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Trigger Viewer

Mass TD v2.5..w3x
Variables
Map ini
Initialisation
Create Towerbuilder
Leaver
creepspawn
Sell
Sell
Spawns
Waves
Next Wave
Spawning
Spawns
Grey enter
blue enter
green enter
brown enter
red leaves
red leaves Kopieren
red leaves Kopieren Kopieren
red leaves Kopieren Kopieren Kopieren
red leaves Kopieren Kopieren Kopieren Kopieren Kopieren
red leaves Kopieren Kopieren Kopieren Kopieren
red leaves Kopieren Kopieren Kopieren Kopieren Kopieren 2
red leaves Kopieren Kopieren Kopieren Kopieren Kopieren 2 Kopieren
Auto debug
Debug
Defeat or Victory
grey1
grey2
grey3
grey4
blue1
blue2
blue3
blue4
green1
green2
green3
green4
brown1
brown2
brown3
brown4
Defeat
units remove
Victory
Leaderboard
Leaderboard
Kills
purple dont play
purple dont play Kopieren
purple dont play Kopieren Kopieren Kopieren
purple dont play Kopieren Kopieren
purple dont play Kopieren Kopieren Kopieren Kopieren
purple dont play Kopieren Kopieren Kopieren Kopieren Kopieren
purple dont play Kopieren Kopieren Kopieren Kopieren Kopieren Kopieren
purple dont play Kopieren Kopieren Kopieren Kopieren Kopieren Kopieren Kopieren
units purple
units red
units blue
units teal
units pink
units orange
units yellow
units green
kick system
kick 2
kick 3
kick 4
kick 5
kick 6
kick 7
kick 8
Hints
air
info
boss
hero
elementar tower
Difficulty
Set Easy
Easy gold
Normal gold
Hard gold
Insane gold
Set Normal
Set Hard
Set Insane
Dialog Box
Easy
Normal
Hard
Insane
Kartenspezifischen eigenen Skript-Code unten eingeben. Dieser Text wird in das Karten-Skript nach der Deklaration der Variablen und vor jeglichem Auslöser-Code eingefügt.

		
Name Type Is Array Initial Value
armortype string Yes
CreepAmount integer No
Difficulty dialog No
Easy button No
endcine integer Yes
Hard button No
Insane button No
Leaderboard leaderboard No
leavedunits integer No
leavers group No
Left_players integer No
LifesLeftEasy integer No 160
LivesLeftHard integer No 50
LivesLeftInsane integer No 30
LivesLeftNormal integer No 100
Multiboard multiboard No
NextRound timer No
Normal button No
Player player Yes
Playerkills integer Yes
Playernumber integer No
Players force No
Players2 integer No
Round integer No
RoundGold integer No
Sound sound No
SpawningCreeps unitcode Yes
TimerWindow timerdialog No
Initialisation
  Events
    Map initialization
  Conditions
  Actions
    Game - Turn the day/night cycle Off
    Game - Set the time of day to 12
    Player Group - Pick every player in (All players matching ((((Matching player) slot status) Equal to Is playing) and (((Matching player) controller) Equal to User)).) and do (Actions)
      Loop - Actions
        Player Group - Add (Picked player) to Players
        Camera - Pan camera for (Picked player) to ((Picked player) start location) over 0 seconds
    Visibility - Disable fog of war
    Visibility - Disable black mask
    Player - Turn Gives bounty On for Player 9 (Gray)
    Player - Turn Gives bounty On for Player 10 (Light Blue)
    Player - Turn Gives bounty On for Player 11 (Dark Green)
    Player - Turn Gives bounty On for Player 12 (Brown)
    Set VariableSet SpawningCreeps[1] = Wave 1
    Set VariableSet SpawningCreeps[2] = Wave 2
    Set VariableSet SpawningCreeps[3] = Wave 3
    Set VariableSet SpawningCreeps[4] = Wave 4
    Set VariableSet SpawningCreeps[5] = Wave 5
    Set VariableSet SpawningCreeps[6] = Wave 6
    Set VariableSet SpawningCreeps[7] = Wave 7
    Set VariableSet SpawningCreeps[8] = Wave 8 -air-
    Set VariableSet SpawningCreeps[9] = Wave 9
    Set VariableSet SpawningCreeps[10] = Wave 10 -boss-
    Set VariableSet SpawningCreeps[11] = Wave 11
    Set VariableSet SpawningCreeps[12] = Wave 12
    Set VariableSet SpawningCreeps[13] = Wave 13
    Set VariableSet SpawningCreeps[14] = Wave 14 -boss-
    Set VariableSet SpawningCreeps[15] = Wave 15
    Set VariableSet SpawningCreeps[16] = Wave 16 -air-
    Set VariableSet SpawningCreeps[17] = Wave 17
    Set VariableSet SpawningCreeps[18] = Wave 18
    Set VariableSet SpawningCreeps[19] = Wave 19
    Set VariableSet SpawningCreeps[20] = Wave 20 -hero-
    Set VariableSet SpawningCreeps[21] = Wave 21
    Set VariableSet SpawningCreeps[22] = Wave 22
    Set VariableSet SpawningCreeps[23] = Wave 23
    Set VariableSet SpawningCreeps[24] = Wave 24 -air-
    Set VariableSet SpawningCreeps[25] = Wave 25
    Set VariableSet SpawningCreeps[26] = Wave 26
    Set VariableSet SpawningCreeps[27] = Wave 27
    Set VariableSet SpawningCreeps[28] = Wave 28 -boss-
    Set VariableSet SpawningCreeps[29] = Wave 29
    Set VariableSet SpawningCreeps[30] = Wave 30 -hero-
    Set VariableSet SpawningCreeps[31] = Wave 31
    Set VariableSet SpawningCreeps[32] = Wave 32 -air-
    Set VariableSet SpawningCreeps[33] = Wave 33
    Set VariableSet SpawningCreeps[34] = Wave 34
    Set VariableSet SpawningCreeps[35] = Wave 35
    Set VariableSet SpawningCreeps[36] = Wave 36
    Set VariableSet SpawningCreeps[37] = Wave 37
    Set VariableSet SpawningCreeps[38] = Wave 38
    Set VariableSet SpawningCreeps[39] = Wave 39
    Set VariableSet SpawningCreeps[40] = Wave 40 -air-
    Set VariableSet SpawningCreeps[41] = Wave 41 -hero-
    Set VariableSet SpawningCreeps[42] = Wave 42 -boss-
    Set VariableSet SpawningCreeps[43] = Wave 43
    Set VariableSet SpawningCreeps[44] = Wave 44
    Set VariableSet SpawningCreeps[45] = Wave 45
    Set VariableSet SpawningCreeps[46] = Wave 46
    Set VariableSet SpawningCreeps[47] = Wave 47
    Set VariableSet SpawningCreeps[48] = Wave 48 -air-
    Set VariableSet SpawningCreeps[49] = Wave 49
    Set VariableSet SpawningCreeps[50] = Wave 50
    Set VariableSet SpawningCreeps[51] = Wave 51 -hero-
    Set VariableSet SpawningCreeps[52] = Wave 52
    Set VariableSet SpawningCreeps[53] = Wave 53
    Set VariableSet SpawningCreeps[54] = Wave 54
    Set VariableSet SpawningCreeps[55] = Wave 55
    Set VariableSet SpawningCreeps[56] = Wave 56 -air-
    Set VariableSet SpawningCreeps[57] = Wave 57 -boss-
Create Towerbuilder
  Events
    Map initialization
  Conditions
  Actions
    Player Group - Pick every player in Players and do (If (((Picked player) slot status) Equal to Is playing) then do (Create 1 Builder for (Picked player) at ((Picked player) start location) facing (Position of (Triggering unit))) else do (Do nothing))
Leaver
  Events
    Player - Player 1 (Red) leaves the game
    Player - Player 2 (Blue) leaves the game
    Player - Player 3 (Teal) leaves the game
    Player - Player 4 (Purple) leaves the game
    Player - Player 5 (Yellow) leaves the game
    Player - Player 6 (Orange) leaves the game
    Player - Player 7 (Green) leaves the game
    Player - Player 8 (Pink) leaves the game
  Conditions
  Actions
    Game - Display to (All players) for 20.00 seconds the text: ((Name of (Triggering player)) + |c00E4DF18has left the game!|r)
    Leaderboard - Change the label for (Triggering player) in (Last created leaderboard) to ---Leaved---
    Player Group - Remove (Triggering player) from Players.
    Unit Group - Pick every unit in (Units owned by (Triggering player).) and do (Actions)
      Loop - Actions
        Unit Group - Add (Picked unit) to leavers
        Set VariableSet leavedunits = (Number of units in leavers)
        For each (Integer A) from 1 to leavedunits, do (Actions)
          Loop - Actions
            Unit Group - Pick every unit in leavers and do (Actions)
              Loop - Actions
                Unit - Remove (Picked unit) from the game
creepspawn
  Events
    Time - Elapsed game time is 5 seconds
  Conditions
  Actions
    Game - Display to (All players) the text: The Creeps spawn here !!!!
    Cinematic - Ping minimap for (All players) at (Center of Gebiet_012 <gen>) for 5.00 seconds, using a Warning ping of color (100%, 100%, 100%)
    Cinematic - Ping minimap for (All players) at (Center of Spawn5 <gen>) for 5.00 seconds, using a Warning ping of color (100%, 100%, 100%)
    Cinematic - Ping minimap for (All players) at (Center of Gebiet_011 <gen>) for 5.00 seconds, using a Warning ping of color (100%, 100%, 100%)
    Cinematic - Ping minimap for (All players) at (Center of Spawn6 <gen>) for 5.00 seconds, using a Warning ping of color (100%, 100%, 100%)
    Cinematic - Ping minimap for (All players) at (Center of Gebiet_010 <gen>) for 5.00 seconds, using a Warning ping of color (100%, 100%, 100%)
    Cinematic - Ping minimap for (All players) at (Center of Spawn7 <gen>) for 5.00 seconds, using a Warning ping of color (100%, 100%, 100%)
    Cinematic - Ping minimap for (All players) at (Center of Gebiet_009 <gen>) for 5.00 seconds, using a Warning ping of color (100%, 100%, 100%)
    Cinematic - Ping minimap for (All players) at (Center of Spawn8 <gen>) for 5.00 seconds, using a Warning ping of color (100%, 100%, 100%)
Sell
  Events
    Unit - A unit Finishes training a unit
  Conditions
    (Unit-type of (Trained unit)) Equal to Sell
  Actions
    Special Effect - Create a special effect attached to the overhead (attachpoint) of (Triggering unit) using Abilities\Spells\Orc\HealingWave\HealingWaveTarget.mdl
    Special Effect - Create a special effect attached to the overhead (attachpoint) of (Triggering unit) using Abilities\Spells\Orc\HealingWave\HealingWaveTarget.mdl
    Wait 0.10 seconds
    Unit - Remove (Trained unit) from the game
    Unit - Remove (Triggering unit) from the game
    Player - Add (Point-value of (Triggering unit)) to (Owner of (Triggering unit)).Current gold
Waves
  Events
    Time - NextRound expires
  Conditions
  Actions
    Leaderboard - Change the label for Neutral Hostile in Leaderboard to (|cffFAFAFALevel: |r + (|cffff0000 + ((String(Round)) + |r)))
    Leaderboard - Change the label for Neutral Extra in Leaderboard to (|cffFcFcFcCurrent Armor: |r + armortype[Round])
    Leaderboard - Change the label for Neutral Passive in Leaderboard to (|cffFdFdFdNext Lvl Armor: |r + armortype[(Round + 1)])
    Countdown Timer - Change the title of TimerWindow to (|cffffffffLevel|r |cffff0000 + ((String(Round)) + |r |cffffffffis running|r|cffff0000.|r))
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Round Equal to 1
      Then - Actions
        Set VariableSet CreepAmount = 30
        Trigger - Run Spawning <gen> (checking conditions)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Round Equal to 2
      Then - Actions
        Set VariableSet CreepAmount = 30
        Trigger - Run Spawning <gen> (checking conditions)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Round Equal to 3
      Then - Actions
        Set VariableSet CreepAmount = 30
        Trigger - Run Spawning <gen> (checking conditions)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Round Equal to 4
      Then - Actions
        Set VariableSet CreepAmount = 30
        Trigger - Run Spawning <gen> (checking conditions)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Round Equal to 5
      Then - Actions
        Set VariableSet CreepAmount = 30
        Trigger - Run Spawning <gen> (checking conditions)
        Game - Display to (All players) the text: You should build AA-Tower now to stop the air waves.
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Round Equal to 6
      Then - Actions
        Set VariableSet CreepAmount = 30
        Trigger - Run Spawning <gen> (checking conditions)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Round Equal to 7
      Then - Actions
        Set VariableSet CreepAmount = 30
        Trigger - Run Spawning <gen> (checking conditions)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Round Equal to 8
      Then - Actions
        Set VariableSet CreepAmount = 30
        Trigger - Run Spawning <gen> (checking conditions)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Round Equal to 9
      Then - Actions
        Set VariableSet CreepAmount = 30
        Trigger - Run Spawning <gen> (checking conditions)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Round Equal to 10
      Then - Actions
        Set VariableSet CreepAmount = 30
        Trigger - Run Spawning <gen> (checking conditions)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Round Equal to 11
      Then - Actions
        Set VariableSet CreepAmount = 30
        Trigger - Run Spawning <gen> (checking conditions)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Round Equal to 12
      Then - Actions
        Set VariableSet CreepAmount = 30
        Trigger - Run Spawning <gen> (checking conditions)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Round Equal to 13
      Then - Actions
        Set VariableSet CreepAmount = 30
        Trigger - Run Spawning <gen> (checking conditions)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Round Equal to 14
      Then - Actions
        Set VariableSet CreepAmount = 5
        Trigger - Run Spawning <gen> (checking conditions)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Round Equal to 15
      Then - Actions
        Set VariableSet CreepAmount = 30
        Trigger - Run Spawning <gen> (checking conditions)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Round Equal to 16
      Then - Actions
        Set VariableSet CreepAmount = 30
        Trigger - Run Spawning <gen> (checking conditions)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Round Equal to 17
      Then - Actions
        Set VariableSet CreepAmount = 30
        Trigger - Run Spawning <gen> (checking conditions)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Round Equal to 18
      Then - Actions
        Set VariableSet CreepAmount = 30
        Trigger - Run Spawning <gen> (checking conditions)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Round Equal to 19
      Then - Actions
        Set VariableSet CreepAmount = 30
        Trigger - Run Spawning <gen> (checking conditions)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Round Equal to 20
      Then - Actions
        Set VariableSet CreepAmount = 30
        Trigger - Run Spawning <gen> (checking conditions)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Round Equal to 21
      Then - Actions
        Set VariableSet CreepAmount = 30
        Trigger - Run Spawning <gen> (checking conditions)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Round Equal to 22
      Then - Actions
        Set VariableSet CreepAmount = 30
        Player Group - Pick every player in (All players) and do (Add 1 to (Picked player).Current lumber)
        Trigger - Run Spawning <gen> (checking conditions)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Round Equal to 23
      Then - Actions
        Set VariableSet CreepAmount = 30
        Trigger - Run Spawning <gen> (checking conditions)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Round Equal to 24
      Then - Actions
        Set VariableSet CreepAmount = 30
        Trigger - Run Spawning <gen> (checking conditions)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Round Equal to 25
      Then - Actions
        Set VariableSet CreepAmount = 30
        Trigger - Run Spawning <gen> (checking conditions)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Round Equal to 26
      Then - Actions
        Set VariableSet CreepAmount = 30
        Trigger - Run Spawning <gen> (checking conditions)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Round Equal to 27
      Then - Actions
        Set VariableSet CreepAmount = 30
        Trigger - Run Spawning <gen> (checking conditions)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Round Equal to 28
      Then - Actions
        Set VariableSet CreepAmount = 5
        Trigger - Run Spawning <gen> (checking conditions)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Round Equal to 29
      Then - Actions
        Set VariableSet CreepAmount = 30
        Trigger - Run Spawning <gen> (checking conditions)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Round Equal to 30
      Then - Actions
        Set VariableSet CreepAmount = 30
        Trigger - Run Spawning <gen> (checking conditions)
        Game - Display to (All players) the text: |c00E4DF18You have earned one wood, now you can choose one of the elementar towers!|r
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Round Equal to 31
      Then - Actions
        Set VariableSet CreepAmount = 30
        Trigger - Run Spawning <gen> (checking conditions)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Round Equal to 32
      Then - Actions
        Set VariableSet CreepAmount = 30
        Trigger - Run Spawning <gen> (checking conditions)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Round Equal to 33
      Then - Actions
        Set VariableSet CreepAmount = 30
        Trigger - Run Spawning <gen> (checking conditions)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Round Equal to 34
      Then - Actions
        Set VariableSet CreepAmount = 30
        Trigger - Run Spawning <gen> (checking conditions)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Round Equal to 35
      Then - Actions
        Set VariableSet CreepAmount = 30
        Trigger - Run Spawning <gen> (checking conditions)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Round Equal to 36
      Then - Actions
        Set VariableSet CreepAmount = 30
        Trigger - Run Spawning <gen> (checking conditions)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Round Equal to 37
      Then - Actions
        Set VariableSet CreepAmount = 30
        Trigger - Run Spawning <gen> (checking conditions)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Round Equal to 38
      Then - Actions
        Set VariableSet CreepAmount = 30
        Trigger - Run Spawning <gen> (checking conditions)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Round Equal to 39
      Then - Actions
        Set VariableSet CreepAmount = 30
        Trigger - Run Spawning <gen> (checking conditions)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Round Equal to 40
      Then - Actions
        Set VariableSet CreepAmount = 30
        Trigger - Run Spawning <gen> (checking conditions)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Round Equal to 41
      Then - Actions
        Set VariableSet CreepAmount = 30
        Trigger - Run Spawning <gen> (checking conditions)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Round Equal to 42
      Then - Actions
        Set VariableSet CreepAmount = 5
        Trigger - Run Spawning <gen> (checking conditions)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Round Equal to 43
      Then - Actions
        Set VariableSet CreepAmount = 30
        Trigger - Run Spawning <gen> (checking conditions)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Round Equal to 44
      Then - Actions
        Set VariableSet CreepAmount = 30
        Trigger - Run Spawning <gen> (checking conditions)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Round Equal to 45
      Then - Actions
        Set VariableSet CreepAmount = 30
        Trigger - Run Spawning <gen> (checking conditions)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Round Equal to 46
      Then - Actions
        Set VariableSet CreepAmount = 30
        Trigger - Run Spawning <gen> (checking conditions)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Round Equal to 47
      Then - Actions
        Set VariableSet CreepAmount = 30
        Trigger - Run Spawning <gen> (checking conditions)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Round Equal to 48
      Then - Actions
        Set VariableSet CreepAmount = 30
        Trigger - Run Spawning <gen> (checking conditions)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Round Equal to 49
      Then - Actions
        Set VariableSet CreepAmount = 30
        Trigger - Run Spawning <gen> (checking conditions)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Round Equal to 50
      Then - Actions
        Set VariableSet CreepAmount = 30
        Trigger - Run Spawning <gen> (checking conditions)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Round Equal to 51
      Then - Actions
        Set VariableSet CreepAmount = 30
        Trigger - Run Spawning <gen> (checking conditions)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Round Equal to 52
      Then - Actions
        Set VariableSet CreepAmount = 30
        Trigger - Run Spawning <gen> (checking conditions)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Round Equal to 53
      Then - Actions
        Set VariableSet CreepAmount = 30
        Trigger - Run Spawning <gen> (checking conditions)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Round Equal to 54
      Then - Actions
        Set VariableSet CreepAmount = 30
        Trigger - Run Spawning <gen> (checking conditions)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Round Equal to 55
      Then - Actions
        Set VariableSet CreepAmount = 30
        Trigger - Run Spawning <gen> (checking conditions)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Round Equal to 56
      Then - Actions
        Set VariableSet CreepAmount = 30
        Trigger - Run Spawning <gen> (checking conditions)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Round Equal to 57
      Then - Actions
        Set VariableSet CreepAmount = 5
        Trigger - Run Spawning <gen> (checking conditions)
      Else - Actions
        Do nothing
Next Wave
  Events
    Unit - A unit owned by Player 9 (Gray).Dies
    Unit - A unit owned by Player 10 (Light Blue).Dies
    Unit - A unit owned by Player 11 (Dark Green).Dies
    Unit - A unit owned by Player 12 (Brown).Dies
  Conditions
    (Number of living SpawningCreeps[Round] units owned by Player 9 (Gray)) Equal to 0
    (Number of living SpawningCreeps[Round] units owned by Player 10 (Light Blue)) Equal to 0
    (Number of living SpawningCreeps[Round] units owned by Player 11 (Dark Green)) Equal to 0
    (Number of living SpawningCreeps[Round] units owned by Player 12 (Brown)) Equal to 0
  Actions
    Trigger - Turn off Debug <gen>
    Sound - Play GoodJob <gen>
    Countdown Timer - Destroy TimerWindow
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Round Greater than or equal to 57
      Then - Actions
        Trigger - Run units_remove <gen> (checking conditions)
        Trigger - Run Victory <gen> (checking conditions)
      Else - Actions
        Set VariableSet Round = (Round + 1)
        Game - Display to (All players) for 10.00 seconds the text: (|c00CDB718Earned Gold:|r + 30)
        Player Group - Pick every player in (All players) and do (Add 30 to (Picked player).Current gold)
        Countdown Timer - Start NextRound as a One-shot timer that will expire in 15.00 seconds
        Countdown Timer - Create a timer window for NextRound with title (|c00CDB718Level |r|c00BB0000 + ((String(Round)) + |r |c00CDB718in|r))
        Set VariableSet TimerWindow = (Last created timer window)
Spawning
  Events
  Conditions
  Actions
    Trigger - Turn on Debug <gen>
    For each (Integer A) from 1 to CreepAmount, do (Actions)
      Loop - Actions
        Unit - Create 1.SpawningCreeps[Round] for Player 9 (Gray) at (Random point in Spawn1 <gen>) facing Default building facing degrees
        Unit - Create 1.SpawningCreeps[Round] for Player 9 (Gray) at (Random point in Spawn5 <gen>) facing Default building facing degrees
        Unit - Create 1.SpawningCreeps[Round] for Player 10 (Light Blue) at (Random point in Spawn4 <gen>) facing Default building facing degrees
        Unit - Create 1.SpawningCreeps[Round] for Player 10 (Light Blue) at (Random point in Spawn6 <gen>) facing Default building facing degrees
        Unit - Create 1.SpawningCreeps[Round] for Player 11 (Dark Green) at (Random point in Spawn3 <gen>) facing Default building facing degrees
        Unit - Create 1.SpawningCreeps[Round] for Player 11 (Dark Green) at (Random point in Spawn8 <gen>) facing Default building facing degrees
        Unit - Create 1.SpawningCreeps[Round] for Player 12 (Brown) at (Random point in Spawn2 <gen>) facing Default building facing degrees
        Unit - Create 1.SpawningCreeps[Round] for Player 12 (Brown) at (Random point in Spawn7 <gen>) facing Default building facing degrees
        Wait 0.10 seconds
Spawns
  Events
    Time - Elapsed game time is 10.00 seconds
  Conditions
  Actions
    Countdown Timer - Start NextRound as a One-shot timer that will expire in 30.00 seconds
    Countdown Timer - Create a timer window for NextRound with title (|c00CDB718Level |r|c00BB0000 + (1 + |r |c00CDB718in|r))
    Set VariableSet TimerWindow = (Last created timer window)
    Set VariableSet Round = (Round + 1)
Grey enter
  Events
    Unit - A unit enters Spawn1 <gen>
    Unit - A unit enters Spawn5 <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 9 (Gray)
  Actions
    Unit - Order (Entering unit) to Move To.(Center of Middle <gen>)
blue enter
  Events
    Unit - A unit enters Spawn4 <gen>
    Unit - A unit enters Spawn6 <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
  Actions
    Unit - Order (Entering unit) to Move To.(Center of Middle <gen>)
green enter
  Events
    Unit - A unit enters Spawn3 <gen>
    Unit - A unit enters Spawn8 <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
  Actions
    Unit - Order (Entering unit) to Move To.(Center of Middle <gen>)
brown enter
  Events
    Unit - A unit enters Spawn2 <gen>
    Unit - A unit enters Spawn7 <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To.(Center of Middle <gen>)
red leaves
  Events
    Player - Player 1 (Red) leaves the game
  Conditions
  Actions
    Trigger - Turn on units_red <gen>
red leaves Kopieren
  Events
    Player - Player 2 (Blue) leaves the game
  Conditions
  Actions
    Trigger - Turn on units_blue <gen>
red leaves Kopieren Kopieren
  Events
    Player - Player 3 (Teal) leaves the game
  Conditions
  Actions
    Trigger - Turn on units_teal <gen>
red leaves Kopieren Kopieren Kopieren
  Events
    Player - Player 4 (Purple) leaves the game
  Conditions
  Actions
    Trigger - Turn on units_purple <gen>
red leaves Kopieren Kopieren Kopieren Kopieren Kopieren
  Events
    Player - Player 6 (Orange) leaves the game
  Conditions
  Actions
    Trigger - Turn on units_orange <gen>
red leaves Kopieren Kopieren Kopieren Kopieren
  Events
    Player - Player 5 (Yellow) leaves the game
  Conditions
  Actions
    Trigger - Turn on units_yellow <gen>
red leaves Kopieren Kopieren Kopieren Kopieren Kopieren 2
  Events
    Player - Player 7 (Green) leaves the game
  Conditions
  Actions
    Trigger - Turn on units_green <gen>
red leaves Kopieren Kopieren Kopieren Kopieren Kopieren 2 Kopieren
  Events
    Player - Player 8 (Pink) leaves the game
  Conditions
  Actions
    Trigger - Turn on units_pink <gen>
Debug
  Events
    Time - Every 0.10 seconds of game time
  Conditions
  Actions
    Trigger - Run Next_Wave <gen> (checking conditions)
grey1
  Events
    Unit - A unit enters Middle <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 9 (Gray)
  Actions
    Sound - Play EggSackDeath1 <gen>
    Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\NightElf\Blink\BlinkTarget.mdl
    Set VariableSet LivesLeftNormal = (LivesLeftNormal - 1)
    Leaderboard - Change the label for Player 9 (Gray) in (Last created leaderboard) to (|c00FFFFFFLifes left:|r + (|c00CDB718 + ((String(LivesLeftNormal)) + |r)))
    Unit - Remove (Triggering unit) from the game
    If (LivesLeftNormal Less than or equal to 0) then do (Run Defeat <gen> (checking conditions)) else do (Do nothing)
    Unit - Remove (Entering unit) from the game
grey2
  Events
    Unit - A unit enters Middle <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 9 (Gray)
  Actions
    Sound - Play EggSackDeath1 <gen>
    Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\NightElf\Blink\BlinkTarget.mdl
    Set VariableSet LifesLeftEasy = (LifesLeftEasy - 1)
    Leaderboard - Change the label for Player 9 (Gray) in (Last created leaderboard) to (|c00FFFFFFLifes left:|r + (|c00CDB718 + ((String(LifesLeftEasy)) + |r)))
    Unit - Remove (Triggering unit) from the game
    If (LifesLeftEasy Less than or equal to 0) then do (Run Defeat <gen> (checking conditions)) else do (Do nothing)
    Unit - Remove (Entering unit) from the game
grey3
  Events
    Unit - A unit enters Middle <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 9 (Gray)
  Actions
    Sound - Play EggSackDeath1 <gen>
    Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\NightElf\Blink\BlinkTarget.mdl
    Set VariableSet LivesLeftHard = (LivesLeftHard - 1)
    Leaderboard - Change the label for Player 9 (Gray) in (Last created leaderboard) to (|c00FFFFFFLifes left:|r + (|c00CDB718 + ((String(LivesLeftHard)) + |r)))
    Unit - Remove (Triggering unit) from the game
    If (LivesLeftHard Less than or equal to 0) then do (Run Defeat <gen> (checking conditions)) else do (Do nothing)
    Unit - Remove (Entering unit) from the game
grey4
  Events
    Unit - A unit enters Middle <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 9 (Gray)
  Actions
    Sound - Play EggSackDeath1 <gen>
    Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\NightElf\Blink\BlinkTarget.mdl
    Set VariableSet LivesLeftInsane = (LivesLeftInsane - 1)
    Leaderboard - Change the label for Player 9 (Gray) in (Last created leaderboard) to (|c00FFFFFFLifes left:|r + (|c00CDB718 + ((String(LivesLeftInsane)) + |r)))
    Unit - Remove (Triggering unit) from the game
    If (LivesLeftInsane Less than or equal to 0) then do (Run Defeat <gen> (checking conditions)) else do (Do nothing)
    Unit - Remove (Entering unit) from the game
blue1
  Events
    Unit - A unit enters Middle <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
  Actions
    Sound - Play EggSackDeath1 <gen>
    Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\NightElf\Blink\BlinkTarget.mdl
    Set VariableSet LivesLeftNormal = (LivesLeftNormal - 1)
    Leaderboard - Change the label for Player 9 (Gray) in (Last created leaderboard) to (|c00FFFFFFLifes left:|r + (|c00CDB718 + ((String(LivesLeftNormal)) + |r)))
    Unit - Remove (Triggering unit) from the game
    If (LivesLeftNormal Less than or equal to 0) then do (Run Defeat <gen> (checking conditions)) else do (Do nothing)
    Unit - Remove (Triggering unit) from the game
blue2
  Events
    Unit - A unit enters Middle <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
  Actions
    Sound - Play EggSackDeath1 <gen>
    Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\NightElf\Blink\BlinkTarget.mdl
    Set VariableSet LifesLeftEasy = (LifesLeftEasy - 1)
    Leaderboard - Change the label for Player 9 (Gray) in (Last created leaderboard) to (|c00FFFFFFLifes left:|r + (|c00CDB718 + ((String(LifesLeftEasy)) + |r)))
    Unit - Remove (Triggering unit) from the game
    If (LifesLeftEasy Less than or equal to 0) then do (Run Defeat <gen> (checking conditions)) else do (Do nothing)
    Unit - Remove (Triggering unit) from the game
blue3
  Events
    Unit - A unit enters Middle <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
  Actions
    Sound - Play EggSackDeath1 <gen>
    Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\NightElf\Blink\BlinkTarget.mdl
    Set VariableSet LivesLeftHard = (LivesLeftHard - 1)
    Leaderboard - Change the label for Player 9 (Gray) in (Last created leaderboard) to (|c00FFFFFFLifes left:|r + (|c00CDB718 + ((String(LivesLeftHard)) + |r)))
    Unit - Remove (Triggering unit) from the game
    If (LivesLeftHard Less than or equal to 0) then do (Run Defeat <gen> (checking conditions)) else do (Do nothing)
    Unit - Remove (Entering unit) from the game
blue4
  Events
    Unit - A unit enters Middle <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
  Actions
    Sound - Play EggSackDeath1 <gen>
    Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\NightElf\Blink\BlinkTarget.mdl
    Set VariableSet LivesLeftInsane = (LivesLeftInsane - 1)
    Leaderboard - Change the label for Player 9 (Gray) in (Last created leaderboard) to (|c00FFFFFFLifes left:|r + (|c00CDB718 + ((String(LivesLeftInsane)) + |r)))
    Unit - Remove (Triggering unit) from the game
    If (LivesLeftInsane Less than or equal to 0) then do (Run Defeat <gen> (checking conditions)) else do (Do nothing)
    Unit - Remove (Entering unit) from the game
green1
  Events
    Unit - A unit enters Middle <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
  Actions
    Sound - Play EggSackDeath1 <gen>
    Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\NightElf\Blink\BlinkTarget.mdl
    Set VariableSet LivesLeftNormal = (LivesLeftNormal - 1)
    Leaderboard - Change the label for Player 9 (Gray) in (Last created leaderboard) to (|c00FFFFFFLifes left:|r + (|c00CDB718 + ((String(LivesLeftNormal)) + |r)))
    Unit - Remove (Triggering unit) from the game
    If (LivesLeftNormal Less than or equal to 0) then do (Run Defeat <gen> (checking conditions)) else do (Do nothing)
    Unit - Remove (Triggering unit) from the game
green2
  Events
    Unit - A unit enters Middle <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
  Actions
    Sound - Play EggSackDeath1 <gen>
    Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\NightElf\Blink\BlinkTarget.mdl
    Set VariableSet LifesLeftEasy = (LifesLeftEasy - 1)
    Leaderboard - Change the label for Player 9 (Gray) in (Last created leaderboard) to (|c00FFFFFFLifes left:|r + (|c00CDB718 + ((String(LifesLeftEasy)) + |r)))
    Unit - Remove (Triggering unit) from the game
    If (LifesLeftEasy Less than or equal to 0) then do (Run Defeat <gen> (checking conditions)) else do (Do nothing)
    Unit - Remove (Triggering unit) from the game
green3
  Events
    Unit - A unit enters Middle <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
  Actions
    Sound - Play EggSackDeath1 <gen>
    Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\NightElf\Blink\BlinkTarget.mdl
    Set VariableSet LivesLeftHard = (LivesLeftHard - 1)
    Leaderboard - Change the label for Player 9 (Gray) in (Last created leaderboard) to (|c00FFFFFFLifes left:|r + (|c00CDB718 + ((String(LivesLeftHard)) + |r)))
    Unit - Remove (Triggering unit) from the game
    If (LivesLeftHard Less than or equal to 0) then do (Run Defeat <gen> (checking conditions)) else do (Do nothing)
    Unit - Remove (Entering unit) from the game
green4
  Events
    Unit - A unit enters Middle <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
  Actions
    Sound - Play EggSackDeath1 <gen>
    Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\NightElf\Blink\BlinkTarget.mdl
    Set VariableSet LivesLeftInsane = (LivesLeftInsane - 1)
    Leaderboard - Change the label for Player 9 (Gray) in (Last created leaderboard) to (|c00FFFFFFLifes left:|r + (|c00CDB718 + ((String(LivesLeftInsane)) + |r)))
    Unit - Remove (Triggering unit) from the game
    If (LivesLeftInsane Less than or equal to 0) then do (Run Defeat <gen> (checking conditions)) else do (Do nothing)
    Unit - Remove (Entering unit) from the game
brown1
  Events
    Unit - A unit enters Middle <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 12 (Brown)
  Actions
    Sound - Play EggSackDeath1 <gen>
    Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\NightElf\Blink\BlinkTarget.mdl
    Set VariableSet LivesLeftNormal = (LivesLeftNormal - 1)
    Leaderboard - Change the label for Player 9 (Gray) in (Last created leaderboard) to (|c00FFFFFFLifes left:|r + (|c00CDB718 + ((String(LivesLeftNormal)) + |r)))
    Unit - Remove (Triggering unit) from the game
    If (LivesLeftNormal Less than or equal to 0) then do (Run Defeat <gen> (checking conditions)) else do (Do nothing)
    Unit - Remove (Triggering unit) from the game
brown2
  Events
    Unit - A unit enters Middle <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 12 (Brown)
  Actions
    Sound - Play EggSackDeath1 <gen>
    Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\NightElf\Blink\BlinkTarget.mdl
    Set VariableSet LifesLeftEasy = (LifesLeftEasy - 1)
    Leaderboard - Change the label for Player 9 (Gray) in (Last created leaderboard) to (|c00FFFFFFLifes left:|r + (|c00CDB718 + ((String(LifesLeftEasy)) + |r)))
    Unit - Remove (Triggering unit) from the game
    If (LifesLeftEasy Less than or equal to 0) then do (Run Defeat <gen> (checking conditions)) else do (Do nothing)
    Unit - Remove (Triggering unit) from the game
brown3
  Events
    Unit - A unit enters Middle <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 12 (Brown)
  Actions
    Sound - Play EggSackDeath1 <gen>
    Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\NightElf\Blink\BlinkTarget.mdl
    Set VariableSet LivesLeftHard = (LivesLeftHard - 1)
    Leaderboard - Change the label for Player 9 (Gray) in (Last created leaderboard) to (|c00FFFFFFLifes left:|r + (|c00CDB718 + ((String(LivesLeftHard)) + |r)))
    Unit - Remove (Triggering unit) from the game
    If (LivesLeftHard Less than or equal to 0) then do (Run Defeat <gen> (checking conditions)) else do (Do nothing)
    Unit - Remove (Entering unit) from the game
brown4
  Events
    Unit - A unit enters Middle <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 12 (Brown)
  Actions
    Sound - Play EggSackDeath1 <gen>
    Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\NightElf\Blink\BlinkTarget.mdl
    Set VariableSet LivesLeftInsane = (LivesLeftInsane - 1)
    Leaderboard - Change the label for Player 9 (Gray) in (Last created leaderboard) to (|c00FFFFFFLifes left:|r + (|c00CDB718 + ((String(LivesLeftInsane)) + |r)))
    Unit - Remove (Triggering unit) from the game
    If (LivesLeftInsane Less than or equal to 0) then do (Run Defeat <gen> (checking conditions)) else do (Do nothing)
    Unit - Remove (Entering unit) from the game
Defeat
  Events
  Conditions
  Actions
    Game - Display to (All players) the text: |c00BB0000The maximum amount of enemys has enter the ship, you lost!|r
    Wait 6.00 seconds
    Player Group - Pick every player in Players and do (Actions)
      Loop - Actions
        Game - Defeat (Picked player) with the message: The enemys could escape.
units remove
  Events
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in (Playable map area)) and do (Kill (Picked unit))
Victory
  Events
  Conditions
  Actions
    Game - Display to (All players) the text: |c000000A0You have defeated every wave!|r
    Wait 5.00 seconds
    Game - Display to (All players) the text: |c00FFFFFFGood job!|r
    Wait 15.00 seconds
    Player Group - Pick every player in Players and do (Actions)
      Loop - Actions
        Game - Victory (Picked player) (Show dialogs, Show scores)
Leaderboard
  Events
    Time - Elapsed game time is 0.00 seconds
  Conditions
  Actions
    Set VariableSet Player[1] = Player 1 (Red)
    Set VariableSet Player[2] = Player 2 (Blue)
    Set VariableSet Player[3] = Player 3 (Teal)
    Set VariableSet Player[4] = Player 4 (Purple)
    Set VariableSet Player[5] = Player 5 (Yellow)
    Set VariableSet Player[6] = Player 6 (Orange)
    Set VariableSet Player[7] = Player 7 (Green)
    Set VariableSet Player[8] = Player 8 (Pink)
    Leaderboard - Create a leaderboard for (All players) titled Mass TD v2.5
    Set VariableSet Leaderboard = (Last created leaderboard)
    Leaderboard - Add Player 11 (Dark Green) to Leaderboard with label |c000DAFDF*Status*|r and value 0
    Leaderboard - Add Neutral Hostile to Leaderboard with label (|c00CDB718Current Wave: |r |c00BB0000 + ((String(Round)) + |r)) and value Round
    Leaderboard - Add Player 10 (Light Blue) to Leaderboard with label |c008B7A36*Kills*|r and value 0
    Leaderboard - Change the display style for (Last created leaderboard) to Show the title, Show labels, Hide values, and Hide icons
    For each (Integer A) from 1 to 8, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player[(Integer A)] slot status) Equal to Is playing
          Then - Actions
            Leaderboard - Add Player[(Integer A)] to (Last created leaderboard) with label ((Name of Player[(Integer A)]) + (: + (String(Playerkills[Playernumber])))) and value 0
          Else - Actions
            Do nothing
Kills
  Events
    Unit - A unit owned by Player 9 (Gray).Dies
    Unit - A unit owned by Player 10 (Light Blue).Dies
    Unit - A unit owned by Player 11 (Dark Green).Dies
    Unit - A unit owned by Player 12 (Brown).Dies
  Conditions
  Actions
    Set VariableSet Playernumber = (Player number of (Owner of (Killing unit)))
    Set VariableSet Playerkills[Playernumber] = (Playerkills[Playernumber] + 1)
    Leaderboard - Change the label for Player[Playernumber] in (Last created leaderboard) to ((Name of Player[Playernumber]) + (: + (String(Playerkills[Playernumber]))))
purple dont play
  Events
    Time - Every 0.10 seconds of game time
  Conditions
    (Player 4 (Purple) slot status) Equal to Is unused
  Actions
    Trigger - Turn on units_purple <gen>
purple dont play Kopieren
  Events
    Time - Every 0.10 seconds of game time
  Conditions
    (Player 2 (Blue) slot status) Equal to Is unused
  Actions
    Trigger - Turn on units_blue <gen>
purple dont play Kopieren Kopieren Kopieren
  Events
    Time - Every 0.10 seconds of game time
  Conditions
    (Player 1 (Red) slot status) Equal to Is unused
  Actions
    Trigger - Turn on units_red <gen>
purple dont play Kopieren Kopieren
  Events
    Time - Every 0.10 seconds of game time
  Conditions
    (Player 3 (Teal) slot status) Equal to Is unused
  Actions
    Trigger - Turn on units_teal <gen>
purple dont play Kopieren Kopieren Kopieren Kopieren
  Events
    Time - Every 0.10 seconds of game time
  Conditions
    (Player 5 (Yellow) slot status) Equal to Is unused
  Actions
    Trigger - Turn on units_yellow <gen>
purple dont play Kopieren Kopieren Kopieren Kopieren Kopieren
  Events
    Time - Every 0.10 seconds of game time
  Conditions
    (Player 6 (Orange) slot status) Equal to Is unused
  Actions
    Trigger - Turn on units_orange <gen>
purple dont play Kopieren Kopieren Kopieren Kopieren Kopieren Kopieren
  Events
    Time - Every 0.10 seconds of game time
  Conditions
    (Player 7 (Green) slot status) Equal to Is unused
  Actions
    Trigger - Turn on units_green <gen>
purple dont play Kopieren Kopieren Kopieren Kopieren Kopieren Kopieren Kopieren
  Events
    Time - Every 0.10 seconds of game time
  Conditions
    (Player 8 (Pink) slot status) Equal to Is unused
  Actions
    Trigger - Turn on units_pink <gen>
units purple
  Events
    Unit - A unit enters Spawn2 <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Remove (Triggering unit) from the game
units red
  Events
    Unit - A unit enters Spawn1 <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 9 (Gray)
  Actions
    Unit - Remove (Triggering unit) from the game
units blue
  Events
    Unit - A unit enters Spawn4 <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
  Actions
    Unit - Remove (Triggering unit) from the game
units teal
  Events
    Unit - A unit enters Spawn3 <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
  Actions
    Unit - Remove (Triggering unit) from the game
units pink
  Events
    Unit - A unit enters Spawn8 <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
  Actions
    Unit - Remove (Triggering unit) from the game
units orange
  Events
    Unit - A unit enters Spawn6 <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
  Actions
    Unit - Remove (Triggering unit) from the game
units yellow
  Events
    Unit - A unit enters Spawn5 <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 9 (Gray)
  Actions
    Unit - Remove (Triggering unit) from the game
units green
  Events
    Unit - A unit enters Spawn7 <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Remove (Triggering unit) from the game
kick 2
  Events
    Player - Player 1 (Red) types a chat message containing -kick player 2 (stringnoformat) as A substring
  Conditions
  Actions
    Game - Display to (All players) the text: Player 2 has been kicked!
    Wait 2 seconds
    Unit Group - Pick every unit in (Units owned by Player 2 (Blue).) and do (Kill (Picked unit))
    Game - Defeat Player 2 (Blue) with the message: You have been kicked!
    Trigger - Turn on units_blue <gen>
    Leaderboard - Change the label for Player 2 (Blue) in (Last created leaderboard) to ---Kicked---
    Player Group - Remove (Triggering player) from Players.
kick 3
  Events
    Player - Player 1 (Red) types a chat message containing -kick player 3 (stringnoformat) as A substring
  Conditions
  Actions
    Game - Display to (All players) the text: Player 3 has been kicked!
    Wait 2 seconds
    Unit Group - Pick every unit in (Units owned by Player 3 (Teal).) and do (Kill (Picked unit))
    Game - Defeat Player 3 (Teal) with the message: You have been kicked!
    Trigger - Turn on units_teal <gen>
    Player Group - Remove (Triggering player) from Players.
    Leaderboard - Change the label for Player 3 (Teal) in (Last created leaderboard) to ---Kicked---
kick 4
  Events
    Player - Player 1 (Red) types a chat message containing -kick player 4 (stringnoformat) as A substring
  Conditions
  Actions
    Game - Display to (All players) the text: Player 4 has been kicked!
    Wait 2 seconds
    Unit Group - Pick every unit in (Units owned by Player 4 (Purple).) and do (Kill (Picked unit))
    Game - Defeat Player 4 (Purple) with the message: You have been kicked!
    Trigger - Turn on units_purple <gen>
    Player Group - Remove (Triggering player) from Players.
    Leaderboard - Change the label for Player 4 (Purple) in (Last created leaderboard) to ---Kicked---
kick 5
  Events
    Player - Player 1 (Red) types a chat message containing -kick player 5 (stringnoformat) as A substring
  Conditions
  Actions
    Game - Display to (All players) the text: Player 5 has been kicked!
    Wait 2 seconds
    Unit Group - Pick every unit in (Units owned by Player 5 (Yellow).) and do (Kill (Picked unit))
    Game - Defeat Player 5 (Yellow) with the message: You have been kicked!
    Trigger - Turn on units_yellow <gen>
    Player Group - Remove (Triggering player) from Players.
    Leaderboard - Change the label for Player 5 (Yellow) in (Last created leaderboard) to ---Kicked---
kick 6
  Events
    Player - Player 1 (Red) types a chat message containing -kick player 6 (stringnoformat) as A substring
  Conditions
  Actions
    Game - Display to (All players) the text: Player 6 has been kicked!
    Wait 2 seconds
    Unit Group - Pick every unit in (Units owned by Player 6 (Orange).) and do (Kill (Picked unit))
    Game - Defeat Player 6 (Orange) with the message: You have been kicked!
    Trigger - Turn on units_orange <gen>
    Player Group - Remove (Triggering player) from Players.
    Leaderboard - Change the label for Player 6 (Orange) in (Last created leaderboard) to ---Kicked---
kick 7
  Events
    Player - Player 1 (Red) types a chat message containing -kick player 7 (stringnoformat) as A substring
  Conditions
  Actions
    Game - Display to (All players) the text: Player 7 has been kicked!
    Wait 2 seconds
    Unit Group - Pick every unit in (Units owned by Player 7 (Green).) and do (Kill (Picked unit))
    Game - Defeat Player 7 (Green) with the message: You have been kicked!
    Trigger - Turn on units_green <gen>
    Player Group - Remove (Triggering player) from Players.
    Leaderboard - Change the label for Player 7 (Green) in (Last created leaderboard) to ---Kicked---
kick 8
  Events
    Player - Player 1 (Red) types a chat message containing -kick player 8 (stringnoformat) as A substring
  Conditions
  Actions
    Game - Display to (All players) the text: Player 8 has been kicked!
    Wait 2 seconds
    Unit Group - Pick every unit in (Units owned by Player 8 (Pink).) and do (Kill (Picked unit))
    Game - Defeat Player 8 (Pink) with the message: You have been kicked!
    Trigger - Turn on units_pink <gen>
    Player Group - Remove (Triggering player) from Players.
    Leaderboard - Change the label for Player 8 (Pink) in (Last created leaderboard) to ---Kicked---
air
  Events
    Player - Player 1 (Red) types a chat message containing -air (stringnoformat) as A substring
    Player - Player 2 (Blue) types a chat message containing -air (stringnoformat) as A substring
    Player - Player 3 (Teal) types a chat message containing -air (stringnoformat) as A substring
    Player - Player 4 (Purple) types a chat message containing -air (stringnoformat) as A substring
    Player - Player 5 (Yellow) types a chat message containing -air (stringnoformat) as A substring
    Player - Player 6 (Orange) types a chat message containing -air (stringnoformat) as A substring
    Player - Player 7 (Green) types a chat message containing -air (stringnoformat) as A substring
    Player - Player 8 (Pink) types a chat message containing -air (stringnoformat) as A substring
  Conditions
  Actions
    Game - Display to (All players) the text: |c005995EEAir Levels|r are |c005995EE8, 16, 24, 32, 40, 48 and 56.|r
info
  Events
    Time - Elapsed game time is 15.00 seconds
  Conditions
  Actions
    Game - Display to (All players) the text: !!!You must build Anti Air Tower for the Air levels, type in -air for airlevels, -boss for bosslevels and -elementar tower for the infos to the 4 biggest towers.
boss
  Events
    Player - Player 1 (Red) types a chat message containing -boss (stringnoformat) as A substring
    Player - Player 2 (Blue) types a chat message containing -boss (stringnoformat) as A substring
    Player - Player 3 (Teal) types a chat message containing -boss (stringnoformat) as A substring
    Player - Player 4 (Purple) types a chat message containing -boss (stringnoformat) as A substring
    Player - Player 5 (Yellow) types a chat message containing -boss (stringnoformat) as A substring
    Player - Player 6 (Orange) types a chat message containing -boss (stringnoformat) as A substring
    Player - Player 7 (Green) types a chat message containing -boss (stringnoformat) as A substring
    Player - Player 8 (Pink) types a chat message containing -boss (stringnoformat) as A substring
  Conditions
  Actions
    Game - Display to (All players) the text: |c005995EEBoss levels|r are |c005995EE14, 28, 42 and 57.|r
hero
  Events
    Player - Player 1 (Red) types a chat message containing -hero (stringnoformat) as A substring
    Player - Player 2 (Blue) types a chat message containing -hero (stringnoformat) as A substring
    Player - Player 3 (Teal) types a chat message containing -hero (stringnoformat) as A substring
    Player - Player 4 (Purple) types a chat message containing -hero (stringnoformat) as A substring
    Player - Player 5 (Yellow) types a chat message containing -hero (stringnoformat) as A substring
    Player - Player 6 (Orange) types a chat message containing -hero (stringnoformat) as A substring
    Player - Player 7 (Green) types a chat message containing -hero (stringnoformat) as A substring
    Player - Player 8 (Pink) types a chat message containing -hero (stringnoformat) as A substring
  Conditions
  Actions
    Game - Display to (All players) the text: |c005995EEHero levels|r are |c005995EE10, 20, 30, 41 and 51.|r
elementar tower
  Events
    Player - Player 1 (Red) types a chat message containing -elementar tower (stringnoformat) as A substring
    Player - Player 2 (Blue) types a chat message containing -elementar tower (stringnoformat) as A substring
    Player - Player 3 (Teal) types a chat message containing -elementar tower (stringnoformat) as A substring
    Player - Player 4 (Purple) types a chat message containing -elementar tower (stringnoformat) as A substring
    Player - Player 5 (Yellow) types a chat message containing -elementar tower (stringnoformat) as A substring
    Player - Player 6 (Orange) types a chat message containing -elementar tower (stringnoformat) as A substring
    Player - Player 7 (Green) types a chat message containing -elementar tower (stringnoformat) as A substring
    Player - Player 8 (Pink) types a chat message containing -elementar tower (stringnoformat) as A substring
  Conditions
  Actions
    Game - Display to (All players) the text: |c00DADF13In Wave 22 you get one piece of wood, with this one you can select one of the four elementar towers. The 4 Elementar Towers are the strongest towers in game and they all have magical spells.|r |c00AB1B05!!!You can only select one elementar tower!!!|r
Set Easy
  Events
    Unit - A unit enters Spawn5 <gen>
    Unit - A unit enters Spawn1 <gen>
    Unit - A unit enters Spawn8 <gen>
    Unit - A unit enters Spawn2 <gen>
    Unit - A unit enters Spawn7 <gen>
    Unit - A unit enters Spawn3 <gen>
    Unit - A unit enters Spawn6 <gen>
    Unit - A unit enters Spawn4 <gen>
  Conditions
  Actions
    Wait 0.10 seconds
    Player - Set (Picked player).Current gold to 60
Easy gold
  Events
  Conditions
  Actions
    Leaderboard - Add Player 9 (Gray) to Leaderboard with label (|c00FFFFFFLifes left:|r + ( |c00CDB718 + ((String(LifesLeftEasy)) + |r))) and value LifesLeftEasy
    Trigger - Turn on blue2 <gen>
    Trigger - Turn on green2 <gen>
    Trigger - Turn on grey2 <gen>
    Trigger - Turn on brown2 <gen>
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Player - Set (Picked player).Current gold to 100
Normal gold
  Events
  Conditions
  Actions
    Leaderboard - Add Player 9 (Gray) to Leaderboard with label (|c00FFFFFFLifes left:|r + ( |c00CDB718 + ((String(LivesLeftNormal)) + |r))) and value LivesLeftNormal
    Trigger - Turn on green1 <gen>
    Trigger - Turn on blue1 <gen>
    Trigger - Turn on brown1 <gen>
    Trigger - Turn on grey1 <gen>
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Player - Set (Picked player).Current gold to 80
Hard gold
  Events
  Conditions
  Actions
    Leaderboard - Add Player 9 (Gray) to Leaderboard with label (|c00FFFFFFLifes left:|r + ( |c00CDB718 + ((String(LivesLeftHard)) + |r))) and value LivesLeftHard
    Trigger - Turn on blue3 <gen>
    Trigger - Turn on green3 <gen>
    Trigger - Turn on grey3 <gen>
    Trigger - Turn on brown3 <gen>
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Player - Set (Picked player).Current gold to 50
Insane gold
  Events
  Conditions
  Actions
    Leaderboard - Add Player 9 (Gray) to Leaderboard with label (|c00FFFFFFLifes left:|r + ( |c00CDB718 + ((String(LivesLeftInsane)) + |r))) and value LivesLeftInsane
    Trigger - Turn on blue4 <gen>
    Trigger - Turn on green4 <gen>
    Trigger - Turn on grey4 <gen>
    Trigger - Turn on brown4 <gen>
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Player - Set (Picked player).Current gold to 40
Set Normal
  Events
    Unit - A unit enters Spawn5 <gen>
    Unit - A unit enters Spawn1 <gen>
    Unit - A unit enters Spawn8 <gen>
    Unit - A unit enters Spawn2 <gen>
    Unit - A unit enters Spawn7 <gen>
    Unit - A unit enters Spawn3 <gen>
    Unit - A unit enters Spawn6 <gen>
    Unit - A unit enters Spawn4 <gen>
  Conditions
  Actions
    Wait 0.10 seconds
    Unit - Add Item Armor Bonus (+5) to (Triggering unit)
Set Hard
  Events
    Unit - A unit enters Spawn5 <gen>
    Unit - A unit enters Spawn1 <gen>
    Unit - A unit enters Spawn8 <gen>
    Unit - A unit enters Spawn2 <gen>
    Unit - A unit enters Spawn7 <gen>
    Unit - A unit enters Spawn3 <gen>
    Unit - A unit enters Spawn6 <gen>
    Unit - A unit enters Spawn4 <gen>
  Conditions
  Actions
    Wait 0.10 seconds
    Unit - Add Item Armor Bonus (+10) to (Triggering unit)
Set Insane
  Events
    Unit - A unit enters Spawn5 <gen>
    Unit - A unit enters Spawn1 <gen>
    Unit - A unit enters Spawn8 <gen>
    Unit - A unit enters Spawn2 <gen>
    Unit - A unit enters Spawn7 <gen>
    Unit - A unit enters Spawn3 <gen>
    Unit - A unit enters Spawn6 <gen>
    Unit - A unit enters Spawn4 <gen>
  Conditions
  Actions
    Wait 0.10 seconds
    Unit - Add Item Armor Bonus (+10) to (Triggering unit)
    Unit - Add Item Armor Bonus (+8) to (Triggering unit)
Dialog Box
  Events
    Time - Elapsed game time is 0.50 seconds
  Conditions
  Actions
    Dialog - Create a dialog button for Difficulty labelled Easy
    Set VariableSet Easy = (Last created dialog Button)
    Dialog - Create a dialog button for Difficulty labelled Normal
    Set VariableSet Normal = (Last created dialog Button)
    Dialog - Create a dialog button for Difficulty labelled Hard
    Set VariableSet Hard = (Last created dialog Button)
    Dialog - Create a dialog button for Difficulty labelled Insane
    Set VariableSet Insane = (Last created dialog Button)
    Dialog - Change the title of Difficulty to Difficulty
    Dialog - Show Difficulty for Player 1 (Red)
Easy
  Events
    Dialog - A dialog button is clicked for Difficulty
  Conditions
    (Clicked dialog button) Equal to Easy
  Actions
    Game - Display to (All players) the text: The Difficulty has been set to "Easy"
    Trigger - Turn on Set_Easy <gen>
    Trigger - Run Easy_gold <gen> (checking conditions)
Normal
  Events
    Dialog - A dialog button is clicked for Difficulty
  Conditions
    (Clicked dialog button) Equal to Normal
  Actions
    Game - Display to (All players) the text: The Difficulty has been set to "Normal"
    Trigger - Turn on Set_Normal <gen>
    Trigger - Run Normal_gold <gen> (checking conditions)
Hard
  Events
    Dialog - A dialog button is clicked for Difficulty
  Conditions
    (Clicked dialog button) Equal to Hard
  Actions
    Game - Display to (All players) the text: The Difficulty has been set to "Hard"
    Trigger - Turn on Set_Hard <gen>
    Trigger - Run Hard_gold <gen> (checking conditions)
Insane
  Events
    Dialog - A dialog button is clicked for Difficulty
  Conditions
    (Clicked dialog button) Equal to Insane
  Actions
    Game - Display to (All players) the text: The Difficulty has been set to "Insane"
    Trigger - Turn on Set_Insane <gen>
    Trigger - Run Insane_gold <gen> (checking conditions)