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Trigger Viewer

LOST BATTLES v 2.22.w3x
Variables
Initialization
Initialization
StartInfo
Money
ARRIVAL
GOLDGIVE
WOODGIVE
DISARRIVAL
Effect
CriticalStrike
Damage
Lighting blasts
Death spirits
RESMONSTER ATTACKED
RESMONSTER SPELL
Resonating hole
Assasins attack
Assasins Light
Assasins stealth
DONTATTACKKINGS
FIRESSUPPLY
Abbys1
Abbys2
Ent spawn
dieofkust
Seasons
Start
SEASONS
AStart
A1
Tech and CIV pick
TechandCiv pick
RebellianSyStem
Payed
soldier spawned
soldier Died
Leaderboard
Leaderboardupdate
Spells
Fragmentation catapult attack
Fragmentation catapult attack End
ThunderBoltAttack
SoulApocalypse
Spell1soul
Spell2Arma
Armageddon
TownSystem
Captured3
CapturedResource
CapturedAloneDef
Destroyedcitybuilding
Destroyedcity
BuildCenter
BuildCenter5
BuildCenter3
OTMENA
OTMENA5
OTMENA1
OTMENA3
OTMENAfarm
OTMENAlone
OTMENAsmall
EVENT-"nightofthedead'
Nightoftgedeathstart
Nightoftgedeath
Nightofthedeadmusic
Nightofthedeathupdate
Nightoftgedeathwnd
Terraforming
Terrain under buildingds after season
Terrain under buildingds after construction
Terrain change after construct
Endofking
Dead
Cheats
CHEATZLO
PICKS
SQUADSYSTEM
Creates
OrderOBJECT
OrderPOINT
OrderWITHNOTARGET
COMMANDER DEAD
UNIT DEAD
RENEW SQUAD
DeselectSystem

		
Name Type Is Array Initial Value
Allunits group Yes
AlreadyEntered group No
DEGREE real Yes
Drobcatapulta unit No
golder group Yes
golder2 group Yes
golder3 group Yes
goldloss integer Yes 0
Index integer Yes
KILLANG unit No
Leaderboard leaderboard Yes
loopA integer No 1
RACE integer Yes
SquadCommanderSquad group No
SQUADSYSTEMSYS group Yes
SQUADSYSTEMSYSleader group No
THEDARKWEATHER weathereffect No
TOWN group Yes
TOWNBUILDING group No
Townter unit No
TOWNTOWER group No
Undead unit No
Undeadsquad group No
Undeadsquaddead group No
Undeadsquadtarget group No
unit unit No
wooder group Yes
wooder2 group Yes
wooder3 group Yes
Default melee game initialization for all players
Initialization
  Events
    Map initialization
  Conditions
  Actions
    Set VariableSet Index[100] = 1
    Animation - Play the death (animationname) animation for all doodads of type LOth (doodadcode) within (Playable map area).
    For each (Integer A) from 1 to 12, do (Actions)
      Loop - Actions
        Player - Limit training of Mage guild to 1 for (Player((Integer A)))
        Player - Limit training of Necropolis to 1 for (Player((Integer A)))
        Player - Limit training of Lighting Guard Tower to 6 for (Player((Integer A)))
        Player - Limit training of Death tower to 1 for (Player((Integer A)))
        Player - Limit training of Mage to 3 for (Player((Integer A)))
        Player - Limit training of Battle mage to 2 for (Player((Integer A)))
        Player - Limit training of |c0000FFFFMagic Monster|r to 1 for (Player((Integer A)))
        Player - Limit training of Zombie to 12 for (Player((Integer A)))
        Player - Limit training of Skeleton Warrior to 12 for (Player((Integer A)))
        Player - Limit training of Megaabomination to 1 for (Player((Integer A)))
        Player - Limit training of Assasin to 1 for (Player((Integer A)))
        Player - Limit training of Rogue to 1 for (Player((Integer A)))
        Player - Limit training of Fragmentation catapult to 5 for (Player((Integer A)))
        Player - Limit training of Artillery Guard Tower to 6 for (Player((Integer A)))
        Player - Limit training of Heavy Guard Tower to 10 for (Player((Integer A)))
        Player - Limit training of Battle bear to 1 for (Player((Integer A)))
        Player - Limit training of Battle wolf to 1 for (Player((Integer A)))
        Player - Limit training of Hunter to 1 for (Player((Integer A)))
        Player - Limit training of Steam Tank to 6 for (Player((Integer A)))
        Player - Limit training of Freezer to 1 for (Player((Integer A)))
        Player - Limit training of Rifleman to 1 for (Player((Integer A)))
        Player - Limit training of King's guard to 1 for (Player((Integer A)))
        Player - Limit training of Resonator-stormtrooper to 1 for (Player((Integer A)))
        Player - Limit training of Resonator-Guard to 1 for (Player((Integer A)))
        Player - Limit training of Resonating tower to 2 for (Player((Integer A)))
        Player - Limit training of Guard Tower with Resonation aspect to 2 for (Player((Integer A)))
        Player - Limit training of Resonator-monster to 3 for (Player((Integer A)))
        Player - Limit training of Catapult to 5 for (Player((Integer A)))
        Player - Limit training of Ballista to 5 for (Player((Integer A)))
        Player - Limit training of Phoenix to 1 for (Player((Integer A)))
        Player - Limit training of Orb of flame to 1 for (Player((Integer A)))
        Player - Limit training of Artillery Supply Tower to 6 for (Player((Integer A)))
        Player - Limit training of Fortress 5 to 3 for (Player((Integer A)))
        Player - Limit training of Bigger camp 5 to 3 for (Player((Integer A)))
        Player - Limit training of Forgotten 5 to 3 for (Player((Integer A)))
        Player - Limit training of Castle to 1 for (Player((Integer A)))
        Player - Limit training of Orcish City to 1 for (Player((Integer A)))
        Player - Limit training of Greater forgotten to 1 for (Player((Integer A)))
        Player - Limit training of Apocaliptic knight to 1 for (Player((Integer A)))
        Player - Limit training of Black Knight to 1 for (Player((Integer A)))
        Player - Limit training of Killa-can to 3 for (Player((Integer A)))
        Player - Limit training of Berserk to 18 for (Player((Integer A)))
        Player - Limit training of Thunder Lizard to 1 for (Player((Integer A)))
        Player - Limit training of Evaluted tree to 5 for (Player((Integer A)))
StartInfo
  Events
    Time - Elapsed game time is 15.00 seconds
  Conditions
  Actions
    Quest - Display to (All players) the Quest Update message: Welcome to the Lost Battles
    Sound - Stop (Last played sound) After fading
    Sound - Play DarkVictory <gen>
    Wait 5.00 seconds
    Quest - Display to (All players) the Quest Update message: Some info for start1.Kings(orc leaders) CAN'T attack other kings(orc leaders) or buildings2.DON't forget to pick your technology and Civilization Bonus3.Good luck, and have Fun!
ARRIVAL
  Events
    Unit - A unit Finishes an upgrade
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Triggering unit)) Equal to Castle
        (Unit-type of (Triggering unit)) Equal to Fortress 5
        (Unit-type of (Triggering unit)) Equal to Town hall 3
        (Unit-type of (Triggering unit)) Equal to Camp 3
        (Unit-type of (Triggering unit)) Equal to Bigger camp 5
        (Unit-type of (Triggering unit)) Equal to Orcish City
        (Unit-type of (Triggering unit)) Equal to Blacksmith
        (Unit-type of (Triggering unit)) Equal to Armory
        (Unit-type of (Triggering unit)) Equal to Farm
        (Unit-type of (Triggering unit)) Equal to Pig farm
        (Unit-type of (Triggering unit)) Equal to Living plant
        (Unit-type of (Triggering unit)) Equal to Young forgotten 3
        (Unit-type of (Triggering unit)) Equal to Forgotten 5
        (Unit-type of (Triggering unit)) Equal to Greater forgotten
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Unit-type of (Triggering unit)) Equal to Castle
            (Unit-type of (Triggering unit)) Equal to Orcish City
            (Unit-type of (Triggering unit)) Equal to Greater forgotten
      Then - Actions
        Unit Group - Add (Triggering unit) to golder3[(Player number of (Owner of (Triggering unit)))]
        Unit Group - Add (Triggering unit) to wooder3[(Player number of (Owner of (Triggering unit)))]
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Unit-type of (Triggering unit)) Equal to Fortress 5
            (Unit-type of (Triggering unit)) Equal to Bigger camp 5
            (Unit-type of (Triggering unit)) Equal to Forgotten 5
      Then - Actions
        Unit Group - Add (Triggering unit) to golder2[(Player number of (Owner of (Triggering unit)))]
        Unit Group - Add (Triggering unit) to wooder2[(Player number of (Owner of (Triggering unit)))]
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Unit-type of (Triggering unit)) Equal to Town hall 3
            (Unit-type of (Triggering unit)) Equal to Camp 3
            (Unit-type of (Triggering unit)) Equal to Young forgotten 3
            (Unit-type of (Triggering unit)) Equal to Blacksmith
            (Unit-type of (Triggering unit)) Equal to Armory
      Then - Actions
        Unit Group - Add (Triggering unit) to wooder[(Player number of (Owner of (Triggering unit)))]
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Unit-type of (Triggering unit)) Equal to Town hall 3
            (Unit-type of (Triggering unit)) Equal to Camp 3
            (Unit-type of (Triggering unit)) Equal to Young forgotten 3
            (Unit-type of (Triggering unit)) Equal to Farm
            (Unit-type of (Triggering unit)) Equal to Pig farm
            (Unit-type of (Triggering unit)) Equal to Living plant
      Then - Actions
        Unit Group - Add (Triggering unit) to golder[(Player number of (Owner of (Triggering unit)))]
      Else - Actions
GOLDGIVE
  Events
    Time - Every 10.00 seconds of game time
  Conditions
  Actions
    For each (Integer Index[1]) from 1 to 12, do (Actions)
      Loop - Actions
        Player - Add ((Number of units in golder[Index[1]]) x 60) to (Player(Index[1])).Current gold
        Player - Add ((Number of units in golder2[Index[1]]) x 120) to (Player(Index[1])).Current gold
        Player - Add ((Number of units in golder3[Index[1]]) x 180) to (Player(Index[1])).Current gold
WOODGIVE
  Events
    Time - Every 15.00 seconds of game time
  Conditions
  Actions
    For each (Integer Index[2]) from 1 to 12, do (Actions)
      Loop - Actions
        Player - Add ((Number of units in wooder[Index[2]]) x 15) to (Player(Index[2])).Current lumber
        Player - Add ((Number of units in wooder2[Index[2]]) x 30) to (Player(Index[2])).Current lumber
        Player - Add ((Number of units in wooder3[Index[2]]) x 45) to (Player(Index[2])).Current lumber
DISARRIVAL
  Events
    Unit - A unit Dies
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Triggering unit)) Equal to Castle
        (Unit-type of (Triggering unit)) Equal to Fortress 5
        (Unit-type of (Triggering unit)) Equal to Town hall 3
        (Unit-type of (Triggering unit)) Equal to Orcish City
        (Unit-type of (Triggering unit)) Equal to Bigger camp 5
        (Unit-type of (Triggering unit)) Equal to Camp 3
        (Unit-type of (Triggering unit)) Equal to Blacksmith
        (Unit-type of (Triggering unit)) Equal to Farm
        (Unit-type of (Triggering unit)) Equal to Armory
        (Unit-type of (Triggering unit)) Equal to Pig farm
  Actions
    Unit Group - Remove (Triggering unit) from golder[(Player number of (Owner of (Triggering unit)))].
    Unit Group - Remove (Triggering unit) from golder2[(Player number of (Owner of (Triggering unit)))].
    Unit Group - Remove (Triggering unit) from golder3[(Player number of (Owner of (Triggering unit)))].
    Unit Group - Remove (Triggering unit) from wooder[(Player number of (Owner of (Triggering unit)))].
    Unit Group - Remove (Triggering unit) from wooder2[(Player number of (Owner of (Triggering unit)))].
    Unit Group - Remove (Triggering unit) from wooder3[(Player number of (Owner of (Triggering unit)))].
CriticalStrike
  Events
    Unit - A unit Is attacked
  Conditions
    (Random integer number between 1 and 3) Equal to 2
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Unit-type of (Attacking unit)) Equal to Assasin
            (Unit-type of (Attacking unit)) Equal to Assault Axeman
            (Unit-type of (Attacking unit)) Equal to Axeman
            (Unit-type of (Attacking unit)) Equal to King's guard
            (Unit-type of (Attacking unit)) Equal to Knight
            (Unit-type of (Attacking unit)) Equal to Rogue
            (Unit-type of (Attacking unit)) Equal to Swordsman
      Then - Actions
        Special Effect - Create a special effect attached to the chest (attachpoint) of (Attacked unit) using Abilities\Spells\Human\SpellSteal\SpellStealMissile.mdl
        Special Effect - Destroy (Last created special effect)
      Else - Actions
Damage
  Events
    Unit - A unit Is attacked
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Unit-type of (Attacking unit)) Equal to Archer
            (Unit-type of (Attacking unit)) Equal to Crossbowman
            (Unit-type of (Attacking unit)) Equal to Hunter
            (Unit-type of (Attacking unit)) Equal to Spear thrower
      Then - Actions
        Set VariableSet Index[765] = (Random integer number between 1 and 4)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Index[765] Equal to 1
          Then - Actions
            Special Effect - Create a special effect attached to the chest (attachpoint) of (Attacked unit) using Abilities\Weapons\Arrow\ArrowMissile.mdl
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Index[765] Equal to 2
          Then - Actions
            Special Effect - Create a special effect attached to the hand left (attachpoint) of (Attacked unit) using Abilities\Weapons\Arrow\ArrowMissile.mdl
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Index[765] Equal to 3
          Then - Actions
            Special Effect - Create a special effect attached to the head (attachpoint) of (Attacked unit) using Abilities\Weapons\Arrow\ArrowMissile.mdl
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Index[765] Equal to 4
          Then - Actions
            Special Effect - Create a special effect attached to the hand right (attachpoint) of (Attacked unit) using Abilities\Weapons\Arrow\ArrowMissile.mdl
          Else - Actions
      Else - Actions
Lighting blasts
  Events
    Unit - A unit Is attacked
  Conditions
    And - All (Conditions) are true
      Conditions
        (Random integer number between 1 and 5) Equal to 3
        ((Attacked unit) is A structure) Equal to False
        Or - Any (Conditions) are true
          Conditions
            (Unit-type of (Attacking unit)) Equal to Lighting Guard Tower
  Actions
    Special Effect - Create a special effect at (Random point in (Region centered at (Position of (Attacked unit)) with size ((Random real number between -200.00 and 200.00), (Random real number between -200.00 and 200.00)))) using Abilities\Weapons\Bolt\BoltImpact.mdl
    Special Effect - Destroy (Last created special effect)
    Special Effect - Create a special effect at (Random point in (Region centered at (Position of (Attacked unit)) with size ((Random real number between -200.00 and 200.00), (Random real number between -200.00 and 200.00)))) using Abilities\Weapons\Bolt\BoltImpact.mdl
    Special Effect - Destroy (Last created special effect)
    Special Effect - Create a special effect at (Random point in (Region centered at (Position of (Attacked unit)) with size ((Random real number between -200.00 and 200.00), (Random real number between -200.00 and 200.00)))) using Abilities\Weapons\Bolt\BoltImpact.mdl
    Special Effect - Destroy (Last created special effect)
    Special Effect - Create a special effect at (Random point in (Region centered at (Position of (Attacked unit)) with size ((Random real number between -200.00 and 200.00), (Random real number between -200.00 and 200.00)))) using Abilities\Weapons\Bolt\BoltImpact.mdl
    Special Effect - Destroy (Last created special effect)
    Special Effect - Create a special effect at (Random point in (Region centered at (Position of (Attacked unit)) with size ((Random real number between -200.00 and 200.00), (Random real number between -200.00 and 200.00)))) using Abilities\Weapons\Bolt\BoltImpact.mdl
    Special Effect - Destroy (Last created special effect)
    Special Effect - Create a special effect at (Random point in (Region centered at (Position of (Attacked unit)) with size ((Random real number between -200.00 and 200.00), (Random real number between -200.00 and 200.00)))) using Abilities\Weapons\Bolt\BoltImpact.mdl
    Special Effect - Destroy (Last created special effect)
    Special Effect - Create a special effect at (Random point in (Region centered at (Position of (Attacked unit)) with size ((Random real number between -200.00 and 200.00), (Random real number between -200.00 and 200.00)))) using Abilities\Weapons\Bolt\BoltImpact.mdl
    Special Effect - Destroy (Last created special effect)
    Special Effect - Create a special effect at (Random point in (Region centered at (Position of (Attacked unit)) with size ((Random real number between -200.00 and 200.00), (Random real number between -200.00 and 200.00)))) using Abilities\Spells\Orc\LightningBolt\LightningBoltMissile.mdl
    Special Effect - Destroy (Last created special effect)
    Special Effect - Create a special effect at (Random point in (Region centered at (Position of (Attacked unit)) with size ((Random real number between -200.00 and 200.00), (Random real number between -200.00 and 200.00)))) using Abilities\Spells\Orc\LightningBolt\LightningBoltMissile.mdl
    Special Effect - Destroy (Last created special effect)
    Special Effect - Create a special effect at (Random point in (Region centered at (Position of (Attacked unit)) with size ((Random real number between -200.00 and 200.00), (Random real number between -200.00 and 200.00)))) using Abilities\Spells\Orc\LightningBolt\LightningBoltMissile.mdl
    Special Effect - Destroy (Last created special effect)
    Special Effect - Create a special effect at (Random point in (Region centered at (Position of (Attacked unit)) with size ((Random real number between -200.00 and 200.00), (Random real number between -200.00 and 200.00)))) using Abilities\Spells\Orc\LightningBolt\LightningBoltMissile.mdl
    Special Effect - Destroy (Last created special effect)
    Special Effect - Create a special effect at (Random point in (Region centered at (Position of (Attacked unit)) with size ((Random real number between -200.00 and 200.00), (Random real number between -200.00 and 200.00)))) using Abilities\Spells\Orc\LightningBolt\LightningBoltMissile.mdl
    Special Effect - Destroy (Last created special effect)
    Special Effect - Create a special effect at (Random point in (Region centered at (Position of (Attacked unit)) with size ((Random real number between -200.00 and 200.00), (Random real number between -200.00 and 200.00)))) using Abilities\Spells\Orc\LightningBolt\LightningBoltMissile.mdl
    Special Effect - Destroy (Last created special effect)
    Special Effect - Create a special effect at (Random point in (Region centered at (Position of (Attacked unit)) with size ((Random real number between -200.00 and 200.00), (Random real number between -200.00 and 200.00)))) using Abilities\Spells\Orc\LightningBolt\LightningBoltMissile.mdl
    Special Effect - Destroy (Last created special effect)
    Special Effect - Create a special effect at (Random point in (Region centered at (Position of (Attacked unit)) with size ((Random real number between -200.00 and 200.00), (Random real number between -200.00 and 200.00)))) using Abilities\Spells\Orc\LightningBolt\LightningBoltMissile.mdl
    Special Effect - Destroy (Last created special effect)
    Special Effect - Create a special effect at (Random point in (Region centered at (Position of (Attacked unit)) with size ((Random real number between -200.00 and 200.00), (Random real number between -200.00 and 200.00)))) using Abilities\Spells\Orc\LightningBolt\LightningBoltMissile.mdl
    Special Effect - Destroy (Last created special effect)
    Special Effect - Create a special effect at (Random point in (Region centered at (Position of (Attacked unit)) with size ((Random real number between -200.00 and 200.00), (Random real number between -200.00 and 200.00)))) using Abilities\Spells\Orc\LightningBolt\LightningBoltMissile.mdl
    Special Effect - Destroy (Last created special effect)
    Unit - Make (Attacked unit) face (Attacking unit) over 0 seconds
    Unit - Move (Attacked unit) instantly to ((Position of (Attacked unit)) offset by 1000.00 towards ((Facing of (Attacked unit)) + 180.00) degrees.)
    Special Effect - Create a special effect at (Random point in (Region centered at (Position of (Attacked unit)) with size ((Random real number between -200.00 and 200.00), (Random real number between -200.00 and 200.00)))) using Abilities\Weapons\Bolt\BoltImpact.mdl
    Special Effect - Destroy (Last created special effect)
    Special Effect - Create a special effect at (Random point in (Region centered at (Position of (Attacked unit)) with size ((Random real number between -200.00 and 200.00), (Random real number between -200.00 and 200.00)))) using Abilities\Weapons\Bolt\BoltImpact.mdl
    Special Effect - Destroy (Last created special effect)
    Special Effect - Create a special effect at (Random point in (Region centered at (Position of (Attacked unit)) with size ((Random real number between -200.00 and 200.00), (Random real number between -200.00 and 200.00)))) using Abilities\Weapons\Bolt\BoltImpact.mdl
    Special Effect - Destroy (Last created special effect)
    Special Effect - Create a special effect at (Random point in (Region centered at (Position of (Attacked unit)) with size ((Random real number between -200.00 and 200.00), (Random real number between -200.00 and 200.00)))) using Abilities\Weapons\Bolt\BoltImpact.mdl
    Special Effect - Destroy (Last created special effect)
    Special Effect - Create a special effect at (Random point in (Region centered at (Position of (Attacked unit)) with size ((Random real number between -200.00 and 200.00), (Random real number between -200.00 and 200.00)))) using Abilities\Weapons\Bolt\BoltImpact.mdl
    Special Effect - Destroy (Last created special effect)
    Special Effect - Create a special effect at (Random point in (Region centered at (Position of (Attacked unit)) with size ((Random real number between -200.00 and 200.00), (Random real number between -200.00 and 200.00)))) using Abilities\Weapons\Bolt\BoltImpact.mdl
    Special Effect - Destroy (Last created special effect)
    Special Effect - Create a special effect at (Random point in (Region centered at (Position of (Attacked unit)) with size ((Random real number between -200.00 and 200.00), (Random real number between -200.00 and 200.00)))) using Abilities\Weapons\Bolt\BoltImpact.mdl
    Special Effect - Destroy (Last created special effect)
    Special Effect - Create a special effect at (Random point in (Region centered at (Position of (Attacked unit)) with size ((Random real number between -200.00 and 200.00), (Random real number between -200.00 and 200.00)))) using Abilities\Spells\Orc\LightningBolt\LightningBoltMissile.mdl
    Special Effect - Destroy (Last created special effect)
    Special Effect - Create a special effect at (Random point in (Region centered at (Position of (Attacked unit)) with size ((Random real number between -200.00 and 200.00), (Random real number between -200.00 and 200.00)))) using Abilities\Spells\Orc\LightningBolt\LightningBoltMissile.mdl
    Special Effect - Destroy (Last created special effect)
    Special Effect - Create a special effect at (Random point in (Region centered at (Position of (Attacked unit)) with size ((Random real number between -200.00 and 200.00), (Random real number between -200.00 and 200.00)))) using Abilities\Spells\Orc\LightningBolt\LightningBoltMissile.mdl
    Special Effect - Destroy (Last created special effect)
    Special Effect - Create a special effect at (Random point in (Region centered at (Position of (Attacked unit)) with size ((Random real number between -200.00 and 200.00), (Random real number between -200.00 and 200.00)))) using Abilities\Spells\Orc\LightningBolt\LightningBoltMissile.mdl
    Special Effect - Destroy (Last created special effect)
    Special Effect - Create a special effect at (Random point in (Region centered at (Position of (Attacked unit)) with size ((Random real number between -200.00 and 200.00), (Random real number between -200.00 and 200.00)))) using Abilities\Spells\Orc\LightningBolt\LightningBoltMissile.mdl
    Special Effect - Destroy (Last created special effect)
    Special Effect - Create a special effect at (Random point in (Region centered at (Position of (Attacked unit)) with size ((Random real number between -200.00 and 200.00), (Random real number between -200.00 and 200.00)))) using Abilities\Spells\Orc\LightningBolt\LightningBoltMissile.mdl
    Special Effect - Destroy (Last created special effect)
    Special Effect - Create a special effect at (Random point in (Region centered at (Position of (Attacked unit)) with size ((Random real number between -200.00 and 200.00), (Random real number between -200.00 and 200.00)))) using Abilities\Spells\Orc\LightningBolt\LightningBoltMissile.mdl
    Special Effect - Destroy (Last created special effect)
    Special Effect - Create a special effect at (Random point in (Region centered at (Position of (Attacked unit)) with size ((Random real number between -200.00 and 200.00), (Random real number between -200.00 and 200.00)))) using Abilities\Spells\Orc\LightningBolt\LightningBoltMissile.mdl
    Special Effect - Destroy (Last created special effect)
    Special Effect - Create a special effect at (Random point in (Region centered at (Position of (Attacked unit)) with size ((Random real number between -200.00 and 200.00), (Random real number between -200.00 and 200.00)))) using Abilities\Spells\Orc\LightningBolt\LightningBoltMissile.mdl
    Special Effect - Destroy (Last created special effect)
    Special Effect - Create a special effect at (Random point in (Region centered at (Position of (Attacked unit)) with size ((Random real number between -200.00 and 200.00), (Random real number between -200.00 and 200.00)))) using Abilities\Spells\Orc\LightningBolt\LightningBoltMissile.mdl
    Special Effect - Destroy (Last created special effect)
Death spirits
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Death tower
  Actions
    Unit - Order (Attacking unit) to Undead Crypt Lord - Locust Swarm.
RESMONSTER ATTACKED
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacked unit)) Equal to Resonator-monster
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Integer((Percentage life of (Attacked unit)))) Less than or equal to 15
      Then - Actions
        Unit - Order (Attacked unit) to Night Elf Warden - Fan Of Knives.
      Else - Actions
RESMONSTER SPELL
  Events
    Unit - A unit Finishes casting an ability
  Conditions
    (Ability being cast) Equal to SelfExplode
  Actions
    Unit - Kill (Triggering unit)
Resonating hole
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Resonating tower
  Actions
    Unit - Order (Attacking unit) to Human Blood Mage - Flame Strike.(Position of (Attacked unit))
Assasins attack
  Events
    Unit - A unit Is attacked
  Conditions
    And - All (Conditions) are true
      Conditions
        (Unit-type of (Attacked unit)) Equal to |c0000FF00King|r
        (Unit-type of (Attacking unit)) Equal to Assasin
  Actions
    Unit - Cause (Attacking unit) to damage (Attacked unit), dealing 859.00 damage of attack type Spells and damage type Normal
    Special Effect - Create a special effect attached to the chest (attachpoint) of (Attacked unit) using Abilities\Spells\Other\HealingSpray\HealBottleMissile.mdl
    Special Effect - Destroy (Last created special effect)
    Special Effect - Create a special effect attached to the weapon (attachpoint) of (Attacking unit) using Abilities\Spells\Orc\Disenchant\DisenchantSpecialArt.mdl
    Special Effect - Destroy (Last created special effect)
Assasins Light
  Events
    Unit - A unit Begins casting an ability
  Conditions
    And - All (Conditions) are true
      Conditions
        (Ability being cast) Equal to Light strike
        Or - Any (Conditions) are true
          Conditions
            (Unit-type of (Target unit of ability being cast)) Equal to Zombie
            (Unit-type of (Target unit of ability being cast)) Equal to Skeleton Warrior
  Actions
    Unit - Kill (Target unit of ability being cast)
    Special Effect - Create a special effect at (Position of (Target unit of ability being cast)) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
    Special Effect - Create a special effect at (Position of (Target unit of ability being cast)) using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
Assasins stealth
  Events
    Unit - A unit Begins casting an ability
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Ability being cast) Equal to Stealth
        (Ability being cast) Equal to Stealth slow
  Actions
    Special Effect - Create a special effect at (Position of (Triggering unit)) using war3mapImported\NewDirtEX.mdx
DONTATTACKKINGS
  Events
    Unit - A unit Is attacked
  Conditions
    And - All (Conditions) are true
      Conditions
        Or - Any (Conditions) are true
          Conditions
            (Unit-type of (Attacking unit)) Equal to |c0000FF00King|r
            (Unit-type of (Attacking unit)) Equal to |c0000FF00Orc leader|r
        Or - Any (Conditions) are true
          Conditions
            (Unit-type of (Attacked unit)) Equal to |c0000FF00King|r
            (Unit-type of (Attacked unit)) Equal to |c0000FF00Orc leader|r
  Actions
    Unit - Order (Attacking unit) to Stop.
FIRESSUPPLY
  Events
    Unit - A unit Is attacked
  Conditions
    And - All (Conditions) are true
      Conditions
        (Random integer number between 1 and 55) Equal to 37
        (Number of units in (Units owned by (Owner of (Attacking unit)) of type Artillery Supply Tower)) Greater than 0
  Actions
    For each (Integer A) from 1 to (Number of units in (Units owned by (Owner of (Attacking unit)) of type Artillery Supply Tower)), do (Actions)
      Loop - Actions
        Special Effect - Create a special effect at (Random point in (Region centered at (Position of (Triggering unit)) with size (250.00, 250.00))) using Abilities\Weapons\CannonTowerMissile\CannonTowerMissile.mdl
        Special Effect - Destroy (Last created special effect)
        Unit - Cause (Triggering unit) to damage circular area after 0 seconds of radius 250.00 at (Position of (Triggering unit)), dealing 75.00 damage of attack type Spells and damage type Normal
Abbys1
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to Abbyssal Explode
  Actions
    Unit - Cause (Triggering unit) to damage (Triggering unit), dealing ((Max life of (Triggering unit)) / 5.00) damage of attack type Spells and damage type Normal
Abbys2
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to Black Desintegration
  Actions
    Unit - Cause (Triggering unit) to damage (Triggering unit), dealing ((Max life of (Triggering unit)) / 4.00) damage of attack type Spells and damage type Normal
Ent spawn
  Events
    Unit - A unit enters (Playable map area)
  Conditions
    (Unit-type of (Triggering unit)) Equal to Evaluted tree
  Actions
    Unit - Order (Triggering unit) to Night Elf Ancients - Uproot.
dieofkust
  Events
    Unit - A unit Dies
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Triggering unit)) Equal to Living plant
        (Unit-type of (Triggering unit)) Equal to Corrupted plant
  Actions
    Special Effect - Create a special effect at (Position of (Triggering unit)) using Objects\Spawnmodels\NightElf\EntBirthTarget\EntBirthTarget.mdl
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to Corrupted plant
      Then - Actions
        Unit - Remove (Triggering unit) from the game
      Else - Actions
Start
  Events
    Map initialization
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Run SEASONS <gen> (ignoring conditions)
SEASONS
  Events
    Time - Every 1200.00 seconds of game time
  Conditions
  Actions
    Environment - Turn (Last created weather effect) Off
    Environment - Change terrain type at (Center of (Playable map area)) to Sunken Ruins - Grass using variation -1 in an area of size 139 and shape Circle
    For each (Integer A) from 1 to 900, do (Actions)
      Loop - Actions
        Environment - Change terrain type at (Random point in (Playable map area)) to Sunken Ruins - Sand using variation -1 in an area of size 2 and shape Circle
    For each (Integer A) from 1 to 900, do (Actions)
      Loop - Actions
        Environment - Change terrain type at (Random point in (Playable map area)) to Sunken Ruins - Grassy Dirt using variation -1 in an area of size 1 and shape Circle
    Environment - Create at (Playable map area) the weather effect Rays Of Light
    Environment - Turn (Last created weather effect) On
    Trigger - Run Terrain_under_buildingds_after_season <gen> (ignoring conditions)
    Wait 300.00 seconds
    Environment - Turn (Last created weather effect) Off
    Environment - Change terrain type at (Center of (Playable map area)) to Lordaeron Fall - Grass using variation -1 in an area of size 139 and shape Circle
    For each (Integer A) from 1 to 900, do (Actions)
      Loop - Actions
        Environment - Change terrain type at (Random point in (Playable map area)) to Lordaeron Fall - Dirt using variation -1 in an area of size 1 and shape Circle
    For each (Integer A) from 1 to 900, do (Actions)
      Loop - Actions
        Environment - Change terrain type at (Random point in (Playable map area)) to Lordaeron Fall - Dark Grass using variation -1 in an area of size 2 and shape Circle
    Environment - Create at (Playable map area) the weather effect Ashenvale Rain (Heavy)
    Environment - Turn (Last created weather effect) On
    Trigger - Run Terrain_under_buildingds_after_season <gen> (ignoring conditions)
    Wait 300.00 seconds
    Environment - Turn (Last created weather effect) Off
    Environment - Change terrain type at (Center of (Playable map area)) to Lordaeron Winter - Snow using variation -1 in an area of size 139 and shape Circle
    Environment - Create at (Playable map area) the weather effect Northrend Blizzard
    Environment - Turn (Last created weather effect) On
    Trigger - Run Terrain_under_buildingds_after_season <gen> (ignoring conditions)
    Wait 300.00 seconds
    Environment - Turn (Last created weather effect) Off
    Environment - Change terrain type at (Center of (Playable map area)) to Felwood - Grass using variation -1 in an area of size 139 and shape Circle
    For each (Integer A) from 1 to 900, do (Actions)
      Loop - Actions
        Environment - Change terrain type at (Random point in (Playable map area)) to Felwood - Leaves using variation -1 in an area of size 2 and shape Circle
    For each (Integer A) from 1 to 900, do (Actions)
      Loop - Actions
        Environment - Change terrain type at (Random point in (Playable map area)) to Felwood - Dirt Cliff using variation -1 in an area of size 1 and shape Circle
    Environment - Create at (Playable map area) the weather effect Ashenvale Rain (Light)
    Environment - Turn (Last created weather effect) On
    Trigger - Run Terrain_under_buildingds_after_season <gen> (ignoring conditions)
A1
  Events
    Time - Elapsed game time is 1.00 seconds
  Conditions
  Actions
    For each (Integer A) from 1 to 9, do (Actions)
      Loop - Actions
        Player - Set (Player((Integer A))).Current lumber to 150
        Player - Set (Player((Integer A))).Current gold to 700
TechandCiv pick
  Events
    Unit - A unit Acquires an item
  Conditions
  Actions
    -------- эт расы --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Item-type of (Item being manipulated)) Equal to Human race
      Then - Actions
        Set VariableSet RACE[(Player number of (Owner of (Triggering unit)))] = 1
        Unit - Remove (Triggering unit) from the game
        Unit - Create 1.|c0000FF00King|r for (Owner of (Triggering unit)) at ((Owner of (Triggering unit)) start location) facing Default building facing degrees
        Unit - Create 1.PICKER for (Owner of (Triggering unit)) at (Position of (Random unit from (Units of type Civilization bonus chooser))) facing Default building facing degrees
        Unit - Create 1.PICKER for (Owner of (Triggering unit)) at (Position of (Random unit from (Units of type Tech chooser))) facing Default building facing degrees
        Camera - Pan camera for (Owner of (Triggering unit)) to (Position of (Last created unit)) over 0 seconds
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Item-type of (Item being manipulated)) Equal to Orcish race
      Then - Actions
        Set VariableSet RACE[(Player number of (Owner of (Triggering unit)))] = 2
        Unit - Remove (Triggering unit) from the game
        Unit - Create 1.|c0000FF00Orc leader|r for (Owner of (Triggering unit)) at ((Owner of (Triggering unit)) start location) facing Default building facing degrees
        Unit - Create 1.PICKER for (Owner of (Triggering unit)) at (Position of (Random unit from (Units of type Civilization bonus chooser))) facing Default building facing degrees
        Unit - Create 1.PICKER for (Owner of (Triggering unit)) at (Position of (Random unit from (Units of type Tech chooser orc))) facing Default building facing degrees
        Camera - Pan camera for (Owner of (Triggering unit)) to (Position of (Last created unit)) over 0 seconds
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Item-type of (Item being manipulated)) Equal to Forgotten race
      Then - Actions
        Set VariableSet RACE[(Player number of (Owner of (Triggering unit)))] = 3
        Unit - Remove (Triggering unit) from the game
        Unit - Create 1.|c0000FF00Swarm Leader|r for (Owner of (Triggering unit)) at ((Owner of (Triggering unit)) start location) facing Default building facing degrees
        Unit - Create 1.PICKER for (Owner of (Triggering unit)) at (Position of (Random unit from (Units of type Civilization bonus chooser))) facing Default building facing degrees
        Unit - Create 1.PICKER for (Owner of (Triggering unit)) at (Position of (Random unit from (Units of type Tech chooser forg))) facing Default building facing degrees
        Camera - Pan camera for (Owner of (Triggering unit)) to (Position of (Last created unit)) over 0 seconds
      Else - Actions
    -------- эт техи --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Item-type of (Item being manipulated)) Equal to Magic Technologies
      Then - Actions
        Unit - Remove (Triggering unit) from the game
        Unit - Create 1.Magic technologies for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Item-type of (Item being manipulated)) Equal to Technology "Apocalypse Tommorow"
      Then - Actions
        Unit - Remove (Triggering unit) from the game
        Unit - Create 1.Apocalipse Tommorrowr technologies for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Item-type of (Item being manipulated)) Equal to Guardian Technologies
      Then - Actions
        Unit - Remove (Triggering unit) from the game
        Unit - Create 1.Guardian Tech for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Item-type of (Item being manipulated)) Equal to Ardent Flame Technologies
      Then - Actions
        Unit - Remove (Triggering unit) from the game
        Unit - Create 1.Ardent Flame Tech for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Item-type of (Item being manipulated)) Equal to Resonate technologies
      Then - Actions
        Unit - Remove (Triggering unit) from the game
        Unit - Create 1.Resonatetechnologies for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Item-type of (Item being manipulated)) Equal to Advanced Mechanics Technologies
      Then - Actions
        Unit - Remove (Triggering unit) from the game
        Unit - Create 1.Mechanicstechnologies for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Item-type of (Item being manipulated)) Equal to Assasination Technologies
      Then - Actions
        Unit - Remove (Triggering unit) from the game
        Unit - Create 1.assasinatetechnologies for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Item-type of (Item being manipulated)) Equal to Hunting Technologies
      Then - Actions
        Unit - Remove (Triggering unit) from the game
        Unit - Create 1.huntertechnologies for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Item-type of (Item being manipulated)) Equal to Infantry Technologies
      Then - Actions
        Unit - Remove (Triggering unit) from the game
        Unit - Create 1.infantrytechnologies for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Item-type of (Item being manipulated)) Equal to Necro Technologies
      Then - Actions
        Unit - Remove (Triggering unit) from the game
        Unit - Create 1.Necrotechnologies for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Item-type of (Item being manipulated)) Equal to Siege Technologies
      Then - Actions
        Unit - Remove (Triggering unit) from the game
        Unit - Create 1.Siegetechnologies for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
      Else - Actions
    -------- а эт цивы --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Item-type of (Item being manipulated)) Equal to Born in war
      Then - Actions
        Unit - Remove (Triggering unit) from the game
        Unit - Create 1.CIV Attack for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Item-type of (Item being manipulated)) Equal to Defenders of the crown
      Then - Actions
        Unit - Remove (Triggering unit) from the game
        Unit - Create 1.CIV Armor for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Item-type of (Item being manipulated)) Equal to Eternity City
      Then - Actions
        Unit - Remove (Triggering unit) from the game
        Unit - Create 1.CIV Building armor for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Item-type of (Item being manipulated)) Equal to Fast Recovery
      Then - Actions
        Unit - Remove (Triggering unit) from the game
        Unit - Create 1.CIV Fast recovery for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Item-type of (Item being manipulated)) Equal to Abbysal Intervention
      Then - Actions
        Unit - Remove (Triggering unit) from the game
        Unit - Add Death from Abbys (Neutral Hostile) to (Random unit from (Units owned by (Owner of (Triggering unit)) of type |c0000FF00King|r))
        Unit - Add Black Desintegration to (Random unit from (Units owned by (Owner of (Triggering unit)) of type |c0000FF00King|r))
        Unit - Add Abbyssal Explode to (Random unit from (Units owned by (Owner of (Triggering unit)) of type |c0000FF00King|r))
        Unit - Add Death from Abbys (Neutral Hostile) to (Random unit from (Units owned by (Owner of (Triggering unit)) of type |c0000FF00Orc leader|r))
        Unit - Add Black Desintegration to (Random unit from (Units owned by (Owner of (Triggering unit)) of type |c0000FF00Orc leader|r))
        Unit - Add Abbyssal Explode to (Random unit from (Units owned by (Owner of (Triggering unit)) of type |c0000FF00Orc leader|r))
        Unit - Add Death from Abbys (Neutral Hostile) to (Random unit from (Units owned by (Owner of (Triggering unit)) of type |c0000FF00Swarm Leader|r))
        Unit - Add Black Desintegration to (Random unit from (Units owned by (Owner of (Triggering unit)) of type |c0000FF00Swarm Leader|r))
        Unit - Add Abbyssal Explode to (Random unit from (Units owned by (Owner of (Triggering unit)) of type |c0000FF00Swarm Leader|r))
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Item-type of (Item being manipulated)) Equal to Fastest Dislocation
      Then - Actions
        Unit - Remove (Triggering unit) from the game
        Unit - Create 1.CIV Speed for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Item-type of (Item being manipulated)) Equal to Revenge
      Then - Actions
        Unit - Remove (Triggering unit) from the game
        Unit - Create 1.CIV REVENGE for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
      Else - Actions
Payed
  Events
    Time - Every 3.00 seconds of game time
  Conditions
  Actions
    For each (Integer A) from 1 to 8, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Player((Integer A))) Current gold) Less than goldloss[(Integer A)]
          Then - Actions
            Unit Group - Pick every unit in (Units owned by (Player((Integer A))).) and do (Actions)
              Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    ((Picked unit) is A structure) Not equal to True
                    (Unit-type of (Picked unit)) Not equal to PICKER
                    (Unit-type of (Picked unit)) Not equal to |c0000FF00King|r
                    (Unit-type of (Picked unit)) Not equal to |c0000FF00Orc leader|r
                    (Unit-type of (Picked unit)) Not equal to |c0000FF00Swarm Leader|r
                    (Unit-type of (Picked unit)) Not equal to Magic technologies
                    (Unit-type of (Picked unit)) Not equal to Necrotechnologies
                    (Unit-type of (Picked unit)) Not equal to Siegetechnologies
                    (Unit-type of (Picked unit)) Not equal to infantrytechnologies
                    (Unit-type of (Picked unit)) Not equal to Mechanicstechnologies
                    (Unit-type of (Picked unit)) Not equal to assasinatetechnologies
                    (Unit-type of (Picked unit)) Not equal to Resonatetechnologies
                    (Unit-type of (Picked unit)) Not equal to huntertechnologies
                    (Unit-type of (Picked unit)) Not equal to Apocalipse Tommorrowr technologies
                    (Unit-type of (Picked unit)) Not equal to Ardent Flame Tech
                    (Unit-type of (Picked unit)) Not equal to Guardian Tech
                    (Unit-type of (Picked unit)) Not equal to CIV Armor
                    (Unit-type of (Picked unit)) Not equal to CIV Attack
                    (Unit-type of (Picked unit)) Not equal to CIV Building armor
                    (Unit-type of (Picked unit)) Not equal to CIV Fast recovery
                    (Unit-type of (Picked unit)) Not equal to CIV REVENGE
                    (Unit-type of (Picked unit)) Not equal to CIV Speed
                    (Unit-type of (Picked unit)) Not equal to Tree
                    (Unit-type of (Picked unit)) Not equal to Eatable plant
                    (Unit-type of (Picked unit)) Not equal to Knight
                    (Unit-type of (Picked unit)) Not equal to Locust
                    Or - Any (Conditions) are true
                      Conditions
                        (Random integer number between 1 and 2) Equal to 2
                        (Random integer number between 2 and 3) Equal to 2
                  Then - Actions
                    Unit - Change ownership of (Picked unit) to Neutral Hostile and Change color
                    Set VariableSet goldloss[(Integer A)] = (goldloss[(Integer A)] - 3)
                  Else - Actions
          Else - Actions
    For each (Integer A) from 1 to 8, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Player((Integer A))) Current gold) Greater than or equal to goldloss[(Integer A)]
          Then - Actions
            Player - Set (Player((Integer A))).Current gold to (((Player((Integer A))) Current gold) - goldloss[(Integer A)])
          Else - Actions
soldier spawned
  Events
    Unit - A unit enters (Playable map area)
  Conditions
    And - All (Conditions) are true
      Conditions
        ((Triggering unit) is A structure) Equal to False
        (Unit-type of (Triggering unit)) Not equal to PICKER
        (Unit-type of (Triggering unit)) Not equal to |c0000FF00King|r
        (Unit-type of (Triggering unit)) Not equal to |c0000FF00Orc leader|r
        (Unit-type of (Triggering unit)) Not equal to |c0000FF00Swarm Leader|r
        (Unit-type of (Triggering unit)) Not equal to Magic technologies
        (Unit-type of (Triggering unit)) Not equal to Necrotechnologies
        (Unit-type of (Triggering unit)) Not equal to Siegetechnologies
        (Unit-type of (Triggering unit)) Not equal to infantrytechnologies
        (Unit-type of (Triggering unit)) Not equal to Mechanicstechnologies
        (Unit-type of (Triggering unit)) Not equal to assasinatetechnologies
        (Unit-type of (Triggering unit)) Not equal to Resonatetechnologies
        (Unit-type of (Triggering unit)) Not equal to huntertechnologies
        (Unit-type of (Triggering unit)) Not equal to Apocalipse Tommorrowr technologies
        (Unit-type of (Triggering unit)) Not equal to Ardent Flame Tech
        (Unit-type of (Triggering unit)) Not equal to Guardian Tech
        (Unit-type of (Triggering unit)) Not equal to CIV Armor
        (Unit-type of (Triggering unit)) Not equal to CIV Attack
        (Unit-type of (Triggering unit)) Not equal to CIV Building armor
        (Unit-type of (Triggering unit)) Not equal to CIV Fast recovery
        (Unit-type of (Triggering unit)) Not equal to CIV REVENGE
        (Unit-type of (Triggering unit)) Not equal to CIV Speed
        (Unit-type of (Triggering unit)) Not equal to Tree
        (Unit-type of (Triggering unit)) Not equal to Eatable plant
        (Unit-type of (Triggering unit)) Not equal to Knight
        (Unit-type of (Triggering unit)) Not equal to Locust
  Actions
    Set VariableSet goldloss[(Player number of (Owner of (Triggering unit)))] = (goldloss[(Player number of (Owner of (Triggering unit)))] + 3)
soldier Died
  Events
    Unit - A unit Dies
  Conditions
    And - All (Conditions) are true
      Conditions
        (Unit-type of (Triggering unit)) Not equal to Knight
        (Unit-type of (Triggering unit)) Not equal to Locust
        (Unit-type of (Triggering unit)) Not equal to Tree
        (Unit-type of (Triggering unit)) Not equal to Eatable plant
        ((Triggering unit) is A structure) Not equal to True
  Actions
    Set VariableSet goldloss[(Player number of (Owner of (Triggering unit)))] = (goldloss[(Player number of (Owner of (Triggering unit)))] - 3)
Leaderboard
  Events
    Time - Elapsed game time is 5.00 seconds
  Conditions
  Actions
    For each (Integer A) from 1 to 8, do (Actions)
      Loop - Actions
        Leaderboard - Create a leaderboard for (Player group((Player((Integer A))))) titled Income:
        Set VariableSet Leaderboard[(Integer A)] = (Last created leaderboard)
        Leaderboard - Add Player 7 (Green) to (Last created leaderboard) with label Wood arrival and value ((((Number of units in wooder[(Integer A)]) x 15) + ((Number of units in wooder2[(Integer A)]) x 30)) + ((Number of units in wooder3[(Integer A)]) x 45))
        Leaderboard - Add Player 2 (Blue) to (Last created leaderboard) with label Gold arrived and value ((((Number of units in golder[(Integer A)]) x 60) + ((Number of units in golder2[(Integer A)]) x 120)) + ((Number of units in golder3[(Integer A)]) x 180))
        Leaderboard - Add Player 1 (Red) to (Last created leaderboard) with label Gold loss and value (goldloss[(Integer A)] x 5)
        Leaderboard - Add Player 6 (Orange) to (Last created leaderboard) with label Total gold arrival and value (((Number of units in golder3[(Integer A)]) x 180) + ((((Number of units in golder[(Integer A)]) x 60) + ((Number of units in golder2[(Integer A)]) x 120)) - (goldloss[(Integer A)] x 5)))
        Leaderboard - Change the color of the value for Player 7 (Green) in (Last created leaderboard) to (0.00%, 100.00%, 0.00%) with 0% transparency
        Leaderboard - Change the color of the value for Player 2 (Blue) in (Last created leaderboard) to (25.00%, 100.00%, 25.00%) with 0% transparency
        Leaderboard - Change the color of the value for Player 1 (Red) in (Last created leaderboard) to (100.00%, 0.00%, 0.00%) with 0% transparency
        Leaderboard - Change the color of the value for Player 6 (Orange) in (Last created leaderboard) to (100.00%, 50.00%, 50.00%) with 0% transparency
        Trigger - Turn on Leaderboardupdate <gen>
Leaderboardupdate
  Events
    Time - Every 4.00 seconds of game time
  Conditions
  Actions
    For each (Integer A) from 1 to 8, do (Actions)
      Loop - Actions
        Leaderboard - Remove Player 7 (Green) from Leaderboard[(Integer A)].
        Leaderboard - Remove Player 2 (Blue) from Leaderboard[(Integer A)].
        Leaderboard - Remove Player 1 (Red) from Leaderboard[(Integer A)].
        Leaderboard - Remove Player 6 (Orange) from Leaderboard[(Integer A)].
        Leaderboard - Add Player 7 (Green) to Leaderboard[(Integer A)] with label Wood arrival and value ((((Number of units in wooder[(Integer A)]) x 15) + ((Number of units in wooder2[(Integer A)]) x 30)) + ((Number of units in wooder3[(Integer A)]) x 45))
        Leaderboard - Add Player 2 (Blue) to Leaderboard[(Integer A)] with label Gold arrived and value ((((Number of units in golder[(Integer A)]) x 60) + ((Number of units in golder2[(Integer A)]) x 120)) + ((Number of units in golder3[(Integer A)]) x 180))
        Leaderboard - Add Player 1 (Red) to Leaderboard[(Integer A)] with label Gold loss and value (goldloss[(Integer A)] x 5)
        Leaderboard - Add Player 6 (Orange) to Leaderboard[(Integer A)] with label Total gold arrival and value (((Number of units in golder3[(Integer A)]) x 180) + ((((Number of units in golder[(Integer A)]) x 60) + ((Number of units in golder2[(Integer A)]) x 120)) - (goldloss[(Integer A)] x 3)))
        Leaderboard - Change the color of the value for Player 7 (Green) in Leaderboard[(Integer A)] to (0.00%, 100.00%, 0.00%) with 0% transparency
        Leaderboard - Change the color of the value for Player 2 (Blue) in Leaderboard[(Integer A)] to (25.00%, 100.00%, 25.00%) with 0% transparency
        Leaderboard - Change the color of the value for Player 1 (Red) in Leaderboard[(Integer A)] to (100.00%, 0.00%, 0.00%) with 0% transparency
        Leaderboard - Change the color of the value for Player 6 (Orange) in Leaderboard[(Integer A)] to (100.00%, 50.00%, 50.00%) with 0% transparency
Fragmentation catapult attack
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Fragmentation catapult
  Actions
    For each (Integer A) from 1 to 7, do (Actions)
      Loop - Actions
        Unit - Create 1.Knight for Neutral Hostile at (Position of (Attacking unit)) facing Default building facing degrees
        Set VariableSet Drobcatapulta = (Last created unit)
        Unit - Make Drobcatapulta Invulnerable
        Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
        Unit - Create 1.Knight for (Owner of (Attacked unit)) at ((Position of (Attacked unit)) offset by ((Random real number between (0.00 - ((Distance between (Position of (Attacking unit)) and (Position of (Attacked unit))) / 6.00)) and ((Distance between (Position of (Attacking unit)) and (Position of (Attacked unit))) / 6.00)), (Random real number between (0.00 - ((Distance between (Position of (Attacked unit)) and (Position of (Attacking unit))) / 6.00)) and ((Distance between (Position of (Attacked unit)) and (Position of (Attacking unit))) / 6.00)))) facing Default building facing degrees
        Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
        Unit - Order Drobcatapulta to Neutral Alchemist - Acid Bomb.(Last created unit)
Fragmentation catapult attack End
  Events
    Unit - A unit Finishes casting an ability
  Conditions
    (Ability being cast) Equal to Drob
  Actions
    Unit - Remove (Triggering unit) from the game
ThunderBoltAttack
  Events
    Unit - A unit Is attacked
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Attacking unit)) Equal to Battle wolf
        (Unit-type of (Attacking unit)) Equal to Battle bear
        (Unit-type of (Attacking unit)) Equal to Resonator-stormtrooper
        (Unit-type of (Attacking unit)) Equal to Resonator-Guard
  Actions
    Trigger - Turn off OrderOBJECT <gen>
    Unit - Order (Attacking unit) to Neutral - Firebolt.(Attacked unit)
    Trigger - Turn on OrderOBJECT <gen>
SoulApocalypse
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Devastation
  Actions
    Unit - Pause (Triggering unit)
    Unit - Make (Triggering unit) Invulnerable
    Set VariableSet KILLANG = (Triggering unit)
    For each (Integer A) from 1 to 10, do (Actions)
      Loop - Actions
        Special Effect - Create a special effect at ((Position of (Triggering unit)) offset by 1600.00 towards (0.00 + ((Real((Integer A))) x 36.00)) degrees.) using Abilities\Spells\Other\Monsoon\MonsoonBoltTarget.mdl
        Special Effect - Create a special effect at ((Position of (Triggering unit)) offset by 1600.00 towards (0.00 + ((Real((Integer A))) x 36.00)) degrees.) using Abilities\Spells\Human\Thunderclap\ThunderClapCaster.mdl
    For each (Integer B) from 1 to 10, do (Actions)
      Loop - Actions
        Quest - Display to (All players) the Quest Update message: (Soul strike in + (String((10 - (Integer B)))))
        Special Effect - Create a special effect at (Position of KILLANG) using Abilities\Spells\Other\Monsoon\MonsoonBoltTarget.mdl
        For each (Integer A) from 1 to 10, do (Actions)
          Loop - Actions
            Special Effect - Create a special effect at ((Position of (Triggering unit)) offset by 1200.00 towards (0.00 + ((Real((Integer A))) x 36.00)) degrees.) using Abilities\Spells\Other\Monsoon\MonsoonBoltTarget.mdl
            Special Effect - Create a special effect at ((Position of (Triggering unit)) offset by 1200.00 towards (0.00 + ((Real((Integer A))) x 36.00)) degrees.) using Abilities\Spells\Human\Thunderclap\ThunderClapCaster.mdl
        Wait 1.00 seconds
    For each (Integer A) from 1 to 10, do (Actions)
      Loop - Actions
        Special Effect - Create a special effect at ((Position of (Triggering unit)) offset by 1600.00 towards (0.00 + ((Real((Integer A))) x 36.00)) degrees.) using Abilities\Spells\Other\Monsoon\MonsoonBoltTarget.mdl
        Special Effect - Create a special effect at ((Position of (Triggering unit)) offset by 1600.00 towards (0.00 + ((Real((Integer A))) x 36.00)) degrees.) using Abilities\Spells\Human\Thunderclap\ThunderClapCaster.mdl
    Quest - Display to (All players) the Quest Update message: ((Name of (Owner of KILLANG)) + Starts Soul strike)
    Special Effect - Create a special effect at (Position of KILLANG) using war3mapImported\Protossweapon.mdx
    Special Effect - Destroy (Last created special effect)
    For each (Integer B) from 1 to 30, do (Actions)
      Loop - Actions
        Unit - Cause KILLANG to damage circular area after 0 seconds of radius (40.00 x (Real((Integer B)))) at (Position of KILLANG), dealing 200.00 damage of attack type Spells and damage type Sonic
        Unit - Set life of KILLANG to 100%
        If ((Integer B) Equal to 10) then do (Create a special effect at (Position of KILLANG) using war3mapImported\Protossweapon.mdx) else do (Do nothing)
        If ((Integer B) Equal to 10) then do (Destroy (Last created special effect)) else do (Do nothing)
        Wait 0.01 seconds
    Unit - Make (Triggering unit) Vulnerable
    Unit - Unpause (Triggering unit)
Spell1soul
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Ability being cast) Equal to Soul finger
        (Ability being cast) Equal to Kill soul BLACK
  Actions
    Unit - Set mana of (Triggering unit) to ((Mana of (Triggering unit)) + 1)
Spell2Arma
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Ability being cast) Equal to Summon Fire Elemental 2
        (Ability being cast) Equal to Flame strike
  Actions
    Unit - Set mana of (Triggering unit) to ((Mana of (Triggering unit)) + 2.00)
Armageddon
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Ability being cast) Equal to ARMAGEDDON
  Actions
    Environment - Set fog to style Linear, z-start 0.00, z-end 8000.00, density 0 and color (100%, 0.00%, 0.00%)
    Quest - Display to (All players) the Quest Update message: ((Name of (Owner of (Triggering unit))) + starts judgement day)
    For each (Integer Index[3254]) from 1 to 50, do (Actions)
      Loop - Actions
        Wait 2.00 seconds
        For each (Integer Index[3255]) from 1 to 500, do (Actions)
          Loop - Actions
            Special Effect - Create a special effect at (Random point in (Playable map area)) using Objects\Spawnmodels\Demon\InfernalMeteor\InfernalMeteor.mdl
        Unit - Cause (Random unit from (Units of type Apocaliptic knight)) to damage circular area after 2.00 seconds of radius 1000000000.00 at (Center of (Playable map area)), dealing 60.00 damage of attack type Spells and damage type Normal
    Environment - Reset fog to default values
Captured3
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Triggering unit)) Equal to Main building point human 3
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Triggering unit)) Equal to Neutral Hostile
      Then - Actions
        Unit - Create 1.Main building point human 3 for (Owner of (Killing unit)) at (Position of (Triggering unit)) facing Default building facing degrees
        Unit - Set the custom value of (Last created unit) to loopA
        Set VariableSet loopA = (loopA + 1)
      Else - Actions
        Unit - Create 1.Main building point human 3 for Neutral Hostile at (Position of (Triggering unit)) facing Default building facing degrees
CapturedResource
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Triggering unit)) Equal to Resource building point human 5
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Triggering unit)) Equal to Neutral Hostile
      Then - Actions
        Unit - Create 1.Resource building point human 5 for (Owner of (Killing unit)) at (Position of (Triggering unit)) facing Default building facing degrees
      Else - Actions
        Unit - Create 1.Resource building point human 5 for Neutral Hostile at (Position of (Triggering unit)) facing Default building facing degrees
CapturedAloneDef
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Triggering unit)) Equal to Alone defence point human 5
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Triggering unit)) Equal to Neutral Hostile
      Then - Actions
        Unit - Create 1.Alone defence point human 5 for (Owner of (Killing unit)) at (Position of (Triggering unit)) facing Default building facing degrees
      Else - Actions
        Unit - Create 1.Alone defence point human 5 for Neutral Hostile at (Position of (Triggering unit)) facing Default building facing degrees
Destroyedcitybuilding
  Events
    Unit - A unit Dies
  Conditions
    And - All (Conditions) are true
      Conditions
        (Unit-type of (Triggering unit)) Not equal to Castle
        (Unit-type of (Triggering unit)) Not equal to Fortress 5
        (Unit-type of (Triggering unit)) Not equal to Town hall 3
        (Unit-type of (Triggering unit)) Not equal to Camp 3
        (Unit-type of (Triggering unit)) Not equal to Bigger camp 5
        (Unit-type of (Triggering unit)) Not equal to Orcish City
        (Unit-type of (Triggering unit)) Not equal to Greater forgotten
        (Unit-type of (Triggering unit)) Not equal to Forgotten 5
        (Unit-type of (Triggering unit)) Not equal to Young forgotten 3
        ((Triggering unit) is A structure) Equal to True
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Triggering unit) is in TOWNBUILDING.) Equal to True
      Then - Actions
        Unit - Create 1.Human building point (medium) for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
        Unit - Set the custom value of (Last created unit) to (Custom value of (Triggering unit))
        Unit Group - Add (Last created unit) to TOWNBUILDING
        Unit Group - Add (Last created unit) to TOWN[(Custom value of (Last created unit))]
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Triggering unit) is in TOWNTOWER.) Equal to True
      Then - Actions
        Unit - Create 1.Defence building point human for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
        Unit - Set the custom value of (Last created unit) to (Custom value of (Triggering unit))
        Unit Group - Add (Last created unit) to TOWNTOWER
        Unit Group - Add (Last created unit) to TOWN[(Custom value of (Last created unit))]
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        And - All (Conditions) are true
          Conditions
            ((Triggering unit) is in TOWNTOWER.) Equal to False
            ((Triggering unit) is in TOWNBUILDING.) Equal to False
            And - All (Conditions) are true
              Conditions
                (Unit-type of (Triggering unit)) Not equal to Artillery Guard Tower
                (Unit-type of (Triggering unit)) Not equal to Death tower
                (Unit-type of (Triggering unit)) Not equal to Heavy Guard Tower
                (Unit-type of (Triggering unit)) Not equal to Guard Tower
                (Unit-type of (Triggering unit)) Not equal to Lighting Guard Tower
                (Unit-type of (Triggering unit)) Not equal to Medium Guard Tower
                (Unit-type of (Triggering unit)) Not equal to Guard Tower with Resonation aspect
                (Unit-type of (Triggering unit)) Not equal to Resonating tower
                (Unit-type of (Triggering unit)) Not equal to Artillery Supply Tower
                (Unit-type of (Triggering unit)) Not equal to Snipe Guard Tower
                (Unit-type of (Triggering unit)) Not equal to Guard Tower орк
                (Unit-type of (Triggering unit)) Not equal to Guard Tower форготтен
                (Unit-type of (Triggering unit)) Not equal to Medium Guard Tower
                (Unit-type of (Triggering unit)) Not equal to Human building point (medium)
                (Unit-type of (Triggering unit)) Not equal to Orcish building point (medium)
                (Unit-type of (Triggering unit)) Not equal to Alone defence point human 5
                (Unit-type of (Triggering unit)) Not equal to Defence building point human
                (Unit-type of (Triggering unit)) Not equal to Medium Guard Tower
                (Unit-type of (Triggering unit)) Not equal to Orcish building point (medium)
                (Unit-type of (Triggering unit)) Not equal to Forgotten's building point (medium)
                (Unit-type of (Triggering unit)) Not equal to Main building point human 3
                (Unit-type of (Triggering unit)) Not equal to Resource building point human 5
                (Unit-type of (Triggering unit)) Not equal to Fountain
                (Unit-type of (Triggering unit)) Not equal to Fountain
                (Unit-type of (Triggering unit)) Not equal to Fountain
                (Unit-type of (Triggering unit)) Not equal to Evaluted tree
      Then - Actions
        Unit - Create 1.Resource building point human 5 for Neutral Hostile at (Position of (Triggering unit)) facing Default building facing degrees
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        And - All (Conditions) are true
          Conditions
            ((Triggering unit) is in TOWNTOWER.) Equal to False
            ((Triggering unit) is in TOWNBUILDING.) Equal to False
            Or - Any (Conditions) are true
              Conditions
                (Unit-type of (Triggering unit)) Equal to Artillery Guard Tower
                (Unit-type of (Triggering unit)) Equal to Death tower
                (Unit-type of (Triggering unit)) Equal to Heavy Guard Tower
                (Unit-type of (Triggering unit)) Equal to Guard Tower
                (Unit-type of (Triggering unit)) Equal to Lighting Guard Tower
                (Unit-type of (Triggering unit)) Equal to Medium Guard Tower
                (Unit-type of (Triggering unit)) Equal to Guard Tower with Resonation aspect
                (Unit-type of (Triggering unit)) Equal to Resonating tower
                (Unit-type of (Triggering unit)) Equal to Artillery Supply Tower
                (Unit-type of (Triggering unit)) Equal to Snipe Guard Tower
                (Unit-type of (Triggering unit)) Equal to Guard Tower орк
                (Unit-type of (Triggering unit)) Equal to Fountain
                (Unit-type of (Triggering unit)) Equal to Fountain
                (Unit-type of (Triggering unit)) Equal to Fountain
                (Unit-type of (Triggering unit)) Equal to Medium Guard Tower
                (Unit-type of (Triggering unit)) Equal to Guard Tower форготтен
                (Unit-type of (Triggering unit)) Equal to Medium Guard Tower
      Then - Actions
        Unit - Create 1.Alone defence point human 5 for Neutral Hostile at (Position of (Triggering unit)) facing Default building facing degrees
      Else - Actions
Destroyedcity
  Events
    Unit - A unit Dies
  Conditions
    And - All (Conditions) are true
      Conditions
        Or - Any (Conditions) are true
          Conditions
            (Unit-type of (Triggering unit)) Equal to Castle
            (Unit-type of (Triggering unit)) Equal to Fortress 5
            (Unit-type of (Triggering unit)) Equal to Town hall 3
            (Unit-type of (Triggering unit)) Equal to Camp 3
            (Unit-type of (Triggering unit)) Equal to Bigger camp 5
            (Unit-type of (Triggering unit)) Equal to Orcish City
            (Unit-type of (Triggering unit)) Equal to Greater forgotten
            (Unit-type of (Triggering unit)) Equal to Forgotten 5
            (Unit-type of (Triggering unit)) Equal to Young forgotten 3
  Actions
    Unit Group - Pick every unit in TOWN[(Custom value of (Triggering unit))] and do (Actions)
      Loop - Actions
        Special Effect - Create a special effect at (Position of (Picked unit)) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
        Environment - Change terrain type at (Position of (Picked unit)) to Lordaeron Summer - Dirt using variation -1 in an area of size 3 and shape Circle
        Unit - Remove (Picked unit) from the game
    Unit Group - Pick every unit in (Units in (Region centered at (Position of (Triggering unit)) with size (3000.00, 3000.00)) matching ((Unit-type of (Picked unit)) Equal to |c0000FF00King|r)) and do (Move (Picked unit) instantly to (Position of (Random unit from (Units owned by (Owner of (Picked unit)) of type Town hall 3))))
    Unit Group - Pick every unit in (Units in (Region centered at (Position of (Triggering unit)) with size (3000.00, 3000.00)) matching ((Unit-type of (Picked unit)) Equal to |c0000FF00King|r)) and do (Move (Picked unit) instantly to (Position of (Random unit from (Units owned by (Owner of (Picked unit)) of type Fortress 5))))
    Unit Group - Pick every unit in (Units in (Region centered at (Position of (Triggering unit)) with size (3000.00, 3000.00)) matching ((Unit-type of (Picked unit)) Equal to |c0000FF00King|r)) and do (Move (Picked unit) instantly to (Position of (Random unit from (Units owned by (Owner of (Picked unit)) of type Castle))))
    Unit Group - Pick every unit in (Units in (Region centered at (Position of (Triggering unit)) with size (3000.00, 3000.00)) matching ((Unit-type of (Picked unit)) Equal to |c0000FF00Orc leader|r)) and do (Move (Picked unit) instantly to (Position of (Random unit from (Units owned by (Owner of (Picked unit)) of type Camp 3))))
    Unit Group - Pick every unit in (Units in (Region centered at (Position of (Triggering unit)) with size (3000.00, 3000.00)) matching (((Picked unit) is A structure) Equal to True)) and do (Kill (Picked unit))
    Unit Group - Pick every unit in (Units in (Region centered at (Position of (Triggering unit)) with size (3000.00, 3000.00)) matching ((Unit-type of (Matching unit)) Equal to Human building point (medium))) and do (Remove (Picked unit) from the game)
    Unit Group - Pick every unit in (Units in (Region centered at (Position of (Triggering unit)) with size (3000.00, 3000.00)) matching ((Unit-type of (Matching unit)) Equal to Defence building point human)) and do (Remove (Picked unit) from the game)
    Unit Group - Pick every unit in (Units in (Region centered at (Position of (Triggering unit)) with size (3000.00, 3000.00)) matching ((Unit-type of (Matching unit)) Equal to Human building point (medium))) and do (Remove (Picked unit) from the game)
    Unit Group - Pick every unit in (Units in (Region centered at (Position of (Triggering unit)) with size (3000.00, 3000.00)) matching ((Unit-type of (Matching unit)) Equal to Defence building point human)) and do (Remove (Picked unit) from the game)
    Unit Group - Pick every unit in (Units in (Region centered at (Position of (Triggering unit)) with size (3000.00, 3000.00)) matching ((Unit-type of (Matching unit)) Equal to Human building point (medium))) and do (Remove (Picked unit) from the game)
    Unit Group - Pick every unit in (Units in (Region centered at (Position of (Triggering unit)) with size (3000.00, 3000.00)) matching ((Unit-type of (Matching unit)) Equal to Defence building point human)) and do (Remove (Picked unit) from the game)
    Unit Group - Pick every unit in (Units in (Region centered at (Position of (Triggering unit)) with size (3000.00, 3000.00)) matching (((Picked unit) is A structure) Equal to True)) and do (Kill (Picked unit))
    Unit Group - Pick every unit in (Units in (Region centered at (Position of (Triggering unit)) with size (3000.00, 3000.00)) matching ((Unit-type of (Matching unit)) Equal to Defence building point human)) and do (Remove (Picked unit) from the game)
    Unit Group - Pick every unit in (Units in (Region centered at (Position of (Triggering unit)) with size (3000.00, 3000.00)) matching ((Unit-type of (Matching unit)) Equal to Human building point (medium))) and do (Remove (Picked unit) from the game)
    Unit - Create 1.Main building point human 3 for Neutral Hostile at (Position of (Triggering unit)) facing Default building facing degrees
BuildCenter
  Events
    Unit - A unit Finishes an upgrade
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Triggering unit)) Equal to Castle
        (Unit-type of (Triggering unit)) Equal to Orcish City
        (Unit-type of (Triggering unit)) Equal to Greater forgotten
  Actions
    Set VariableSet DEGREE[1] = 60.00
    Destructible - Pick every destructible within 1200.00 of (Position of (Triggering unit)) and do (Create a special effect at (Position of (Picked destructible)) using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl)
    Destructible - Pick every destructible within 1200.00 of (Position of (Triggering unit)) and do (Kill (Picked destructible))
    For each (Integer A) from 1 to 8, do (Actions)
      Loop - Actions
        Unit - Create 1.Human building point (medium) for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by 900.00 towards (0.00 + DEGREE[1]) degrees.) facing Default building facing degrees
        Unit Group - Add (Last created unit) to TOWN[(Custom value of (Triggering unit))]
        Unit Group - Add (Last created unit) to TOWNBUILDING
        Unit - Set the custom value of (Last created unit) to (Custom value of (Triggering unit))
        Special Effect - Create a special effect at (Position of (Last created unit)) using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
        Set VariableSet DEGREE[1] = (DEGREE[1] + (360.00 / 8.00))
    For each (Integer A) from 1 to 16, do (Actions)
      Loop - Actions
        Unit - Create 1.Defence building point human for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by 1200.00 towards (0.00 + DEGREE[1]) degrees.) facing Default building facing degrees
        Unit Group - Add (Last created unit) to TOWN[(Custom value of (Triggering unit))]
        Unit Group - Add (Last created unit) to TOWNTOWER
        Unit - Set the custom value of (Last created unit) to (Custom value of (Triggering unit))
        Special Effect - Create a special effect at (Position of (Last created unit)) using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
        Set VariableSet DEGREE[1] = (DEGREE[1] + (360.00 / 16.00))
BuildCenter5
  Events
    Unit - A unit Finishes an upgrade
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Triggering unit)) Equal to Fortress 5
        (Unit-type of (Triggering unit)) Equal to Bigger camp 5
        (Unit-type of (Triggering unit)) Equal to Forgotten 5
  Actions
    Set VariableSet DEGREE[1] = 0.00
    Destructible - Pick every destructible within 800.00 of (Position of (Triggering unit)) and do (Create a special effect at (Position of (Picked destructible)) using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl)
    Destructible - Pick every destructible within 800.00 of (Position of (Triggering unit)) and do (Kill (Picked destructible))
    For each (Integer A) from 1 to 5, do (Actions)
      Loop - Actions
        Unit - Create 1.Human building point (medium) for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by 400.00 towards (45.00 + DEGREE[1]) degrees.) facing Default building facing degrees
        Unit Group - Add (Last created unit) to TOWN[(Custom value of (Triggering unit))]
        Unit Group - Add (Last created unit) to TOWNBUILDING
        Unit - Set the custom value of (Last created unit) to (Custom value of (Triggering unit))
        Special Effect - Create a special effect at (Position of (Last created unit)) using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
        Set VariableSet DEGREE[1] = (DEGREE[1] + (360.00 / 5.00))
    For each (Integer A) from 1 to 6, do (Actions)
      Loop - Actions
        Unit - Create 1.Defence building point human for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by 700.00 towards (0.00 + DEGREE[1]) degrees.) facing Default building facing degrees
        Unit Group - Add (Last created unit) to TOWN[(Custom value of (Triggering unit))]
        Unit Group - Add (Last created unit) to TOWNTOWER
        Unit - Set the custom value of (Last created unit) to (Custom value of (Triggering unit))
        Special Effect - Create a special effect at (Position of (Last created unit)) using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
        Set VariableSet DEGREE[1] = (DEGREE[1] + (360.00 / 6.00))
BuildCenter3
  Events
    Unit - A unit Finishes an upgrade
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Triggering unit)) Equal to Town hall 3
        (Unit-type of (Triggering unit)) Equal to Camp 3
        (Unit-type of (Triggering unit)) Equal to Young forgotten 3
  Actions
    Set VariableSet DEGREE[1] = 0.00
    Destructible - Pick every destructible within 400.00 of (Position of (Triggering unit)) and do (Create a special effect at (Position of (Picked destructible)) using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl)
    Destructible - Pick every destructible within 400.00 of (Position of (Triggering unit)) and do (Kill (Picked destructible))
    For each (Integer A) from 1 to 3, do (Actions)
      Loop - Actions
        Unit - Create 1.Human building point (medium) for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by 300.00 towards (0.00 + DEGREE[1]) degrees.) facing Default building facing degrees
        Unit Group - Add (Last created unit) to TOWN[(Custom value of (Triggering unit))]
        Unit Group - Add (Last created unit) to TOWNBUILDING
        Unit - Set the custom value of (Last created unit) to (Custom value of (Triggering unit))
        Special Effect - Create a special effect at (Position of (Last created unit)) using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
        Set VariableSet DEGREE[1] = (DEGREE[1] + (360.00 / 3.00))
OTMENA
  Events
    Unit - A unit Cancels an upgrade
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Triggering unit)) Equal to Castle
        (Unit-type of (Triggering unit)) Equal to Orcish City
        (Unit-type of (Triggering unit)) Equal to Greater forgotten
  Actions
    Unit - Create 1.(Unit-type of (Triggering unit)) for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
    Unit - Set the custom value of (Last created unit) to (Custom value of (Triggering unit))
    Unit - Remove (Triggering unit) from the game
OTMENA5
  Events
    Unit - A unit Cancels an upgrade
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Triggering unit)) Equal to Fortress 5
        (Unit-type of (Triggering unit)) Equal to Bigger camp 5
        (Unit-type of (Triggering unit)) Equal to Forgotten 5
  Actions
    Unit - Create 1.(Unit-type of (Triggering unit)) for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
    Unit - Set the custom value of (Last created unit) to (Custom value of (Triggering unit))
    Unit - Remove (Triggering unit) from the game
OTMENA1
  Events
    Unit - A unit Cancels an upgrade
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Triggering unit)) Equal to Town hall 3
        (Unit-type of (Triggering unit)) Equal to Camp 3
        (Unit-type of (Triggering unit)) Equal to Young forgotten 3
  Actions
    Unit - Create 1.(Unit-type of (Triggering unit)) for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
    Unit - Set the custom value of (Last created unit) to (Custom value of (Triggering unit))
    Unit - Remove (Triggering unit) from the game
OTMENA3
  Events
    Unit - A unit Cancels an upgrade
  Conditions
    And - All (Conditions) are true
      Conditions
        Or - Any (Conditions) are true
          Conditions
            (Unit-type of (Triggering unit)) Equal to Main building point human 3
  Actions
    Unit - Create 1.Main building point human 3 for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
    Unit - Set the custom value of (Last created unit) to (Custom value of (Triggering unit))
    Unit - Remove (Triggering unit) from the game
OTMENAfarm
  Events
    Unit - A unit Cancels an upgrade
  Conditions
    And - All (Conditions) are true
      Conditions
        (Unit-type of (Triggering unit)) Equal to Resource building point human 5
  Actions
    Unit - Remove (Triggering unit) from the game
    Unit - Create 1.Resource building point human 5 for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
OTMENAlone
  Events
    Unit - A unit Cancels an upgrade
  Conditions
    And - All (Conditions) are true
      Conditions
        (Unit-type of (Triggering unit)) Equal to Alone defence point human 5
  Actions
    Unit - Remove (Triggering unit) from the game
    Unit - Create 1.Alone defence point human 5 for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
OTMENAsmall
  Events
    Unit - A unit Cancels an upgrade
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Triggering unit)) Equal to Defence building point human
        (Unit-type of (Triggering unit)) Equal to Defence building point orc
        (Unit-type of (Triggering unit)) Equal to Defence building point forgotten
        (Unit-type of (Triggering unit)) Equal to Human building point (medium)
        (Unit-type of (Triggering unit)) Equal to Orcish building point (medium)
        (Unit-type of (Triggering unit)) Equal to Forgotten's building point (medium)
  Actions
    Unit - Create 1.(Unit-type of (Triggering unit)) for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
    Unit - Set the custom value of (Last created unit) to (Custom value of (Triggering unit))
    Unit Group - Add (Last created unit) to TOWN[(Custom value of (Triggering unit))]
    Unit Group - Add (Last created unit) to TOWNBUILDING
    Unit - Remove (Triggering unit) from the game
Nightoftgedeathstart
  Events
    Player - Player 1 (Red) types a chat message containing -startnight (stringnoformat) as An exact match
  Conditions
  Actions
    Quest - Display to (All players) the Quest Update message: NIGHT OF THE DEAD IS STARTING
    Game - Set time of day speed to 500.00% of the default speed
    Wait 5.00 seconds
    Sound - Stop music Immediately
    Game - Set the time of day to 18.00
    Game - Set time of day speed to 50.00% of the default speed
    Trigger - Run Nightoftgedeath <gen> (ignoring conditions)
    Trigger - Turn off (This trigger)
Nightoftgedeath
  Events
  Conditions
  Actions
    Game - Set time of day speed to 100.00% of the default speed
    Environment - Turn (Last created weather effect) Off
    Trigger - Turn on Nightoftgedeathwnd <gen>
    Trigger - Turn off (This trigger)
    Animation - Play the stand (animationname) animation for all doodads of type LOth (doodadcode) within (Playable map area).
    Sound - Play Doom.
    Sound - Set Music to 100.00%
    Trigger - Turn on Nightofthedeadmusic <gen>
    Environment - Set fog to style Linear, z-start 0.00, z-end 4000.00, density 1000000000.00 and color (0.00%, 0.00%, 0.00%)
    Environment - Create at (Playable map area) the weather effect Rays Of Moonlight
    Set VariableSet THEDARKWEATHER = (Last created weather effect)
    Set VariableSet Allunits[1] = (Units in (Playable map area))
    Unit Group - Remove all units of (Units of type Eatable plant) from Allunits[1].
    Unit Group - Remove all units of (Units of type Tree) from Allunits[1].
    For each (Integer A) from 1 to ((Number of units in Allunits[1]) / 8), do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Random integer number between 1 and 2) Equal to 1
          Then - Actions
            Trigger - Turn off Creates <gen>
            Unit - Create 1.Zombie for Player 12 (Brown) at (Random point in pogost1 <gen>) facing Default building facing degrees
            Unit - Order (Last created unit) to Attack-Move To.(Position of (Random unit from (Units owned by (Random player from (All enemies of Player 12 (Brown).)).)))
            Trigger - Turn on Creates <gen>
          Else - Actions
            Trigger - Turn off Creates <gen>
            Unit - Create 1.Skeleton Warrior for Player 12 (Brown) at (Random point in pogost1 <gen>) facing Default building facing degrees
            Unit - Order (Last created unit) to Attack-Move To.(Position of (Random unit from (Units owned by (Random player from (All enemies of Player 12 (Brown).)).)))
            Trigger - Turn on Creates <gen>
    For each (Integer A) from 1 to ((Number of units in Allunits[1]) / 8), do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Random integer number between 1 and 2) Equal to 1
          Then - Actions
            Trigger - Turn off Creates <gen>
            Unit - Create 1.Zombie for Player 12 (Brown) at (Random point in pogost2 <gen>) facing Default building facing degrees
            Unit - Order (Last created unit) to Attack-Move To.(Position of (Random unit from (Units owned by (Random player from (All enemies of Player 12 (Brown).)).)))
            Trigger - Turn on Creates <gen>
          Else - Actions
            Trigger - Turn off Creates <gen>
            Unit - Create 1.Skeleton Warrior for Player 12 (Brown) at (Random point in pogost2 <gen>) facing Default building facing degrees
            Unit - Order (Last created unit) to Attack-Move To.(Position of (Random unit from (Units owned by (Random player from (All enemies of Player 12 (Brown).)).)))
            Trigger - Turn on Creates <gen>
    For each (Integer A) from 1 to ((Number of units in Allunits[1]) / 8), do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Random integer number between 1 and 2) Equal to 1
          Then - Actions
            Trigger - Turn off Creates <gen>
            Unit - Create 1.Zombie for Player 12 (Brown) at (Random point in pogost3 <gen>) facing Default building facing degrees
            Unit - Order (Last created unit) to Attack-Move To.(Position of (Random unit from (Units owned by (Random player from (All enemies of Player 12 (Brown).)).)))
            Trigger - Turn on Creates <gen>
          Else - Actions
            Trigger - Turn off Creates <gen>
            Unit - Create 1.Skeleton Warrior for Player 12 (Brown) at (Random point in pogost3 <gen>) facing Default building facing degrees
            Unit - Order (Last created unit) to Attack-Move To.(Position of (Random unit from (Units owned by (Random player from (All enemies of Player 12 (Brown).)).)))
            Trigger - Turn on Creates <gen>
    For each (Integer A) from 1 to ((Number of units in Allunits[1]) / 8), do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Random integer number between 1 and 2) Equal to 1
          Then - Actions
            Trigger - Turn off Creates <gen>
            Unit - Create 1.Zombie for Player 12 (Brown) at (Random point in pogost4 <gen>) facing Default building facing degrees
            Unit - Order (Last created unit) to Attack-Move To.(Position of (Random unit from (Units owned by (Random player from (All enemies of Player 12 (Brown).)).)))
            Trigger - Turn on Creates <gen>
          Else - Actions
            Trigger - Turn off Creates <gen>
            Unit - Create 1.Skeleton Warrior for Player 12 (Brown) at (Random point in pogost4 <gen>) facing Default building facing degrees
            Unit - Order (Last created unit) to Attack-Move To.(Position of (Random unit from (Units owned by (Random player from (All enemies of Player 12 (Brown).)).)))
            Trigger - Turn on Creates <gen>
    For each (Integer A) from 1 to ((Number of units in Allunits[1]) / 8), do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Random integer number between 1 and 2) Equal to 1
          Then - Actions
            Trigger - Turn off Creates <gen>
            Unit - Create 1.Zombie for Player 12 (Brown) at (Random point in pogost5 <gen>) facing Default building facing degrees
            Unit - Order (Last created unit) to Attack-Move To.(Position of (Random unit from (Units owned by (Random player from (All enemies of Player 12 (Brown).)).)))
            Trigger - Turn on Creates <gen>
          Else - Actions
            Trigger - Turn off Creates <gen>
            Unit - Create 1.Skeleton Warrior for Player 12 (Brown) at (Random point in pogost5 <gen>) facing Default building facing degrees
            Unit - Order (Last created unit) to Attack-Move To.(Position of (Random unit from (Units owned by (Random player from (All enemies of Player 12 (Brown).)).)))
            Trigger - Turn on Creates <gen>
    For each (Integer A) from 1 to ((Number of units in Allunits[1]) / 8), do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Random integer number between 1 and 2) Equal to 1
          Then - Actions
            Trigger - Turn off Creates <gen>
            Unit - Create 1.Zombie for Player 12 (Brown) at (Random point in pogost6 <gen>) facing Default building facing degrees
            Unit - Order (Last created unit) to Attack-Move To.(Position of (Random unit from (Units owned by (Random player from (All enemies of Player 12 (Brown).)).)))
            Trigger - Turn on Creates <gen>
          Else - Actions
            Trigger - Turn off Creates <gen>
            Unit - Create 1.Skeleton Warrior for Player 12 (Brown) at (Random point in pogost6 <gen>) facing Default building facing degrees
            Unit - Order (Last created unit) to Attack-Move To.(Position of (Random unit from (Units owned by (Random player from (All enemies of Player 12 (Brown).)).)))
            Trigger - Turn on Creates <gen>
    For each (Integer A) from 1 to ((Number of units in Allunits[1]) / 8), do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Random integer number between 1 and 2) Equal to 1
          Then - Actions
            Trigger - Turn off Creates <gen>
            Unit - Create 1.Zombie for Player 12 (Brown) at (Random point in pogost7 <gen>) facing Default building facing degrees
            Unit - Order (Last created unit) to Attack-Move To.(Position of (Random unit from (Units owned by (Random player from (All enemies of Player 12 (Brown).)).)))
            Trigger - Turn on Creates <gen>
          Else - Actions
            Trigger - Turn off Creates <gen>
            Unit - Create 1.Skeleton Warrior for Player 12 (Brown) at (Random point in pogost7 <gen>) facing Default building facing degrees
            Unit - Order (Last created unit) to Attack-Move To.(Position of (Random unit from (Units owned by (Random player from (All enemies of Player 12 (Brown).)).)))
            Trigger - Turn on Creates <gen>
    For each (Integer A) from 1 to ((Number of units in Allunits[1]) / 8), do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Random integer number between 1 and 2) Equal to 1
          Then - Actions
            Trigger - Turn off Creates <gen>
            Unit - Create 1.Zombie for Player 12 (Brown) at (Random point in pogost8 <gen>) facing Default building facing degrees
            Unit - Order (Last created unit) to Attack-Move To.(Position of (Random unit from (Units owned by (Random player from (All enemies of Player 12 (Brown).)).)))
            Trigger - Turn on Creates <gen>
          Else - Actions
            Trigger - Turn off Creates <gen>
            Unit - Create 1.Skeleton Warrior for Player 12 (Brown) at (Random point in pogost8 <gen>) facing Default building facing degrees
            Unit - Order (Last created unit) to Attack-Move To.(Position of (Random unit from (Units owned by (Random player from (All enemies of Player 12 (Brown).)).)))
            Trigger - Turn on Creates <gen>
Nightofthedeadmusic
  Events
    Time - Every 67.00 seconds of game time
  Conditions
  Actions
    Sound - Play Doom.
    Sound - Set Music to 100.00%
Nightofthedeathupdate
  Events
    Time - Every 15.00 seconds of game time
  Conditions
  Actions
    Unit Group - Add all units of (Units owned by Player 12 (Brown).) to Undeadsquad
    Unit Group - Add all units of (Units owned by Player 1 (Red).) to Undeadsquadtarget
    Unit Group - Add all units of (Units owned by Player 2 (Blue).) to Undeadsquadtarget
    Unit Group - Add all units of (Units owned by Player 3 (Teal).) to Undeadsquadtarget
    Unit Group - Add all units of (Units owned by Player 4 (Purple).) to Undeadsquadtarget
    Unit Group - Add all units of (Units owned by Player 5 (Yellow).) to Undeadsquadtarget
    Unit Group - Add all units of (Units owned by Player 6 (Orange).) to Undeadsquadtarget
    Unit Group - Add all units of (Units owned by Player 7 (Green).) to Undeadsquadtarget
    Unit Group - Add all units of (Units owned by Player 8 (Pink).) to Undeadsquadtarget
    For each (Integer A) from 1 to (Number of units in Undeadsquad), do (Actions)
      Loop - Actions
        Set VariableSet Undead = (Random unit from Undeadsquad)
        Unit - Order Undead to Attack-Move To.(Position of (Random unit from (Units in (Playable map area))))
        Unit Group - Remove Undead from Undeadsquad.
        Wait 0.01 seconds
    Unit Group - Remove all units from Undeadsquadtarget.
Nightoftgedeathwnd
  Events
    Game - The in-game time of day becomes Equal to 6.00
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    For each (Integer A) from 1 to 12, do (Actions)
      Loop - Actions
        Camera - Shake the camera for (Player((Integer A))) with magnitude 3.00
    Quest - Display to (All players) the Quest Update message: And light of the Sun kills all undeads. . .this night ended
    Unit Group - Remove all units from Undeadsquaddead.
    Unit Group - Add all units of (Units owned by Player 12 (Brown).) to Undeadsquaddead
    Trigger - Turn off Nightofthedeadmusic <gen>
    Sound - Stop music Immediately
    Sound - Play DarkVictory <gen>
    Environment - Reset fog to default values
    Environment - Remove THEDARKWEATHER
    For each (Integer B) from 1 to (Number of units in Undeadsquaddead), do (Actions)
      Loop - Actions
        Set VariableSet Undead = (Random unit from Undeadsquaddead)
        Unit - Kill Undead
        Special Effect - Create a special effect at (Position of Undead) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
        Unit Group - Remove Undead from Undeadsquaddead.
    Game - Set time of day speed to 1.00% of the default speed
    For each (Integer A) from 1 to 12, do (Actions)
      Loop - Actions
        Camera - Stop swaying/shaking the camera for (Player((Integer A))).
    Trigger - Turn on Nightoftgedeathstart <gen>
Terrain under buildingds after season
  Events
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Picked unit) is A structure) Equal to True
            (Unit-type of (Picked unit)) Not equal to Main building point human 3
            (Unit-type of (Picked unit)) Not equal to Defence building point human
            (Unit-type of (Picked unit)) Not equal to Human building point (medium)
            (Unit-type of (Picked unit)) Not equal to Orcish building point (medium)
            (Unit-type of (Picked unit)) Not equal to Defence building point orc
            (Unit-type of (Picked unit)) Not equal to Resource building point human 5
            (Unit-type of (Picked unit)) Not equal to Alone defence point human 5
            (Unit-type of (Picked unit)) Not equal to Forgotten's building point (medium)
            (Unit-type of (Picked unit)) Not equal to Defence building point forgotten
          Then - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                RACE[(Player number of (Owner of (Triggering unit)))] Equal to 1
              Then - Actions
                Environment - Change terrain type at (Position of (Picked unit)) to Cityscape - Round Tiles using variation -1 in an area of size 4 and shape Circle
              Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                RACE[(Player number of (Owner of (Triggering unit)))] Equal to 2
              Then - Actions
                Environment - Change terrain type at (Position of (Picked unit)) to Village Fall - Cobble Path using variation -1 in an area of size 5 and shape Circle
              Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                RACE[(Player number of (Owner of (Triggering unit)))] Equal to 3
              Then - Actions
                Environment - Change terrain type at (Position of (Picked unit)) to Felwood - Poison using variation -1 in an area of size 5 and shape Circle
              Else - Actions
          Else - Actions
    Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Picked unit) is A structure) Equal to True
            (Unit-type of (Picked unit)) Not equal to Main building point human 3
            (Unit-type of (Picked unit)) Not equal to Defence building point human
            (Unit-type of (Picked unit)) Not equal to Defence building point orc
            (Unit-type of (Picked unit)) Not equal to Human building point (medium)
            (Unit-type of (Picked unit)) Not equal to Orcish building point (medium)
            (Unit-type of (Picked unit)) Not equal to Resource building point human 5
            (Unit-type of (Picked unit)) Not equal to Alone defence point human 5
            (Unit-type of (Picked unit)) Not equal to Forgotten's building point (medium)
          Then - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                RACE[(Player number of (Owner of (Triggering unit)))] Equal to 1
              Then - Actions
                Environment - Change terrain type at (Position of (Picked unit)) to Cityscape - White Marble using variation -1 in an area of size 2 and shape Circle
              Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                RACE[(Player number of (Owner of (Triggering unit)))] Equal to 2
              Then - Actions
                Environment - Change terrain type at (Position of (Picked unit)) to Lordaeron Summer - Rock using variation -1 in an area of size 2 and shape Circle
              Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                RACE[(Player number of (Owner of (Triggering unit)))] Equal to 3
              Then - Actions
                Environment - Change terrain type at (Position of (Picked unit)) to Felwood - Rock using variation -1 in an area of size 2 and shape Circle
              Else - Actions
          Else - Actions
Terrain under buildingds after construction
  Events
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Picked unit) is A structure) Equal to True
            (Unit-type of (Picked unit)) Not equal to Main building point human 3
            (Unit-type of (Picked unit)) Not equal to Defence building point human
            (Unit-type of (Picked unit)) Not equal to Human building point (medium)
            (Unit-type of (Picked unit)) Not equal to Orcish building point (medium)
            (Unit-type of (Picked unit)) Not equal to Defence building point orc
            (Unit-type of (Picked unit)) Not equal to Resource building point human 5
            (Unit-type of (Picked unit)) Not equal to Alone defence point human 5
            (Unit-type of (Picked unit)) Not equal to Forgotten's building point (medium)
            (Unit-type of (Picked unit)) Not equal to Defence building point forgotten
          Then - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                RACE[(Player number of (Owner of (Triggering unit)))] Equal to 1
              Then - Actions
                Environment - Change terrain type at (Position of (Picked unit)) to Cityscape - Round Tiles using variation -1 in an area of size 4 and shape Circle
              Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                RACE[(Player number of (Owner of (Triggering unit)))] Equal to 2
              Then - Actions
                Environment - Change terrain type at (Position of (Picked unit)) to Village Fall - Cobble Path using variation -1 in an area of size 5 and shape Circle
              Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                RACE[(Player number of (Owner of (Triggering unit)))] Equal to 3
              Then - Actions
                Environment - Change terrain type at (Position of (Picked unit)) to Felwood - Poison using variation -1 in an area of size 5 and shape Circle
              Else - Actions
          Else - Actions
    Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Picked unit) is A structure) Equal to True
            (Unit-type of (Picked unit)) Not equal to Main building point human 3
            (Unit-type of (Picked unit)) Not equal to Defence building point human
            (Unit-type of (Picked unit)) Not equal to Defence building point orc
            (Unit-type of (Picked unit)) Not equal to Human building point (medium)
            (Unit-type of (Picked unit)) Not equal to Orcish building point (medium)
            (Unit-type of (Picked unit)) Not equal to Resource building point human 5
            (Unit-type of (Picked unit)) Not equal to Alone defence point human 5
            (Unit-type of (Picked unit)) Not equal to Forgotten's building point (medium)
          Then - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                RACE[(Player number of (Owner of (Triggering unit)))] Equal to 1
              Then - Actions
                Environment - Change terrain type at (Position of (Picked unit)) to Cityscape - White Marble using variation -1 in an area of size 2 and shape Circle
              Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                RACE[(Player number of (Owner of (Triggering unit)))] Equal to 2
              Then - Actions
                Environment - Change terrain type at (Position of (Picked unit)) to Lordaeron Summer - Rock using variation -1 in an area of size 2 and shape Circle
              Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                RACE[(Player number of (Owner of (Triggering unit)))] Equal to 3
              Then - Actions
                Environment - Change terrain type at (Position of (Picked unit)) to Felwood - Rock using variation -1 in an area of size 2 and shape Circle
              Else - Actions
          Else - Actions
Terrain change after construct
  Events
    Unit - A unit Finishes an upgrade
  Conditions
    And - All (Conditions) are true
      Conditions
        (Unit-type of (Triggering unit)) Not equal to Main building point human 3
        ((Triggering unit) is A structure) Equal to True
  Actions
    Set VariableSet Townter = (Triggering unit)
    Trigger - Run Terrain_under_buildingds_after_construction <gen> (ignoring conditions)
Dead
  Events
    Unit - A unit Dies
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Triggering unit)) Equal to |c0000FF00King|r
        (Unit-type of (Triggering unit)) Equal to |c0000FF00Orc leader|r
        (Unit-type of (Triggering unit)) Equal to |c0000FF00Swarm Leader|r
  Actions
    Sound - Stop (Last played sound) After fading
    Sound - Play zlo <gen>
    Unit Group - Pick every unit in (Units owned by (Triggering player) of type Main building point human 3) and do (Kill (Picked unit))
    Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit)) matching (((Matching unit) is A structure) Equal to True).) and do (Kill (Picked unit))
    Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit)) matching (((Matching unit) is A structure) Equal to True).) and do (Kill (Picked unit))
    Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit)).) and do (Remove (Picked unit) from the game)
    Special Effect - Create a special effect at (Position of (Picked unit)) using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
    Quest - Display to (All players) the Quest Update message: (Player + ((Name of (Owner of (Triggering unit))) + has been defeated))
    Visibility - Create an initially Enabled visibility modifier for (Owner of (Triggering unit)) emitting Visibility across (Playable map area)
    Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
    Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Human\MarkOfChaos\MarkOfChaosTarget.mdl
    Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Undead\DarkRitual\DarkRitualTarget.mdl
    Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Other\Monsoon\MonsoonBoltTarget.mdl
    Special Effect - Create a special effect at (Position of (Triggering unit)) using Objects\Spawnmodels\NightElf\NECancelDeath\NECancelDeath.mdl
    Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Items\TomeOfRetraining\TomeOfRetrainingCaster.mdl
CHEATZLO
  Events
    Player - Player 1 (Red) types a chat message containing .zlo (stringnoformat) as An exact match
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Name of (Triggering player)) Equal to @tom
        (Name of (Triggering player)) Equal to Leviathan90005
  Actions
    Unit - Create 1.Revenant for Player 1 (Red) at (Target of current camera view) facing Default building facing degrees
PICKS
  Events
    Player - Player 1 (Red) types a chat message containing .PICK (stringnoformat) as An exact match
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Name of (Triggering player)) Equal to @tom
        (Name of (Triggering player)) Equal to Leviathan90005
  Actions
    Unit - Create 1.PICKER for Player 1 (Red) at (Position of (Random unit from (Units of type Tech chooser))) facing Default building facing degrees
Creates
  Events
    Unit - A unit enters (Playable map area)
  Conditions
    And - All (Conditions) are true
      Conditions
        ((Triggering unit) is in AlreadyEntered.) Equal to False
        Or - Any (Conditions) are true
          Conditions
            (Unit-type of (Triggering unit)) Equal to Villager
            (Unit-type of (Triggering unit)) Equal to Archer
            (Unit-type of (Triggering unit)) Equal to Assault Axeman
            (Unit-type of (Triggering unit)) Equal to Axeman
            (Unit-type of (Triggering unit)) Equal to Battle bear
            (Unit-type of (Triggering unit)) Equal to Battle wolf
            (Unit-type of (Triggering unit)) Equal to Crossbowman
            (Unit-type of (Triggering unit)) Equal to King's guard
            (Unit-type of (Triggering unit)) Equal to Knight
            (Unit-type of (Triggering unit)) Equal to Rifleman
            (Unit-type of (Triggering unit)) Equal to Rogue
            (Unit-type of (Triggering unit)) Equal to Spear thrower
            (Unit-type of (Triggering unit)) Equal to Swordsman
            (Unit-type of (Triggering unit)) Equal to Battle wolf
            (Unit-type of (Triggering unit)) Equal to Battle bear
            (Unit-type of (Triggering unit)) Equal to Siege worker
            (Unit-type of (Triggering unit)) Equal to Resonator-stormtrooper
            (Unit-type of (Triggering unit)) Equal to Resonator-Guard
            (Unit-type of (Triggering unit)) Equal to Phoenix
            (Unit-type of (Triggering unit)) Equal to Boar
            (Unit-type of (Triggering unit)) Equal to Grunt
            (Unit-type of (Triggering unit)) Equal to Spear thrower
            (Unit-type of (Triggering unit)) Equal to Wargrider
            (Unit-type of (Triggering unit)) Equal to Gnoll-Crossbowman
            (Unit-type of (Triggering unit)) Equal to Gnoll-archer
            (Unit-type of (Triggering unit)) Equal to Gnoll-warrior
            (Unit-type of (Triggering unit)) Equal to Spider
            (Unit-type of (Triggering unit)) Equal to Swarm-dog
            (Unit-type of (Triggering unit)) Equal to Shadow-runner
            (Unit-type of (Triggering unit)) Equal to Hellhound
            (Unit-type of (Triggering unit)) Equal to Thunder Lizard
            (Unit-type of (Triggering unit)) Equal to Faceless warrior
  Actions
    Unit Group - Add (Triggering unit) to AlreadyEntered
    Unit - Add LEADER to (Triggering unit)
    Unit - Set the custom value of (Triggering unit) to loopA
    Unit Group - Add (Triggering unit) to SQUADSYSTEMSYS[loopA]
    Unit Group - Add (Triggering unit) to SQUADSYSTEMSYSleader
    For each (Integer A) from 1 to 5, do (Actions)
      Loop - Actions
        Unit - Create 1.(Unit-type of (Triggering unit)) for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
        Unit Group - Add (Last created unit) to AlreadyEntered
        Unit - Set the custom value of (Last created unit) to loopA
        Unit Group - Add (Last created unit) to SQUADSYSTEMSYS[loopA]
    Set VariableSet loopA = (loopA + 1)
    Unit - Order (Triggering unit) to Move To.(Rally-Point of (Random unit from (Units in (Region centered at (Position of (Triggering unit)) with size (500.00, 500.00)) matching (((Matching unit) is A structure) Equal to True))) as a point)
OrderOBJECT
  Events
    Unit - A unit Is issued an order targeting an object
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Current order of (Triggering unit)) Equal to (Order(attack))
      Then - Actions
        Unit Group - Order SQUADSYSTEMSYS[(Custom value of (Ordered unit))] to Attack.(Target unit of issued order)
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Target unit of issued order) belongs to an enemy of (Owner of (Triggering unit)).) Equal to True
          Then - Actions
            Unit Group - Order SQUADSYSTEMSYS[(Custom value of (Ordered unit))] to Attack.(Target unit of issued order)
          Else - Actions
            Unit Group - Order SQUADSYSTEMSYS[(Custom value of (Ordered unit))] to Follow.(Target unit of issued order)
    Trigger - Turn on (This trigger)
OrderPOINT
  Events
    Unit - A unit Is issued an order targeting a point
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Current order of (Triggering unit)) Equal to (Order(attack))
      Then - Actions
        Unit Group - Order SQUADSYSTEMSYS[(Custom value of (Ordered unit))] to Attack-Move To.(Target point of issued order)
      Else - Actions
        Unit Group - Order SQUADSYSTEMSYS[(Custom value of (Ordered unit))] to Move To.(Target point of issued order)
    Trigger - Turn on (This trigger)
OrderWITHNOTARGET
  Events
    Unit - A unit Is issued an order with no target
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Current order of (Triggering unit)) Equal to (Order(stop))
      Then - Actions
        Unit Group - Order SQUADSYSTEMSYS[(Custom value of (Ordered unit))] to Stop
      Else - Actions
        Unit Group - Order SQUADSYSTEMSYS[(Custom value of (Ordered unit))] to Hold Position
    Trigger - Turn on (This trigger)
COMMANDER DEAD
  Events
    Unit - A unit Dies
  Conditions
    ((Triggering unit) is in SQUADSYSTEMSYSleader.) Equal to True
  Actions
    Unit Group - Remove (Triggering unit) from SQUADSYSTEMSYS[(Custom value of (Triggering unit))].
    Unit Group - Remove (Triggering unit) from SQUADSYSTEMSYSleader.
    Set VariableSet unit = (Random unit from SQUADSYSTEMSYS[(Custom value of (Triggering unit))])
    Unit Group - Add unit to SQUADSYSTEMSYSleader
    Unit - Add LEADER to unit
UNIT DEAD
  Events
    Unit - A unit Dies
  Conditions
  Actions
    Unit Group - Remove (Triggering unit) from SQUADSYSTEMSYS[(Custom value of (Triggering unit))].
RENEW SQUAD
  Events
    Time - Every 10.00 seconds of game time
  Conditions
  Actions
    For each (Integer A) from 1 to loopA, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            And - All (Conditions) are true
              Conditions
                (Number of units in SQUADSYSTEMSYS[(Integer A)]) Not equal to 0
                (Number of units in SQUADSYSTEMSYS[(Integer A)]) Less than 12
                ((Random unit from SQUADSYSTEMSYS[(Integer A)]) has buff RESSURECTION) Equal to True
          Then - Actions
            Unit - Create 1.(Unit-type of (Random unit from SQUADSYSTEMSYS[(Integer A)])) for (Owner of (Random unit from SQUADSYSTEMSYS[(Integer A)])) at (Position of (Random unit from SQUADSYSTEMSYS[(Integer A)])) facing Default building facing degrees
            Special Effect - Create a special effect at (Position of (Last created unit)) using Abilities\Spells\Items\AIim\AIimTarget.mdl
            Unit Group - Add (Last created unit) to AlreadyEntered
            Unit - Set the custom value of (Last created unit) to (Custom value of (Random unit from SQUADSYSTEMSYS[(Integer A)]))
            Unit Group - Add (Last created unit) to SQUADSYSTEMSYS[(Integer A)]
          Else - Actions
DeselectSystem
  Events
    Player - Player 1 (Red) Selects a unit
    Player - Player 2 (Blue) Selects a unit
    Player - Player 3 (Teal) Selects a unit
    Player - Player 4 (Purple) Selects a unit
    Player - Player 5 (Yellow) Selects a unit
    Player - Player 6 (Orange) Selects a unit
    Player - Player 7 (Green) Selects a unit
    Player - Player 8 (Pink) Selects a unit
  Conditions
    And - All (Conditions) are true
      Conditions
        ((Triggering unit) is in SQUADSYSTEMSYSleader.) Equal to False
        Or - Any (Conditions) are true
          Conditions
            (Unit-type of (Triggering unit)) Equal to Villager
            (Unit-type of (Triggering unit)) Equal to Archer
            (Unit-type of (Triggering unit)) Equal to Assault Axeman
            (Unit-type of (Triggering unit)) Equal to Axeman
            (Unit-type of (Triggering unit)) Equal to Battle bear
            (Unit-type of (Triggering unit)) Equal to Battle wolf
            (Unit-type of (Triggering unit)) Equal to Crossbowman
            (Unit-type of (Triggering unit)) Equal to King's guard
            (Unit-type of (Triggering unit)) Equal to Knight
            (Unit-type of (Triggering unit)) Equal to Rifleman
            (Unit-type of (Triggering unit)) Equal to Rogue
            (Unit-type of (Triggering unit)) Equal to Spear thrower
            (Unit-type of (Triggering unit)) Equal to Swordsman
            (Unit-type of (Triggering unit)) Equal to Battle wolf
            (Unit-type of (Triggering unit)) Equal to Battle bear
            (Unit-type of (Triggering unit)) Equal to Siege worker
            (Unit-type of (Triggering unit)) Equal to Resonator-Guard
            (Unit-type of (Triggering unit)) Equal to Resonator-stormtrooper
            (Unit-type of (Triggering unit)) Equal to Phoenix
            (Unit-type of (Triggering unit)) Equal to Boar
            (Unit-type of (Triggering unit)) Equal to Grunt
            (Unit-type of (Triggering unit)) Equal to Spear thrower
            (Unit-type of (Triggering unit)) Equal to Wargrider
            (Unit-type of (Triggering unit)) Equal to Gnoll-Crossbowman
            (Unit-type of (Triggering unit)) Equal to Gnoll-archer
            (Unit-type of (Triggering unit)) Equal to Gnoll-warrior
            (Unit-type of (Triggering unit)) Equal to Spider
            (Unit-type of (Triggering unit)) Equal to Swarm-dog
            (Unit-type of (Triggering unit)) Equal to Shadow-runner
            (Unit-type of (Triggering unit)) Equal to Hellhound
            (Unit-type of (Triggering unit)) Equal to Thunder Lizard
            (Unit-type of (Triggering unit)) Equal to Faceless warrior
  Actions
    Selection - Remove (Triggering unit) from selection for (Triggering player)
    Selection - Add (Random unit from (Units owned by (Triggering player) matching ((((Matching unit) is in SQUADSYSTEMSYSleader.) Equal to True) and ((Custom value of (Matching unit)) Equal to (Custom value of (Triggering unit)))).)) to selection for (Triggering player)