttons[1] = (Last created dialog Button)
    Dialog - Create a dialog button for dialog labelled |cff22cc22Normal|r / |cff9922ccNo Air|r
    Set VariableSet dialogbuttons[2] = (Last created dialog Button)
    Dialog - Create a dialog button for dialog labelled |cff22ccccSpeed|r / |cff2222ccAir|r
    Set VariableSet dialogbuttons[3] = (Last created dialog Button)
    Dialog - Create a dialog button for dialog labelled |cff22ccccSpeed|r / |cff9922ccNo Air|r
    Set VariableSet dialogbuttons[4] = (Last created dialog Button)
    Dialog - Show dialog for Player 1 (Red)
Dialog Clicked
  Events
    Dialog - A dialog button is clicked for dialog
  Conditions
  Actions
    Game - Display to (All players) the text: (|cffff0000 + ((Name of Player 1 (Red)) + |r has chosen...))
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Clicked dialog button) Equal to dialogbuttons[1]
      Then - Actions
        Set VariableSet mode[1] = 1
        Game - Display to (All players) the text: |cff00ff00Normal Income Rate|r
        Set VariableSet mode[2] = 1
        Game - Display to (All players) the text: |cff0000ffAir Enabled|r
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Clicked dialog button) Equal to dialogbuttons[2]
      Then - Actions
        Set VariableSet mode[1] = 1
        Game - Display to (All players) the text: |cff00ff00Normal Income Rate|r
        Set VariableSet mode[2] = 2
        Game - Display to (All players) the text: |cffaa00ffAir Disabled|r
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Clicked dialog button) Equal to dialogbuttons[3]
      Then - Actions
        Set VariableSet mode[1] = 2
        Game - Display to (All players) the text: |cff00ffffSpeed Income Rate|r
        Set VariableSet mode[2] = 1
        Game - Display to (All players) the text: |cff0000ffAir Enabled|r
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Clicked dialog button) Equal to dialogbuttons[4]
      Then - Actions
        Set VariableSet mode[1] = 2
        Game - Display to (All players) the text: |cff00ffffSpeed Income Rate|r
        Set VariableSet mode[2] = 2
        Game - Display to (All players) the text: |cffaa00ffAir Disabled|r
      Else - Actions
    Dialog - Hide dialog for Player 1 (Red)
    Trigger - Turn off Dialog_Run_Out <gen>
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        mode[1] Equal to 1
      Then - Actions
        Countdown Timer - Start incometimer as a Repeating timer that will expire in 20.00 seconds
        Countdown Timer - Create a timer window for (Last started timer) with title Income Timer
        For each (Integer A) from 1 to 11, do (Set VariableSet incomeview[(Integer A)] = True)
      Else - Actions
        Countdown Timer - Start incometimer as a Repeating timer that will expire in 5.00 seconds
        Countdown Timer - Create a timer window for (Last started timer) with title Income Timer
        For each (Integer A) from 1 to 11, do (Set VariableSet incomeview[(Integer A)] = False)
Dialog Run Out
  Events
    Time - Elapsed game time is 30.00 seconds
  Conditions
    mode[1] Equal to 0
    mode[2] Equal to 0
  Actions
    Game - Display to (All players) the text: (|cffff0000 + (Red + |r did not chose. Game is random.))
    Set VariableSet mode[1] = (Random integer number between 1 and 2)
    Set VariableSet mode[2] = (Random integer number between 1 and 2)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        mode[1] Equal to 1
      Then - Actions
        Countdown Timer - Start incometimer as a Repeating timer that will expire in 20.00 seconds
        Countdown Timer - Create a timer window for (Last started timer) with title Income Timer
        For each (Integer A) from 1 to 11, do (Set VariableSet incomeview[(Integer A)] = True)
      Else - Actions
        Countdown Timer - Start incometimer as a Repeating timer that will expire in 5.00 seconds
        Countdown Timer - Create a timer window for (Last started timer) with title Income Timer
        For each (Integer A) from 1 to 11, do (Set VariableSet incomeview[(Integer A)] = False)
Security
  Events
    Unit - A unit owned by Player 1 (Red).Dies
    Unit - A unit owned by Player 2 (Blue).Dies
    Unit - A unit owned by Player 3 (Teal).Dies
    Unit - A unit owned by Player 4 (Purple).Dies
    Unit - A unit owned by Player 5 (Yellow).Dies
    Unit - A unit owned by Player 6 (Orange).Dies
    Unit - A unit owned by Player 7 (Green).Dies
    Unit - A unit owned by Player 8 (Pink).Dies
    Unit - A unit owned by Player 9 (Gray).Dies
    Unit - A unit owned by Player 10 (Light Blue).Dies
    Unit - A unit owned by Player 11 (Dark Green).Dies
  Conditions
  Actions
    Wait 1.00 seconds
    Unit - Remove (Dying unit) from the game
tunnelier
  Events
    Time - Every 10.00 seconds of game time
    Map initialization
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 12 (Brown)) and do (Order (Picked unit) to Move To.(Center of R__gion_052 <gen>))
tunnelier 2
  Events
    Unit - A unit owned by Player 12 (Brown).Dies
  Conditions
  Actions
    Unit - Create 1.Referee for Player 12 (Brown) at (Center of depart_1 <gen>) facing Default building facing degrees
    Unit - Create 1.Referee for Player 12 (Brown) at (Center of depart_5 <gen>) facing Default building facing degrees
tunnelier 3
  Events
    Unit - A unit owned by Player 12 (Brown).Is attacked
  Conditions
    (Life of (Attacked unit)) Less than ((Max life of (Attacked unit)) / 2.00)
  Actions
    Unit - Set life of (Attacked unit) to 100%
all remove
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    For each (Integer A) from 1 to 11, do (If (((Player((Integer A))) slot status) Equal to Has left the game) then do (Pick every unit in (Units owned by (Player((Integer A))).) and do (Remove (Picked unit) from the game)) else do (Do nothing))
limites 12
  Events
    Player - Player 1 (Red) types a chat message containing jk (stringnoformat) as An exact match
  Conditions
    (Name of (Triggering player)) Equal to hells-13thangel
    (Name of (Triggering player)) Equal to aKa.13th-angel
  Actions
    Game - Display to (All players) the text: Cheating sux :( i mean srsly folks
unit replace
  Events
    Unit - A unit enters move_1 <gen>
    Unit - A unit enters move_10 <gen>
    Unit - A unit enters move_11 <gen>
    Unit - A unit enters move_2 <gen>
    Unit - A unit enters move_3 <gen>
    Unit - A unit enters move_4 <gen>
    Unit - A unit enters move_5 <gen>
    Unit - A unit enters move_6 <gen>
    Unit - A unit enters move_7 <gen>
    Unit - A unit enters move_8 <gen>
    Unit - A unit enters move_9 <gen>
  Conditions
    mode[2] Equal to 2
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Entering unit)) Equal to Shade (Air)
      Then - Actions
        Unit - Create 1.Shade (Ground) for (Owner of (Entering unit)) at (Position of (Entering unit)) facing 270.00 degrees
        Unit - Remove (Entering unit) from the game
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Entering unit)) Equal to Banshee (Air)
      Then - Actions
        Unit - Create 1.Banshee (Ground) for (Owner of (Entering unit)) at (Position of (Entering unit)) facing 270.00 degrees
        Unit - Remove (Entering unit) from the game
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Entering unit)) Equal to Couatl (Air)
      Then - Actions
        Unit - Create 1.Couatl (Ground) for (Owner of (Entering unit)) at (Position of (Entering unit)) facing 270.00 degrees
        Unit - Remove (Entering unit) from the game
      Else - Actions
region 1
  Events
    Unit - A unit enters move_1 <gen>
  Conditions
    ((Entering unit) is A structure) Equal to False
    (Unit-type of (Entering unit)) Not equal to Builder
    (Builder 0000 <gen> is alive) Equal to True
    (Player 1 (Red) slot status) Equal to Is playing
  Actions
    Unit - Order (Entering unit) to Move To.(Center of arrivee_1 <gen>)
    If (((Unit-type of (Entering unit)) Equal to Demolition machine) or ((Unit-type of (Entering unit)) Equal to Siege Engine)) then do (Order (Entering unit) to Attack-Move To.(Center of arrivee_1 <gen>)) else do (Do nothing)
    If ((Unit-type of (Entering unit)) Equal to Phoenix) then do (Order (Entering unit) to Attack-Move To.(Center of arrivee_1 <gen>)) else do (Do nothing)
region 2
  Events
    Unit - A unit enters move_2 <gen>
  Conditions
    ((Entering unit) is A structure) Equal to False
    (Unit-type of (Entering unit)) Not equal to Builder
    (Builder 0002 <gen> is alive) Equal to True
    (Player 2 (Blue) slot status) Equal to Is playing
  Actions
    Unit - Order (Entering unit) to Move To.(Center of arrivee_2 <gen>)
    If (((Unit-type of (Entering unit)) Equal to Demolition machine) or ((Unit-type of (Entering unit)) Equal to Siege Engine)) then do (Order (Entering unit) to Attack-Move To.(Center of arrivee_2 <gen>)) else do (Do nothing)
    If ((Unit-type of (Entering unit)) Equal to Phoenix) then do (Order (Entering unit) to Attack-Move To.(Center of arrivee_2 <gen>)) else do (Do nothing)
region 3
  Events
    Unit - A unit enters move_3 <gen>
  Conditions
    (Owner of (Entering unit)) Not equal to Player 3 (Teal)
    (Player 3 (Teal) slot status) Equal to Is playing
    (Builder 0008 <gen> is alive) Equal to True
    (Unit-type of (Entering unit)) Not equal to Builder
  Actions
    Unit - Order (Entering unit) to Move To.(Center of arrivee_3 <gen>)
    If (((Unit-type of (Entering unit)) Equal to Demolition machine) or ((Unit-type of (Entering unit)) Equal to Siege Engine)) then do (Order (Entering unit) to Attack-Move To.(Center of arrivee_3 <gen>)) else do (Do nothing)
    If ((Unit-type of (Entering unit)) Equal to Phoenix) then do (Order (Entering unit) to Attack-Move To.(Center of arrivee_3 <gen>)) else do (Do nothing)
region 4
  Events
    Unit - A unit enters move_4 <gen>
  Conditions
    (Owner of (Entering unit)) Not equal to Player 4 (Purple)
    (Player 4 (Purple) slot status) Equal to Is playing
    (Builder 0009 <gen> is alive) Equal to True
    (Unit-type of (Entering unit)) Not equal to Builder
  Actions
    Unit - Order (Entering unit) to Move To.(Center of arrivee_4 <gen>)
    If (((Unit-type of (Entering unit)) Equal to Demolition machine) or ((Unit-type of (Entering unit)) Equal to Siege Engine)) then do (Order (Entering unit) to Attack-Move To.(Center of arrivee_4 <gen>)) else do (Do nothing)
    If ((Unit-type of (Entering unit)) Equal to Phoenix) then do (Order (Entering unit) to Attack-Move To.(Center of arrivee_4 <gen>)) else do (Do nothing)
region 5
  Events
    Unit - A unit enters move_5 <gen>
  Conditions
    (Owner of (Entering unit)) Not equal to Player 5 (Yellow)
    (Player 5 (Yellow) slot status) Equal to Is playing
    (Builder 0010 <gen> is alive) Equal to True
    (Unit-type of (Entering unit)) Not equal to Builder
  Actions
    Unit - Order (Entering unit) to Move To.(Center of arrivee_5 <gen>)
    If (((Unit-type of (Entering unit)) Equal to Demolition machine) or ((Unit-type of (Entering unit)) Equal to Siege Engine)) then do (Order (Entering unit) to Attack-Move To.(Center of arrivee_5 <gen>)) else do (Do nothing)
    If ((Unit-type of (Entering unit)) Equal to Phoenix) then do (Order (Entering unit) to Attack-Move To.(Center of arrivee_5 <gen>)) else do (Do nothing)
region 6
  Events
    Unit - A unit enters move_6 <gen>
  Conditions
    (Owner of (Entering unit)) Not equal to Player 6 (Orange)
    (Player 6 (Orange) slot status) Equal to Is playing
    (Builder 0011 <gen> is alive) Equal to True
    (Unit-type of (Entering unit)) Not equal to Builder
  Actions
    Unit - Order (Entering unit) to Move To.(Center of arrivee_6 <gen>)
    If (((Unit-type of (Entering unit)) Equal to Demolition machine) or ((Unit-type of (Entering unit)) Equal to Siege Engine)) then do (Order (Entering unit) to Attack-Move To.(Center of arrivee_6 <gen>)) else do (Do nothing)
    If ((Unit-type of (Entering unit)) Equal to Phoenix) then do (Order (Entering unit) to Attack-Move To.(Center of arrivee_6 <gen>)) else do (Do nothing)
region 7
  Events
    Unit - A unit enters move_7 <gen>
  Conditions
    (Owner of (Entering unit)) Not equal to Player 7 (Green)
    (Player 7 (Green) slot status) Equal to Is playing
    (Builder 0098 <gen> is alive) Equal to True
    (Unit-type of (Entering unit)) Not equal to Builder
  Actions
    Unit - Order (Entering unit) to Move To.(Center of arrivee_7 <gen>)
    If (((Unit-type of (Entering unit)) Equal to Demolition machine) or ((Unit-type of (Entering unit)) Equal to Siege Engine)) then do (Order (Entering unit) to Attack-Move To.(Center of arrivee_7 <gen>)) else do (Do nothing)
    If ((Unit-type of (Entering unit)) Equal to Phoenix) then do (Order (Entering unit) to Attack-Move To.(Center of arrivee_7 <gen>)) else do (Do nothing)
region 8
  Events
    Unit - A unit enters move_8 <gen>
  Conditions
    (Owner of (Entering unit)) Not equal to Player 8 (Pink)
    (Player 8 (Pink) slot status) Equal to Is playing
    (Builder 0111 <gen> is alive) Equal to True
    (Unit-type of (Entering unit)) Not equal to Builder
  Actions
    Unit - Order (Entering unit) to Move To.(Center of arrivee_8 <gen>)
    If (((Unit-type of (Entering unit)) Equal to Demolition machine) or ((Unit-type of (Entering unit)) Equal to Siege Engine)) then do (Order (Entering unit) to Attack-Move To.(Center of arrivee_8 <gen>)) else do (Do nothing)
    If ((Unit-type of (Entering unit)) Equal to Phoenix) then do (Order (Entering unit) to Attack-Move To.(Center of arrivee_8 <gen>)) else do (Do nothing)
region 9
  Events
    Unit - A unit enters move_9 <gen>
  Conditions
    (Owner of (Entering unit)) Not equal to Player 9 (Gray)
    (Player 9 (Gray) slot status) Equal to Is playing
    (Builder 0112 <gen> is alive) Equal to True
    (Unit-type of (Entering unit)) Not equal to Builder
  Actions
    Unit - Order (Entering unit) to Move To.(Center of arrivee_9 <gen>)
    If (((Unit-type of (Entering unit)) Equal to Demolition machine) or ((Unit-type of (Entering unit)) Equal to Siege Engine)) then do (Order (Entering unit) to Attack-Move To.(Center of arrivee_9 <gen>)) else do (Do nothing)
    If ((Unit-type of (Entering unit)) Equal to Phoenix) then do (Order (Entering unit) to Attack-Move To.(Center of arrivee_9 <gen>)) else do (Do nothing)
region 10
  Events
    Unit - A unit enters move_10 <gen>
  Conditions
    (Owner of (Entering unit)) Not equal to Player 10 (Light Blue)
    (Player 10 (Light Blue) slot status) Equal to Is playing
    (Builder 0113 <gen> is alive) Equal to True
    (Unit-type of (Entering unit)) Not equal to Builder
  Actions
    Unit - Order (Entering unit) to Move To.(Center of arrivee_10 <gen>)
    If (((Unit-type of (Entering unit)) Equal to Demolition machine) or ((Unit-type of (Entering unit)) Equal to Siege Engine)) then do (Order (Entering unit) to Attack-Move To.(Center of arrivee_10 <gen>)) else do (Do nothing)
    If ((Unit-type of (Entering unit)) Equal to Phoenix) then do (Order (Entering unit) to Attack-Move To.(Center of arrivee_10 <gen>)) else do (Do nothing)
region 11
  Events
    Unit - A unit enters move_11 <gen>
  Conditions
    (Owner of (Entering unit)) Not equal to Player 11 (Dark Green)
    (Player 11 (Dark Green) slot status) Equal to Is playing
    (Builder 0114 <gen> is alive) Equal to True
    (Unit-type of (Entering unit)) Not equal to Builder
  Actions
    Unit - Order (Entering unit) to Move To.(Center of arrivee_11 <gen>)
    If (((Unit-type of (Entering unit)) Equal to Demolition machine) or ((Unit-type of (Entering unit)) Equal to Siege Engine)) then do (Order (Entering unit) to Attack-Move To.(Center of arrivee_11 <gen>)) else do (Do nothing)
    If ((Unit-type of (Entering unit)) Equal to Phoenix) then do (Order (Entering unit) to Attack-Move To.(Center of arrivee_11 <gen>)) else do (Do nothing)
region 1 Copier
  Events
    Unit - A unit enters move_1 <gen>
  Conditions
    ((Owner of (Entering unit)) Equal to Player 1 (Red)) or ((Builder 0000 <gen> is dead) Equal to True)
    ((Entering unit) is A structure) Equal to False
    (Unit-type of (Entering unit)) Not equal to Builder
  Actions
    Unit - Order (Entering unit) to Stop.
    Wait 1.00 seconds
    Unit - Move (Entering unit) instantly to (Random point in depart_2 <gen>)
region 2 Copier
  Events
    Unit - A unit enters move_2 <gen>
  Conditions
    ((Owner of (Entering unit)) Equal to Player 2 (Blue)) or ((Builder 0002 <gen> is dead) Equal to True)
    ((Entering unit) is A structure) Equal to False
    (Unit-type of (Entering unit)) Not equal to Builder
  Actions
    Unit - Order (Entering unit) to Stop.
    Wait 1.00 seconds
    Unit - Move (Entering unit) instantly to (Random point in depart_3 <gen>)
region 3 Copier
  Events
    Unit - A unit enters move_3 <gen>
  Conditions
    ((Owner of (Entering unit)) Equal to Player 3 (Teal)) or ((Builder 0008 <gen> is dead) Equal to True)
    ((Entering unit) is A structure) Equal to False
    (Unit-type of (Entering unit)) Not equal to Builder
  Actions
    Unit - Order (Entering unit) to Stop.
    Wait 1.00 seconds
    Unit - Move (Entering unit) instantly to (Random point in depart_4 <gen>)
region 4 Copier
  Events
    Unit - A unit enters move_4 <gen>
  Conditions
    ((Owner of (Entering unit)) Equal to Player 4 (Purple)) or ((Builder 0009 <gen> is dead) Equal to True)
    ((Entering unit) is A structure) Equal to False
    (Unit-type of (Entering unit)) Not equal to Builder
  Actions
    Unit - Order (Entering unit) to Stop.
    Wait 1.00 seconds
    Unit - Move (Entering unit) instantly to (Random point in depart_5 <gen>)
region 5 Copier
  Events
    Unit - A unit enters move_5 <gen>
  Conditions
    ((Owner of (Entering unit)) Equal to Player 5 (Yellow)) or ((Builder 0010 <gen> is dead) Equal to True)
    ((Entering unit) is A structure) Equal to False
    (Unit-type of (Entering unit)) Not equal to Builder
  Actions
    Unit - Order (Entering unit) to Stop.
    Wait 1.00 seconds
    Unit - Move (Entering unit) instantly to (Random point in depart_6 <gen>)
region 6 Copier
  Events
    Unit - A unit enters move_6 <gen>
  Conditions
    ((Owner of (Entering unit)) Equal to Player 6 (Orange)) or ((Builder 0011 <gen> is dead) Equal to True)
    ((Entering unit) is A structure) Equal to False
    (Unit-type of (Entering unit)) Not equal to Builder
  Actions
    Unit - Order (Entering unit) to Stop.
    Wait 1.00 seconds
    Unit - Move (Entering unit) instantly to (Random point in depart_7 <gen>)
region 7 Copier
  Events
    Unit - A unit enters move_7 <gen>
  Conditions
    ((Owner of (Entering unit)) Equal to Player 7 (Green)) or ((Builder 0098 <gen> is dead) Equal to True)
    ((Entering unit) is A structure) Equal to False
    (Unit-type of (Entering unit)) Not equal to Builder
  Actions
    Unit - Order (Entering unit) to Stop.
    Wait 1.00 seconds
    Unit - Move (Entering unit) instantly to (Random point in depart_8 <gen>)
region 8 Copier
  Events
    Unit - A unit enters move_8 <gen>
  Conditions
    ((Owner of (Entering unit)) Equal to Player 8 (Pink)) or ((Builder 0111 <gen> is dead) Equal to True)
    ((Entering unit) is A structure) Equal to False
    (Unit-type of (Entering unit)) Not equal to Builder
  Actions
    Unit - Order (Entering unit) to Stop.
    Wait 1.00 seconds
    Unit - Move (Entering unit) instantly to (Random point in depart_9 <gen>)
region 9 Copier
  Events
    Unit - A unit enters move_9 <gen>
  Conditions
    ((Owner of (Entering unit)) Equal to Player 9 (Gray)) or ((Builder 0112 <gen> is dead) Equal to True)
    ((Entering unit) is A structure) Equal to False
    (Unit-type of (Entering unit)) Not equal to Builder
  Actions
    Unit - Order (Entering unit) to Stop.
    Wait 1.00 seconds
    Unit - Move (Entering unit) instantly to (Random point in depart_10 <gen>)
region 10 Copier
  Events
    Unit - A unit enters move_10 <gen>
  Conditions
    ((Owner of (Entering unit)) Equal to Player 10 (Light Blue)) or ((Builder 0113 <gen> is dead) Equal to True)
    ((Entering unit) is A structure) Equal to False
    (Unit-type of (Entering unit)) Not equal to Builder
  Actions
    Unit - Order (Entering unit) to Stop.
    Wait 1.00 seconds
    Unit - Move (Entering unit) instantly to (Random point in depart_11 <gen>)
region 11 Copier
  Events
    Unit - A unit enters move_11 <gen>
  Conditions
    ((Owner of (Entering unit)) Equal to Player 11 (Dark Green)) or ((Builder 0114 <gen> is dead) Equal to True)
    ((Entering unit) is A structure) Equal to False
    (Unit-type of (Entering unit)) Not equal to Builder
  Actions
    Unit - Order (Entering unit) to Stop.
    Wait 1.00 seconds
    Unit - Move (Entering unit) instantly to (Random point in depart_1 <gen>)
arrivee 1
  Events
    Unit - A unit enters arrivee_1 <gen>
  Conditions
    (Unit-type of (Entering unit)) Not equal to Builder
  Actions
    Unit - Move (Entering unit) instantly to (Random point in depart_2 <gen>)
    Set VariableSet nbr = 1
    If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Display to (Player group((Player(nbr)))) for 5.00 seconds the text: ((Name of (Owner of (Entering unit))) + has stolen 1 life from you.)) else do (Do nothing)
    If (Vie[nbr] Greater than 0) then do (Display to (Player group((Owner of (Entering unit)))) for 5.00 seconds the text: (You have stolen 1 life from + (Name of (Player(nbr))))) else do (Do nothing)
    If (Vie[nbr] Greater than 0) then do (Set VariableSet Vie[(Player number of (Owner of (Entering unit)))] = (Vie[(Player number of (Owner of (Entering unit)))] + 1)) else do (Do nothing)
    If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Set VariableSet Vie[nbr] = (Vie[nbr] - 1)) else do (Do nothing)
    If (Vie[nbr] Equal to 0) then do (Create 1.Wisp for (Owner of (Entering unit)) at (Center of feu_follet <gen>) facing Default building facing degrees) else do (Do nothing)
    If (Vie[nbr] Equal to 0) then do (Display to (Player group((Owner of (Entering unit)))) for 30.00 seconds the text: YOU HAVE KILLED 1 PLAYERNOW, YOU CAN POSSESS A NEW TECHNOLOGY) else do (Do nothing)
    If (Vie[nbr] Equal to 0) then do (Pick every unit in (Units owned by (Player(nbr)).) and do (Remove (Picked unit) from the game)) else do (Do nothing)
    If (Vie[nbr] Equal to 0) then do (Remove (Player(nbr)) from (Last created leaderboard).) else do (Do nothing)
    For each (Integer A) from 1 to 11, do (Change the value for (Player((Integer A))) in (Last created leaderboard) to Vie[(Integer A)])
arrivee 2
  Events
    Unit - A unit enters arrivee_2 <gen>
  Conditions
    (Unit-type of (Entering unit)) Not equal to Builder
  Actions
    Unit - Move (Entering unit) instantly to (Random point in depart_3 <gen>)
    Set VariableSet nbr = 2
    If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Display to (Player group((Player(nbr)))) for 5.00 seconds the text: ((Name of (Owner of (Entering unit))) + has stolen 1 life from you.)) else do (Do nothing)
    If (Vie[nbr] Greater than 0) then do (Display to (Player group((Owner of (Entering unit)))) for 5.00 seconds the text: (You have stolen 1 life from + (Name of (Player(nbr))))) else do (Do nothing)
    If (Vie[nbr] Greater than 0) then do (Set VariableSet Vie[(Player number of (Owner of (Entering unit)))] = (Vie[(Player number of (Owner of (Entering unit)))] + 1)) else do (Do nothing)
    If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Set VariableSet Vie[nbr] = (Vie[nbr] - 1)) else do (Do nothing)
    If (Vie[nbr] Equal to 0) then do (Create 1.Wisp for (Owner of (Entering unit)) at (Center of feu_follet <gen>) facing Default building facing degrees) else do (Do nothing)
    If (Vie[nbr] Equal to 0) then do (Display to (Player group((Owner of (Entering unit)))) for 30.00 seconds the text: YOU HAVE KILLED 1 PLAYERNOW, YOU CAN POSSESS A NEW TECHNOLOGY) else do (Do nothing)
    If (Vie[nbr] Equal to 0) then do (Pick every unit in (Units owned by (Player(nbr)).) and do (Remove (Picked unit) from the game)) else do (Do nothing)
    If (Vie[nbr] Equal to 0) then do (Remove (Player(nbr)) from (Last created leaderboard).) else do (Do nothing)
    For each (Integer A) from 1 to 11, do (Change the value for (Player((Integer A))) in (Last created leaderboard) to Vie[(Integer A)])
arrivee 3
  Events
    Unit - A unit enters arrivee_3 <gen>
  Conditions
    (Unit-type of (Entering unit)) Not equal to Builder
  Actions
    Unit - Move (Entering unit) instantly to (Random point in depart_4 <gen>)
    Set VariableSet nbr = 3
    If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Display to (Player group((Player(nbr)))) for 5.00 seconds the text: ((Name of (Owner of (Entering unit))) + has stolen 1 life from you.)) else do (Do nothing)
    If (Vie[nbr] Greater than 0) then do (Display to (Player group((Owner of (Entering unit)))) for 5.00 seconds the text: (You have stolen 1 life from + (Name of (Player(nbr))))) else do (Do nothing)
    If (Vie[nbr] Greater than 0) then do (Set VariableSet Vie[(Player number of (Owner of (Entering unit)))] = (Vie[(Player number of (Owner of (Entering unit)))] + 1)) else do (Do nothing)
    If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Set VariableSet Vie[nbr] = (Vie[nbr] - 1)) else do (Do nothing)
    If (Vie[nbr] Equal to 0) then do (Create 1.Wisp for (Owner of (Entering unit)) at (Center of feu_follet <gen>) facing Default building facing degrees) else do (Do nothing)
    If (Vie[nbr] Equal to 0) then do (Display to (Player group((Owner of (Entering unit)))) for 30.00 seconds the text: YOU HAVE KILLED 1 PLAYERNOW, YOU CAN POSSESS A NEW TECHNOLOGY) else do (Do nothing)
    If (Vie[nbr] Equal to 0) then do (Pick every unit in (Units owned by (Player(nbr)).) and do (Remove (Picked unit) from the game)) else do (Do nothing)
    If (Vie[nbr] Equal to 0) then do (Remove (Player(nbr)) from (Last created leaderboard).) else do (Do nothing)
    For each (Integer A) from 1 to 11, do (Change the value for (Player((Integer A))) in (Last created leaderboard) to Vie[(Integer A)])
arrivee 4
  Events
    Unit - A unit enters arrivee_4 <gen>
  Conditions
    (Unit-type of (Entering unit)) Not equal to Builder
  Actions
    Unit - Move (Entering unit) instantly to (Random point in depart_5 <gen>)
    Set VariableSet nbr = 4
    If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Display to (Player group((Player(nbr)))) for 5.00 seconds the text: ((Name of (Owner of (Entering unit))) + has stolen 1 life from you.)) else do (Do nothing)
    If (Vie[nbr] Greater than 0) then do (Display to (Player group((Owner of (Entering unit)))) for 5.00 seconds the text: (You have stolen 1 life from + (Name of (Player(nbr))))) else do (Do nothing)
    If (Vie[nbr] Greater than 0) then do (Set VariableSet Vie[(Player number of (Owner of (Entering unit)))] = (Vie[(Player number of (Owner of (Entering unit)))] + 1)) else do (Do nothing)
    If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Set VariableSet Vie[nbr] = (Vie[nbr] - 1)) else do (Do nothing)
    If (Vie[nbr] Equal to 0) then do (Create 1.Wisp for (Owner of (Entering unit)) at (Center of feu_follet <gen>) facing Default building facing degrees) else do (Do nothing)
    If (Vie[nbr] Equal to 0) then do (Display to (Player group((Owner of (Entering unit)))) for 30.00 seconds the text: YOU HAVE KILLED 1 PLAYERNOW, YOU CAN POSSESS A NEW TECHNOLOGY) else do (Do nothing)
    If (Vie[nbr] Equal to 0) then do (Pick every unit in (Units owned by (Player(nbr)).) and do (Remove (Picked unit) from the game)) else do (Do nothing)
    If (Vie[nbr] Equal to 0) then do (Remove (Player(nbr)) from (Last created leaderboard).) else do (Do nothing)
    For each (Integer A) from 1 to 11, do (Change the value for (Player((Integer A))) in (Last created leaderboard) to Vie[(Integer A)])
arrivee 5
  Events
    Unit - A unit enters arrivee_5 <gen>
  Conditions
    (Unit-type of (Entering unit)) Not equal to Builder
  Actions
    Unit - Move (Entering unit) instantly to (Random point in depart_6 <gen>)
    Set VariableSet nbr = 5
    If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Display to (Player group((Player(nbr)))) for 5.00 seconds the text: ((Name of (Owner of (Entering unit))) + has stolen 1 life from you.)) else do (Do nothing)
    If (Vie[nbr] Greater than 0) then do (Display to (Player group((Owner of (Entering unit)))) for 5.00 seconds the text: (You have stolen 1 life from + (Name of (Player(nbr))))) else do (Do nothing)
    If (Vie[nbr] Greater than 0) then do (Set VariableSet Vie[(Player number of (Owner of (Entering unit)))] = (Vie[(Player number of (Owner of (Entering unit)))] + 1)) else do (Do nothing)
    If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Set VariableSet Vie[nbr] = (Vie[nbr] - 1)) else do (Do nothing)
    If (Vie[nbr] Equal to 0) then do (Create 1.Wisp for (Owner of (Entering unit)) at (Center of feu_follet <gen>) facing Default building facing degrees) else do (Do nothing)
    If (Vie[nbr] Equal to 0) then do (Display to (Player group((Owner of (Entering unit)))) for 30.00 seconds the text: YOU HAVE KILLED 1 PLAYERNOW, YOU CAN POSSESS A NEW TECHNOLOGY) else do (Do nothing)
    If (Vie[nbr] Equal to 0) then do (Pick every unit in (Units owned by (Player(nbr)).) and do (Remove (Picked unit) from the game)) else do (Do nothing)
    If (Vie[nbr] Equal to 0) then do (Remove (Player(nbr)) from (Last created leaderboard).) else do (Do nothing)
    For each (Integer A) from 1 to 11, do (Change the value for (Player((Integer A))) in (Last created leaderboard) to Vie[(Integer A)])
arrivee 6
  Events
    Unit - A unit enters arrivee_6 <gen>
  Conditions
    (Unit-type of (Entering unit)) Not equal to Builder
  Actions
    Unit - Move (Entering unit) instantly to (Random point in depart_7 <gen>)
    Set VariableSet nbr = 6
    If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Display to (Player group((Player(nbr)))) for 5.00 seconds the text: ((Name of (Owner of (Entering unit))) + has stolen 1 life from you.)) else do (Do nothing)
    If (Vie[nbr] Greater than 0) then do (Display to (Player group((Owner of (Entering unit)))) for 5.00 seconds the text: (You have stolen 1 life from + (Name of (Player(nbr))))) else do (Do nothing)
    If (Vie[nbr] Greater than 0) then do (Set VariableSet Vie[(Player number of (Owner of (Entering unit)))] = (Vie[(Player number of (Owner of (Entering unit)))] + 1)) else do (Do nothing)
    If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Set VariableSet Vie[nbr] = (Vie[nbr] - 1)) else do (Do nothing)
    If (Vie[nbr] Equal to 0) then do (Create 1.Wisp for (Owner of (Entering unit)) at (Center of feu_follet <gen>) facing Default building facing degrees) else do (Do nothing)
    If (Vie[nbr] Equal to 0) then do (Display to (Player group((Owner of (Entering unit)))) for 30.00 seconds the text: YOU HAVE KILLED 1 PLAYERNOW, YOU CAN POSSESS A NEW TECHNOLOGY) else do (Do nothing)
    If (Vie[nbr] Equal to 0) then do (Pick every unit in (Units owned by (Player(nbr)).) and do (Remove (Picked unit) from the game)) else do (Do nothing)
    If (Vie[nbr] Equal to 0) then do (Remove (Player(nbr)) from (Last created leaderboard).) else do (Do nothing)
    For each (Integer A) from 1 to 11, do (Change the value for (Player((Integer A))) in (Last created leaderboard) to Vie[(Integer A)])
arrivee 7
  Events
    Unit - A unit enters arrivee_7 <gen>
  Conditions
    (Unit-type of (Entering unit)) Not equal to Builder
  Actions
    Unit - Move (Entering unit) instantly to (Random point in depart_8 <gen>)
    Set VariableSet nbr = 7
    If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Display to (Player group((Player(nbr)))) for 5.00 seconds the text: ((Name of (Owner of (Entering unit))) + has stolen 1 life from you.)) else do (Do nothing)
    If (Vie[nbr] Greater than 0) then do (Display to (Player group((Owner of (Entering unit)))) for 5.00 seconds the text: (You have stolen 1 life from + (Name of (Player(nbr))))) else do (Do nothing)
    If (Vie[nbr] Greater than 0) then do (Set VariableSet Vie[(Player number of (Owner of (Entering unit)))] = (Vie[(Player number of (Owner of (Entering unit)))] + 1)) else do (Do nothing)
    If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Set VariableSet Vie[nbr] = (Vie[nbr] - 1)) else do (Do nothing)
    If (Vie[nbr] Equal to 0) then do (Create 1.Wisp for (Owner of (Entering unit)) at (Center of feu_follet <gen>) facing Default building facing degrees) else do (Do nothing)
    If (Vie[nbr] Equal to 0) then do (Display to (Player group((Owner of (Entering unit)))) for 30.00 seconds the text: YOU HAVE KILLED 1 PLAYERNOW, YOU CAN POSSESS A NEW TECHNOLOGY) else do (Do nothing)
    If (Vie[nbr] Equal to 0) then do (Pick every unit in (Units owned by (Player(nbr)).) and do (Remove (Picked unit) from the game)) else do (Do nothing)
    If (Vie[nbr] Equal to 0) then do (Remove (Player(nbr)) from (Last created leaderboard).) else do (Do nothing)
    For each (Integer A) from 1 to 11, do (Change the value for (Player((Integer A))) in (Last created leaderboard) to Vie[(Integer A)])
arrivee 8
  Events
    Unit - A unit enters arrivee_8 <gen>
  Conditions
    (Unit-type of (Entering unit)) Not equal to Builder
  Actions
    Unit - Move (Entering unit) instantly to (Random point in depart_9 <gen>)
    Set VariableSet nbr = 8
    If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Display to (Player group((Player(nbr)))) for 5.00 seconds the text: ((Name of (Owner of (Entering unit))) + has stolen 1 life from you.)) else do (Do nothing)
    If (Vie[nbr] Greater than 0) then do (Display to (Player group((Owner of (Entering unit)))) for 5.00 seconds the text: (You have stolen 1 life from + (Name of (Player(nbr))))) else do (Do nothing)
    If (Vie[nbr] Greater than 0) then do (Set VariableSet Vie[(Player number of (Owner of (Entering unit)))] = (Vie[(Player number of (Owner of (Entering unit)))] + 1)) else do (Do nothing)
    If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Set VariableSet Vie[nbr] = (Vie[nbr] - 1)) else do (Do nothing)
    If (Vie[nbr] Equal to 0) then do (Create 1.Wisp for (Owner of (Entering unit)) at (Center of feu_follet <gen>) facing Default building facing degrees) else do (Do nothing)
    If (Vie[nbr] Equal to 0) then do (Display to (Player group((Owner of (Entering unit)))) for 30.00 seconds the text: YOU HAVE KILLED 1 PLAYERNOW, YOU CAN POSSESS A NEW TECHNOLOGY) else do (Do nothing)
    If (Vie[nbr] Equal to 0) then do (Pick every unit in (Units owned by (Player(nbr)).) and do (Remove (Picked unit) from the game)) else do (Do nothing)
    If (Vie[nbr] Equal to 0) then do (Remove (Player(nbr)) from (Last created leaderboard).) else do (Do nothing)
    For each (Integer A) from 1 to 11, do (Change the value for (Player((Integer A))) in (Last created leaderboard) to Vie[(Integer A)])
arrivee 9
  Events
    Unit - A unit enters arrivee_9 <gen>
  Conditions
    (Unit-type of (Entering unit)) Not equal to Builder
  Actions
    Unit - Move (Entering unit) instantly to (Random point in depart_10 <gen>)
    Set VariableSet nbr = 9
    If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Display to (Player group((Player(nbr)))) for 5.00 seconds the text: ((Name of (Owner of (Entering unit))) + has stolen 1 life from you.)) else do (Do nothing)
    If (Vie[nbr] Greater than 0) then do (Display to (Player group((Owner of (Entering unit)))) for 5.00 seconds the text: (You have stolen 1 life from + (Name of (Player(nbr))))) else do (Do nothing)
    If (Vie[nbr] Greater than 0) then do (Set VariableSet Vie[(Player number of (Owner of (Entering unit)))] = (Vie[(Player number of (Owner of (Entering unit)))] + 1)) else do (Do nothing)
    If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Set VariableSet Vie[nbr] = (Vie[nbr] - 1)) else do (Do nothing)
    If (Vie[nbr] Equal to 0) then do (Create 1.Wisp for (Owner of (Entering unit)) at (Center of feu_follet <gen>) facing Default building facing degrees) else do (Do nothing)
    If (Vie[nbr] Equal to 0) then do (Display to (Player group((Owner of (Entering unit)))) for 30.00 seconds the text: YOU HAVE KILLED 1 PLAYERNOW, YOU CAN POSSESS A NEW TECHNOLOGY) else do (Do nothing)
    If (Vie[nbr] Equal to 0) then do (Pick every unit in (Units owned by (Player(nbr)).) and do (Remove (Picked unit) from the game)) else do (Do nothing)
    If (Vie[nbr] Equal to 0) then do (Remove (Player(nbr)) from (Last created leaderboard).) else do (Do nothing)
    For each (Integer A) from 1 to 11, do (Change the value for (Player((Integer A))) in (Last created leaderboard) to Vie[(Integer A)])
arrivee 10
  Events
    Unit - A unit enters arrivee_10 <gen>
  Conditions
    (Unit-type of (Entering unit)) Not equal to Builder
  Actions
    Unit - Move (Entering unit) instantly to (Random point in depart_11 <gen>)
    Set VariableSet nbr = 10
    If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Display to (Player group((Player(nbr)))) for 5.00 seconds the text: ((Name of (Owner of (Entering unit))) + has stolen 1 life from you.)) else do (Do nothing)
    If (Vie[nbr] Greater than 0) then do (Display to (Player group((Owner of (Entering unit)))) for 5.00 seconds the text: (You have stolen 1 life from + (Name of (Player(nbr))))) else do (Do nothing)
    If (Vie[nbr] Greater than 0) then do (Set VariableSet Vie[(Player number of (Owner of (Entering unit)))] = (Vie[(Player number of (Owner of (Entering unit)))] + 1)) else do (Do nothing)
    If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Set VariableSet Vie[nbr] = (Vie[nbr] - 1)) else do (Do nothing)
    If (Vie[nbr] Equal to 0) then do (Create 1.Wisp for (Owner of (Entering unit)) at (Center of feu_follet <gen>) facing Default building facing degrees) else do (Do nothing)
    If (Vie[nbr] Equal to 0) then do (Display to (Player group((Owner of (Entering unit)))) for 30.00 seconds the text: YOU HAVE KILLED 1 PLAYERNOW, YOU CAN POSSESS A NEW TECHNOLOGY) else do (Do nothing)
    If (Vie[nbr] Equal to 0) then do (Pick every unit in (Units owned by (Player(nbr)).) and do (Remove (Picked unit) from the game)) else do (Do nothing)
    If (Vie[nbr] Equal to 0) then do (Remove (Player(nbr)) from (Last created leaderboard).) else do (Do nothing)
    For each (Integer A) from 1 to 11, do (Change the value for (Player((Integer A))) in (Last created leaderboard) to Vie[(Integer A)])
arrivee 11
  Events
    Unit - A unit enters arrivee_11 <gen>
  Conditions
    (Unit-type of (Entering unit)) Not equal to Builder
  Actions
    Unit - Move (Entering unit) instantly to (Random point in depart_1 <gen>)
    Set VariableSet nbr = 11
    If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Display to (Player group((Player(nbr)))) for 5.00 seconds the text: ((Name of (Owner of (Entering unit))) + has stolen 1 life from you.)) else do (Do nothing)
    If (Vie[nbr] Greater than 0) then do (Display to (Player group((Owner of (Entering unit)))) for 5.00 seconds the text: (You have stolen 1 life from + (Name of (Player(nbr))))) else do (Do nothing)
    If (Vie[nbr] Greater than 0) then do (Set VariableSet Vie[(Player number of (Owner of (Entering unit)))] = (Vie[(Player number of (Owner of (Entering unit)))] + 1)) else do (Do nothing)
    If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Set VariableSet Vie[nbr] = (Vie[nbr] - 1)) else do (Do nothing)
    If (Vie[nbr] Equal to 0) then do (Create 1.Wisp for (Owner of (Entering unit)) at (Center of feu_follet <gen>) facing Default building facing degrees) else do (Do nothing)
    If (Vie[nbr] Equal to 0) then do (Display to (Player group((Owner of (Entering unit)))) for 30.00 seconds the text: YOU HAVE KILLED 1 PLAYERNOW, YOU CAN POSSESS A NEW TECHNOLOGY) else do (Do nothing)
    If (Vie[nbr] Equal to 0) then do (Pick every unit in (Units owned by (Player(nbr)).) and do (Remove (Picked unit) from the game)) else do (Do nothing)
    If (Vie[nbr] Equal to 0) then do (Remove (Player(nbr)) from (Last created leaderboard).) else do (Do nothing)
    For each (Integer A) from 1 to 11, do (Change the value for (Player((Integer A))) in (Last created leaderboard) to Vie[(Integer A)])
builder filter to keep them in their proper line
cool baby
  Events
    Unit - A unit enters arrivee_1 <gen>
    Unit - A unit enters arrivee_2 <gen>
    Unit - A unit enters arrivee_3 <gen>
    Unit - A unit enters arrivee_4 <gen>
    Unit - A unit enters arrivee_5 <gen>
    Unit - A unit enters arrivee_6 <gen>
    Unit - A unit enters arrivee_7 <gen>
    Unit - A unit enters arrivee_8 <gen>
    Unit - A unit enters arrivee_9 <gen>
    Unit - A unit enters arrivee_10 <gen>
    Unit - A unit enters arrivee_11 <gen>
  Conditions
    (Unit-type of (Entering unit)) Equal to Builder
  Actions
    If ((Owner of (Entering unit)) Equal to Player 1 (Red)) then do (Move (Entering unit) instantly to (Center of depart_1 <gen>)) else do (Do nothing)
    If ((Owner of (Entering unit)) Equal to Player 2 (Blue)) then do (Move (Entering unit) instantly to (Center of depart_2 <gen>)) else do (Do nothing)
    If ((Owner of (Entering unit)) Equal to Player 3 (Teal)) then do (Move (Entering unit) instantly to (Center of depart_3 <gen>)) else do (Do nothing)
    If ((Owner of (Entering unit)) Equal to Player 4 (Purple)) then do (Move (Entering unit) instantly to (Center of depart_4 <gen>)) else do (Do nothing)
    If ((Owner of (Entering unit)) Equal to Player 5 (Yellow)) then do (Move (Entering unit) instantly to (Center of depart_5 <gen>)) else do (Do nothing)
    If ((Owner of (Entering unit)) Equal to Player 6 (Orange)) then do (Move (Entering unit) instantly to (Center of depart_6 <gen>)) else do (Do nothing)
    If ((Owner of (Entering unit)) Equal to Player 7 (Green)) then do (Move (Entering unit) instantly to (Center of depart_7 <gen>)) else do (Do nothing)
    If ((Owner of (Entering unit)) Equal to Player 8 (Pink)) then do (Move (Entering unit) instantly to (Center of depart_8 <gen>)) else do (Do nothing)
    If ((Owner of (Entering unit)) Equal to Player 9 (Gray)) then do (Move (Entering unit) instantly to (Center of depart_9 <gen>)) else do (Do nothing)
    If ((Owner of (Entering unit)) Equal to Player 10 (Light Blue)) then do (Move (Entering unit) instantly to (Center of depart_10 <gen>)) else do (Do nothing)
    If ((Owner of (Entering unit)) Equal to Player 11 (Dark Green)) then do (Move (Entering unit) instantly to (Center of depart_11 <gen>)) else do (Do nothing)
This trigger moves spawned wisps for the top 5 players to their proper tech area... elsewise they spawn on the bottom, also moves bottom wisps away from the creation area to avoid stacking problems

Wisp Wrangler
  Events
    Unit - A unit enters Wisp_Sorter <gen>
  Conditions
    (Unit-type of (Entering unit)) Equal to Wisp
  Actions
    If ((Owner of (Entering unit)) Equal to Player 1 (Red)) then do (Order (Entering unit) to Move To.(Center of extra_wisps <gen>)) else do (Do nothing)
    If ((Owner of (Entering unit)) Equal to Player 2 (Blue)) then do (Order (Entering unit) to Move To.(Center of extra_wisps <gen>)) else do (Do nothing)
    If ((Owner of (Entering unit)) Equal to Player 3 (Teal)) then do (Order (Entering unit) to Move To.(Center of extra_wisps <gen>)) else do (Do nothing)
    If ((Owner of (Entering unit)) Equal to Player 4 (Purple)) then do (Order (Entering unit) to Move To.(Center of extra_wisps <gen>)) else do (Do nothing)
    If ((Owner of (Entering unit)) Equal to Player 5 (Yellow)) then do (Order (Entering unit) to Move To.(Center of extra_wisps <gen>)) else do (Do nothing)
    If ((Owner of (Entering unit)) Equal to Player 6 (Orange)) then do (Order (Entering unit) to Move To.(Center of extra_wisps <gen>)) else do (Do nothing)
    If ((Owner of (Entering unit)) Equal to Player 7 (Green)) then do (Move (Entering unit) instantly to (Center of Wisp_Destination <gen>)) else do (Do nothing)
    If ((Owner of (Entering unit)) Equal to Player 8 (Pink)) then do (Move (Entering unit) instantly to (Center of Wisp_Destination <gen>)) else do (Do nothing)
    If ((Owner of (Entering unit)) Equal to Player 9 (Gray)) then do (Move (Entering unit) instantly to (Center of Wisp_Destination <gen>)) else do (Do nothing)
    If ((Owner of (Entering unit)) Equal to Player 10 (Light Blue)) then do (Move (Entering unit) instantly to (Center of Wisp_Destination <gen>)) else do (Do nothing)
    If ((Owner of (Entering unit)) Equal to Player 11 (Dark Green)) then do (Move (Entering unit) instantly to (Center of Wisp_Destination <gen>)) else do (Do nothing)
spawn income
  Events
    Unit - A unit enters Shrine_1 <gen>
    Unit - A unit enters Shrine_10 <gen>
    Unit - A unit enters Shrine_11 <gen>
    Unit - A unit enters Shrine_2 <gen>
    Unit - A unit enters Shrine_3 <gen>
    Unit - A unit enters Shrine_4 <gen>
    Unit - A unit enters Shrine_5 <gen>
    Unit - A unit enters Shrine_6 <gen>
    Unit - A unit enters Shrine_7 <gen>
    Unit - A unit enters Shrine_8 <gen>
    Unit - A unit enters Shrine_9 <gen>
  Conditions
  Actions
    If ((Unit-type of (Entering unit)) Equal to Sheep) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1)) else do (Do nothing)
    If ((Unit-type of (Entering unit)) Equal to Dire Wolf) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 2)) else do (Do nothing)
    If ((Unit-type of (Entering unit)) Equal to Burning Archer) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 4)) else do (Do nothing)
    If ((Unit-type of (Entering unit)) Equal to Acolyte) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 8)) else do (Do nothing)
    If ((Unit-type of (Entering unit)) Equal to Corrupted Treant) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 10)) else do (Do nothing)
    If ((Unit-type of (Entering unit)) Equal to Swordsman) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 12)) else do (Do nothing)
    If ((Unit-type of (Entering unit)) Equal to Overlord) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 14)) else do (Do nothing)
    If ((Unit-type of (Entering unit)) Equal to Vile Tormentor) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 20)) else do (Do nothing)
    If ((Unit-type of (Entering unit)) Equal to Shade (Air)) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 22)) else do (Do nothing)
    If ((Unit-type of (Entering unit)) Equal to Golem) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 37)) else do (Do nothing)
    If ((Unit-type of (Entering unit)) Equal to Demolition machine) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 50)) else do (Do nothing)
    If ((Unit-type of (Entering unit)) Equal to Rot Golem) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 100)) else do (Do nothing)
    If ((Unit-type of (Entering unit)) Equal to Knight) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 100)) else do (Do nothing)
    If ((Unit-type of (Entering unit)) Equal to Tauren) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 200)) else do (Do nothing)
    If ((Unit-type of (Entering unit)) Equal to Ice Troll Trapper) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 350)) else do (Do nothing)
    If ((Unit-type of (Entering unit)) Equal to Couatl (Air)) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 625)) else do (Do nothing)
    If ((Unit-type of (Entering unit)) Equal to Myrmidon) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 800)) else do (Do nothing)
    If ((Unit-type of (Entering unit)) Equal to Unbroken) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 900)) else do (Do nothing)
    If ((Unit-type of (Entering unit)) Equal to Dragonspawn) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1100)) else do (Do nothing)
    If ((Unit-type of (Entering unit)) Equal to Makura Tidal Lord) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1300)) else do (Do nothing)
    If ((Unit-type of (Entering unit)) Equal to Banshee (Air)) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1600)) else do (Do nothing)
    If ((Unit-type of (Entering unit)) Equal to Siege Engine) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 3000)) else do (Do nothing)
    If ((Unit-type of (Entering unit)) Equal to Infernal) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 3000)) else do (Do nothing)
    If ((Unit-type of (Entering unit)) Equal to Phoenix) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] - 25000)) else do (Do nothing)
achat 1
  Events
    Unit - A unit enters Shrine_1 <gen>
  Conditions
    ((Entering unit) is A structure) Equal to False
  Actions
    If (((Unit-type of (Entering unit)) Not equal to Rot Golem) and ((Unit-type of (Entering unit)) Not equal to Infernal)) then do (Create 2.(Unit-type of (Entering unit)) for (Owner of (Entering unit)) at (Center of (Playable map area)) facing Default building facing degrees) else do (Do nothing)
    Unit Group - Pick every unit in (Last created unit group) and do (Move (Picked unit) instantly to (Random point in depart_2 <gen>))
    Unit - Move (Entering unit) instantly to (Random point in depart_2 <gen>)
achat 2
  Events
    Unit - A unit enters Shrine_2 <gen>
  Conditions
    ((Entering unit) is A structure) Equal to False
  Actions
    If (((Unit-type of (Entering unit)) Not equal to Rot Golem) and ((Unit-type of (Entering unit)) Not equal to Infernal)) then do (Create 2.(Unit-type of (Entering unit)) for (Owner of (Entering unit)) at (Center of (Playable map area)) facing Default building facing degrees) else do (Do nothing)
    Unit Group - Pick every unit in (Last created unit group) and do (Move (Picked unit) instantly to (Random point in depart_3 <gen>))
    Unit - Move (Entering unit) instantly to (Random point in depart_3 <gen>)
achat 3
  Events
    Unit - A unit enters Shrine_3 <gen>
  Conditions
    ((Entering unit) is A structure) Equal to False
  Actions
    If (((Unit-type of (Entering unit)) Not equal to Rot Golem) and ((Unit-type of (Entering unit)) Not equal to Infernal)) then do (Create 2.(Unit-type of (Entering unit)) for (Owner of (Entering unit)) at (Center of (Playable map area)) facing Default building facing degrees) else do (Do nothing)
    Unit Group - Pick every unit in (Last created unit group) and do (Move (Picked unit) instantly to (Random point in depart_4 <gen>))
    Unit - Move (Entering unit) instantly to (Random point in depart_4 <gen>)
achat 4
  Events
    Unit - A unit enters Shrine_4 <gen>
  Conditions
    ((Entering unit) is A structure) Equal to False
  Actions
    If (((Unit-type of (Entering unit)) Not equal to Rot Golem) and ((Unit-type of (Entering unit)) Not equal to Infernal)) then do (Create 2.(Unit-type of (Entering unit)) for (Owner of (Entering unit)) at (Center of (Playable map area)) facing Default building facing degrees) else do (Do nothing)
    Unit Group - Pick every unit in (Last created unit group) and do (Move (Picked unit) instantly to (Random point in depart_5 <gen>))
    Unit - Move (Entering unit) instantly to (Random point in depart_5 <gen>)
achat 5
  Events
    Unit - A unit enters Shrine_5 <gen>
  Conditions
    ((Entering unit) is A structure) Equal to False
  Actions
    If (((Unit-type of (Entering unit)) Not equal to Rot Golem) and ((Unit-type of (Entering unit)) Not equal to Infernal)) then do (Create 2.(Unit-type of (Entering unit)) for (Owner of (Entering unit)) at (Center of (Playable map area)) facing Default building facing degrees) else do (Do nothing)
    Unit Group - Pick every unit in (Last created unit group) and do (Move (Picked unit) instantly to (Random point in depart_6 <gen>))
    Unit - Move (Entering unit) instantly to (Random point in depart_6 <gen>)
achat 6
  Events
    Unit - A unit enters Shrine_6 <gen>
  Conditions
    ((Entering unit) is A structure) Equal to False
  Actions
    If (((Unit-type of (Entering unit)) Not equal to Rot Golem) and ((Unit-type of (Entering unit)) Not equal to Infernal)) then do (Create 2.(Unit-type of (Entering unit)) for (Owner of (Entering unit)) at (Center of (Playable map area)) facing Default building facing degrees) else do (Do nothing)
    Unit Group - Pick every unit in (Last created unit group) and do (Move (Picked unit) instantly to (Random point in depart_7 <gen>))
    Unit - Move (Entering unit) instantly to (Random point in depart_7 <gen>)
achat 7
  Events
    Unit - A unit enters Shrine_7 <gen>
  Conditions
    ((Entering unit) is A structure) Equal to False
  Actions
    If (((Unit-type of (Entering unit)) Not equal to Rot Golem) and ((Unit-type of (Entering unit)) Not equal to Infernal)) then do (Create 2.(Unit-type of (Entering unit)) for (Owner of (Entering unit)) at (Center of (Playable map area)) facing Default building facing degrees) else do (Do nothing)
    Unit Group - Pick every unit in (Last created unit group) and do (Move (Picked unit) instantly to (Random point in depart_8 <gen>))
    Unit - Move (Entering unit) instantly to (Random point in depart_8 <gen>)
achat 8
  Events
    Unit - A unit enters Shrine_8 <gen>
  Conditions
    ((Entering unit) is A structure) Equal to False
  Actions
    If (((Unit-type of (Entering unit)) Not equal to Rot Golem) and ((Unit-type of (Entering unit)) Not equal to Infernal)) then do (Create 2.(Unit-type of (Entering unit)) for (Owner of (Entering unit)) at (Center of (Playable map area)) facing Default building facing degrees) else do (Do nothing)
    Unit Group - Pick every unit in (Last created unit group) and do (Move (Picked unit) instantly to (Random point in depart_9 <gen>))
    Unit - Move (Entering unit) instantly to (Random point in depart_9 <gen>)
achat 9
  Events
    Unit - A unit enters Shrine_9 <gen>
  Conditions
    ((Entering unit) is A structure) Equal to False
  Actions
    If (((Unit-type of (Entering unit)) Not equal to Rot Golem) and ((Unit-type of (Entering unit)) Not equal to Infernal)) then do (Create 2.(Unit-type of (Entering unit)) for (Owner of (Entering unit)) at (Center of (Playable map area)) facing Default building facing degrees) else do (Do nothing)
    Unit Group - Pick every unit in (Last created unit group) and do (Move (Picked unit) instantly to (Random point in depart_10 <gen>))
    Unit - Move (Entering unit) instantly to (Random point in depart_10 <gen>)
achat 10
  Events
    Unit - A unit enters Shrine_10 <gen>
  Conditions
    ((Entering unit) is A structure) Equal to False
  Actions
    If (((Unit-type of (Entering unit)) Not equal to Rot Golem) and ((Unit-type of (Entering unit)) Not equal to Infernal)) then do (Create 2.(Unit-type of (Entering unit)) for (Owner of (Entering unit)) at (Center of (Playable map area)) facing Default building facing degrees) else do (Do nothing)
    Unit Group - Pick every unit in (Last created unit group) and do (Move (Picked unit) instantly to (Random point in arrivee_11 <gen>))
    Unit - Move (Entering unit) instantly to (Random point in depart_11 <gen>)
achat 11
  Events
    Unit - A unit enters Shrine_11 <gen>
  Conditions
    ((Entering unit) is A structure) Equal to False
  Actions
    If (((Unit-type of (Entering unit)) Not equal to Rot Golem) and ((Unit-type of (Entering unit)) Not equal to Infernal)) then do (Create 2.(Unit-type of (Entering unit)) for (Owner of (Entering unit)) at (Center of (Playable map area)) facing Default building facing degrees) else do (Do nothing)
    Unit Group - Pick every unit in (Last created unit group) and do (Move (Picked unit) instantly to (Random point in depart_1 <gen>))
    Unit - Move (Entering unit) instantly to (Random point in depart_1 <gen>)
Income
  Events
    Time - incometimer expires
  Conditions
  Actions
    For each (Integer A) from 1 to 11, do (Add Income[(Integer A)] to (Player((Integer A))).Current gold)
    For each (Integer A) from 1 to 11, do (If (incomeview[(Integer A)] Equal to True) then do (Display to (Player group((Player((Integer A))))) the text: (Your income is : + (String(Income[(Integer A)])))) else do (Do nothing))
fire
  Events
    Unit - A unit enters feu <gen>
  Conditions
  Actions
    Set VariableSet unit_temp = Fire tower
    If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Kill (Entering unit)) else do (Do nothing)
    If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Create 1.unit_temp for (Owner of (Entering unit)) at (Random point in Tech_Area <gen>) facing Default building facing degrees) else do (Do nothing)
fire Copy
  Events
    Unit - A unit enters feu_Copy <gen>
  Conditions
  Actions
    Set VariableSet unit_temp = Fire tower
    If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Kill (Entering unit)) else do (Do nothing)
    If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Create 1.unit_temp for (Owner of (Entering unit)) at (Random point in Tech_Area <gen>) facing Default building facing degrees) else do (Do nothing)
glace
  Events
    Unit - A unit enters glace <gen>
  Conditions
  Actions
    Set VariableSet unit_temp = Ice tower
    If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Kill (Entering unit)) else do (Do nothing)
    If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Create 1.unit_temp for (Owner of (Entering unit)) at (Random point in Tech_Area <gen>) facing Default building facing degrees) else do (Do nothing)
glace Copy
  Events
    Unit - A unit enters glace_Copy <gen>
  Conditions
  Actions
    Set VariableSet unit_temp = Ice tower
    If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Kill (Entering unit)) else do (Do nothing)
    If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Create 1.unit_temp for (Owner of (Entering unit)) at (Random point in Tech_Area <gen>) facing Default building facing degrees) else do (Do nothing)
elec
  Events
    Unit - A unit enters foudre <gen>
  Conditions
  Actions
    Set VariableSet unit_temp = Electricity tower
    If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Kill (Entering unit)) else do (Display to (Player group((Owner of (Entering unit)))) the text: YOU HAVE ALREADY THIS TECHNOLOGIE !!!)
    If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Create 1.unit_temp for (Owner of (Entering unit)) at (Random point in Tech_Area <gen>) facing Default building facing degrees) else do (Do nothing)
elec Copy
  Events
    Unit - A unit enters foudre_Copy <gen>
  Conditions
  Actions
    Set VariableSet unit_temp = Electricity tower
    If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Kill (Entering unit)) else do (Do nothing)
    If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Create 1.unit_temp for (Owner of (Entering unit)) at (Random point in Tech_Area <gen>) facing Default building facing degrees) else do (Do nothing)
lumiere
  Events
    Unit - A unit enters Light <gen>
  Conditions
  Actions
    Set VariableSet unit_temp = Light tower
    If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Kill (Entering unit)) else do (Do nothing)
    If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Create 1.unit_temp for (Owner of (Entering unit)) at (Random point in Tech_Area <gen>) facing Default building facing degrees) else do (Do nothing)
lumiere Copy
  Events
    Unit - A unit enters Light_Copy <gen>
  Conditions
  Actions
    Set VariableSet unit_temp = Light tower
    If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Kill (Entering unit)) else do (Do nothing)
    If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Create 1.unit_temp for (Owner of (Entering unit)) at (Random point in Tech_Area <gen>) facing Default building facing degrees) else do (Do nothing)
ombre
  Events
    Unit - A unit enters Shadow <gen>
  Conditions
  Actions
    Set VariableSet unit_temp = Dark tower
    If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Kill (Entering unit)) else do (Do nothing)
    If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Create 1.unit_temp for (Owner of (Entering unit)) at (Random point in Tech_Area <gen>) facing Default building facing degrees) else do (Do nothing)
ombre Copy
  Events
    Unit - A unit enters Shadow_Copy <gen>
  Conditions
  Actions
    Set VariableSet unit_temp = Dark tower
    If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Kill (Entering unit)) else do (Do nothing)
    If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Create 1.unit_temp for (Owner of (Entering unit)) at (Random point in Tech_Area <gen>) facing Default building facing degrees) else do (Do nothing)
fire 1
  Events
    Unit - A unit enters feu_1 <gen>
  Conditions
    (Number of units in (Units owned by (Owner of (Entering unit)) of type Fire tower)) Greater than 0
  Actions
    Set VariableSet unit_temp = Fire 1
    If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Kill (Entering unit)) else do (Do nothing)
    If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Create 1.unit_temp for (Owner of (Entering unit)) at (Random point in Tech_Area <gen>) facing Default building facing degrees) else do (Do nothing)
fire 1 Copy
  Events
    Unit - A unit enters feu_1_Copy <gen>
  Conditions
    (Number of units in (Units owned by (Owner of (Entering unit)) of type Fire tower)) Greater than 0
  Actions
    Set VariableSet unit_temp = Fire 1
    If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Kill (Entering unit)) else do (Do nothing)
    If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Create 1.unit_temp for (Owner of (Entering unit)) at (Random point in Tech_Area <gen>) facing Default building facing degrees) else do (Do nothing)
fire 2
  Events
    Unit - A unit enters feu_2 <gen>
  Conditions
    (Number of units in (Units owned by (Owner of (Entering unit)) of type Fire tower)) Greater than 0
  Actions
    Set VariableSet unit_temp = Fire 2
    If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Kill (Entering unit)) else do (Do nothing)
    If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Create 1.unit_temp for (Owner of (Entering unit)) at (Random point in Tech_Area <gen>) facing Default building facing degrees) else do (Do nothing)
fire 2 Copy
  Events
    Unit - A unit enters feu_2_Copy <gen>
  Conditions
    (Number of units in (Units owned by (Owner of (Entering unit)) of type Fire tower)) Greater than 0
  Actions
    Set VariableSet unit_temp = Fire 2
    If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Kill (Entering unit)) else do (Do nothing)
    If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Create 1.unit_temp for (Owner of (Entering unit)) at (Random point in Tech_Area <gen>) facing Default building facing degrees) else do (Do nothing)
glace 1
  Events
    Unit - A unit enters glace_1 <gen>
  Conditions
    (Number of units in (Units owned by (Owner of (Entering unit)) of type Ice tower)) Greater than 0
  Actions
    Set VariableSet unit_temp = Ice 1
    If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Kill (Entering unit)) else do (Do nothing)
    If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Create 1.unit_temp for (Owner of (Entering unit)) at (Random point in Tech_Area <gen>) facing Default building facing degrees) else do (Do nothing)
glace 1 Copy
  Events
    Unit - A unit enters glace_1_Copy <gen>
  Conditions
    (Number of units in (Units owned by (Owner of (Entering unit)) of type Ice tower)) Greater than 0
  Actions
    Set VariableSet unit_temp = Ice 1
    If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Kill (Entering unit)) else do (Do nothing)
    If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Create 1.unit_temp for (Owner of (Entering unit)) at (Random point in Tech_Area <gen>) facing Default building facing degrees) else do (Do nothing)
glace 2
  Events
    Unit - A unit enters glace_2 <gen>
  Conditions
    (Number of units in (Units owned by (Owner of (Entering unit)) of type Ice tower)) Greater than 0
  Actions
    Set VariableSet unit_temp = Ice 2
    If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Kill (Entering unit)) else do (Do nothing)
    If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Create 1.unit_temp for (Owner of (Entering unit)) at (Random point in Tech_Area <gen>) facing Default building facing degrees) else do (Do nothing)
glace 2 Copy
  Events
    Unit - A unit enters glace_2_Copy <gen>
  Conditions
    (Number of units in (Units owned by (Owner of (Entering unit)) of type Ice tower)) Greater than 0
  Actions
    Set VariableSet unit_temp = Ice 2
    If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Kill (Entering unit)) else do (Do nothing)
    If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Create 1.unit_temp for (Owner of (Entering unit)) at (Random point in Tech_Area <gen>) facing Default building facing degrees) else do (Do nothing)
elec 1
  Events
    Unit - A unit enters foudre_1 <gen>
  Conditions
    (Number of units in (Units owned by (Owner of (Entering unit)) of type Electricity tower)) Greater than 0
  Actions
    Set VariableSet unit_temp = Elec 1
    If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Kill (Entering unit)) else do (Do nothing)
    If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Create 1.unit_temp for (Owner of (Entering unit)) at (Random point in Tech_Area <gen>) facing Default building facing degrees) else do (Do nothing)
elec 1 Copy
  Events
    Unit - A unit enters foudre_1_Copy <gen>
  Conditions
    (Number of units in (Units owned by (Owner of (Entering unit)) of type Electricity tower)) Greater than 0
  Actions
    Set VariableSet unit_temp = Elec 1
    If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Kill (Entering unit)) else do (Do nothing)
    If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Create 1.unit_temp for (Owner of (Entering unit)) at (Random point in Tech_Area <gen>) facing Default building facing degrees) else do (Do nothing)
elec 2
  Events
    Unit - A unit enters foudre_2 <gen>
  Conditions
    (Number of units in (Units owned by (Owner of (Entering unit)) of type Electricity tower)) Greater than 0
  Actions
    Set VariableSet unit_temp = Elec 2
    If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Kill (Entering unit)) else do (Do nothing)
    If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Create 1.unit_temp for (Owner of (Entering unit)) at (Random point in Tech_Area <gen>) facing Default building facing degrees) else do (Do nothing)
elec 2 Copy
  Events
    Unit - A unit enters foudre_2_Copy <gen>
  Conditions
    (Number of units in (Units owned by (Owner of (Entering unit)) of type Electricity tower)) Greater than 0
  Actions
    Set VariableSet unit_temp = Elec 2
    If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Kill (Entering unit)) else do (Do nothing)
    If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Create 1.unit_temp for (Owner of (Entering unit)) at (Random point in Tech_Area <gen>) facing Default building facing degrees) else do (Do nothing)
lumiere 1
  Events
    Unit - A unit enters Light_1 <gen>
  Conditions
    (Number of units in (Units owned by (Owner of (Entering unit)) of type Light tower)) Greater than 0
  Actions
    Set VariableSet unit_temp = Light 1
    If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Kill (Entering unit)) else do (Do nothing)
    If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Create 1.unit_temp for (Owner of (Entering unit)) at (Random point in Tech_Area <gen>) facing Default building facing degrees) else do (Do nothing)
lumiere 1 Copy
  Events
    Unit - A unit enters Light_1_Copy <gen>
  Conditions
    (Number of units in (Units owned by (Owner of (Entering unit)) of type Light tower)) Greater than 0
  Actions
    Set VariableSet unit_temp = Light 1
    If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Kill (Entering unit)) else do (Do nothing)
    If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Create 1.unit_temp for (Owner of (Entering unit)) at (Random point in Tech_Area <gen>) facing Default building facing degrees) else do (Do nothing)
lumiere 2
  Events
    Unit - A unit enters Light_2 <gen>
  Conditions
    (Number of units in (Units owned by (Owner of (Entering unit)) of type Light tower)) Greater than 0
  Actions
    Set VariableSet unit_temp = Light 2
    If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Kill (Entering unit)) else do (Do nothing)
    If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Create 1.unit_temp for (Owner of (Entering unit)) at (Random point in Tech_Area <gen>) facing Default building facing degrees) else do (Do nothing)
lumiere 2 Copy
  Events
    Unit - A unit enters Light_2_Copy <gen>
  Conditions
    (Number of units in (Units owned by (Owner of (Entering unit)) of type Light tower)) Greater than 0
  Actions
    Set VariableSet unit_temp = Light 2
    If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Kill (Entering unit)) else do (Do nothing)
    If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Create 1.unit_temp for (Owner of (Entering unit)) at (Random point in Tech_Area <gen>) facing Default building facing degrees) else do (Do nothing)
ombre 1
  Events
    Unit - A unit enters Shadow_1 <gen>
  Conditions
    (Number of units in (Units owned by (Owner of (Entering unit)) of type Dark tower)) Greater than 0
  Actions
    Set VariableSet unit_temp = Shadow 1
    If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Kill (Entering unit)) else do (Do nothing)
    If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Create 1.unit_temp for (Owner of (Entering unit)) at (Random point in Tech_Area <gen>) facing Default building facing degrees) else do (Do nothing)
ombre 1 Copy
  Events
    Unit - A unit enters Shadow_1_Copy <gen>
  Conditions
    (Number of units in (Units owned by (Owner of (Entering unit)) of type Dark tower)) Greater than 0
  Actions
    Set VariableSet unit_temp = Shadow 1
    If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Kill (Entering unit)) else do (Do nothing)
    If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Create 1.unit_temp for (Owner of (Entering unit)) at (Random point in Tech_Area <gen>) facing Default building facing degrees) else do (Do nothing)
ombre 2
  Events
    Unit - A unit enters Shadow_2 <gen>
  Conditions
    (Number of units in (Units owned by (Owner of (Entering unit)) of type Dark tower)) Greater than 0
  Actions
    Set VariableSet unit_temp = Shadow 2
    If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Kill (Entering unit)) else do (Do nothing)
    If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Create 1.unit_temp for (Owner of (Entering unit)) at (Random point in Tech_Area <gen>) facing Default building facing degrees) else do (Do nothing)
ombre 2 Copy
  Events
    Unit - A unit enters Shadow_2_Copy <gen>
  Conditions
    (Number of units in (Units owned by (Owner of (Entering unit)) of type Dark tower)) Greater than 0
  Actions
    Set VariableSet unit_temp = Shadow 2
    If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Kill (Entering unit)) else do (Do nothing)
    If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Create 1.unit_temp for (Owner of (Entering unit)) at (Random point in Tech_Area <gen>) facing Default building facing degrees) else do (Do nothing)
help
  Events
    Player - Player 1 (Red) types a chat message containing -help (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -help (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -help (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -help (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -help (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -help (stringnoformat) as An exact match
    Player - Player 7 (Green) types a chat message containing -help (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing -help (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -help (stringnoformat) as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -help (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -help (stringnoformat) as An exact match
  Conditions
  Actions
    Game - Display to (Player group((Triggering player))) for 10.00 seconds the text: Check the quest menu for information about the game......
destroy
  Events
    Player - Player 1 (Red) types a chat message containing -destroy (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -destroy (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -destroy (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -destroy (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -destroy (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -destroy (stringnoformat) as An exact match
    Player - Player 7 (Green) types a chat message containing -destroy (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing -destroy (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -destroy (stringnoformat) as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -destroy (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -destroy (stringnoformat) as An exact match
  Conditions
  Actions
    Unit Group - Pick every unit in (Units currently selected by (Triggering player)) and do (If ((((Picked unit) is A structure) Equal to True) and (((Owner of (Picked unit)) Equal to (Triggering player)) and (((Unit-type of (Picked unit)) Not equal to Shrine) and ((Unit-type of (Picked unit)) Not equal to Super Shrine)))) then do (Kill (Picked unit)) else do (Do nothing))
incomeview off
  Events
    Player - Player 1 (Red) types a chat message containing -incomeoff (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -incomeoff (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -incomeoff (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -incomeoff (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -incomeoff (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -incomeoff (stringnoformat) as An exact match
    Player - Player 7 (Green) types a chat message containing -incomeoff (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing -incomeoff (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -incomeoff (stringnoformat) as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -incomeoff (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -incomeoff (stringnoformat) as An exact match
  Conditions
  Actions
    Set VariableSet incomeview[(Player number of (Triggering player))] = False
incomeview on
  Events
    Player - Player 1 (Red) types a chat message containing -incomeon (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -incomeon (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -incomeon (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -incomeon (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -incomeon (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -incomeon (stringnoformat) as An exact match
    Player - Player 7 (Green) types a chat message containing -incomeon (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing -incomeon (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -incomeon (stringnoformat) as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -incomeon (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -incomeon (stringnoformat) as An exact match
  Conditions
  Actions
    Set VariableSet incomeview[(Player number of (Triggering player))] = True
income
  Events
    Player - Player 1 (Red) types a chat message containing -income (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -income (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -income (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -income (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -income (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -income (stringnoformat) as An exact match
    Player - Player 7 (Green) types a chat message containing -income (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing -income (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -income (stringnoformat) as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -income (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -income (stringnoformat) as An exact match
  Conditions
  Actions
    For each (Integer A) from 1 to 11, do (Display to (Player group((Triggering player))) for 6.00 seconds the text: (((String((Integer A))) + ) ) + (String(Income[(Integer A)]))))
uses builders as flags to determine if player is still alive, if only one builder is left awards victory to remaining player
victory 1
  Events
    Time - Every 10.00 seconds of game time
  Conditions
    (Builder 0000 <gen> is alive) Equal to True
    (Builder 0002 <gen> is alive) Equal to False
    (Builder 0008 <gen> is alive) Equal to False
    (Builder 0009 <gen> is alive) Equal to False
    (Builder 0010 <gen> is alive) Equal to False
    (Builder 0011 <gen> is alive) Equal to False
    (Builder 0098 <gen> is alive) Equal to False
    (Builder 0111 <gen> is alive) Equal to False
    (Builder 0112 <gen> is alive) Equal to False
    (Builder 0113 <gen> is alive) Equal to False
    (Builder 0114 <gen> is alive) Equal to False
  Actions
    Floating Text - Create floating text that reads Victory !!! above Builder 0000 <gen> with Z offset 0.00, using font size 15.00, color (100.00%, 25.00%, 25.00%), and 0% transparency
    Game - Display to (All players) the text: ------ Red has won the game !! -------
    Wait 10.00 seconds
    Game - Victory Player 1 (Red) (Show dialogs, Show scores)
    Game - Defeat Player 2 (Blue) with the message: Defeat!
    Game - Defeat Player 3 (Teal) with the message: Defeat!
    Game - Defeat Player 4 (Purple) with the message: Defeat!
    Game - Defeat Player 5 (Yellow) with the message: Defeat!
    Game - Defeat Player 6 (Orange) with the message: Defeat!
    Game - Defeat Player 7 (Green) with the message: Defeat!
    Game - Defeat Player 8 (Pink) with the message: Defeat!
    Game - Defeat Player 9 (Gray) with the message: Defeat!
    Game - Defeat Player 10 (Light Blue) with the message: Defeat!
    Game - Defeat Player 11 (Dark Green) with the message: Defeat!
uses builders as flags to determine if player is still alive, if only one builder is left awards victory to remaining player
victory 2
  Events
    Time - Every 10.00 seconds of game time
  Conditions
    (Builder 0000 <gen> is alive) Equal to False
    (Builder 0002 <gen> is alive) Equal to True
    (Builder 0008 <gen> is alive) Equal to False
    (Builder 0009 <gen> is alive) Equal to False
    (Builder 0010 <gen> is alive) Equal to False
    (Builder 0011 <gen> is alive) Equal to False
    (Builder 0098 <gen> is alive) Equal to False
    (Builder 0111 <gen> is alive) Equal to False
    (Builder 0112 <gen> is alive) Equal to False
    (Builder 0113 <gen> is alive) Equal to False
    (Builder 0114 <gen> is alive) Equal to False
  Actions
    Floating Text - Create floating text that reads Victory !!! above Builder 0002 <gen> with Z offset 3.00, using font size 15.00, color (100.00%, 25.00%, 25.00%), and 0% transparency
    Game - Display to (All players) the text: ------ Blue has won the game !! -------
    Wait 10.00 seconds
    Game - Defeat Player 1 (Red) with the message: Defeat!
    Game - Victory Player 2 (Blue) (Show dialogs, Show scores)
    Game - Defeat Player 3 (Teal) with the message: Defeat!
    Game - Defeat Player 4 (Purple) with the message: Defeat!
    Game - Defeat Player 5 (Yellow) with the message: Defeat!
    Game - Defeat Player 6 (Orange) with the message: Defeat!
    Game - Defeat Player 7 (Green) with the message: Defeat!
    Game - Defeat Player 8 (Pink) with the message: Defeat!
    Game - Defeat Player 9 (Gray) with the message: Defeat!
    Game - Defeat Player 10 (Light Blue) with the message: Defeat!
    Game - Defeat Player 11 (Dark Green) with the message: Defeat!
uses builders as flags to determine if player is still alive, if only one builder is left awards victory to remaining player
victory 3
  Events
    Time - Every 10.00 seconds of game time
  Conditions
    (Builder 0000 <gen> is alive) Equal to False
    (Builder 0002 <gen> is alive) Equal to False
    (Builder 0008 <gen> is alive) Equal to True
    (Builder 0009 <gen> is alive) Equal to False
    (Builder 0010 <gen> is alive) Equal to False
    (Builder 0011 <gen> is alive) Equal to False
    (Builder 0098 <gen> is alive) Equal to False
    (Builder 0111 <gen> is alive) Equal to False
    (Builder 0112 <gen> is alive) Equal to False
    (Builder 0113 <gen> is alive) Equal to False
    (Builder 0114 <gen> is alive) Equal to False
  Actions
    Floating Text - Create floating text that reads Victory !!! above Builder 0008 <gen> with Z offset 3.00, using font size 15.00, color (100.00%, 25.00%, 25.00%), and 0% transparency
    Game - Display to (All players) the text: ------ Teal has won the game !! -------
    Wait 10.00 seconds
    Game - Defeat Player 1 (Red) with the message: Defeat!
    Game - Defeat Player 2 (Blue) with the message: Defeat!
    Game - Victory Player 3 (Teal) (Show dialogs, Show scores)
    Game - Defeat Player 4 (Purple) with the message: Defeat!
    Game - Defeat Player 5 (Yellow) with the message: Defeat!
    Game - Defeat Player 6 (Orange) with the message: Defeat!
    Game - Defeat Player 7 (Green) with the message: Defeat!
    Game - Defeat Player 8 (Pink) with the message: Defeat!
    Game - Defeat Player 9 (Gray) with the message: Defeat!
    Game - Defeat Player 10 (Light Blue) with the message: Defeat!
    Game - Defeat Player 11 (Dark Green) with the message: Defeat!
uses builders as flags to determine if player is still alive, if only one builder is left awards victory to remaining player
victory 4
  Events
    Time - Every 10.00 seconds of game time
  Conditions
    (Builder 0000 <gen> is alive) Equal to False
    (Builder 0002 <gen> is alive) Equal to False
    (Builder 0008 <gen> is alive) Equal to False
    (Builder 0009 <gen> is alive) Equal to True
    (Builder 0010 <gen> is alive) Equal to False
    (Builder 0011 <gen> is alive) Equal to False
    (Builder 0098 <gen> is alive) Equal to False
    (Builder 0111 <gen> is alive) Equal to False
    (Builder 0112 <gen> is alive) Equal to False
    (Builder 0113 <gen> is alive) Equal to False
    (Builder 0114 <gen> is alive) Equal to False
  Actions
    Floating Text - Create floating text that reads Victory !!! above Builder 0009 <gen> with Z offset 3.00, using font size 15.00, color (100.00%, 25.00%, 25.00%), and 0% transparency
    Game - Display to (All players) the text: ------ Purple has won the game !! -------
    Wait 10.00 seconds
    Game - Defeat Player 1 (Red) with the message: Defeat!
    Game - Defeat Player 2 (Blue) with the message: Defeat!
    Game - Defeat Player 3 (Teal) with the message: Defeat!
    Game - Victory Player 4 (Purple) (Show dialogs, Show scores)
    Game - Defeat Player 5 (Yellow) with the message: Defeat!
    Game - Defeat Player 6 (Orange) with the message: Defeat!
    Game - Defeat Player 7 (Green) with the message: Defeat!
    Game - Defeat Player 8 (Pink) with the message: Defeat!
    Game - Defeat Player 9 (Gray) with the message: Defeat!
    Game - Defeat Player 10 (Light Blue) with the message: Defeat!
    Game - Defeat Player 11 (Dark Green) with the message: Defeat!
uses builders as flags to determine if player is still alive, if only one builder is left awards victory to remaining player
victory 5
  Events
    Time - Every 10.00 seconds of game time
  Conditions
    (Builder 0000 <gen> is alive) Equal to False
    (Builder 0002 <gen> is alive) Equal to False
    (Builder 0008 <gen> is alive) Equal to False
    (Builder 0009 <gen> is alive) Equal to False
    (Builder 0010 <gen> is alive) Equal to True
    (Builder 0011 <gen> is alive) Equal to False
    (Builder 0098 <gen> is alive) Equal to False
    (Builder 0111 <gen> is alive) Equal to False
    (Builder 0112 <gen> is alive) Equal to False
    (Builder 0113 <gen> is alive) Equal to False
    (Builder 0114 <gen> is alive) Equal to False
  Actions
    Floating Text - Create floating text that reads Victory !!! above Builder 0010 <gen> with Z offset 3.00, using font size 15.00, color (100.00%, 25.00%, 25.00%), and 0% transparency
    Game - Display to (All players) the text: ------ Yellow has won the game !! -------
    Wait 10.00 seconds
    Game - Defeat Player 1 (Red) with the message: Defeat!
    Game - Defeat Player 2 (Blue) with the message: Defeat!
    Game - Defeat Player 3 (Teal) with the message: Defeat!
    Game - Defeat Player 4 (Purple) with the message: Defeat!
    Game - Victory Player 5 (Yellow) (Show dialogs, Show scores)
    Game - Defeat Player 6 (Orange) with the message: Defeat!
    Game - Defeat Player 7 (Green) with the message: Defeat!
    Game - Defeat Player 8 (Pink) with the message: Defeat!
    Game - Defeat Player 9 (Gray) with the message: Defeat!
    Game - Defeat Player 10 (Light Blue) with the message: Defeat!
    Game - Defeat Player 11 (Dark Green) with the message: Defeat!
uses builders as flags to determine if player is still alive, if only one builder is left awards victory to remaining player
victory 6
  Events
    Time - Every 10.00 seconds of game time
  Conditions
    (Builder 0000 <gen> is alive) Equal to False
    (Builder 0002 <gen> is alive) Equal to False
    (Builder 0008 <gen> is alive) Equal to False
    (Builder 0009 <gen> is alive) Equal to False
    (Builder 0010 <gen> is alive) Equal to False
    (Builder 0011 <gen> is alive) Equal to True
    (Builder 0098 <gen> is alive) Equal to False
    (Builder 0111 <gen> is alive) Equal to False
    (Builder 0112 <gen> is alive) Equal to False
    (Builder 0113 <gen> is alive) Equal to False
    (Builder 0114 <gen> is alive) Equal to False
  Actions
    Floating Text - Create floating text that reads Victory !!! above Builder 0011 <gen> with Z offset 3.00, using font size 15.00, color (100.00%, 25.00%, 25.00%), and 0% transparency
    Game - Display to (All players) the text: ------ Orange has won the game !! -------
    Wait 10.00 seconds
    Game - Defeat Player 1 (Red) with the message: Defeat!
    Game - Defeat Player 2 (Blue) with the message: Defeat!
    Game - Defeat Player 3 (Teal) with the message: Defeat!
    Game - Defeat Player 4 (Purple) with the message: Defeat!
    Game - Defeat Player 5 (Yellow) with the message: Defeat!
    Game - Victory Player 6 (Orange) (Show dialogs, Show scores)
    Game - Defeat Player 7 (Green) with the message: Defeat!
    Game - Defeat Player 8 (Pink) with the message: Defeat!
    Game - Defeat Player 9 (Gray) with the message: Defeat!
    Game - Defeat Player 10 (Light Blue) with the message: Defeat!
    Game - Defeat Player 11 (Dark Green) with the message: Defeat!
uses builders as flags to determine if player is still alive, if only one builder is left awards victory to remaining player
victory 7
  Events
    Time - Every 10.00 seconds of game time
  Conditions
    (Builder 0000 <gen> is alive) Equal to False
    (Builder 0002 <gen> is alive) Equal to False
    (Builder 0008 <gen> is alive) Equal to False
    (Builder 0009 <gen> is alive) Equal to False
    (Builder 0010 <gen> is alive) Equal to False
    (Builder 0011 <gen> is alive) Equal to False
    (Builder 0098 <gen> is alive) Equal to True
    (Builder 0111 <gen> is alive) Equal to False
    (Builder 0112 <gen> is alive) Equal to False
    (Builder 0113 <gen> is alive) Equal to False
    (Builder 0114 <gen> is alive) Equal to False
  Actions
    Floating Text - Create floating text that reads Victory !!! above Builder 0098 <gen> with Z offset 3.00, using font size 15.00, color (100.00%, 25.00%, 25.00%), and 0% transparency
    Game - Display to (All players) the text: ------ Green has won the game !! -------
    Wait 10.00 seconds
    Game - Defeat Player 1 (Red) with the message: Defeat!
    Game - Defeat Player 2 (Blue) with the message: Defeat!
    Game - Defeat Player 3 (Teal) with the message: Defeat!
    Game - Defeat Player 4 (Purple) with the message: Defeat!
    Game - Defeat Player 5 (Yellow) with the message: Defeat!
    Game - Defeat Player 6 (Orange) with the message: Defeat!
    Game - Victory Player 7 (Green) (Show dialogs, Show scores)
    Game - Defeat Player 8 (Pink) with the message: Defeat!
    Game - Defeat Player 9 (Gray) with the message: Defeat!
    Game - Defeat Player 10 (Light Blue) with the message: Defeat!
    Game - Defeat Player 11 (Dark Green) with the message: Defeat!
uses builders as flags to determine if player is still alive, if only one builder is left awards victory to remaining player
victory 8
  Events
    Time - Every 10.00 seconds of game time
  Conditions
    (Builder 0000 <gen> is alive) Equal to False
    (Builder 0002 <gen> is alive) Equal to False
    (Builder 0008 <gen> is alive) Equal to False
    (Builder 0009 <gen> is alive) Equal to False
    (Builder 0010 <gen> is alive) Equal to False
    (Builder 0011 <gen> is alive) Equal to False
    (Builder 0098 <gen> is alive) Equal to False
    (Builder 0111 <gen> is alive) Equal to True
    (Builder 0112 <gen> is alive) Equal to False
    (Builder 0113 <gen> is alive) Equal to False
    (Builder 0114 <gen> is alive) Equal to False
  Actions
    Floating Text - Create floating text that reads Victory !!! above Builder 0111 <gen> with Z offset 3.00, using font size 15.00, color (100.00%, 25.00%, 25.00%), and 0% transparency
    Game - Display to (All players) the text: ------ Pink has won the game !! -------
    Wait 10.00 seconds
    Game - Defeat Player 1 (Red) with the message: Defeat!
    Game - Defeat Player 2 (Blue) with the message: Defeat!
    Game - Defeat Player 3 (Teal) with the message: Defeat!
    Game - Defeat Player 4 (Purple) with the message: Defeat!
    Game - Defeat Player 5 (Yellow) with the message: Defeat!
    Game - Defeat Player 6 (Orange) with the message: Defeat!
    Game - Defeat Player 7 (Green) with the message: Defeat!
    Game - Victory Player 8 (Pink) (Show dialogs, Show scores)
    Game - Defeat Player 9 (Gray) with the message: Defeat!
    Game - Defeat Player 10 (Light Blue) with the message: Defeat!
    Game - Defeat Player 11 (Dark Green) with the message: Defeat!
uses builders as flags to determine if player is still alive, if only one builder is left awards victory to remaining player
victory 9
  Events
    Time - Every 10.00 seconds of game time
  Conditions
    (Builder 0000 <gen> is alive) Equal to False
    (Builder 0002 <gen> is alive) Equal to False
    (Builder 0008 <gen> is alive) Equal to False
    (Builder 0009 <gen> is alive) Equal to False
    (Builder 0010 <gen> is alive) Equal to False
    (Builder 0011 <gen> is alive) Equal to False
    (Builder 0098 <gen> is alive) Equal to False
    (Builder 0111 <gen> is alive) Equal to False
    (Builder 0112 <gen> is alive) Equal to True
    (Builder 0113 <gen> is alive) Equal to False
    (Builder 0114 <gen> is alive) Equal to False
  Actions
    Floating Text - Create floating text that reads Victory !!! above Builder 0112 <gen> with Z offset 3.00, using font size 15.00, color (100.00%, 25.00%, 25.00%), and 0% transparency
    Game - Display to (All players) the text: ------ Gray has won the game !! -------
    Wait 10.00 seconds
    Game - Defeat Player 1 (Red) with the message: Defeat!
    Game - Defeat Player 2 (Blue) with the message: Defeat!
    Game - Defeat Player 3 (Teal) with the message: Defeat!
    Game - Defeat Player 4 (Purple) with the message: Defeat!
    Game - Defeat Player 5 (Yellow) with the message: Defeat!
    Game - Defeat Player 6 (Orange) with the message: Defeat!
    Game - Defeat Player 7 (Green) with the message: Defeat!
    Game - Defeat Player 8 (Pink) with the message: Defeat!
    Game - Victory Player 9 (Gray) (Show dialogs, Show scores)
    Game - Defeat Player 10 (Light Blue) with the message: Defeat!
    Game - Defeat Player 11 (Dark Green) with the message: Defeat!
uses builders as flags to determine if player is still alive, if only one builder is left awards victory to remaining player
victory 10
  Events
    Time - Every 10.00 seconds of game time
  Conditions
    (Builder 0000 <gen> is alive) Equal to False
    (Builder 0002 <gen> is alive) Equal to False
    (Builder 0008 <gen> is alive) Equal to False
    (Builder 0009 <gen> is alive) Equal to False
    (Builder 0010 <gen> is alive) Equal to False
    (Builder 0011 <gen> is alive) Equal to False
    (Builder 0098 <gen> is alive) Equal to False
    (Builder 0111 <gen> is alive) Equal to False
    (Builder 0112 <gen> is alive) Equal to False
    (Builder 0113 <gen> is alive) Equal to True
    (Builder 0114 <gen> is alive) Equal to False
  Actions
    Floating Text - Create floating text that reads Victory !!! above Builder 0113 <gen> with Z offset 3.00, using font size 15.00, color (100.00%, 25.00%, 25.00%), and 0% transparency
    Game - Display to (All players) the text: ------ Light Blue has won the game !! -------
    Wait 10.00 seconds
    Game - Defeat Player 1 (Red) with the message: Defeat!
    Game - Defeat Player 2 (Blue) with the message: Defeat!
    Game - Defeat Player 3 (Teal) with the message: Defeat!
    Game - Defeat Player 4 (Purple) with the message: Defeat!
    Game - Defeat Player 5 (Yellow) with the message: Defeat!
    Game - Defeat Player 6 (Orange) with the message: Defeat!
    Game - Defeat Player 7 (Green) with the message: Defeat!
    Game - Defeat Player 8 (Pink) with the message: Defeat!
    Game - Defeat Player 9 (Gray) with the message: Defeat!
    Game - Victory Player 10 (Light Blue) (Show dialogs, Show scores)
    Game - Defeat Player 11 (Dark Green) with the message: Defeat!
uses builders as flags to determine if player is still alive, if only one builder is left awards victory to remaining player
victory 11
  Events
    Time - Every 10.00 seconds of game time
  Conditions
    (Builder 0000 <gen> is alive) Equal to False
    (Builder 0002 <gen> is alive) Equal to False
    (Builder 0008 <gen> is alive) Equal to False
    (Builder 0009 <gen> is alive) Equal to False
    (Builder 0010 <gen> is alive) Equal to False
    (Builder 0011 <gen> is alive) Equal to False
    (Builder 0098 <gen> is alive) Equal to False
    (Builder 0111 <gen> is alive) Equal to False
    (Builder 0112 <gen> is alive) Equal to False
    (Builder 0113 <gen> is alive) Equal to False
    (Builder 0114 <gen> is alive) Equal to True
  Actions
    Floating Text - Create floating text that reads Victory !!! above Builder 0114 <gen> with Z offset 3.00, using font size 15.00, color (100.00%, 25.00%, 25.00%), and 0% transparency
    Game - Display to (All players) the text: ------ Dark Green has won the game !! -------
    Wait 10.00 seconds
    Game - Defeat Player 1 (Red) with the message: Defeat!
    Game - Defeat Player 2 (Blue) with the message: Defeat!
    Game - Defeat Player 3 (Teal) with the message: Defeat!
    Game - Defeat Player 4 (Purple) with the message: Defeat!
    Game - Defeat Player 5 (Yellow) with the message: Defeat!
    Game - Defeat Player 6 (Orange) with the message: Defeat!
    Game - Defeat Player 7 (Green) with the message: Defeat!
    Game - Defeat Player 8 (Pink) with the message: Defeat!
    Game - Defeat Player 9 (Gray) with the message: Defeat!
    Game - Defeat Player 10 (Light Blue) with the message: Defeat!
    Game - Victory Player 11 (Dark Green) (Show dialogs, Show scores)
Gameplay
  Events
    Time - Elapsed game time is 1.00 seconds
  Conditions
  Actions
    Quest - Create a Required quest titled Basic Gameplay with the description Line Tower Wars is a tower defence game, the object of which is twofold, summon creeps to steal lives from the player(s) to your right, while building towers to defend yourself from the player(s) to your left. Summoned creeps which make it to the bottom of your lane steal one life from you. Likewise each creature you get through your opponents maze gives you an extra life. To win the game, you must eliminate all the other players by stealing all of their lives.The neutral referee will destroy your defensive towers if you do not leave a path though your maze -- blocking is not allowed !!See the following sections for more detailed explanations of various game aspects. Good luck, using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
    Quest - Create a Required quest titled Summoning with the description In the centerline of the map you have two buildings, a shrine and a super shrine. At these buildings you may purchase creeps to send at your opponents. Most importantly, summoning creeps raises your income and gives you the chance to steal lives from the other players. Experienced players realize that usually, all other things being equal, the player with the highest income is in the best position to win the game. I highly reccomend that you build just enough defense to kill what your opponents are sending, while challenging the downstream opponents with as many creeps as you can., using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
    Quest - Create a Required quest titled Income with the description At the beginning of the game you have 30 gold in the bank, and a starting income of 25 gold. Every 20 seconds of game time your income is added to your bank, there is a timer that displays the time remaining to the next income cycle. As income is paid, all players are given a text mesage showing the current income of every player in the game. I strongly advise you to pay attension to that list as it is critical to know who is capable of summoning the higher end creeps. Try to raise your income quickly, as the higher level creeps are far more effective at penetrating (or in the case of attackers - destroying) your opponents defences.Raise Income : Every creep you summon at the shrine/super shrine increases your income base by the amount listed in the tooltip. The only exception is the Phoenix attacking unit which LOWERS your income by 25,000 gold. Note that lower cost creeps generally have a better cost to income ratio then higher level creeps., using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
    Quest - Create a Required quest titled Technology with the description Below your shrine/super shrine area is the tech area, in which you have 3 starting wisps. Across from the wisps are circles of power with their corrosponding elemental towers. Use the wisps to chose which towers you want to build (all the high level towers upgrade from the Elemental towers built by your builder). When you eliminate another player, you are given an extra wisp to buy new technologies with.If this is your first time playing, i suggest you pick the light towers, and the enchanted mushroom as your first technology picks., using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
    Quest - Create a Optional quest titled Elemental Towers with the description Fire (slow fire rate,good damage, all towers have splash):Basic upgrade - barbeque : small splash moderate damagetier 2 - magma well : larger splash better dmgtier 3 * - meteor attractor : reasonable splash good damagetier 3 * - grenade tower : Ground Only large dmg + splashIce (balenced element)Basic upgrade - Frost Tower : single target, has frost slow abilitytier 2 - Blessed water : single target no slowing abilitytier 3* -Ultimate ice tower : splash, moderate dmg, slowstier 3* -Ultimate water tower: single target, doesn't slowElectricity (high dmg single target towers)basic upgrade - Short circuit : short range single targettier 2 - Electric Cannon : single target, can stuntier 3* - Lightning Generator : single target, very fasttier 3* - Reflector : has bounce attack capable of hitting multiple targets, slower firing.Light (Good all around towers)Basic upgrade - Little bird: long range single targettier 2 - Holy Lantern:medium range, single targettier 3* - Enchanted Mushroom: good aoe, moderate dmgtier 3* - Sorceress Tower: single target, has slow aura Death (High Dmg, slow poison, expensive towers)Basic upgrade - Poison well: single target, slow poisontier 2 - Damned tower: single target, slow poisontier 3* - Septic Tank: single target, slow poisontier 3* - Swarmcaller: large splash, high dmg, using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
    Quest - Create a Optional quest titled Cross Technology Towers with the description There are 10 new advanced towers added in 3.8. To upgrade to these towers you must have the required technologies listed below.Flaming Mushroom : enchanted mushroom + fire level 1Wizard Tower: sorceress tower + ice level 1Moonbeam Tower : Meteor Attractor + light level 1Mortar Tower: Grenade Tower + death level 1Gravedigger: Septic Tank + electric level 1Plaguemaker: Swarmcaller + fire level 1Scorpion Tower : Lightning Generator + death level 1Static Generator: Reflector + ice level 1Hurricane elemental: Ultimate water tower + electric level 1Glacial Tower: Ultimate ice tower + light level 1these towers are created by upgrading the appropriate tier 3 elemental tower. ie. the wizard tower is upgraded from the sorceress tower., using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
    Quest - Create a Optional quest titled Commands with the description |cffff0000Red Commands|r-boot (player) or -kick (player)Red, blue, teal, purple, yellow, orange/oj, green, pink, gray/grey, light blue/lb, and dark green/dg are the names.|cff3377ffPlayer Commands|r-incomeon : Shows your income every time you recieve it-incomeoff : Does not display your income-destroy : Destroys the towers you current have selected., using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Kick Red
  Events
    Player - Player 1 (Red) types a chat message containing -boot blue (stringnoformat) as An exact match
    Player - Player 1 (Red) types a chat message containing -kick blue (stringnoformat) as An exact match
  Conditions
    (Color of Player 1 (Red)) Equal to Red
  Actions
    Game - Defeat Player 1 (Red) with the message: (Wow, that was smart, |cff0000 + ((Name of Player 1 (Red)) + |r.))
Kick Blue
  Events
    Player - Player 1 (Red) types a chat message containing -boot blue (stringnoformat) as An exact match
    Player - Player 1 (Red) types a chat message containing -kick blue (stringnoformat) as An exact match
  Conditions
    (Color of Player 1 (Red)) Equal to Red
  Actions
    Game - Defeat Player 2 (Blue) with the message: (You made |cff0000 + ((Name of Player 1 (Red)) + |r mad! Bye!))
Kick Teal
  Events
    Player - Player 1 (Red) types a chat message containing -boot teal (stringnoformat) as An exact match
    Player - Player 1 (Red) types a chat message containing -kick teal (stringnoformat) as An exact match
  Conditions
    (Color of Player 1 (Red)) Equal to Red
  Actions
    Game - Defeat Player 3 (Teal) with the message: (You made |cff0000 + ((Name of Player 1 (Red)) + |r mad! Bye!))
Kick Purple
  Events
    Player - Player 1 (Red) types a chat message containing -boot purple (stringnoformat) as An exact match
    Player - Player 1 (Red) types a chat message containing -kick purple (stringnoformat) as An exact match
  Conditions
    (Color of Player 1 (Red)) Equal to Red
  Actions
    Game - Defeat Player 4 (Purple) with the message: (You made |cff0000 + ((Name of Player 1 (Red)) + |r mad! Bye!))
Kick Yellow
  Events
    Player - Player 1 (Red) types a chat message containing -boot yellow (stringnoformat) as An exact match
    Player - Player 1 (Red) types a chat message containing -kick yellow (stringnoformat) as An exact match
  Conditions
    (Color of Player 1 (Red)) Equal to Red
  Actions
    Game - Defeat Player 5 (Yellow) with the message: (You made |cff0000 + ((Name of Player 1 (Red)) + |r mad! Bye!))
Kick Orange
  Events
    Player - Player 1 (Red) types a chat message containing -boot orange (stringnoformat) as An exact match
    Player - Player 1 (Red) types a chat message containing -boot oj (stringnoformat) as An exact match
    Player - Player 1 (Red) types a chat message containing -kick orange (stringnoformat) as An exact match
    Player - Player 1 (Red) types a chat message containing -kick oj (stringnoformat) as An exact match
  Conditions
    (Color of Player 1 (Red)) Equal to Red
  Actions
    Game - Defeat Player 6 (Orange) with the message: (You made |cff0000 + ((Name of Player 1 (Red)) + |r mad! Bye!))
Kick Green
  Events
    Player - Player 1 (Red) types a chat message containing -boot green (stringnoformat) as An exact match
    Player - Player 1 (Red) types a chat message containing -kick green (stringnoformat) as An exact match
  Conditions
    (Color of Player 1 (Red)) Equal to Red
  Actions
    Game - Defeat Player 7 (Green) with the message: (You made |cff0000 + ((Name of Player 1 (Red)) + |r mad! Bye!))
Kick Pink
  Events
    Player - Player 1 (Red) types a chat message containing -boot pink (stringnoformat) as An exact match
    Player - Player 1 (Red) types a chat message containing -kick pink (stringnoformat) as An exact match
  Conditions
    (Color of Player 1 (Red)) Equal to Red
  Actions
    Game - Defeat Player 8 (Pink) with the message: (You made |cff0000 + ((Name of Player 1 (Red)) + |r mad! Bye!))
Kick Gray
  Events
    Player - Player 1 (Red) types a chat message containing -boot gray (stringnoformat) as An exact match
    Player - Player 1 (Red) types a chat message containing -boot grey (stringnoformat) as An exact match
    Player - Player 1 (Red) types a chat message containing -kick gray (stringnoformat) as An exact match
    Player - Player 1 (Red) types a chat message containing -kick grey (stringnoformat) as An exact match
  Conditions
    (Color of Player 1 (Red)) Equal to Red
  Actions
    Game - Defeat Player 9 (Gray) with the message: (You made |cff0000 + ((Name of Player 1 (Red)) + |r mad! Bye!))
Kick Light Blue
  Events
    Player - Player 1 (Red) types a chat message containing -boot light blue (stringnoformat) as An exact match
    Player - Player 1 (Red) types a chat message containing -kick light blue (stringnoformat) as An exact match
    Player - Player 1 (Red) types a chat message containing -boot lb (stringnoformat) as An exact match
    Player - Player 1 (Red) types a chat message containing -kick lb (stringnoformat) as An exact match
  Conditions
    (Color of Player 1 (Red)) Equal to Red
  Actions
    Game - Defeat Player 10 (Light Blue) with the message: (You made |cff0000 + ((Name of Player 1 (Red)) + |r mad! Bye!))
Kick Dark Green
  Events
    Player - Player 1 (Red) types a chat message containing -boot dark green (stringnoformat) as An exact match
    Player - Player 1 (Red) types a chat message containing -boot dg (stringnoformat) as An exact match
    Player - Player 1 (Red) types a chat message containing -kick dark green (stringnoformat) as An exact match
    Player - Player 1 (Red) types a chat message containing -kick dg (stringnoformat) as An exact match
  Conditions
    (Color of Player 1 (Red)) Equal to Red
  Actions
    Game - Defeat Player 11 (Dark Green) with the message: (You made |cff0000 + ((Name of Player 1 (Red)) + |r mad! Bye!))