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Trigger Viewer

LOST BATTLES v 3.85.w3x
Variables
Initialization
Initialization
StartInfo
StartCin
Money
ARRIVAL
GOLDGIVE
WOODGIVE
DISARRIVAL
Effect
PARADISE LOST
FORGOTTENS REMORPH
HUMANS REMORPH
REBELLS REMORPH
ORKS REMORPH
PARADISE LOST colonization
Lighting blasts
Death spirits
RESMONSTER ATTACKED
RESMONSTER SPELL
Resonating hole
Assasins attack
Assasins Light
Assasins stealth
DONTATTACKKINGS
Abbys1
Abbys2
Ent spawn
dieofkust
StenaKilled
Tactical weapons
Beam
Seismic
FrozenCore
Artillery
AStart
A1
Tech and CIV pick
TechandCiv pick
RebellianSystem
Leaderboard
Leaderboardupdate
Spells
Frost Blast
Fragmentation catapult attack
Fragmentation catapult attack End
ThunderBoltAttack
SoulApocalypse
Spell1soul
Spell2Arma
Armageddon
TownSystem
Captured3
CapturedResource
CapturedAloneDef
CapturedShipyard
Destroyedcitybuilding
Destroyedcity
BuildCenter8
BuildCenter5
BuildCenter3
OTMENAtown
OTMENAtower
OTMENAwall
OTMENAtact
OTMENAother
Terraforming
Terrain under buildingds after season
Terrain change after construct
Start DEBUG
Endofking
Dead
Entering
Detect
DEFEAT
Defeat Condition
Cheats
CHEATZLO
PICKS
TerranGenerateSystem
TerranGeneratStart
TerranGeneratPickFirst
TerranGeneratPickLast
TerranGeneratPickedEnvi
TerranGeneratPickedWeather
TerranGenerateStage1Enviroment
TerranGenerateStage2Textures
TerranGenerateStage3Trees
SQUADSYSTEM
Creates
OrderOBJECT
OrderPOINT
OrderWITHNOTARGET
COMMANDER DEAD
UNIT DEAD
RENEW SQUAD
DeselectSystem
Commands
QuickStart
Shooting Star
Shooting Star
KnockBack

		
Name Type Is Array Initial Value
AlreadyEntered group No
Defeat boolean Yes false
defeated boolean Yes
DEGREE real Yes
Dialog dialog No
DialogButton button Yes
Drobcatapulta unit No
FROZENBEAM effect Yes
golder group Yes
golder2 group Yes
golder3 group Yes
GroupStar group No
Hero unit Yes
Index integer Yes
KILLANG unit No
Leaderboard leaderboard Yes
LocPoint1 location No
LocPoint2 location No
LocPoint3 location No
LocReal real No
LocTerran location No
loopA integer No 1
Number integer Yes
RACE integer Yes
RandomGate integer No
Ready boolean Yes
Real real Yes
seismicloc location Yes
Settings integer Yes
Shooting location Yes
ShootinGPoinT location No
Spec1 effect No
Spec2 effect No
Special string Yes
SQUADSYSTEMSYS group Yes
SQUADSYSTEMSYSleader group No
Star location No
Star2 location No
StarGroup group No
TargetArea location Yes
TempUnitGroup group No
TerranGenerateIndex integervar No
TerranGenerateTargetLoc location No
TOWNBUILDING group No
TOWNTACT group No
TOWNTOWER group No
TOWNWALL 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
    Visibility - Disable fog of war
    Visibility - Disable black mask
    Set VariableSet Index[100] = 1
    Animation - Play the death (animationname) animation for all doodads of type LOth (doodadcode) within (Playable map area).
    Player - Disable ATTACK for Player 12 (Brown)
    For each (Integer A) from 1 to 12, do (Actions)
      Loop - Actions
        Player - Disable Tactical strike: Strategic Artillery for (Player((Integer A)))
        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 6 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 Heavy Catapult Ultimate to 1 for (Player((Integer A)))
        Player - Limit training of Heavy Catapult orc to 1 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 12 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 TAU'RA Invaders base 5 to 3 for (Player((Integer A)))
        Player - Limit training of Shrine of the eternal death 5 to 2 for (Player((Integer A)))
        Player - Limit training of Shrine of the abbysal death to 2 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 TAU'RA War base to 1 for (Player((Integer A)))
        Player - Limit training of Rebellian town 5 to 3 for (Player((Integer A)))
        Player - Limit training of Rebellian Fortress to 2 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)))
        Player - Limit training of Assault Giant to 1 for (Player((Integer A)))
        Player - Limit training of Mountain Troll to 1 for (Player((Integer A)))
        Player - Limit training of Hydra to 5 for (Player((Integer A)))
        Player - Limit training of Colonizator to 1 for (Player((Integer A)))
        Player - Limit training of TAU'RA Elite to 2 for (Player((Integer A)))
        Player - Limit training of Tactical weapon: Frozen Core to 1 for (Player((Integer A)))
        Player - Limit training of Tactical weapon: Niobium Strike to 1 for (Player((Integer A)))
        Player - Limit training of Tactical weapon: Geo Controller to 1 for (Player((Integer A)))
        Player - Limit training of Tactical weapon: Tentacle incoming to 1 for (Player((Integer A)))
        Player - Limit training of Tactical weapon: Renew Weapon to 1 for (Player((Integer A)))
        Player - Limit training of Spirits Crypt to 1 for (Player((Integer A)))
        Player - Limit training of Graveyard to 1 for (Player((Integer A)))
        Player - Limit training of Evolution System to 1 for (Player((Integer A)))
        Player - Limit training of Gnoll-mage to 1 for (Player((Integer A)))
        Player - Limit training of Stealth-Ballista to 5 for (Player((Integer A)))
        Player - Limit training of Hunter-assasin to 2 for (Player((Integer A)))
        Player - Limit training of Flame Ballista to 2 for (Player((Integer A)))
        Player - Limit training of Battle droid to 1 for (Player((Integer A)))
        Player - Limit training of Heavy Guard Tower Reb to 6 for (Player((Integer A)))
        Player - Limit training of |c0000FF00Commander|r to 1 for (Player((Integer A)))
        Player - Limit training of |c0000FF00Commander|r Reb to 1 for (Player((Integer A)))
        Player - Limit training of |c0000FF00Commander|r forgotten to 1 for (Player((Integer A)))
        Player - Limit training of |c0000FF00Commander|r ork to 1 for (Player((Integer A)))
        Player - Limit training of |c0000FF00Commander|r tau to 1 for (Player((Integer A)))
        Player - Limit training of |c0000FF00Commander|r тускщ to 1 for (Player((Integer A)))
StartInfo
  Events
  Conditions
  Actions
    Wait 15.00 seconds
    Unit Group - Pick every unit in (Units owned by Neutral Hostile of type Main building point human 3) and do (Set life of (Picked unit) to 1.00%)
    Quest - Display to (All players) the Quest Update message: Welcome to the Lost Battles
    Wait 5.00 seconds
    Unit Group - Pick every unit in (Units owned by Neutral Hostile of type Main building point human 3) and do (Set life of (Picked unit) to 1.00%)
StartCin
  Events
    Time - Elapsed game time is 2.00 seconds
  Conditions
  Actions
    Quest - Display to (All players) the New Unit Acquired message: WELCOME TO THE "LOST BATTLES" !!!
    Wait 4.00 seconds
    Unit Group - Pick every unit in (Units owned by Player 12 (Brown).) and do (Remove (Picked unit) from the game)
    Wait 0.50 seconds
    Unit - Unpause all units
    Trigger - Run StartInfo <gen> (ignoring conditions)
    For each (Integer A) from 1 to 12, do (Actions)
      Loop - Actions
        Camera - Reset camera for (Player((Integer A))) to standard game-view over 0 seconds
        Camera - Pan camera for (Player((Integer A))) to (Position of (Random unit from (Units owned by (Player((Integer A))) of type PICKER))) over 0 seconds
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 Farm
        (Unit-type of (Triggering unit)) Equal to Smuggler's tent
        (Unit-type of (Triggering unit)) Equal to Armory
        (Unit-type of (Triggering unit)) Equal to Observation post
        (Unit-type of (Triggering unit)) Equal to Armory
        (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
        (Unit-type of (Triggering unit)) Equal to Command post of TAU'RA 3
        (Unit-type of (Triggering unit)) Equal to TAU'RA Invaders base 5
        (Unit-type of (Triggering unit)) Equal to TAU'RA War base
        (Unit-type of (Triggering unit)) Equal to Rebellian camp 3
        (Unit-type of (Triggering unit)) Equal to Rebellian town 5
        (Unit-type of (Triggering unit)) Equal to Rebellian Fortress
  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
            (Unit-type of (Triggering unit)) Equal to TAU'RA War base
            (Unit-type of (Triggering unit)) Equal to Rebellian Fortress
      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
            (Unit-type of (Triggering unit)) Equal to TAU'RA Invaders base 5
            (Unit-type of (Triggering unit)) Equal to Rebellian town 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 Command post of TAU'RA 3
            (Unit-type of (Triggering unit)) Equal to Rebellian camp 3
            (Unit-type of (Triggering unit)) Equal to Blacksmith
            (Unit-type of (Triggering unit)) Equal to Corrupted plant
            (Unit-type of (Triggering unit)) Equal to Armory
            (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 Command post of TAU'RA 3
            (Unit-type of (Triggering unit)) Equal to Rebellian camp 3
            (Unit-type of (Triggering unit)) Equal to Farm
            (Unit-type of (Triggering unit)) Equal to Smuggler's tent
            (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 Observation post
      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 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 Farm
        (Unit-type of (Triggering unit)) Equal to Smuggler's tent
        (Unit-type of (Triggering unit)) Equal to Armory
        (Unit-type of (Triggering unit)) Equal to Observation post
        (Unit-type of (Triggering unit)) Equal to Armory
        (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
        (Unit-type of (Triggering unit)) Equal to Command post of TAU'RA 3
        (Unit-type of (Triggering unit)) Equal to TAU'RA Invaders base 5
        (Unit-type of (Triggering unit)) Equal to TAU'RA War base
        (Unit-type of (Triggering unit)) Equal to Rebellian camp 3
        (Unit-type of (Triggering unit)) Equal to Rebellian town 5
  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)))].
PARADISE LOST
  Events
    Unit - A unit Finishes an upgrade
  Conditions
  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 4
      Then - Actions
        Destructible - Pick every destructible within 500.00 of (Position of (Triggering unit)) and do (Create a special effect at (Position of (Picked destructible)) using Objects\Spawnmodels\NightElf\NECancelDeath\NECancelDeath.mdl)
        Destructible - Pick every destructible within 500.00 of (Position of (Triggering unit)) and 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
                    (Integer((Current life of (Picked destructible)))) Greater than 0
                    Or - Any (Conditions) are true
                      Conditions
                        (Destructible-type of (Picked destructible)) Equal to ZTtw (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to ZTtc (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to ATtr (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to ITtw (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to YTct (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to BTtw (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to JTct (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to WTst (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to DTsh (destructablecode)
              Then - Actions
                Destructible - Kill (Picked destructible)
                Destructible - Create a ITtw (destructablecode) at (Position of (Picked destructible)) facing (Random angle) with scale (Random real number between 0.65 and 1.05) and variation (Random integer number between 0 and 10)
                Destructible - Remove (Picked destructible)
              Else - Actions
      Else - Actions
FORGOTTENS REMORPH
  Events
    Unit - A unit Finishes an upgrade
  Conditions
  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
        Destructible - Pick every destructible within 500.00 of (Position of (Triggering unit)) and do (Create a special effect at (Position of (Picked destructible)) using Objects\Spawnmodels\NightElf\NECancelDeath\NECancelDeath.mdl)
        Destructible - Pick every destructible within 500.00 of (Position of (Triggering unit)) and 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
                    (Integer((Current life of (Picked destructible)))) Greater than 0
                    Or - Any (Conditions) are true
                      Conditions
                        (Destructible-type of (Picked destructible)) Equal to ZTtw (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to ZTtc (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to ATtr (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to ITtw (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to YTct (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to BTtw (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to JTct (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to WTst (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to DTsh (destructablecode)
              Then - Actions
                Destructible - Kill (Picked destructible)
                Destructible - Create a ATtr (destructablecode) at (Position of (Picked destructible)) facing (Random angle) with scale (Random real number between 0.65 and 1.05) and variation (Random integer number between 0 and 10)
                Destructible - Remove (Picked destructible)
              Else - Actions
      Else - Actions
HUMANS REMORPH
  Events
    Unit - A unit Finishes an upgrade
  Conditions
  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
        Destructible - Pick every destructible within 500.00 of (Position of (Triggering unit)) and do (Create a special effect at (Position of (Picked destructible)) using Abilities\Weapons\GlaiveMissile\GlaiveMissileTarget.mdl)
        Destructible - Pick every destructible within 500.00 of (Position of (Triggering unit)) and 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
                    (Integer((Current life of (Picked destructible)))) Greater than 0
                    Or - Any (Conditions) are true
                      Conditions
                        (Destructible-type of (Picked destructible)) Equal to ZTtw (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to ZTtc (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to ATtr (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to ITtw (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to YTct (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to BTtw (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to JTct (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to WTst (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to DTsh (destructablecode)
              Then - Actions
                Destructible - Kill (Picked destructible)
                Destructible - Create a YTct (destructablecode) at (Position of (Picked destructible)) facing (Random angle) with scale (Random real number between 0.65 and 1.05) and variation (Random integer number between 0 and 10)
                Destructible - Remove (Picked destructible)
              Else - Actions
      Else - Actions
REBELLS REMORPH
  Events
    Unit - A unit Finishes an upgrade
  Conditions
  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 6
      Then - Actions
        Destructible - Pick every destructible within 500.00 of (Position of (Triggering unit)) and do (Create a special effect at (Position of (Picked destructible)) using Abilities\Weapons\GlaiveMissile\GlaiveMissileTarget.mdl)
        Destructible - Pick every destructible within 500.00 of (Position of (Triggering unit)) and 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
                    (Integer((Current life of (Picked destructible)))) Greater than 0
                    Or - Any (Conditions) are true
                      Conditions
                        (Destructible-type of (Picked destructible)) Equal to ZTtw (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to ZTtc (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to ATtr (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to ITtw (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to YTct (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to BTtw (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to JTct (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to WTst (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to DTsh (destructablecode)
              Then - Actions
                Destructible - Kill (Picked destructible)
                Destructible - Create a JTct (destructablecode) at (Position of (Picked destructible)) facing (Random angle) with scale (Random real number between 0.65 and 1.05) and variation (Random integer number between 0 and 10)
                Destructible - Remove (Picked destructible)
              Else - Actions
      Else - Actions
ORKS REMORPH
  Events
    Unit - A unit Finishes an upgrade
  Conditions
  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
        Destructible - Pick every destructible within 500.00 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 500.00 of (Position of (Triggering unit)) and 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
                    (Integer((Current life of (Picked destructible)))) Greater than 0
                    Or - Any (Conditions) are true
                      Conditions
                        (Destructible-type of (Picked destructible)) Equal to ZTtw (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to ZTtc (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to ATtr (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to ITtw (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to YTct (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to BTtw (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to JTct (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to WTst (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to DTsh (destructablecode)
              Then - Actions
                Destructible - Kill (Picked destructible)
                Destructible - Create a BTtw (destructablecode) at (Position of (Picked destructible)) facing (Random angle) with scale (Random real number between 0.65 and 1.05) and variation (Random integer number between 0 and 10)
                Destructible - Remove (Picked destructible)
              Else - Actions
      Else - Actions
PARADISE LOST colonization
  Events
    Unit - A unit Finishes construction
  Conditions
    (Unit-type of (Triggering unit)) Equal to Colonization post
  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 4
      Then - Actions
        Destructible - Pick every destructible within 500.00 of (Position of (Triggering unit)) and do (Create a special effect at (Position of (Picked destructible)) using Objects\Spawnmodels\NightElf\NECancelDeath\NECancelDeath.mdl)
        Destructible - Pick every destructible within 500.00 of (Position of (Triggering unit)) and 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
                    (Integer((Current life of (Picked destructible)))) Greater than 0
                    Or - Any (Conditions) are true
                      Conditions
                        (Destructible-type of (Picked destructible)) Equal to ZTtw (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to ZTtc (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to ATtr (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to ITtw (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to YTct (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to BTtw (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to JTct (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to WTst (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to DTsh (destructablecode)
              Then - Actions
                Destructible - Kill (Picked destructible)
                Destructible - Create a ITtw (destructablecode) at (Position of (Picked destructible)) facing (Random angle) with scale (Random real number between 0.65 and 1.05) and variation (Random integer number between 0 and 10)
                Destructible - Remove (Picked destructible)
              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
        Or - Any (Conditions) are true
          Conditions
            (Unit-type of (Attacked unit)) Equal to |c0000FF00Commander|r
            (Unit-type of (Attacked unit)) Equal to |c0000FF00Commander|r ork
            (Unit-type of (Attacked unit)) Equal to |c0000FF00Commander|r forgotten
            (Unit-type of (Attacked unit)) Equal to |c0000FF00Commander|r tau
            (Unit-type of (Attacked unit)) Equal to |c0000FF00Commander|r Reb
        (Unit-type of (Attacking unit)) Equal to Assasin
  Actions
    Unit - Cause (Attacking unit) to damage (Attacked unit), dealing 1359.00 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)
    Special Effect - Create a special effect attached to the chest (attachpoint) of (Attacking unit) using Abilities\Spells\Human\Invisibility\InvisibilityTarget.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
        (Ability being cast) Equal to Stealth fast
  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 |c0000FF00Commander|r
            (Unit-type of (Attacking unit)) Equal to |c0000FF00Commander|r Reb
            (Unit-type of (Attacking unit)) Equal to |c0000FF00Commander|r ork
            (Unit-type of (Attacking unit)) Equal to |c0000FF00Commander|r forgotten
            (Unit-type of (Attacking unit)) Equal to |c0000FF00Commander|r tau
            (Unit-type of (Attacking unit)) Equal to |c0000FF00Commander|r тускщ
        Or - Any (Conditions) are true
          Conditions
            (Unit-type of (Attacked unit)) Equal to |c0000FF00Commander|r
            (Unit-type of (Attacked unit)) Equal to |c0000FF00Commander|r Reb
            (Unit-type of (Attacked unit)) Equal to |c0000FF00Commander|r ork
            (Unit-type of (Attacked unit)) Equal to |c0000FF00Commander|r forgotten
            (Unit-type of (Attacked unit)) Equal to |c0000FF00Commander|r tau
            (Unit-type of (Attacked unit)) Equal to |c0000FF00Commander|r тускщ
  Actions
    Unit - Order (Attacking unit) to Stop.
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
StenaKilled
  Events
    Unit - A unit Dies
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Triggering unit)) Equal to Human Wall
        (Unit-type of (Triggering unit)) Equal to Forgottens Wall
        (Unit-type of (Triggering unit)) Equal to Orkish wall
        (Unit-type of (Triggering unit)) Equal to Rebellian Wall
        (Unit-type of (Triggering unit)) Equal to Tau'Ra Wall
        (Unit-type of (Triggering unit)) Equal to Necrolit Wall
  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 Rebellian Wall
            (Unit-type of (Triggering unit)) Equal to Human Wall
      Then - Actions
        Special Effect - Create a special effect at (Position of (Triggering unit)) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
        Unit - Remove (Triggering unit) from the game
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to Tau'Ra Wall
      Then - Actions
        Special Effect - Create a special effect at (Position of (Triggering unit)) using Objects\Spawnmodels\NightElf\NEDeathSmall\NEDeathSmall.mdl
        Unit - Remove (Triggering unit) from the game
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to Forgottens Wall
      Then - Actions
        Special Effect - Create a special effect at (Position of (Triggering unit)) using Objects\Spawnmodels\Undead\UDeathSmall\UDeathSmall.mdl
        Unit - Remove (Triggering unit) from the game
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to Orkish wall
      Then - Actions
        Special Effect - Create a special effect at (Position of (Triggering unit)) using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
        Unit - Remove (Triggering unit) from the game
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to Necrolit Wall
      Then - Actions
        Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Demon\DarkConversion\ZombifyTarget.mdl
        Special Effect - Destroy (Last created special effect)
        Unit - Remove (Triggering unit) from the game
      Else - Actions
Beam
  Events
    Unit - A unit Finishes casting an ability
  Conditions
    (Ability being cast) Equal to Tactical strike: Niobium strike
  Actions
    Selection - Clear selection for (Owner of (Triggering unit)).
    Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) of type Niobium strike)) for (Owner of (Triggering unit))
Seismic
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to Tactical strike: Seismic strike
  Actions
    For each (Integer A) from 1 to 12, do (Actions)
      Loop - Actions
        Player - Disable Tactical strike: Seismic strike for (Player((Integer A)))
    Unit - Set mana of (Triggering unit) to 0
    Set VariableSet seismicloc[1] = (Target point of ability being cast)
    For each (Integer B) from 1 to 15, do (Actions)
      Loop - Actions
        Unit - Cause (Triggering unit) to damage circular area after 0 seconds of radius ((Real((Integer B))) x 40.00) at seismicloc[1], dealing 200.00 damage of attack type Chaos and damage type Normal
        Environment - Create a 0.10 second Temporary crater deformation at seismicloc[1] with radius ((Real((Integer B))) x 40.00) and depth 128.00
        For each (Integer A) from 1 to 15, do (Actions)
          Loop - Actions
            Special Effect - Create a special effect at (seismicloc[1] offset by ((Real((Integer B))) x 40.00) towards (0.00 + (24.00 x (Real((Integer A))))) degrees.) using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
        Wait 0.01 seconds
    For each (Integer A) from 1 to 12, do (Actions)
      Loop - Actions
        Player - Enable Tactical strike: Seismic strike for (Player((Integer A)))
FrozenCore
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to Tactical strike: Frozen Core
  Actions
    For each (Integer A) from 1 to 12, do (Actions)
      Loop - Actions
        Player - Disable Tactical strike: Frozen Core for (Player((Integer A)))
    Set VariableSet Number[1] = 500
    Region - Center Frozen <gen> on (Target point of ability being cast)
    For each (Integer B) from 1 to 20, do (Actions)
      Loop - Actions
        For each (Integer A) from 1 to 10, do (Actions)
          Loop - Actions
            Special Effect - Create a special effect at (Center of Frozen <gen>) using Abilities\Spells\Other\Monsoon\MonsoonBoltTarget.mdl
            Special Effect - Destroy (Last created special effect)
        Set VariableSet Number[1] = (Number[1] - 25)
        Set VariableSet Number[2] = (Number[2] + 45)
        Wait 0.01 seconds
    For each (Integer A) from 1 to 5, do (Actions)
      Loop - Actions
        Special Effect - Create a special effect at (Center of Frozen <gen>) using war3mapImported\IonCannonBeam.mdx
        Set VariableSet FROZENBEAM[(Integer A)] = (Last created special effect)
    Wait 1.50 seconds
    For each (Integer A) from 1 to 5, do (Actions)
      Loop - Actions
        Special Effect - Destroy FROZENBEAM[(Integer A)]
    Wait 0.50 seconds
    Environment - Change terrain type at (Center of Frozen <gen>) to Lordaeron Winter - Snow using variation -1 in an area of size 6 and shape Circle
    Special Effect - Create a special effect at (Center of Frozen <gen>) using war3mapImported\FrostNova.mdx
    Special Effect - Destroy (Last created special effect)
    Special Effect - Create a special effect at (Center of Frozen <gen>) using war3mapImported\FrostNova.mdx
    Special Effect - Destroy (Last created special effect)
    Special Effect - Create a special effect at (Center of Frozen <gen>) using war3mapImported\FrostNova.mdx
    Special Effect - Destroy (Last created special effect)
    Destructible - Pick every destructible within 650.00 of (Center of Frozen <gen>) and do (Create a special effect at (Position of (Picked destructible)) using Objects\Spawnmodels\NightElf\NECancelDeath\NECancelDeath.mdl)
    Destructible - Pick every destructible within 650.00 of (Center of Frozen <gen>) and 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
                (Integer((Current life of (Picked destructible)))) Greater than 0
                Or - Any (Conditions) are true
                  Conditions
                    (Destructible-type of (Picked destructible)) Equal to ZTtw (destructablecode)
                    (Destructible-type of (Picked destructible)) Equal to ZTtc (destructablecode)
                    (Destructible-type of (Picked destructible)) Equal to ATtr (destructablecode)
                    (Destructible-type of (Picked destructible)) Equal to ITtw (destructablecode)
                    (Destructible-type of (Picked destructible)) Equal to YTct (destructablecode)
                    (Destructible-type of (Picked destructible)) Equal to BTtw (destructablecode)
                    (Destructible-type of (Picked destructible)) Equal to JTct (destructablecode)
          Then - Actions
            Destructible - Kill (Picked destructible)
            Destructible - Create a ITtw (destructablecode) at (Position of (Picked destructible)) facing (Random angle) with scale (Random real number between 0.65 and 1.05) and variation (Random integer number between 0 and 10)
            Destructible - Remove (Picked destructible)
          Else - Actions
    Unit Group - Pick every unit in (Units in (Region centered at (Center of Frozen <gen>) with size (1200.00, 1200.00))) and 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
                (Unit-type of (Picked unit)) Not equal to |c0000FF00Commander|r tau
                (Unit-type of (Picked unit)) Not equal to |c0000FF00Commander|r
                (Unit-type of (Picked unit)) Not equal to |c0000FF00Commander|r forgotten
                (Unit-type of (Picked unit)) Not equal to |c0000FF00Commander|r ork
                (Unit-type of (Picked unit)) Not equal to |c0000FF00Commander|r Reb
                (Unit-type of (Picked unit)) Not equal to Niobium strike adv
                (Unit-type of (Picked unit)) Not equal to Niobium strike
                (Unit-type of (Picked unit)) Not equal to Explosion
                (Unit-type of (Picked unit)) Not equal to |c0000FF00Commander|r Reb
                ((Picked unit) is A structure) Equal to False
          Then - Actions
            Unit - Change ownership of (Picked unit) to Neutral Passive and Retain color
            Special Effect - Create a special effect attached to the origin (attachpoint) of (Picked unit) using Abilities\Spells\Undead\FreezingBreath\FreezingBreathTargetArt.mdl
            Animation - Change (Picked unit)'s vertex coloring to (55.00%, 55.00%, 100%) with 0% transparency
            Animation - Change (Picked unit)'s animation speed to 0.00% of its original speed
            Unit - Add a 60.00 second Generic expiration timer to (Picked unit)
          Else - Actions
            Unit - Cause (Picked unit) to damage (Picked unit), dealing ((Max life of (Picked unit)) / 2.00) damage of attack type Magic and damage type Universal
            Special Effect - Create a special effect at (Position of (Picked unit)) using Abilities\Spells\Undead\FrostNova\FrostNovaTarget.mdl
            Special Effect - Destroy (Last created special effect)
    For each (Integer A) from 1 to 12, do (Actions)
      Loop - Actions
        Player - Enable Tactical strike: Frozen Core for (Player((Integer A)))
Artillery
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Tactical strike: Strategic Artillery
  Actions
    Region - Center Artillery <gen> on (Target point of ability being cast)
    For each (Integer Index[649]) from 1 to 10, do (Actions)
      Loop - Actions
        Wait 1.00 seconds
        For each (Integer A) from 1 to 12, do (Actions)
          Loop - Actions
            Player - Disable Tactical strike: Strategic Artillery for (Player((Integer A)))
        For each (Integer Index[650]) from 1 to (Number of units in (Units owned by (Owner of (Triggering unit)) of type Artillery Supply Tower)), do (Actions)
          Loop - Actions
            Region - Center Artillery_Sup <gen> on (Random point in (Region centered at (Center of Artillery <gen>) with size (800.00, 800.00)))
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Number of units in (Units in (Region centered at (Center of Artillery_Sup <gen>) with size (300.00, 300.00)))) Greater than 0
              Then - Actions
                Special Effect - Create a special effect at (Center of Artillery_Sup <gen>) using war3mapImported\NewGroundEX.mdx
                Unit - Cause (Triggering unit) to damage circular area after 0 seconds of radius 300.00 at (Center of Artillery_Sup <gen>), dealing 250.00 damage of attack type Spells and damage type Normal
              Else - Actions
                Special Effect - Create a special effect at (Center of Artillery_Sup <gen>) using war3mapImported\NewDirtEX.mdx
                Unit - Cause (Triggering unit) to damage circular area after 0 seconds of radius 300.00 at (Center of Artillery_Sup <gen>), dealing 250.00 damage of attack type Spells and damage type Normal
            Wait 0.10 seconds
    For each (Integer A) from 1 to 12, do (Actions)
      Loop - Actions
        Player - Enable Tactical strike: Strategic Artillery for (Player((Integer A)))
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 Humans Empire
      Then - Actions
        Set VariableSet RACE[(Player number of (Owner of (Triggering unit)))] = 1
        Unit - Remove (Triggering unit) from the game
        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
        If (Index[665] Equal to 1) then do (Remove (Last created unit) from the game) else do (Do nothing)
        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 Clan
      Then - Actions
        Set VariableSet RACE[(Player number of (Owner of (Triggering unit)))] = 2
        Unit - Remove (Triggering unit) from the game
        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
        If (Index[665] Equal to 1) then do (Remove (Last created unit) from the game) else do (Do nothing)
        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 forces
      Then - Actions
        Set VariableSet RACE[(Player number of (Owner of (Triggering unit)))] = 3
        Unit - Remove (Triggering unit) from the game
        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
        If (Index[665] Equal to 1) then do (Remove (Last created unit) from the game) else do (Do nothing)
        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
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Item-type of (Item being manipulated)) Equal to Ivading Empire TAU'RA
      Then - Actions
        Set VariableSet RACE[(Player number of (Owner of (Triggering unit)))] = 4
        Unit - Remove (Triggering unit) from the game
        Unit - Create 1.PICKER for (Owner of (Triggering unit)) at (Position of (Random unit from (Units of type Tech chooser TAU))) 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 Darkscythe Empire
      Then - Actions
        Set VariableSet Ready[(Player number of (Owner of (Triggering unit)))] = True
        Set VariableSet RACE[(Player number of (Owner of (Triggering unit)))] = 5
        Unit - Remove (Triggering unit) from the game
        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
        If (Index[665] Equal to 1) then do (Remove (Last created unit) from the game) else do (Do nothing)
        Camera - Pan camera for (Owner of (Triggering unit)) to (Position of (Last created unit)) over 0 seconds
        Unit - Create 1.|c0000FF00Commander|r тускщ for (Owner of (Triggering unit)) at ((Owner of (Triggering unit)) start location) facing Default building facing degrees
        Player - Set (Owner of (Triggering unit)).Current gold to 1
        Player - Set (Owner of (Triggering unit)).Current lumber to 10
      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 Rebellian Forces
      Then - Actions
        Set VariableSet RACE[(Player number of (Owner of (Triggering unit)))] = 6
        Unit - Remove (Triggering unit) from the game
        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
        If (Index[665] Equal to 1) then do (Remove (Last created unit) from the game) else do (Do nothing)
        Unit - Create 1.PICKER for (Owner of (Triggering unit)) at (Position of (Random unit from (Units of type Tech chooser Reb))) facing Default building facing degrees
        If (Index[665] Equal to 1) then do (Remove (Last created unit) from the game) else do (Do nothing)
        If (Index[665] Equal to 1) then do (Create 1.PICKER for (Owner of (Triggering unit)) at (Position of (Random unit from (Units of type Race chooser))) facing Default building facing degrees) else do (Do nothing)
        If (Index[665] Equal to 1) then do (Display to (Player group((Owner of (Triggering unit)))) the Quest Update message: You cant pick this race because maximum techlevel=1) else do (Do nothing)
        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
        Set VariableSet Ready[(Player number of (Owner of (Triggering unit)))] = True
        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
        Unit - Change ownership of (Random unit from (Units owned by Neutral Hostile of type Main building point human 3)) to (Owner of (Triggering unit)) and Change color
        Unit - Create 1.|c0000FF00Commander|r for (Owner of (Triggering unit)) at (Position of (Random unit from (Units owned by (Owner of (Triggering unit)) of type Main building point human 3))) facing Default building facing degrees
        Trigger - Turn on Lighting_blasts <gen>
      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 Monsters of war
      Then - Actions
        Set VariableSet Ready[(Player number of (Owner of (Triggering unit)))] = True
        Unit - Remove (Triggering unit) from the game
        Unit - Create 1.War monsters technologies for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
        Unit - Change ownership of (Random unit from (Units owned by Neutral Hostile of type Main building point human 3)) to (Owner of (Triggering unit)) and Change color
        Unit - Create 1.|c0000FF00Commander|r ork for (Owner of (Triggering unit)) at (Position of (Random unit from (Units owned by (Owner of (Triggering unit)) of type Main building point human 3))) 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 Warlords Power
      Then - Actions
        Set VariableSet Ready[(Player number of (Owner of (Triggering unit)))] = True
        Unit - Remove (Triggering unit) from the game
        Unit - Create 1.Warlords Power technologies for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
        Unit - Change ownership of (Random unit from (Units owned by Neutral Hostile of type Main building point human 3)) to (Owner of (Triggering unit)) and Change color
        Unit - Create 1.|c0000FF00Commander|r ork for (Owner of (Triggering unit)) at (Position of (Random unit from (Units owned by (Owner of (Triggering unit)) of type Main building point human 3))) 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
        Set VariableSet Ready[(Player number of (Owner of (Triggering unit)))] = True
        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
        Unit - Change ownership of (Random unit from (Units owned by Neutral Hostile of type Main building point human 3)) to (Owner of (Triggering unit)) and Change color
        Unit - Create 1.|c0000FF00Commander|r forgotten for (Owner of (Triggering unit)) at (Position of (Random unit from (Units owned by (Owner of (Triggering unit)) of type Main building point human 3))) 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
        Set VariableSet Ready[(Player number of (Owner of (Triggering unit)))] = True
        Player - Enable Tactical strike: Strategic Artillery for (Owner of (Triggering unit))
        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
        Unit - Change ownership of (Random unit from (Units owned by Neutral Hostile of type Main building point human 3)) to (Owner of (Triggering unit)) and Change color
        Unit - Create 1.|c0000FF00Commander|r for (Owner of (Triggering unit)) at (Position of (Random unit from (Units owned by (Owner of (Triggering unit)) of type Main building point human 3))) 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
        Set VariableSet Ready[(Player number of (Owner of (Triggering unit)))] = True
        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
        Unit - Change ownership of (Random unit from (Units owned by Neutral Hostile of type Main building point human 3)) to (Owner of (Triggering unit)) and Change color
        Unit - Create 1.|c0000FF00Commander|r forgotten for (Owner of (Triggering unit)) at (Position of (Random unit from (Units owned by (Owner of (Triggering unit)) of type Main building point human 3))) 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 Ancient power
      Then - Actions
        Set VariableSet Ready[(Player number of (Owner of (Triggering unit)))] = True
        Unit - Remove (Triggering unit) from the game
        Unit - Create 1.Ancient power technologies for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
        Unit - Change ownership of (Random unit from (Units owned by Neutral Hostile of type Main building point human 3)) to (Owner of (Triggering unit)) and Change color
        Unit - Create 1.|c0000FF00Commander|r forgotten for (Owner of (Triggering unit)) at (Position of (Random unit from (Units owned by (Owner of (Triggering unit)) of type Main building point human 3))) 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
        Set VariableSet Ready[(Player number of (Owner of (Triggering unit)))] = True
        Unit - Remove (Triggering unit) from the game
        Unit - Create 1.Resonate technologies for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
        Unit - Change ownership of (Random unit from (Units owned by Neutral Hostile of type Main building point human 3)) to (Owner of (Triggering unit)) and Change color
        Unit - Create 1.|c0000FF00Commander|r ork for (Owner of (Triggering unit)) at (Position of (Random unit from (Units owned by (Owner of (Triggering unit)) of type Main building point human 3))) facing Default building facing degrees
        Trigger - Turn on RESMONSTER_ATTACKED <gen>
        Trigger - Turn on RESMONSTER_SPELL <gen>
        Trigger - Turn on Resonating_hole <gen>
        Trigger - Turn on ThunderBoltAttack <gen>
      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
        Set VariableSet Ready[(Player number of (Owner of (Triggering unit)))] = True
        Unit - Remove (Triggering unit) from the game
        Unit - Create 1.Mechanics technologies for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
        Unit - Change ownership of (Random unit from (Units owned by Neutral Hostile of type Main building point human 3)) to (Owner of (Triggering unit)) and Change color
        Unit - Create 1.|c0000FF00Commander|r for (Owner of (Triggering unit)) at (Position of (Random unit from (Units owned by (Owner of (Triggering unit)) of type Main building point human 3))) 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
        Set VariableSet Ready[(Player number of (Owner of (Triggering unit)))] = True
        Unit - Remove (Triggering unit) from the game
        Unit - Create 1.Assasinate technologies for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
        Unit - Change ownership of (Random unit from (Units owned by Neutral Hostile of type Main building point human 3)) to (Owner of (Triggering unit)) and Change color
        Unit - Create 1.|c0000FF00Commander|r Reb for (Owner of (Triggering unit)) at (Position of (Random unit from (Units owned by (Owner of (Triggering unit)) of type Main building point human 3))) facing Default building facing degrees
        Trigger - Turn on Assasins_attack <gen>
      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
        Set VariableSet Ready[(Player number of (Owner of (Triggering unit)))] = True
        Unit - Remove (Triggering unit) from the game
        Unit - Create 1.Hunting technologies for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
        Unit - Change ownership of (Random unit from (Units owned by Neutral Hostile of type Main building point human 3)) to (Owner of (Triggering unit)) and Change color
        Unit - Create 1.|c0000FF00Commander|r ork for (Owner of (Triggering unit)) at (Position of (Random unit from (Units owned by (Owner of (Triggering unit)) of type Main building point human 3))) facing Default building facing degrees
        Trigger - Turn on ThunderBoltAttack <gen>
      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
        Set VariableSet Ready[(Player number of (Owner of (Triggering unit)))] = True
        Unit - Remove (Triggering unit) from the game
        Unit - Create 1.Infantry technologies for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
        Unit - Change ownership of (Random unit from (Units owned by Neutral Hostile of type Main building point human 3)) to (Owner of (Triggering unit)) and Change color
        Unit - Create 1.|c0000FF00Commander|r for (Owner of (Triggering unit)) at (Position of (Random unit from (Units owned by (Owner of (Triggering unit)) of type Main building point human 3))) 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
        Set VariableSet Ready[(Player number of (Owner of (Triggering unit)))] = True
        Unit - Remove (Triggering unit) from the game
        Unit - Create 1.Necro technologies for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
        Unit - Change ownership of (Random unit from (Units owned by Neutral Hostile of type Main building point human 3)) to (Owner of (Triggering unit)) and Change color
        Unit - Create 1.|c0000FF00Commander|r forgotten for (Owner of (Triggering unit)) at (Position of (Random unit from (Units owned by (Owner of (Triggering unit)) of type Main building point human 3))) facing Default building facing degrees
        Trigger - Turn on Death_spirits <gen>
      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
        Set VariableSet Ready[(Player number of (Owner of (Triggering unit)))] = True
        Unit - Remove (Triggering unit) from the game
        Unit - Create 1.Siege technologies for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
        Unit - Change ownership of (Random unit from (Units owned by Neutral Hostile of type Main building point human 3)) to (Owner of (Triggering unit)) and Change color
        Unit - Create 1.|c0000FF00Commander|r for (Owner of (Triggering unit)) at (Position of (Random unit from (Units owned by (Owner of (Triggering unit)) of type Main building point human 3))) facing Default building facing degrees
        Trigger - Turn on Fragmentation_catapult_attack <gen>
      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 Colonization
      Then - Actions
        Set VariableSet Ready[(Player number of (Owner of (Triggering unit)))] = True
        Unit - Remove (Triggering unit) from the game
        Unit - Create 1.Colonization technologies for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
        Unit - Change ownership of (Random unit from (Units owned by Neutral Hostile of type Main building point human 3)) to (Owner of (Triggering unit)) and Change color
        Unit - Create 1.|c0000FF00Commander|r tau for (Owner of (Triggering unit)) at (Position of (Random unit from (Units owned by (Owner of (Triggering unit)) of type Main building point human 3))) facing Default building facing degrees
        Player - Make Assault barracs Unavailable for training/construction by (Owner of (Triggering unit))
        Player - Make Assault Giant Unavailable for training/construction by (Owner of (Triggering unit))
      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 Absolute power
      Then - Actions
        Set VariableSet Ready[(Player number of (Owner of (Triggering unit)))] = True
        Unit - Remove (Triggering unit) from the game
        Unit - Create 1.Absolute power technologies for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
        Unit - Change ownership of (Random unit from (Units owned by Neutral Hostile of type Main building point human 3)) to (Owner of (Triggering unit)) and Change color
        Unit - Create 1.|c0000FF00Commander|r tau for (Owner of (Triggering unit)) at (Position of (Random unit from (Units owned by (Owner of (Triggering unit)) of type Main building point human 3))) facing Default building facing degrees
        Player - Make Assault barracs Unavailable for training/construction by (Owner of (Triggering unit))
        Player - Make Assault Giant Unavailable for training/construction by (Owner of (Triggering unit))
        Player - Make Guardian Unavailable for training/construction by (Owner of (Triggering unit))
      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 Tactical special forces
      Then - Actions
        Set VariableSet Ready[(Player number of (Owner of (Triggering unit)))] = True
        Unit - Remove (Triggering unit) from the game
        Unit - Create 1.Special forces technology for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
        Unit - Change ownership of (Random unit from (Units owned by Neutral Hostile of type Main building point human 3)) to (Owner of (Triggering unit)) and Change color
        Unit - Create 1.|c0000FF00Commander|r tau for (Owner of (Triggering unit)) at (Position of (Random unit from (Units owned by (Owner of (Triggering unit)) of type Main building point human 3))) facing Default building facing degrees
        Player - Make Assault barracs Unavailable for training/construction by (Owner of (Triggering unit))
        Player - Make Assault Giant Unavailable for training/construction by (Owner of (Triggering unit))
        Player - Make Frost dragon Unavailable for training/construction by (Owner of (Triggering unit))
      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 Engineering
      Then - Actions
        Set VariableSet Ready[(Player number of (Owner of (Triggering unit)))] = True
        Unit - Remove (Triggering unit) from the game
        Unit - Create 1.Engineering Technologies for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
        Unit - Change ownership of (Random unit from (Units owned by Neutral Hostile of type Main building point human 3)) to (Owner of (Triggering unit)) and Change color
        Unit - Create 1.|c0000FF00Commander|r Reb for (Owner of (Triggering unit)) at (Position of (Random unit from (Units owned by (Owner of (Triggering unit)) of type Main building point human 3))) 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 Battle Standart
      Then - Actions
        Set VariableSet Ready[(Player number of (Owner of (Triggering unit)))] = True
        Unit - Remove (Triggering unit) from the game
        Unit - Change ownership of (Random unit from (Units owned by Neutral Hostile of type Main building point human 3)) to (Owner of (Triggering unit)) and Change color
        Unit - Create 1.|c0000FF00Commander|r tau for (Owner of (Triggering unit)) at (Position of (Random unit from (Units owned by (Owner of (Triggering unit)) of type Main building point human 3))) 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 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
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 - 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
        Trigger - Turn on Leaderboardupdate <gen>
Leaderboardupdate
  Events
    Time - Every 15.00 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 - 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 - 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
Frost Blast
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Frost Blast
  Actions
    Set VariableSet LocPoint1 = (Position of (Casting unit))
    Set VariableSet LocPoint2 = (Target point of ability being cast)
    Set VariableSet LocPoint3 = (LocPoint1 offset by 50.00 towards (Angle from LocPoint1 to LocPoint2) degrees.)
    Set VariableSet TempUnitGroup = (Units within 512 of LocPoint1 matching (((Matching unit) is A Hero) Equal to True).)
    Unit Group - Pick every unit in TempUnitGroup and do (Actions)
      Loop - Actions
        Camera - Shake the camera for (Owner of (Picked unit)) with magnitude (Real(10))
        Camera - Sway the camera target for (Owner of (Picked unit)) with magnitude (Real(15)) and velocity 200.00
    Custom script: call DestroyGroup( udg_TempUnitGroup )
    Special Effect - Create a special effect at LocPoint3 using Objects\Spawnmodels\NightElf\NEDeathSmall\NEDeathSmall.mdl
    Set VariableSet Spec1 = (Last created special effect)
    Special Effect - Create a special effect at LocPoint3 using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
    Set VariableSet Spec2 = (Last created special effect)
    Unit - Create 1.Ice blast Ыы for (Owner of (Casting unit)) at LocPoint3 facing (Angle from LocPoint1 to LocPoint2) degrees
    Unit - Add a 3.00 second Generic expiration timer to (Last created unit)
    Animation - Change (Last created unit)'s size to ((250.00 + (Real(((Level of (Ability being cast) for (Casting unit)) x 10))))%, (250.00 + (Real(((Level of (Ability being cast) for (Casting unit)) x 10))))%, (250.00 + (Real(((Level of (Ability being cast) for (Casting unit)) x 10))))%) of its original size
    Custom script: call RemoveLocation( udg_LocPoint3 )
    Set VariableSet LocReal = ((((Real((Intelligence of (Triggering unit) (Exclude bonuses)))) x (Real((Level of (Ability being cast) for (Triggering unit))))) x 2.00) + 100.00)
    Unit - Order (Last created unit) to Move To.LocPoint2
    For each (Integer A) from 1 to 5, do (Actions)
      Loop - Actions
        Set VariableSet LocPoint3 = (LocPoint1 offset by ((Real((Integer A))) x 200.00) towards (Angle from LocPoint1 to LocPoint2) degrees.)
        Unit - Create 1.Бум for (Owner of (Triggering unit)) at LocPoint3 facing Default building facing degrees
        Unit - Add a 3.00 second Generic expiration timer to (Last created unit)
        Set VariableSet TempUnitGroup = (Units within 300.00 of LocPoint3 matching ((((Owner of (Matching unit)) is an ally of (Owner of (Triggering unit)).) Equal to False) and (((Matching unit) is An Ancient) Equal to False)).)
        Unit Group - Pick every unit in TempUnitGroup and do (Actions)
          Loop - Actions
            Unit - Cause (Last created unit) to damage (Picked unit), dealing LocReal damage of attack type Normal and damage type Normal
            Unit - Add classification of An Ancient to (Picked unit)
        Custom script: call DestroyGroup( udg_TempUnitGroup )
        Custom script: call RemoveLocation( udg_LocPoint3 )
    For each (Integer A) from 1 to 5, do (Actions)
      Loop - Actions
        Set VariableSet LocPoint3 = (LocPoint1 offset by ((Real((Integer A))) x 200.00) towards (Angle from LocPoint1 to LocPoint2) degrees.)
        Set VariableSet TempUnitGroup = (Units within 300.00 of LocPoint3 matching ((((Owner of (Matching unit)) is an ally of (Owner of (Triggering unit)).) Equal to False) and (((Matching unit) is An Ancient) Equal to False)).)
        Unit Group - Pick every unit in TempUnitGroup and do (Actions)
          Loop - Actions
            Unit - Remove classification of An Ancient from (Picked unit)
        Custom script: call DestroyGroup( udg_TempUnitGroup )
        Custom script: call RemoveLocation( udg_LocPoint3 )
    Set VariableSet LocPoint3 = (LocPoint1 offset by ((Real((Integer A))) x 375.00) towards (Angle from LocPoint1 to LocPoint2) degrees.)
    Environment - Create a 3.00 second wave deformation from LocPoint1 to LocPoint3 with radius 400.00, depth 128.00, and a 1.00 second trailing delay
    Custom script: call RemoveLocation( udg_LocPoint1 )
    Custom script: call RemoveLocation( udg_LocPoint2 )
    Custom script: call RemoveLocation( udg_LocPoint3 )
    Wait 2 seconds
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Camera - Stop swaying/shaking the camera for (Picked player).
        Special Effect - Destroy Spec1
        Special Effect - Destroy Spec2
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
        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
    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
      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
CapturedShipyard
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Triggering unit)) Equal to Shipyard 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.Shipyard Building Point human 5 for (Owner of (Killing unit)) at (Position of (Triggering unit)) facing Default building facing degrees
      Else - Actions
        Unit - Create 1.Shipyard Building 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
        (Unit-type of (Triggering unit)) Not equal to Command post of TAU'RA 3
        (Unit-type of (Triggering unit)) Not equal to TAU'RA Invaders base 5
        (Unit-type of (Triggering unit)) Not equal to TAU'RA War base
        (Unit-type of (Triggering unit)) Not equal to Shrine of the dead 3
        (Unit-type of (Triggering unit)) Not equal to Shrine of the eternal death 5
        (Unit-type of (Triggering unit)) Not equal to Shrine of the abbysal death
        (Unit-type of (Triggering unit)) Not equal to Rebellian camp 3
        (Unit-type of (Triggering unit)) Not equal to Rebellian town 5
        (Unit-type of (Triggering unit)) Not equal to Rebellian Fortress
        ((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 Group - Add (Last created unit) to TOWNBUILDING
      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 Group - Add (Last created unit) to TOWNTOWER
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Triggering unit) is in TOWNWALL.) Equal to True
      Then - Actions
        Unit - Create 1.Wall building point for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
        Unit Group - Add (Last created unit) to TOWNWALL
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Triggering unit) is in TOWNTACT.) Equal to True
      Then - Actions
        Unit - Create 1.Tactical weapon point for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
        Unit Group - Add (Last created unit) to TOWNTACT
      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
            ((Triggering unit) is in TOWNWALL.) Equal to False
            ((Triggering unit) is in TOWNTACT.) 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 Alone defence point human 5
                (Unit-type of (Triggering unit)) Not equal to Medium Guard Tower
                (Unit-type of (Triggering unit)) Not equal to Tactical Guard Tower ТАУ
                (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 Shipyard 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 Fountain Reb
                (Unit-type of (Triggering unit)) Not equal to Evaluted tree
                (Unit-type of (Triggering unit)) Not equal to Guard Tower ТАУ
                (Unit-type of (Triggering unit)) Not equal to Colonization post
                (Unit-type of (Triggering unit)) Not equal to Soul Tower Necrolit
                (Unit-type of (Triggering unit)) Not equal to Fel Tower Necrolit
                (Unit-type of (Triggering unit)) Not equal to Destruction Tower Necrolit
                (Unit-type of (Triggering unit)) Not equal to Guard Tower Necrolit
                (Unit-type of (Triggering unit)) Not equal to Guard Tower Reb
                (Unit-type of (Triggering unit)) Not equal to Shipyard Human
                (Unit-type of (Triggering unit)) Not equal to Shipyard forgotten
                (Unit-type of (Triggering unit)) Not equal to Shipyard ork
                (Unit-type of (Triggering unit)) Not equal to Shipyard ТАУ
      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
            ((Triggering unit) is in TOWNWALL.) Equal to False
            ((Triggering unit) is in TOWNTACT.) 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 Guard Tower Reb
                (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
                (Unit-type of (Triggering unit)) Equal to Guard Tower ТАУ
                (Unit-type of (Triggering unit)) Equal to Tactical Guard Tower ТАУ
                (Unit-type of (Triggering unit)) Equal to Soul Tower Necrolit
                (Unit-type of (Triggering unit)) Equal to Fel Tower Necrolit
                (Unit-type of (Triggering unit)) Equal to Destruction Tower Necrolit
                (Unit-type of (Triggering unit)) Equal to Guard Tower Necrolit
      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
            (Unit-type of (Triggering unit)) Equal to Command post of TAU'RA 3
            (Unit-type of (Triggering unit)) Equal to TAU'RA Invaders base 5
            (Unit-type of (Triggering unit)) Equal to TAU'RA War base
            (Unit-type of (Triggering unit)) Equal to Shrine of the dead 3
            (Unit-type of (Triggering unit)) Equal to Shrine of the eternal death 5
            (Unit-type of (Triggering unit)) Equal to Shrine of the abbysal death
            (Unit-type of (Triggering unit)) Equal to Rebellian camp 3
            (Unit-type of (Triggering unit)) Equal to Rebellian town 5
            (Unit-type of (Triggering unit)) Equal to Rebellian Fortress
  Actions
    Unit Group - Pick every unit in (Units in (Region centered at (Position of (Triggering unit)) with size (3500.00, 3500.00))) 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
          Then - 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 Sunken Ruins - Rough Dirt using variation -1 in an area of size 3 and shape Circle
            Unit - Remove (Picked unit) from the game
          Else - Actions
    Unit - Create 1.Main building point human 3 for Neutral Hostile at (Position of (Triggering unit)) facing Default building facing degrees
BuildCenter8
  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
        (Unit-type of (Triggering unit)) Equal to TAU'RA War base
        (Unit-type of (Triggering unit)) Equal to Shrine of the abbysal death
        (Unit-type of (Triggering unit)) Equal to Rebellian Fortress
  Actions
    Set VariableSet DEGREE[1] = 60.00
    Destructible - Pick every destructible within 2000.00 of (Position of (Triggering unit)) and 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
                (Integer((Current life of (Picked destructible)))) Greater than 0
                Or - Any (Conditions) are true
                  Conditions
                    (Destructible-type of (Picked destructible)) Equal to ZTtw (destructablecode)
                    (Destructible-type of (Picked destructible)) Equal to ZTtc (destructablecode)
                    (Destructible-type of (Picked destructible)) Equal to ATtr (destructablecode)
                    (Destructible-type of (Picked destructible)) Equal to ITtw (destructablecode)
                    (Destructible-type of (Picked destructible)) Equal to YTct (destructablecode)
                    (Destructible-type of (Picked destructible)) Equal to BTtw (destructablecode)
                    (Destructible-type of (Picked destructible)) Equal to JTct (destructablecode)
                    (Destructible-type of (Picked destructible)) Equal to WTst (destructablecode)
                    (Destructible-type of (Picked destructible)) Equal to DTsh (destructablecode)
          Then - Actions
            Destructible - Remove (Picked destructible)
          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 1
      Then - Actions
        Destructible - Pick every destructible within 2500.00 of (Position of (Triggering unit)) and do (Create a special effect at (Position of (Picked destructible)) using Abilities\Weapons\GlaiveMissile\GlaiveMissileTarget.mdl)
        Destructible - Pick every destructible within 2500.00 of (Position of (Triggering unit)) and 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
                    (Integer((Current life of (Picked destructible)))) Greater than 0
                    Or - Any (Conditions) are true
                      Conditions
                        (Destructible-type of (Picked destructible)) Equal to ZTtw (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to ZTtc (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to ATtr (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to ITtw (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to YTct (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to BTtw (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to JTct (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to WTst (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to DTsh (destructablecode)
              Then - Actions
                Destructible - Kill (Picked destructible)
                Destructible - Create a YTct (destructablecode) at (Position of (Picked destructible)) facing (Random angle) with scale (Random real number between 0.65 and 1.05) and variation (Random integer number between 0 and 5)
                Destructible - Remove (Picked destructible)
              Else - Actions
      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
        Destructible - Pick every destructible within 2500.00 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 2500.00 of (Position of (Triggering unit)) and 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
                    (Integer((Current life of (Picked destructible)))) Greater than 0
                    Or - Any (Conditions) are true
                      Conditions
                        (Destructible-type of (Picked destructible)) Equal to ZTtw (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to ZTtc (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to ATtr (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to ITtw (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to YTct (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to BTtw (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to JTct (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to WTst (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to DTsh (destructablecode)
              Then - Actions
                Destructible - Kill (Picked destructible)
                Destructible - Create a BTtw (destructablecode) at (Position of (Picked destructible)) facing (Random angle) with scale (Random real number between 0.65 and 1.05) and variation (Random integer number between 0 and 5)
                Destructible - Remove (Picked destructible)
              Else - Actions
      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 6
      Then - Actions
        Destructible - Pick every destructible within 2500.00 of (Position of (Triggering unit)) and do (Create a special effect at (Position of (Picked destructible)) using Abilities\Weapons\GlaiveMissile\GlaiveMissileTarget.mdl)
        Destructible - Pick every destructible within 2500.00 of (Position of (Triggering unit)) and 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
                    (Integer((Current life of (Picked destructible)))) Greater than 0
                    Or - Any (Conditions) are true
                      Conditions
                        (Destructible-type of (Picked destructible)) Equal to ZTtw (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to ZTtc (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to ATtr (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to ITtw (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to YTct (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to BTtw (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to JTct (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to WTst (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to DTsh (destructablecode)
              Then - Actions
                Destructible - Kill (Picked destructible)
                Destructible - Create a JTct (destructablecode) at (Position of (Picked destructible)) facing (Random angle) with scale (Random real number between 0.65 and 1.05) and variation (Random integer number between 0 and 5)
                Destructible - Remove (Picked destructible)
              Else - Actions
      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
        Destructible - Pick every destructible within 2500.00 of (Position of (Triggering unit)) and do (Create a special effect at (Position of (Picked destructible)) using Objects\Spawnmodels\NightElf\EntBirthTarget\EntBirthTarget.mdl)
        Destructible - Pick every destructible within 2500.00 of (Position of (Triggering unit)) and 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
                    (Integer((Current life of (Picked destructible)))) Greater than 0
                    Or - Any (Conditions) are true
                      Conditions
                        (Destructible-type of (Picked destructible)) Equal to ZTtw (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to ZTtc (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to ATtr (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to ITtw (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to YTct (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to BTtw (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to JTct (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to WTst (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to DTsh (destructablecode)
              Then - Actions
                Destructible - Kill (Picked destructible)
                Destructible - Create a ATtr (destructablecode) at (Position of (Picked destructible)) facing (Random angle) with scale (Random real number between 0.65 and 1.05) and variation (Random integer number between 0 and 5)
                Destructible - Remove (Picked destructible)
              Else - Actions
      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 4
      Then - Actions
        Destructible - Pick every destructible within 2500.00 of (Position of (Triggering unit)) and do (Create a special effect at (Position of (Picked destructible)) using Objects\Spawnmodels\NightElf\NECancelDeath\NECancelDeath.mdl)
        Destructible - Pick every destructible within 2500.00 of (Position of (Triggering unit)) and 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
                    (Integer((Current life of (Picked destructible)))) Greater than 0
                    Or - Any (Conditions) are true
                      Conditions
                        (Destructible-type of (Picked destructible)) Equal to ZTtw (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to ZTtc (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to ATtr (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to ITtw (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to YTct (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to BTtw (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to JTct (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to WTst (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to DTsh (destructablecode)
              Then - Actions
                Destructible - Kill (Picked destructible)
                Destructible - Create a ITtw (destructablecode) at (Position of (Picked destructible)) facing (Random angle) with scale (Random real number between 0.65 and 1.05) and variation (Random integer number between 0 and 10)
                Destructible - Remove (Picked destructible)
              Else - Actions
      Else - Actions
    For each (Integer A) from 1 to 14, do (Actions)
      Loop - Actions
        Unit - Create 1.Human building point (medium) 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 TOWNBUILDING
        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 / 14.00))
    For each (Integer A) from 1 to 16, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Unit-type of (Triggering unit)) Not equal to Shrine of the abbysal death
          Then - Actions
            Unit - Create 1.Defence building point human for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by 1400.00 towards (0.00 + DEGREE[1]) degrees.) facing Default building facing degrees
            Unit Group - Add (Last created unit) to TOWNTOWER
            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))
          Else - Actions
    Set VariableSet RandomGate = (Random integer number between 1 and 115)
    For each (Integer A) from 1 to 120, 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
                (Integer A) Not equal to (RandomGate + 0)
                (Integer A) Not equal to (RandomGate + 1)
                (Integer A) Not equal to (RandomGate + 2)
                (Integer A) Not equal to (RandomGate + 3)
                (Integer A) Not equal to (RandomGate + 4)
                (Integer A) Not equal to (RandomGate + 5)
          Then - Actions
            Unit - Create 1.Wall building point for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by 1600.00 towards ((Real((Integer A))) x 3.00) degrees.) facing Default building facing degrees
            Unit Group - Add (Last created unit) to TOWNWALL
            Special Effect - Create a special effect at (Position of (Last created unit)) using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
          Else - Actions
    Unit - Create 1.Tactical weapon point for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
    Unit Group - Add (Last created unit) to TOWNTACT
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
        (Unit-type of (Triggering unit)) Equal to TAU'RA Invaders base 5
        (Unit-type of (Triggering unit)) Equal to Shrine of the eternal death 5
        (Unit-type of (Triggering unit)) Equal to Rebellian town 5
  Actions
    Set VariableSet DEGREE[1] = 0.00
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        RACE[(Player number of (Owner of (Triggering unit)))] Not equal to 99
      Then - Actions
        Destructible - Pick every destructible within 1200.00 of (Position of (Triggering unit)) and do (Create a special effect at (Position of (Picked destructible)) using Abilities\Weapons\GlaiveMissile\GlaiveMissileTarget.mdl)
        Destructible - Pick every destructible within 1200.00 of (Position of (Triggering unit)) and 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
                    (Integer((Current life of (Picked destructible)))) Greater than 0
                    Or - Any (Conditions) are true
                      Conditions
                        (Destructible-type of (Picked destructible)) Equal to ZTtw (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to ZTtc (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to ATtr (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to ITtw (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to YTct (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to BTtw (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to JTct (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to WTst (destructablecode)
                        (Destructible-type of (Picked destructible)) Equal to DTsh (destructablecode)
              Then - Actions
                Destructible - Remove (Picked destructible)
              Else - Actions
      Else - Actions
    For each (Integer A) from 1 to 5, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Unit-type of (Triggering unit)) Not equal to Shrine of the eternal death 5
          Then - Actions
            Unit - Create 1.Human building point (medium) for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by 450.00 towards (45.00 + DEGREE[1]) degrees.) facing Default building facing degrees
            Unit Group - Add (Last created unit) to TOWNBUILDING
            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))
          Else - Actions
            Unit - Create 1.Human building point (medium) for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by 600.00 towards (45.00 + DEGREE[1]) degrees.) facing Default building facing degrees
            Unit Group - Add (Last created unit) to TOWNBUILDING
            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))
    Set VariableSet DEGREE[1] = 20.00
    For each (Integer A) from 1 to 10, 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
                (Unit-type of (Triggering unit)) Not equal to Shrine of the eternal death 5
                Or - Any (Conditions) are true
                  Conditions
                    (Integer A) Equal to 1
                    (Integer A) Equal to 10
          Then - Actions
            Unit - Create 1.Defence building point human for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by 800.00 towards (((Real((Integer A))) x 5.00) + DEGREE[1]) degrees.) facing Default building facing degrees
            Unit Group - Add (Last created unit) to TOWNTOWER
            Special Effect - Create a special effect at (Position of (Last created unit)) using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
          Else - Actions
            Unit - Create 1.Wall building point for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by 800.00 towards (((Real((Integer A))) x 5.00) + DEGREE[1]) degrees.) facing Default building facing degrees
            Unit Group - Add (Last created unit) to TOWNWALL
            Special Effect - Create a special effect at (Position of (Last created unit)) using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
    Set VariableSet DEGREE[1] = 110.00
    For each (Integer A) from 1 to 10, 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
                (Unit-type of (Triggering unit)) Not equal to Shrine of the eternal death 5
                Or - Any (Conditions) are true
                  Conditions
                    (Integer A) Equal to 1
                    (Integer A) Equal to 10
          Then - Actions
            Unit - Create 1.Defence building point human for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by 800.00 towards (((Real((Integer A))) x 5.00) + DEGREE[1]) degrees.) facing Default building facing degrees
            Unit Group - Add (Last created unit) to TOWNTOWER
            Special Effect - Create a special effect at (Position of (Last created unit)) using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
          Else - Actions
            Unit - Create 1.Wall building point for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by 800.00 towards (((Real((Integer A))) x 5.00) + DEGREE[1]) degrees.) facing Default building facing degrees
            Unit Group - Add (Last created unit) to TOWNWALL
            Special Effect - Create a special effect at (Position of (Last created unit)) using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
    Set VariableSet DEGREE[1] = 200.00
    For each (Integer A) from 1 to 10, 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
                (Unit-type of (Triggering unit)) Not equal to Shrine of the eternal death 5
                Or - Any (Conditions) are true
                  Conditions
                    (Integer A) Equal to 1
                    (Integer A) Equal to 10
          Then - Actions
            Unit - Create 1.Defence building point human for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by 800.00 towards (((Real((Integer A))) x 5.00) + DEGREE[1]) degrees.) facing Default building facing degrees
            Unit Group - Add (Last created unit) to TOWNTOWER
            Special Effect - Create a special effect at (Position of (Last created unit)) using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
          Else - Actions
            Unit - Create 1.Wall building point for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by 800.00 towards (((Real((Integer A))) x 5.00) + DEGREE[1]) degrees.) facing Default building facing degrees
            Unit Group - Add (Last created unit) to TOWNWALL
            Special Effect - Create a special effect at (Position of (Last created unit)) using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
    Set VariableSet DEGREE[1] = 290.00