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Trigger Viewer

Mass War Factions v1.12.w3x
Variables
Initialization
Melee Initialization
Dontselect
Removed Lines
Neutral Passive Units...
May not be attacked
May not leave there area
Can Also Be Hostile
Game
Multiboard
Commands
Run Spawn And Global Gold
Run Creep Level
Global Gold
Max Reached
Item Drops
Game End
A Leaver the newb
Victory
Factions
Put this before spot selection
Spot Selection
Nature
Mystic
Spawn Mystic
Mystic Command Points
Mystic Hero
Faded Ghost
Ritualist
Portal Seeker
Mys Priest
Damenon
Mys Invoker
Nether Hatchling
Nether Rider
Razor
Hawk Eye
Spellsword
Darkknight
Nanobot
Shaman of Bashing
Fury Drake
Arrow Maiden
Spawn Nature
Unit Spells
Mystic Spells
Channel Spells
Faction Leader Spells
General Spells
Hide Special
Push Forces Special
Nether Infusion Special
Spells That Require Death
Mystic Hero Abilities
Dreadbolt
Army of the Past
Spell Absorbtion
Doomstaff
Shadow Dance
Astral Avatar
Misticism
Fade
Nature Hero Abilities
Enter map-specific custom script code below. This text will be included in the map script after variables are declared and before any trigger code.

		
Name Type Is Array Initial Value
BOOL_Leaver boolean Yes
BOOL_Solo boolean No
BOOL_Victory boolean Yes
INTE_CreepLevel integer No 1
INTE_NumberChannel integer Yes
INTE_RandomNumber integer No
INTE_SpellAbsorbtion integer No
INTE_UnitMaximum integer Yes 50
PLAY_CurrentPlayer player No
POIN_CurrentPoint location No
POIN_RandomPosition location No
POIN_Target location No
REAL_CurrentAngle real No
REGI_CurrentRegion rect No
SPEF_HandLeft effect No
SPEF_HandRight effect No
STRI_PlayerFaction string Yes
UNGR_CommandFactionLeader group No
UNGR_CommandGeneral group No
UNIT_CastingUnit unit No
UNIT_CurrentMain unit No
UNIT_CurrentTarget unit No
UNIT_PlayerMain unit Yes
UNIT_ShadowDancer unit No
UNIT_SmokerStudent unit No
UNIT_SmokerTeacher unit No
UNIT_Target unit No
VIMO_IntroVis fogmodifier No
Default melee game initialization for all players
Melee Initialization
  Events
    Map initialization
  Conditions
  Actions
    Melee Game - Use melee time of day (for all players)
    Trigger - Run Spot_Selection <gen> (ignoring conditions)
Dontselect
  Events
    Player - Player 1 (Red) Selects a unit
    Player - Player 2 (Blue) Selects a unit
    Player - Player 3 (Teal) Selects a unit
    Player - Player 4 (Purple) Selects a unit
    Player - Player 5 (Yellow) Selects a unit
    Player - Player 6 (Orange) Selects a unit
    Player - Player 7 (Green) Selects a unit
    Player - Player 8 (Pink) Selects a unit
  Conditions
    (Unit-type of (Triggering unit)) Equal to FivePowerTarget
  Actions
    Selection - Remove (Triggering unit) from selection
Removed Lines
  Events
  Conditions
  Actions
    Game - Display to (All players matching (PLAY_CurrentPlayer Equal to (Matching player)).) the text: |cffac0aa6Mystic System|r|cffdacda2-It is recommended you perform these actions-Build either the Soul Spire or the Warp Gate at one of your two Medium Building Foundations-Research Faded Ghost at your Soulforge to spawn Faded Ghosts-Create your hero at the Soul Spire or the Warp Gate|cf
    Game - Display to (All players) the text: You have chosen to solo, victory conditions have been disabled. You now play against neutral hostile.
    Trigger - Turn off Victory <gen>
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Constructing structure)) Equal to |cffcab01dThe Traveler
      Then - Actions
        Special Effect - Create a special effect attached to the weapon (attachpoint) of (Constructing structure) using Abilities\Weapons\IllidanMissile\IllidanMissile.mdl
      Else - Actions
    -------- Area of Effect Abilities --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ability being cast) Equal to Nether Strike
      Then - Actions
        Unit - Create 1 InvisCaster for (Owner of (Casting unit)) at (Position of (Casting unit)) facing POIN_Target
        Unit - Add Nether Strike Cast to (Last created unit)
        Unit - Order (Last created unit) to Human Blood Mage - Flame Strike.POIN_Target
      Else - Actions
May not be attacked
  Events
    Unit - A unit Is attacked
  Conditions
    (Owner of (Attacked unit)) Equal to Neutral Passive
  Actions
    Unit - Order (Attacking unit) to Stop.
May not leave there area
  Events
    Unit - A unit leaves Position1 <gen>
    Unit - A unit leaves Position2 <gen>
    Unit - A unit leaves Position3 <gen>
    Unit - A unit leaves Position4 <gen>
    Unit - A unit leaves Position5 <gen>
    Unit - A unit leaves Position6 <gen>
    Unit - A unit leaves Position7 <gen>
    Unit - A unit leaves Position8 <gen>
  Conditions
    (Owner of (Leaving unit)) Equal to Neutral Passive
  Actions
    Unit - Order (Leaving unit) to Move To.((Position of (Leaving unit)) offset by 100.00 towards ((Facing of (Leaving unit)) + 180.00) degrees.)
Can Also Be Hostile
  Events
    Time - Every 5.00 seconds of game time
  Conditions
    ((Number of units in (Units in Center <gen> matching ((((Matching unit) is alive) Equal to True) and ((((Matching unit) is A Hero) Equal to False) and ((Point-value of (Matching unit)) Not equal to 1))))) Less than 1) and ((Number of units in (Units owned by Neutral Hostile matching (((Matching unit) is alive) Equal to True).)) Less than 1)
  Actions
    Wait 3.00 seconds
    Set VariableSet INTE_RandomNumber = (Random integer number between 1 and 250)
    -------- Demon Half-God --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        INTE_RandomNumber Equal to 1
      Then - Actions
        If (INTE_CreepLevel Equal to 1) then do (Skip remaining actions) else do (Do nothing)
        Game - Display to (All players) the text: |cffdacda2Darkvar the Demon Half-God has been released to bring doom upon all! Dont waist your breath talking, run!
        Sound - Play NewTournament <gen>
        Unit - Create 1.Demon Half-God for Neutral Hostile at (Center of (Playable map area)) facing 270.00 degrees
        Hero - Set (Last created unit) Hero-level to (INTE_CreepLevel x 5), Hide level-up graphics
        If (INTE_CreepLevel Equal to 2) then do (Skip remaining actions) else do (Do nothing)
        Unit - Create 1.Death Revenant for Neutral Hostile at ((Center of (Playable map area)) offset by 300.00 towards 45.00 degrees.) facing 45.00 degrees
        Unit - Create 1.Death Revenant for Neutral Hostile at ((Center of (Playable map area)) offset by 300.00 towards 135.00 degrees.) facing 135.00 degrees
        Unit - Create 1.Death Revenant for Neutral Hostile at ((Center of (Playable map area)) offset by 300.00 towards 225.00 degrees.) facing 225.00 degrees
        Unit - Create 1.Death Revenant for Neutral Hostile at ((Center of (Playable map area)) offset by 300.00 towards 45.00 degrees.) facing 315.00 degrees
      Else - Actions
    -------- Demon Lords --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        INTE_RandomNumber Equal to 2
        INTE_RandomNumber Equal to 3
        INTE_RandomNumber Equal to 4
      Then - Actions
        Game - Display to (All players) the text: |cffdacda2Beware the wrath of the Bloodfury Princess! (Demon Lord) She has come to fight for the demons.
        Sound - Play GameFound <gen>
        Unit - Create 1.Blood Princess for Neutral Hostile at (Center of (Playable map area)) facing 270.00 degrees
        Hero - Set (Last created unit) Hero-level to (INTE_CreepLevel x 5), Hide level-up graphics
        If (INTE_CreepLevel Equal to 1) then do (Skip remaining actions) else do (Do nothing)
        Unit - Create 1.Queen of Suffering for Neutral Hostile at ((Center of (Playable map area)) offset by 300.00 towards 45.00 degrees.) facing 45.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 300.00 towards 135.00 degrees.) facing 135.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 300.00 towards 225.00 degrees.) facing 225.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 300.00 towards 315.00 degrees.) facing 315.00 degrees
        If (INTE_CreepLevel Equal to 2) then do (Skip remaining actions) else do (Do nothing)
        Unit - Create 1.Maiden of Pain for Neutral Hostile at ((Center of (Playable map area)) offset by 300.00 towards 90.00 degrees.) facing 90.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 300.00 towards 180.00 degrees.) facing 180.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 300.00 towards 270.00 degrees.) facing 270.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 300.00 towards 0.00 degrees.) facing 0.00 degrees
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        INTE_RandomNumber Equal to 5
        INTE_RandomNumber Equal to 6
        INTE_RandomNumber Equal to 7
      Then - Actions
        Game - Display to (All players) the text: |cffdacda2The demons have sent the Stalker (Demon Lord) to finish the living and the dead, and to send them to the next world!
        Sound - Play GameFound <gen>
        Unit - Create 1.The Stalker for Neutral Hostile at (Center of (Playable map area)) facing 270.00 degrees
        Hero - Set (Last created unit) Hero-level to (INTE_CreepLevel x 5), Hide level-up graphics
        If (INTE_CreepLevel Equal to 1) then do (Skip remaining actions) else do (Do nothing)
        Unit - Create 1.Overlord for Neutral Hostile at ((Center of (Playable map area)) offset by 300.00 towards 45.00 degrees.) facing 45.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 300.00 towards 135.00 degrees.) facing 135.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 300.00 towards 225.00 degrees.) facing 225.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 300.00 towards 315.00 degrees.) facing 315.00 degrees
        If (INTE_CreepLevel Equal to 2) then do (Skip remaining actions) else do (Do nothing)
        Unit - Create 1.Bloodfiend for Neutral Hostile at ((Center of (Playable map area)) offset by 300.00 towards 90.00 degrees.) facing 90.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 300.00 towards 180.00 degrees.) facing 180.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 300.00 towards 270.00 degrees.) facing 270.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 300.00 towards 0.00 degrees.) facing 0.00 degrees
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        INTE_RandomNumber Equal to 8
        INTE_RandomNumber Equal to 9
        INTE_RandomNumber Equal to 10
      Then - Actions
        Game - Display to (All players) the text: |cffdacda2No army can stop his powers. The Destroyer (Demon Lord) has come to shred you all!
        Sound - Play GameFound <gen>
        Unit - Create 1.The Destroyer for Neutral Hostile at (Center of (Playable map area)) facing 270.00 degrees
        Hero - Set (Last created unit) Hero-level to (INTE_CreepLevel x 5), Hide level-up graphics
        If (INTE_CreepLevel Equal to 1) then do (Skip remaining actions) else do (Do nothing)
        Unit - Create 1.Infernal for Neutral Hostile at ((Center of (Playable map area)) offset by 300.00 towards 45.00 degrees.) facing 45.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 300.00 towards 135.00 degrees.) facing 135.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 300.00 towards 225.00 degrees.) facing 225.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 300.00 towards 315.00 degrees.) facing 315.00 degrees
        If (INTE_CreepLevel Equal to 2) then do (Skip remaining actions) else do (Do nothing)
        Unit - Create 1.Doom Guard (Standard) for Neutral Hostile at ((Center of (Playable map area)) offset by 300.00 towards 90.00 degrees.) facing 90.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 300.00 towards 180.00 degrees.) facing 180.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 300.00 towards 270.00 degrees.) facing 270.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 300.00 towards 0.00 degrees.) facing 0.00 degrees
      Else - Actions
    -------- Demon Bosses --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        INTE_RandomNumber Greater than or equal to 11
        INTE_RandomNumber Less than or equal to 15
      Then - Actions
        If (INTE_CreepLevel Equal to 1) then do (Skip remaining actions) else do (Do nothing)
        Game - Display to (All players) the text: |cffdacda2The Faceless One Souldrinker (Boss) has come to fight for the demon's cause!
        Unit - Create 1.Faceless One Souldrinker for Neutral Hostile at (Center of (Playable map area)) facing 270.00 degrees
        Unit - Create 1.Faceless One Terror for Neutral Hostile at ((Center of (Playable map area)) offset by 200.00 towards 45.00 degrees.) facing 45.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 200.00 towards 135.00 degrees.) facing 135.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 200.00 towards 225.00 degrees.) facing 225.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 200.00 towards 315.00 degrees.) facing 315.00 degrees
        If (INTE_CreepLevel Equal to 2) then do (Skip remaining actions) else do (Do nothing)
        Unit - Create 1.Faceless One Deathbringer for Neutral Hostile at ((Center of (Playable map area)) offset by 600.00 towards 90.00 degrees.) facing 90.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 600.00 towards 180.00 degrees.) facing 180.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 600.00 towards 270.00 degrees.) facing 270.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 600.00 towards 0.00 degrees.) facing 0.00 degrees
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        INTE_RandomNumber Greater than or equal to 16
        INTE_RandomNumber Less than or equal to 20
      Then - Actions
        If (INTE_CreepLevel Equal to 1) then do (Skip remaining actions) else do (Do nothing)
        Game - Display to (All players) the text: |cffdacda2The Spider Queen (Boss) has come to fight for the demon's cause!
        Unit - Create 1.Spider Queen for Neutral Hostile at (Center of (Playable map area)) facing 270.00 degrees
        Unit - Create 1.Giant Spider for Neutral Hostile at ((Center of (Playable map area)) offset by 200.00 towards 45.00 degrees.) facing 45.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 200.00 towards 135.00 degrees.) facing 135.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 200.00 towards 225.00 degrees.) facing 225.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 200.00 towards 315.00 degrees.) facing 315.00 degrees
        If (INTE_CreepLevel Equal to 2) then do (Skip remaining actions) else do (Do nothing)
        Unit - Create 1.Brood Mother for Neutral Hostile at ((Center of (Playable map area)) offset by 600.00 towards 90.00 degrees.) facing 90.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 600.00 towards 180.00 degrees.) facing 180.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 600.00 towards 270.00 degrees.) facing 270.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 600.00 towards 0.00 degrees.) facing 0.00 degrees
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        INTE_RandomNumber Greater than or equal to 21
        INTE_RandomNumber Less than or equal to 25
      Then - Actions
        If (INTE_CreepLevel Equal to 1) then do (Skip remaining actions) else do (Do nothing)
        Game - Display to (All players) the text: |cffdacda2The Platinum Golem (Boss) has come to fight for the demon's cause!
        Unit - Create 1.Platinum Golem for Neutral Hostile at (Center of (Playable map area)) facing 270.00 degrees
        Unit - Create 1.War Golem for Neutral Hostile at ((Center of (Playable map area)) offset by 200.00 towards 45.00 degrees.) facing 45.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 200.00 towards 135.00 degrees.) facing 135.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 200.00 towards 225.00 degrees.) facing 225.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 200.00 towards 315.00 degrees.) facing 315.00 degrees
        If (INTE_CreepLevel Equal to 2) then do (Skip remaining actions) else do (Do nothing)
        Unit - Create 1.Siege Golem for Neutral Hostile at ((Center of (Playable map area)) offset by 600.00 towards 90.00 degrees.) facing 90.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 600.00 towards 180.00 degrees.) facing 180.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 600.00 towards 270.00 degrees.) facing 270.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 600.00 towards 0.00 degrees.) facing 0.00 degrees
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        INTE_RandomNumber Greater than or equal to 26
        INTE_RandomNumber Less than or equal to 30
      Then - Actions
        If (INTE_CreepLevel Equal to 1) then do (Skip remaining actions) else do (Do nothing)
        Game - Display to (All players) the text: |cffdacda2The Legendary Hydra (Boss) has come to fight for the demon's cause!
        Unit - Create 1.Legendary Hydra for Neutral Hostile at (Center of (Playable map area)) facing 270.00 degrees
        Unit - Create 1.Elder Hydra for Neutral Hostile at ((Center of (Playable map area)) offset by 200.00 towards 45.00 degrees.) facing 45.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 200.00 towards 135.00 degrees.) facing 135.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 200.00 towards 225.00 degrees.) facing 225.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 200.00 towards 315.00 degrees.) facing 315.00 degrees
        If (INTE_CreepLevel Equal to 2) then do (Skip remaining actions) else do (Do nothing)
        Unit - Create 1.Ancient Hydra for Neutral Hostile at ((Center of (Playable map area)) offset by 600.00 towards 90.00 degrees.) facing 90.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 600.00 towards 180.00 degrees.) facing 180.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 600.00 towards 270.00 degrees.) facing 270.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 600.00 towards 0.00 degrees.) facing 0.00 degrees
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        INTE_RandomNumber Greater than or equal to 31
        INTE_RandomNumber Less than or equal to 35
      Then - Actions
        If (INTE_CreepLevel Equal to 1) then do (Skip remaining actions) else do (Do nothing)
        Game - Display to (All players) the text: |cffdacda2The Infernal Hellracer (Boss) has come to fight for the demon's cause!
        Unit - Create 1.Infernal Hellracer for Neutral Hostile at (Center of (Playable map area)) facing 270.00 degrees
        Unit - Create 1.Infernal Machine for Neutral Hostile at ((Center of (Playable map area)) offset by 200.00 towards 45.00 degrees.) facing 45.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 200.00 towards 135.00 degrees.) facing 135.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 200.00 towards 225.00 degrees.) facing 225.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 200.00 towards 315.00 degrees.) facing 315.00 degrees
        If (INTE_CreepLevel Equal to 2) then do (Skip remaining actions) else do (Do nothing)
        Unit - Create 1.Infernal Juggernaut for Neutral Hostile at ((Center of (Playable map area)) offset by 600.00 towards 90.00 degrees.) facing 90.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 600.00 towards 180.00 degrees.) facing 180.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 600.00 towards 270.00 degrees.) facing 270.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 600.00 towards 0.00 degrees.) facing 0.00 degrees
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        INTE_RandomNumber Greater than or equal to 36
        INTE_RandomNumber Less than or equal to 40
      Then - Actions
        If (INTE_CreepLevel Equal to 1) then do (Skip remaining actions) else do (Do nothing)
        Game - Display to (All players) the text: |cffdacda2The Mythic Mammoth (Boss) has come to fight for the demon's cause!
        Unit - Create 1.Mythic Mammoth for Neutral Hostile at (Center of (Playable map area)) facing 270.00 degrees
        Unit - Create 1.Icetusk Mammoth for Neutral Hostile at ((Center of (Playable map area)) offset by 200.00 towards 45.00 degrees.) facing 45.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 200.00 towards 135.00 degrees.) facing 135.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 200.00 towards 225.00 degrees.) facing 225.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 200.00 towards 315.00 degrees.) facing 315.00 degrees
        If (INTE_CreepLevel Equal to 2) then do (Skip remaining actions) else do (Do nothing)
        Unit - Create 1.Dire Mammoth for Neutral Hostile at ((Center of (Playable map area)) offset by 600.00 towards 90.00 degrees.) facing 90.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 600.00 towards 180.00 degrees.) facing 180.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 600.00 towards 270.00 degrees.) facing 270.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 600.00 towards 0.00 degrees.) facing 0.00 degrees
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        INTE_RandomNumber Greater than or equal to 41
        INTE_RandomNumber Less than or equal to 45
      Then - Actions
        If (INTE_CreepLevel Equal to 1) then do (Skip remaining actions) else do (Do nothing)
        Game - Display to (All players) the text: |cffdacda2The Salamander King (Boss) has come to fight for the demon's cause!
        Unit - Create 1.Salamander King for Neutral Hostile at (Center of (Playable map area)) facing 270.00 degrees
        Unit - Create 1.Salamander Vizier for Neutral Hostile at ((Center of (Playable map area)) offset by 200.00 towards 45.00 degrees.) facing 45.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 200.00 towards 135.00 degrees.) facing 135.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 200.00 towards 225.00 degrees.) facing 225.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 200.00 towards 315.00 degrees.) facing 315.00 degrees
        If (INTE_CreepLevel Equal to 2) then do (Skip remaining actions) else do (Do nothing)
        Unit - Create 1.Salamander Lord for Neutral Hostile at ((Center of (Playable map area)) offset by 600.00 towards 90.00 degrees.) facing 90.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 600.00 towards 180.00 degrees.) facing 180.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 600.00 towards 270.00 degrees.) facing 270.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 600.00 towards 0.00 degrees.) facing 0.00 degrees
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        INTE_RandomNumber Greater than or equal to 46
        INTE_RandomNumber Less than or equal to 50
      Then - Actions
        If (INTE_CreepLevel Equal to 1) then do (Skip remaining actions) else do (Do nothing)
        Game - Display to (All players) the text: |cffdacda2The Stormreaver Summoner (Boss) has come to fight for the demon's cause!
        Unit - Create 1.Stormreaver Summoner for Neutral Hostile at (Center of (Playable map area)) facing 270.00 degrees
        Unit - Create 1.Stormreaver Necrolyte for Neutral Hostile at ((Center of (Playable map area)) offset by 200.00 towards 45.00 degrees.) facing 45.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 200.00 towards 135.00 degrees.) facing 135.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 200.00 towards 225.00 degrees.) facing 225.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 200.00 towards 315.00 degrees.) facing 315.00 degrees
        If (INTE_CreepLevel Equal to 2) then do (Skip remaining actions) else do (Do nothing)
        Unit - Create 1.Stormreaver Warlock for Neutral Hostile at ((Center of (Playable map area)) offset by 600.00 towards 90.00 degrees.) facing 90.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 600.00 towards 180.00 degrees.) facing 180.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 600.00 towards 270.00 degrees.) facing 270.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 600.00 towards 0.00 degrees.) facing 0.00 degrees
      Else - Actions
    -------- Demon Creeps --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        INTE_RandomNumber Greater than or equal to 51
        INTE_RandomNumber Less than or equal to 75
      Then - Actions
        Game - Display to (All players) the text: |cffdacda2Creeps (Dark Trolls) have been spawned at the center of the map.
        Unit - Create 1.Dark Troll Warlord for Neutral Hostile at ((Center of (Playable map area)) offset by 200.00 towards 45.00 degrees.) facing 45.00 degrees
        Unit - Create 1.Dark Troll Warlord for Neutral Hostile at ((Center of (Playable map area)) offset by 200.00 towards 225.00 degrees.) facing 225.00 degrees
        Unit - Create 1.Dark Troll for Neutral Hostile at ((Center of (Playable map area)) offset by 800.00 towards 45.00 degrees.) facing 45.00 degrees
        Unit - Create 1.Dark Troll for Neutral Hostile at ((Center of (Playable map area)) offset by 800.00 towards 135.00 degrees.) facing 135.00 degrees
        Unit - Create 1.Dark Troll for Neutral Hostile at ((Center of (Playable map area)) offset by 800.00 towards 225.00 degrees.) facing 225.00 degrees
        Unit - Create 1.Dark Troll for Neutral Hostile at ((Center of (Playable map area)) offset by 800.00 towards 315.00 degrees.) facing 315.00 degrees
        If (INTE_CreepLevel Equal to 1) then do (Skip remaining actions) else do (Do nothing)
        Unit - Create 1.Dark Troll High Priest for Neutral Hostile at ((Center of (Playable map area)) offset by 500.00 towards 90.00 degrees.) facing 90.00 degrees
        Unit - Create 1.Dark Troll High Priest for Neutral Hostile at ((Center of (Playable map area)) offset by 500.00 towards 270.00 degrees.) facing 270.00 degrees
        Unit - Create 1.Dark Troll Berserker for Neutral Hostile at ((Center of (Playable map area)) offset by 350.00 towards 45.00 degrees.) facing 45.00 degrees
        Unit - Create 1.Dark Troll Berserker for Neutral Hostile at ((Center of (Playable map area)) offset by 350.00 towards 135.00 degrees.) facing 135.00 degrees
        Unit - Create 1.Dark Troll Berserker for Neutral Hostile at ((Center of (Playable map area)) offset by 350.00 towards 225.00 degrees.) facing 225.00 degrees
        Unit - Create 1.Dark Troll Berserker for Neutral Hostile at ((Center of (Playable map area)) offset by 350.00 towards 315.00 degrees.) facing 315.00 degrees
        If (INTE_CreepLevel Equal to 2) then do (Skip remaining actions) else do (Do nothing)
        Unit - Create 1.Dark Troll Warlord for Neutral Hostile at ((Center of (Playable map area)) offset by 200.00 towards 135.00 degrees.) facing 135.00 degrees
        Unit - Create 1.Dark Troll Warlord for Neutral Hostile at ((Center of (Playable map area)) offset by 200.00 towards 315.00 degrees.) facing 315.00 degrees
        Unit - Create 1.Dark Troll Shadow Priest for Neutral Hostile at ((Center of (Playable map area)) offset by 1000.00 towards 0.00 degrees.) facing 0.00 degrees
        Unit - Create 1.Dark Troll Shadow Priest for Neutral Hostile at ((Center of (Playable map area)) offset by 1000.00 towards 90.00 degrees.) facing 90.00 degrees
        Unit - Create 1.Dark Troll Shadow Priest for Neutral Hostile at ((Center of (Playable map area)) offset by 1000.00 towards 180.00 degrees.) facing 180.00 degrees
        Unit - Create 1.Dark Troll Shadow Priest for Neutral Hostile at ((Center of (Playable map area)) offset by 1000.00 towards 270.00 degrees.) facing 270.00 degrees
        If (INTE_CreepLevel Equal to 3) then do (Skip remaining actions) else do (Do nothing)
        For each (Integer A) from 1 to 30, do (Actions)
          Loop - Actions
            Unit - Create 1.Dark Troll Trapper for Neutral Hostile at ((Center of (Playable map area)) offset by (Random real number between 250.00 and 1000.00) towards (Random angle) degrees.) facing (Random angle) degrees
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        INTE_RandomNumber Greater than or equal to 76
        INTE_RandomNumber Less than or equal to 100
      Then - Actions
        Game - Display to (All players) the text: |cffdacda2Creeps (Centaurs) have been spawned at the center of the map.
        Unit - Create 1.Centaur Khan for Neutral Hostile at ((Center of (Playable map area)) offset by 200.00 towards 45.00 degrees.) facing 45.00 degrees
        Unit - Create 1.Centaur Khan for Neutral Hostile at ((Center of (Playable map area)) offset by 200.00 towards 225.00 degrees.) facing 225.00 degrees
        Unit - Create 1.Centaur Drudge for Neutral Hostile at ((Center of (Playable map area)) offset by 800.00 towards 45.00 degrees.) facing 45.00 degrees
        Unit - Create 1.Centaur Drudge for Neutral Hostile at ((Center of (Playable map area)) offset by 800.00 towards 135.00 degrees.) facing 135.00 degrees
        Unit - Create 1.Centaur Drudge for Neutral Hostile at ((Center of (Playable map area)) offset by 800.00 towards 225.00 degrees.) facing 225.00 degrees
        Unit - Create 1.Centaur Drudge for Neutral Hostile at ((Center of (Playable map area)) offset by 800.00 towards 315.00 degrees.) facing 315.00 degrees
        If (INTE_CreepLevel Equal to 1) then do (Skip remaining actions) else do (Do nothing)
        Unit - Create 1.Centaur Sorcerer for Neutral Hostile at ((Center of (Playable map area)) offset by 500.00 towards 90.00 degrees.) facing 90.00 degrees
        Unit - Create 1.Centaur Sorcerer for Neutral Hostile at ((Center of (Playable map area)) offset by 500.00 towards 270.00 degrees.) facing 270.00 degrees
        Unit - Create 1.Centaur Impaler for Neutral Hostile at ((Center of (Playable map area)) offset by 350.00 towards 45.00 degrees.) facing 45.00 degrees
        Unit - Create 1.Centaur Impaler for Neutral Hostile at ((Center of (Playable map area)) offset by 350.00 towards 135.00 degrees.) facing 135.00 degrees
        Unit - Create 1.Centaur Impaler for Neutral Hostile at ((Center of (Playable map area)) offset by 350.00 towards 225.00 degrees.) facing 225.00 degrees
        Unit - Create 1.Centaur Impaler for Neutral Hostile at ((Center of (Playable map area)) offset by 350.00 towards 315.00 degrees.) facing 315.00 degrees
        If (INTE_CreepLevel Equal to 2) then do (Skip remaining actions) else do (Do nothing)
        Unit - Create 1.Centaur Khan for Neutral Hostile at ((Center of (Playable map area)) offset by 200.00 towards 135.00 degrees.) facing 135.00 degrees
        Unit - Create 1.Centaur Khan for Neutral Hostile at ((Center of (Playable map area)) offset by 200.00 towards 315.00 degrees.) facing 315.00 degrees
        Unit - Create 1.Centaur Outrunner for Neutral Hostile at ((Center of (Playable map area)) offset by 1000.00 towards 0.00 degrees.) facing 0.00 degrees
        Unit - Create 1.Centaur Outrunner for Neutral Hostile at ((Center of (Playable map area)) offset by 1000.00 towards 90.00 degrees.) facing 90.00 degrees
        Unit - Create 1.Centaur Outrunner for Neutral Hostile at ((Center of (Playable map area)) offset by 1000.00 towards 180.00 degrees.) facing 180.00 degrees
        Unit - Create 1.Centaur Outrunner for Neutral Hostile at ((Center of (Playable map area)) offset by 1000.00 towards 270.00 degrees.) facing 270.00 degrees
        If (INTE_CreepLevel Equal to 3) then do (Skip remaining actions) else do (Do nothing)
        For each (Integer A) from 1 to 30, do (Actions)
          Loop - Actions
            Unit - Create 1.Centaur Archer for Neutral Hostile at ((Center of (Playable map area)) offset by (Random real number between 250.00 and 1000.00) towards (Random angle) degrees.) facing (Random angle) degrees
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        INTE_RandomNumber Greater than or equal to 101
        INTE_RandomNumber Less than or equal to 125
      Then - Actions
        Game - Display to (All players) the text: |cffdacda2Creeps (Satyrs) have been spawned at the center of the map.
        Unit - Create 1.Satyr Hellcaller for Neutral Hostile at ((Center of (Playable map area)) offset by 200.00 towards 45.00 degrees.) facing 45.00 degrees
        Unit - Create 1.Satyr Hellcaller for Neutral Hostile at ((Center of (Playable map area)) offset by 200.00 towards 225.00 degrees.) facing 225.00 degrees
        Unit - Create 2.Satyr for Neutral Hostile at ((Center of (Playable map area)) offset by 800.00 towards 45.00 degrees.) facing 45.00 degrees
        Unit - Create 2.Satyr for Neutral Hostile at ((Center of (Playable map area)) offset by 800.00 towards 135.00 degrees.) facing 135.00 degrees
        Unit - Create 2.Satyr for Neutral Hostile at ((Center of (Playable map area)) offset by 800.00 towards 225.00 degrees.) facing 225.00 degrees
        Unit - Create 2.Satyr for Neutral Hostile at ((Center of (Playable map area)) offset by 800.00 towards 315.00 degrees.) facing 315.00 degrees
        If (INTE_CreepLevel Equal to 1) then do (Skip remaining actions) else do (Do nothing)
        Unit - Create 1.Satyr Soulstealer for Neutral Hostile at ((Center of (Playable map area)) offset by 500.00 towards 90.00 degrees.) facing 90.00 degrees
        Unit - Create 1.Satyr Soulstealer for Neutral Hostile at ((Center of (Playable map area)) offset by 500.00 towards 270.00 degrees.) facing 270.00 degrees
        Unit - Create 1.Satyr Shadowdancer for Neutral Hostile at ((Center of (Playable map area)) offset by 350.00 towards 45.00 degrees.) facing 45.00 degrees
        Unit - Create 2.Satyr Shadowdancer for Neutral Hostile at ((Center of (Playable map area)) offset by 350.00 towards 135.00 degrees.) facing 135.00 degrees
        Unit - Create 1.Satyr Shadowdancer for Neutral Hostile at ((Center of (Playable map area)) offset by 350.00 towards 225.00 degrees.) facing 225.00 degrees
        Unit - Create 2.Satyr Shadowdancer for Neutral Hostile at ((Center of (Playable map area)) offset by 350.00 towards 315.00 degrees.) facing 315.00 degrees
        If (INTE_CreepLevel Equal to 2) then do (Skip remaining actions) else do (Do nothing)
        Unit - Create 1.Satyr Hellcaller for Neutral Hostile at ((Center of (Playable map area)) offset by 200.00 towards 135.00 degrees.) facing 135.00 degrees
        Unit - Create 1.Satyr Hellcaller for Neutral Hostile at ((Center of (Playable map area)) offset by 200.00 towards 315.00 degrees.) facing 315.00 degrees
        Unit - Create 1.Satyr Soulstealer for Neutral Hostile at ((Center of (Playable map area)) offset by 1000.00 towards 0.00 degrees.) facing 0.00 degrees
        Unit - Create 1.Satyr Soulstealer for Neutral Hostile at ((Center of (Playable map area)) offset by 1000.00 towards 90.00 degrees.) facing 90.00 degrees
        Unit - Create 1.Satyr Soulstealer for Neutral Hostile at ((Center of (Playable map area)) offset by 1000.00 towards 180.00 degrees.) facing 180.00 degrees
        Unit - Create 1.Satyr Soulstealer for Neutral Hostile at ((Center of (Playable map area)) offset by 1000.00 towards 270.00 degrees.) facing 270.00 degrees
        If (INTE_CreepLevel Equal to 3) then do (Skip remaining actions) else do (Do nothing)
        For each (Integer A) from 1 to 30, do (Actions)
          Loop - Actions
            Unit - Create 1.Satyr Trickster for Neutral Hostile at ((Center of (Playable map area)) offset by (Random real number between 250.00 and 1000.00) towards (Random angle) degrees.) facing (Random angle) degrees
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        INTE_RandomNumber Greater than or equal to 126
        INTE_RandomNumber Less than or equal to 150
      Then - Actions
        Game - Display to (All players) the text: |cffdacda2Creeps (Dragonspawns) have been spawned at the center of the map.
        Unit - Create 1.Blue Dragonspawn Overseer for Neutral Hostile at ((Center of (Playable map area)) offset by 200.00 towards 45.00 degrees.) facing 45.00 degrees
        Unit - Create 1.Blue Dragonspawn Overseer for Neutral Hostile at ((Center of (Playable map area)) offset by 200.00 towards 225.00 degrees.) facing 225.00 degrees
        Unit - Create 1.Blue Dragonspawn Meddler for Neutral Hostile at ((Center of (Playable map area)) offset by 800.00 towards 45.00 degrees.) facing 45.00 degrees
        Unit - Create 1.Blue Dragonspawn Meddler for Neutral Hostile at ((Center of (Playable map area)) offset by 800.00 towards 135.00 degrees.) facing 135.00 degrees
        Unit - Create 1.Blue Dragonspawn Meddler for Neutral Hostile at ((Center of (Playable map area)) offset by 800.00 towards 225.00 degrees.) facing 225.00 degrees
        Unit - Create 1.Blue Dragonspawn Meddler for Neutral Hostile at ((Center of (Playable map area)) offset by 800.00 towards 315.00 degrees.) facing 315.00 degrees
        If (INTE_CreepLevel Equal to 1) then do (Skip remaining actions) else do (Do nothing)
        Unit - Create 1.Blue Dragonspawn Sorcerer for Neutral Hostile at ((Center of (Playable map area)) offset by 500.00 towards 90.00 degrees.) facing 90.00 degrees
        Unit - Create 1.Blue Dragonspawn Sorcerer for Neutral Hostile at ((Center of (Playable map area)) offset by 500.00 towards 270.00 degrees.) facing 270.00 degrees
        Unit - Create 1.Blue Dragonspawn Warrior for Neutral Hostile at ((Center of (Playable map area)) offset by 350.00 towards 45.00 degrees.) facing 45.00 degrees
        Unit - Create 1.Blue Dragonspawn Warrior for Neutral Hostile at ((Center of (Playable map area)) offset by 350.00 towards 135.00 degrees.) facing 135.00 degrees
        Unit - Create 1.Blue Dragonspawn Warrior for Neutral Hostile at ((Center of (Playable map area)) offset by 350.00 towards 225.00 degrees.) facing 225.00 degrees
        Unit - Create 1.Blue Dragonspawn Warrior for Neutral Hostile at ((Center of (Playable map area)) offset by 350.00 towards 315.00 degrees.) facing 315.00 degrees
        If (INTE_CreepLevel Equal to 2) then do (Skip remaining actions) else do (Do nothing)
        Unit - Create 1.Blue Dragonspawn Overseer for Neutral Hostile at ((Center of (Playable map area)) offset by 200.00 towards 135.00 degrees.) facing 135.00 degrees
        Unit - Create 1.Blue Dragonspawn Overseer for Neutral Hostile at ((Center of (Playable map area)) offset by 200.00 towards 315.00 degrees.) facing 315.00 degrees
        Unit - Create 1.Blue Dragonspawn Apprentice for Neutral Hostile at ((Center of (Playable map area)) offset by 1000.00 towards 0.00 degrees.) facing 0.00 degrees
        Unit - Create 1.Blue Dragonspawn Apprentice for Neutral Hostile at ((Center of (Playable map area)) offset by 1000.00 towards 90.00 degrees.) facing 90.00 degrees
        Unit - Create 1.Blue Dragonspawn Apprentice for Neutral Hostile at ((Center of (Playable map area)) offset by 1000.00 towards 180.00 degrees.) facing 180.00 degrees
        Unit - Create 1.Blue Dragonspawn Apprentice for Neutral Hostile at ((Center of (Playable map area)) offset by 1000.00 towards 270.00 degrees.) facing 270.00 degrees
        If (INTE_CreepLevel Equal to 3) then do (Skip remaining actions) else do (Do nothing)
        For each (Integer A) from 1 to 20, do (Actions)
          Loop - Actions
            Unit - Create 1.Blue Dragonspawn Meddler for Neutral Hostile at ((Center of (Playable map area)) offset by (Random real number between 250.00 and 1000.00) towards (Random angle) degrees.) facing (Random angle) degrees
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        INTE_RandomNumber Greater than or equal to 151
        INTE_RandomNumber Less than or equal to 175
      Then - Actions
        Game - Display to (All players) the text: |cffdacda2Creeps (Turtles) have been spawned at the center of the map.
        Unit - Create 1.Dragon Turtle for Neutral Hostile at ((Center of (Playable map area)) offset by 200.00 towards 45.00 degrees.) facing 45.00 degrees
        Unit - Create 1.Dragon Turtle for Neutral Hostile at ((Center of (Playable map area)) offset by 200.00 towards 225.00 degrees.) facing 225.00 degrees
        Unit - Create 1.Sea Turtle Hatchling for Neutral Hostile at ((Center of (Playable map area)) offset by 800.00 towards 45.00 degrees.) facing 45.00 degrees
        Unit - Create 1.Sea Turtle Hatchling for Neutral Hostile at ((Center of (Playable map area)) offset by 800.00 towards 135.00 degrees.) facing 135.00 degrees
        Unit - Create 1.Sea Turtle Hatchling for Neutral Hostile at ((Center of (Playable map area)) offset by 800.00 towards 225.00 degrees.) facing 225.00 degrees
        Unit - Create 1.Sea Turtle Hatchling for Neutral Hostile at ((Center of (Playable map area)) offset by 800.00 towards 315.00 degrees.) facing 315.00 degrees
        If (INTE_CreepLevel Equal to 1) then do (Skip remaining actions) else do (Do nothing)
        Unit - Create 1.Gargantuan Sea Turtle for Neutral Hostile at ((Center of (Playable map area)) offset by 500.00 towards 90.00 degrees.) facing 90.00 degrees
        Unit - Create 1.Gargantuan Sea Turtle for Neutral Hostile at ((Center of (Playable map area)) offset by 500.00 towards 270.00 degrees.) facing 270.00 degrees
        Unit - Create 1.Giant Sea Turtle for Neutral Hostile at ((Center of (Playable map area)) offset by 350.00 towards 45.00 degrees.) facing 45.00 degrees
        Unit - Create 1.Giant Sea Turtle for Neutral Hostile at ((Center of (Playable map area)) offset by 350.00 towards 135.00 degrees.) facing 135.00 degrees
        Unit - Create 1.Giant Sea Turtle for Neutral Hostile at ((Center of (Playable map area)) offset by 350.00 towards 225.00 degrees.) facing 225.00 degrees
        Unit - Create 1.Giant Sea Turtle for Neutral Hostile at ((Center of (Playable map area)) offset by 350.00 towards 315.00 degrees.) facing 315.00 degrees
        If (INTE_CreepLevel Equal to 2) then do (Skip remaining actions) else do (Do nothing)
        Unit - Create 1.Dragon Turtle for Neutral Hostile at ((Center of (Playable map area)) offset by 200.00 towards 135.00 degrees.) facing 135.00 degrees
        Unit - Create 1.Dragon Turtle for Neutral Hostile at ((Center of (Playable map area)) offset by 200.00 towards 315.00 degrees.) facing 315.00 degrees
        Unit - Create 1.Sea Turtle for Neutral Hostile at ((Center of (Playable map area)) offset by 1000.00 towards 0.00 degrees.) facing 0.00 degrees
        Unit - Create 1.Sea Turtle for Neutral Hostile at ((Center of (Playable map area)) offset by 1000.00 towards 90.00 degrees.) facing 90.00 degrees
        Unit - Create 1.Sea Turtle for Neutral Hostile at ((Center of (Playable map area)) offset by 1000.00 towards 180.00 degrees.) facing 180.00 degrees
        Unit - Create 1.Sea Turtle for Neutral Hostile at ((Center of (Playable map area)) offset by 1000.00 towards 270.00 degrees.) facing 270.00 degrees
        If (INTE_CreepLevel Equal to 3) then do (Skip remaining actions) else do (Do nothing)
        For each (Integer A) from 1 to 15, do (Actions)
          Loop - Actions
            Unit - Create 1.Sea Turtle for Neutral Hostile at ((Center of (Playable map area)) offset by (Random real number between 250.00 and 1000.00) towards (Random angle) degrees.) facing (Random angle) degrees
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        INTE_RandomNumber Greater than or equal to 176
        INTE_RandomNumber Less than or equal to 250
      Then - Actions
        Game - Display to (All players) the text: |cffdacda2Creeps (Random) have been spawned at the center of the map.
        Unit - Create 1.(Random level (Random integer number between 7 and 9) creep unit-type) for Neutral Hostile at ((Center of (Playable map area)) offset by 200.00 towards 45.00 degrees.) facing 45.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 200.00 towards 225.00 degrees.) facing 225.00 degrees
        Unit - Create 1.(Random level (Random integer number between 1 and 3) creep unit-type) for Neutral Hostile at ((Center of (Playable map area)) offset by 800.00 towards 45.00 degrees.) facing 45.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 800.00 towards 135.00 degrees.) facing 135.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 800.00 towards 225.00 degrees.) facing 225.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 800.00 towards 315.00 degrees.) facing 315.00 degrees
        If (INTE_CreepLevel Equal to 1) then do (Skip remaining actions) else do (Do nothing)
        Unit - Create 1.(Random level (Random integer number between 5 and 7) creep unit-type) for Neutral Hostile at ((Center of (Playable map area)) offset by 500.00 towards 90.00 degrees.) facing 90.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 500.00 towards 270.00 degrees.) facing 270.00 degrees
        Unit - Create 1.(Random level (Random integer number between 3 and 5) creep unit-type) for Neutral Hostile at ((Center of (Playable map area)) offset by 350.00 towards 45.00 degrees.) facing 45.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 350.00 towards 135.00 degrees.) facing 135.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 350.00 towards 225.00 degrees.) facing 225.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 350.00 towards 315.00 degrees.) facing 315.00 degrees
        If (INTE_CreepLevel Equal to 2) then do (Skip remaining actions) else do (Do nothing)
        Unit - Create 1.(Random level (Random integer number between 9 and 10) creep unit-type) for Neutral Hostile at ((Center of (Playable map area)) offset by 200.00 towards 135.00 degrees.) facing 135.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 200.00 towards 315.00 degrees.) facing 315.00 degrees
        Unit - Create 1.(Random level (Random integer number between 4 and 6) creep unit-type) for Neutral Hostile at ((Center of (Playable map area)) offset by 1000.00 towards 0.00 degrees.) facing 0.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 1000.00 towards 90.00 degrees.) facing 90.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 1000.00 towards 180.00 degrees.) facing 180.00 degrees
        Unit - Create 1.(Unit-type of (Last created unit)) for Neutral Hostile at ((Center of (Playable map area)) offset by 1000.00 towards 270.00 degrees.) facing 270.00 degrees
        If (INTE_CreepLevel Equal to 3) then do (Skip remaining actions) else do (Do nothing)
        For each (Integer A) from 1 to 30, do (Actions)
          Loop - Actions
            Unit - Create 1.(Random level (Random integer number between 1 and 19) creep unit-type) for Neutral Hostile at ((Center of (Playable map area)) offset by (Random real number between 250.00 and 1000.00) towards (Random angle) degrees.) facing (Random angle) degrees
      Else - Actions
Multiboard
  Events
  Conditions
  Actions
    Multiboard - Create a multiboard with 1 columns and 3 rows, titled |cffd9a007Mass War Factions|r |cffdacda2Commands|r.
    Multiboard - Show (Last created multiboard)
    Multiboard - Set the display style for (Last created multiboard) item in column 0, row 0 to Show text and Show icons
    Multiboard - Set the text for (Last created multiboard) item in column 1, row 1 to |cffdacda2-commands
    Multiboard - Set the text for (Last created multiboard) item in column 1, row 2 to |cffdacda2-info
    Multiboard - Set the text for (Last created multiboard) item in column 1, row 3 to |cffdacda2-solo
    Multiboard - Set the width for (Last created multiboard) item in column 0, row 0 to 15.00% of the total screen width
    Multiboard - Set the icon for (Last created multiboard) item in column 0, row 0 to ReplaceableTextures\CommandButtons\BTNControlMagic.blp
Commands
  Events
    Player - Player 1 (Red) types a chat message containing - (stringnoformat) as A substring
    Player - Player 2 (Blue) types a chat message containing - (stringnoformat) as A substring
    Player - Player 3 (Teal) types a chat message containing - (stringnoformat) as A substring
    Player - Player 4 (Purple) types a chat message containing - (stringnoformat) as A substring
    Player - Player 5 (Yellow) types a chat message containing - (stringnoformat) as A substring
    Player - Player 6 (Orange) types a chat message containing - (stringnoformat) as A substring
    Player - Player 7 (Green) types a chat message containing - (stringnoformat) as A substring
    Player - Player 8 (Pink) types a chat message containing - (stringnoformat) as A substring
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Entered chat string) Equal to -commands
      Then - Actions
        Game - Display to (All players matching ((Matching player) Equal to (Triggering player)).) the text: |cffdacda2An explanation of all commands used ingame: -commands: Popup this message box. -info: Shows the basic information about your faction. -solo: Used in singleplayer to play against creeps in sandbox mode.
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Entered chat string) Equal to -info
      Then - Actions
        Game - Display to (All players matching (((Matching player) Equal to (Triggering player)) and (STRI_PlayerFaction[(Player number of (Triggering player))] Equal to MYSTIC)).) the text: |cffac0aa6Mystic System|r|cffdacda2-It is recommended you perform these actions-Build either the Soul Spire or the Warp Gate at one of your two Medium Building Foundations-Research Faded Ghost at your Soulforge to spawn Faded Ghosts-Create your hero at the Soul Spire or the Warp Gate|cffac0aa6Further Information|r|cffdacda2-Your Greater Power is available at your main and your Lesser Power at your Faction Leader-Your main has an upgrade to increase your Command Points-Mercenaries are bought at The Traveler-You can construct defensive towers at Small Building Foundations-It is recommended to use your Faction Leader and General to lead your vast armies
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Entered chat string) Equal to -solo
        (Number of players in (All players matching (((Matching player) controller) Equal to User).)) Equal to 1
      Then - Actions
        Game - Display to (All players) the text: |cffdacda2You have chosen to solo, victory conditions have been disabled. You now play against neutral hostile.
        Set VariableSet BOOL_Solo = True
      Else - Actions
Run Spawn And Global Gold
  Events
  Conditions
  Actions
    Trigger - Run Multiboard <gen> (checking conditions)
    Trigger - Turn on Global_Gold <gen>
    Trigger - Turn on Faded_Ghost <gen>
    Trigger - Turn on Ritualist <gen>
    Trigger - Turn on Portal_Seeker <gen>
    Trigger - Turn on Mys_Priest <gen>
    Trigger - Turn on Damenon <gen>
    Trigger - Turn on Mys_Invoker <gen>
    Trigger - Turn on Nether_Hatchling <gen>
    Trigger - Turn on Nether_Rider <gen>
    Trigger - Turn on Razor <gen>
    Trigger - Turn on Hawk_Eye <gen>
    Trigger - Turn on Spellsword <gen>
    Trigger - Turn on Darkknight <gen>
    Trigger - Turn on Nanobot <gen>
    Trigger - Turn on Shaman_of_Bashing <gen>
    Trigger - Turn on Fury_Drake <gen>
    Trigger - Turn on Arrow_Maiden <gen>
    Unit - Create 1.Dark Troll Warlord for Neutral Hostile at ((Center of (Playable map area)) offset by 200.00 towards 45.00 degrees.) facing 45.00 degrees
    Unit - Create 1.Dark Troll Warlord for Neutral Hostile at ((Center of (Playable map area)) offset by 200.00 towards 225.00 degrees.) facing 225.00 degrees
    Unit - Create 1.Dark Troll for Neutral Hostile at ((Center of (Playable map area)) offset by 800.00 towards 45.00 degrees.) facing 45.00 degrees
    Unit - Create 1.Dark Troll for Neutral Hostile at ((Center of (Playable map area)) offset by 800.00 towards 135.00 degrees.) facing 135.00 degrees
    Unit - Create 1.Dark Troll for Neutral Hostile at ((Center of (Playable map area)) offset by 800.00 towards 225.00 degrees.) facing 225.00 degrees
    Unit - Create 1.Dark Troll for Neutral Hostile at ((Center of (Playable map area)) offset by 800.00 towards 315.00 degrees.) facing 315.00 degrees
    Unit Group - Pick every unit in (Units of type |cffdacda2Spirit of Faith) and do (Change (Picked unit)'s vertex coloring to (100%, 100%, 70.00%) with 70.00% transparency)
    Unit Group - Pick every unit in (Units of type |cffdacda2Spirit of Faith) and do (Create a special effect attached to the weapon (attachpoint) of (Picked unit) using Abilities\Spells\Other\HealingSpray\HealBottleMissile.mdl)
    Unit Group - Pick every unit in (Units of type |cffdacda2Spirit of Faith) and do (Move (Picked unit) instantly to (Position of (Picked unit)), facing (Center of Center <gen>))
    Trigger - Turn on Can_Also_Be_Hostile <gen>
    Wait 90.00 seconds
    Trigger - Run Run_Creep_Level <gen> (checking conditions)
Run Creep Level
  Events
  Conditions
  Actions
    Unit Group - Pick every unit in (Units of type |cffcab01dFaction Selecter) and do (Actions)
      Loop - Actions
        Game - Display to (All players) the text: ((|cffdacda2Lord + (Name of (Owner of (Picked unit)))) + |cffdacda2 has chosen no faction and was kicked from the game.)
        Game - Defeat (Owner of (Picked unit)) with the message: Sorry but the game has already been running to long. You are defeated.
        Unit - Remove (Picked unit) from the game
    Trigger - Run Victory <gen> (checking conditions)
    Wait 400.00 seconds
    Game - Display to (All players) the text: |cffdacda2Creep and Demon spawn level has increased. - [|cffffcc00Level 2/4|r]
    Set VariableSet INTE_CreepLevel = 2
    Wait 900.00 seconds
    Game - Display to (All players) the text: |cffdacda2Creep and Demon spawn level has increased. - [|cffffcc00Level 3/4|r]
    Set VariableSet INTE_CreepLevel = 3
    Wait 1200.00 seconds
    Game - Display to (All players) the text: |cffdacda2Creep and Demon spawn level has increased. - [|cffffcc00Level 4/4|r]
    Set VariableSet INTE_CreepLevel = 4
Global Gold
  Events
    Time - Every 0.50 seconds of game time
  Conditions
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Player - Add 1 to (Picked player).Current gold
Max Reached
  Events
    Time - Every 30.00 seconds of game time
  Conditions
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Picked player) Food cap) Greater than or equal to 50
          Then - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                ((Picked player) Food used) Greater than or equal to ((Picked player) Food cap)
              Then - Actions
                Game - Display to (All players matching ((Matching player) Equal to (Picked player)).) the text: |cffff0000You have reached your army maximum and need to increase your command points.
              Else - Actions
          Else - Actions
Item Drops
  Events
    Unit - A unit Dies
  Conditions
    (((Dying unit) is Plagued) Equal to False) and ((Owner of (Dying unit)) Equal to (Random player from (All enemies of (Owner of (Killing unit)).)))
  Actions
    If (((Dying unit) is A Hero) Equal to False) then do (Add classification of Plagued to (Dying unit)) else do (Do nothing)
    Set VariableSet INTE_RandomNumber = (Random integer number between 1 and 1000)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Dying unit)) Equal to Neutral Hostile
        INTE_RandomNumber Less than or equal to 50
      Then - Actions
        Item - Create (Random level 8.Permanent item-type) at (Position of (Dying unit))
        Unit - Remove (Dying unit) from the game
        Skip remaining actions
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        INTE_RandomNumber Less than or equal to 10
      Then - Actions
        Item - Create (Random level 8.Permanent item-type) at (Position of (Dying unit))
        Unit - Remove (Dying unit) from the game
      Else - Actions
Game End
  Events
    Unit - A unit Dies
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        BOOL_Leaver[(Player number of (Owner of (Dying unit)))] Equal to False
        (Dying unit) Equal to UNIT_PlayerMain[1]
      Then - Actions
        Game - Display to (All players) the text: ((|cffdacda2Lord + (Name of (Owner of (Killing unit)))) + |cffdacda2 appears to be someone to fear.)
        Game - Defeat (Owner of (Dying unit)) with the message: |cffdacda2You have been honorably eliminated.
        Unit Group - Pick every unit in (Units owned by (Owner of (Dying unit)).) and do (Kill (Picked unit))
        Wait 0.30 seconds
        Unit Group - Pick every unit in (Units owned by (Owner of (Dying unit)).) and do (Remove (Picked unit) from the game)
        Trigger - Run Victory <gen> (checking conditions)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        BOOL_Leaver[(Player number of (Owner of (Dying unit)))] Equal to False
        (Dying unit) Equal to UNIT_PlayerMain[2]
      Then - Actions
        Game - Display to (All players) the text: ((|cffdacda2Lord + (Name of (Owner of (Killing unit)))) + |cffdacda2 appears to be someone to fear.)
        Game - Defeat (Owner of (Dying unit)) with the message: |cffdacda2You have been honorably eliminated.
        Unit Group - Pick every unit in (Units owned by (Owner of (Dying unit)).) and do (Kill (Picked unit))
        Wait 0.30 seconds
        Unit Group - Pick every unit in (Units owned by (Owner of (Dying unit)).) and do (Remove (Picked unit) from the game)
        Trigger - Run Victory <gen> (checking conditions)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        BOOL_Leaver[(Player number of (Owner of (Dying unit)))] Equal to False
        (Dying unit) Equal to UNIT_PlayerMain[3]
      Then - Actions
        Game - Display to (All players) the text: ((|cffdacda2Lord + (Name of (Owner of (Killing unit)))) + |cffdacda2 appears to be someone to fear.)
        Game - Defeat (Owner of (Dying unit)) with the message: |cffdacda2You have been honorably eliminated.
        Unit Group - Pick every unit in (Units owned by (Owner of (Dying unit)).) and do (Kill (Picked unit))
        Wait 0.30 seconds
        Unit Group - Pick every unit in (Units owned by (Owner of (Dying unit)).) and do (Remove (Picked unit) from the game)
        Trigger - Run Victory <gen> (checking conditions)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        BOOL_Leaver[(Player number of (Owner of (Dying unit)))] Equal to False
        (Dying unit) Equal to UNIT_PlayerMain[4]
      Then - Actions
        Game - Display to (All players) the text: ((|cffdacda2Lord + (Name of (Owner of (Killing unit)))) + |cffdacda2 appears to be someone to fear.)
        Game - Defeat (Owner of (Dying unit)) with the message: |cffdacda2You have been honorably eliminated.
        Unit Group - Pick every unit in (Units owned by (Owner of (Dying unit)).) and do (Kill (Picked unit))
        Wait 0.30 seconds
        Unit Group - Pick every unit in (Units owned by (Owner of (Dying unit)).) and do (Remove (Picked unit) from the game)
        Trigger - Run Victory <gen> (checking conditions)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        BOOL_Leaver[(Player number of (Owner of (Dying unit)))] Equal to False
        (Dying unit) Equal to UNIT_PlayerMain[5]
      Then - Actions
        Game - Display to (All players) the text: ((|cffdacda2Lord + (Name of (Owner of (Killing unit)))) + |cffdacda2 appears to be someone to fear.)
        Game - Defeat (Owner of (Dying unit)) with the message: |cffdacda2You have been honorably eliminated.
        Unit Group - Pick every unit in (Units owned by (Owner of (Dying unit)).) and do (Kill (Picked unit))
        Wait 0.30 seconds
        Unit Group - Pick every unit in (Units owned by (Owner of (Dying unit)).) and do (Remove (Picked unit) from the game)
        Trigger - Run Victory <gen> (checking conditions)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        BOOL_Leaver[(Player number of (Owner of (Dying unit)))] Equal to False
        (Dying unit) Equal to UNIT_PlayerMain[6]
      Then - Actions
        Game - Display to (All players) the text: ((|cffdacda2Lord + (Name of (Owner of (Killing unit)))) + |cffdacda2 appears to be someone to fear.)
        Game - Defeat (Owner of (Dying unit)) with the message: |cffdacda2You have been honorably eliminated.
        Unit Group - Pick every unit in (Units owned by (Owner of (Dying unit)).) and do (Kill (Picked unit))
        Wait 0.30 seconds
        Unit Group - Pick every unit in (Units owned by (Owner of (Dying unit)).) and do (Remove (Picked unit) from the game)
        Trigger - Run Victory <gen> (checking conditions)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        BOOL_Leaver[(Player number of (Owner of (Dying unit)))] Equal to False
        (Dying unit) Equal to UNIT_PlayerMain[7]
      Then - Actions
        Game - Display to (All players) the text: ((|cffdacda2Lord + (Name of (Owner of (Killing unit)))) + |cffdacda2 appears to be someone to fear.)
        Game - Defeat (Owner of (Dying unit)) with the message: |cffdacda2You have been honorably eliminated.
        Unit Group - Pick every unit in (Units owned by (Owner of (Dying unit)).) and do (Kill (Picked unit))
        Wait 0.30 seconds
        Unit Group - Pick every unit in (Units owned by (Owner of (Dying unit)).) and do (Remove (Picked unit) from the game)
        Trigger - Run Victory <gen> (checking conditions)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        BOOL_Leaver[(Player number of (Owner of (Dying unit)))] Equal to False
        (Dying unit) Equal to UNIT_PlayerMain[8]
      Then - Actions
        Game - Display to (All players) the text: ((|cffdacda2Lord + (Name of (Owner of (Killing unit)))) + |cffdacda2 appears to be someone to fear.)
        Game - Defeat (Owner of (Dying unit)) with the message: |cffdacda2You have been honorably eliminated.
        Unit Group - Pick every unit in (Units owned by (Owner of (Dying unit)).) and do (Kill (Picked unit))
        Wait 0.30 seconds
        Unit Group - Pick every unit in (Units owned by (Owner of (Dying unit)).) and do (Remove (Picked unit) from the game)
        Trigger - Run Victory <gen> (checking conditions)
      Else - Actions
A Leaver the newb
  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) the text: ((|cffdacda2Lord + (Name of (Triggering player))) + |cffdacda2 was a coward and retreated from the game.)
    Set VariableSet BOOL_Victory[(Player number of (Triggering player))] = True
    Unit Group - Pick every unit in (Units owned by (Triggering player).) and do (Remove (Picked unit) from the game)
    Wait 0.10 seconds
    Unit Group - Pick every unit in (Units owned by (Triggering player).) and do (Remove (Picked unit) from the game)
    Trigger - Run Victory <gen> (checking conditions)
Victory
  Events
  Conditions
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Number of units in (Units in (Playable map area) matching ((((Matching unit) belongs to an enemy of (Picked player).) Equal to True) and (((Matching unit) is A Hero) Equal to True)))) - (Number of units in (Units in (Playable map area) matching ((((Matching unit) is A Hero) Equal to True) and ((Owner of (Matching unit)) Equal to Neutral Hostile))))) Equal to 0
          Then - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                BOOL_Victory[(Player number of (Picked player))] Equal to False
                ((Picked player) slot status) Equal to Is playing
              Then - Actions
                If (BOOL_Solo Equal to True) then do (Skip remaining actions) else do (Do nothing)
                Game - Display to (All players) the text: |cffdacda2Veni, Vidi, Vici (I came, I saw, I conquered)
                Game - Victory (Picked player) (Show dialogs, Show scores)
                Set VariableSet BOOL_Victory[(Player number of (Picked player))] = True
              Else - Actions
          Else - Actions
Put this before spot selection
  Events
  Conditions
  Actions
    Cinematic - Turn cinematic mode On for (All players)
    Cinematic - Disable user control for (All players).
    Player Group - Pick every player in (All players) and do (Pan camera for (Picked player) to (Center of (Playable map area)) over 0 seconds)
    Player Group - Pick every player in (All players) and do (Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Center <gen>)
    Set VariableSet VIMO_IntroVis = (Last created visibility modifier)
    Unit - Create 1.Master Smoker - The Teacher for Neutral Passive at ((Center of (Playable map area)) offset by 100.00 towards 0.00 degrees.) facing 240.00 degrees
    Set VariableSet UNIT_SmokerTeacher = (Last created unit)
    Unit - Create 1.Lazy Smoker - The Student for Neutral Passive at ((Center of (Playable map area)) offset by 100.00 towards 180.00 degrees.) facing 300.00 degrees
    Set VariableSet UNIT_SmokerStudent = (Last created unit)
    Cinematic - Fade in over 5.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 3.00 seconds
    Cinematic - Send transmission to (All players) from UNIT_SmokerTeacher named Master Smoker - The Teacher: Play No sound and display Ouch Ouch.... Modify duration: Set to 3.00 seconds and Wait
    Cinematic - Send transmission to (All players) from UNIT_SmokerStudent named Lazy Smoker - The Student: Play No sound and display Cough.... Modify duration: Set to 2.00 seconds and Wait
    Cinematic - Send transmission to (All players) from UNIT_SmokerTeacher named Master Smoker - The Teacher: Play No sound and display We have been stoned.... Modify duration: Set to 3.00 seconds and Wait
    Cinematic - Send transmission to (All players) from UNIT_SmokerStudent named Lazy Smoker - The Student: Play No sound and display Once.. Modify duration: Set to 2.00 seconds and Wait
    Cinematic - Send transmission to (All players) from UNIT_SmokerTeacher named Master Smoker - The Teacher: Play No sound and display We have been stoned.... Modify duration: Set to 3.00 seconds and Wait
    Cinematic - Send transmission to (All players) from UNIT_SmokerStudent named Lazy Smoker - The Student: Play No sound and display Twice.. Modify duration: Set to 2.00 seconds and Wait
    Cinematic - Send transmission to (All players) from UNIT_SmokerTeacher named Master Smoker - The Teacher: Play No sound and display We have been stoned.... Modify duration: Set to 3.00 seconds and Wait
    Cinematic - Send transmission to (All players) from UNIT_SmokerStudent named Lazy Smoker - The Student: Play No sound and display Three times.. Modify duration: Set to 2.00 seconds and Wait
    Cinematic - Send transmission to (All players) from a Neutral Passive.Villager (Male) named Big Finger - The Producer at (Center of (Playable map area)): Play No sound and display Oh no the smoky freaks have interrupted our game. Sorry for the break, please enjoy the game.... Modify duration: Set to 6.00 seconds and Wait
    Cinematic - Turn cinematic mode Off for (All players)
    Cinematic - Enable user control for (All players).
    Player Group - Pick every player in (All players) and do (Disable VIMO_IntroVis)
    Player Group - Pick every player in (All players) and do (Destroy VIMO_IntroVis)
    Player Group - Pick every player in (All players) and do (Create an initially Enabled visibility modifier for (Picked player) emitting Black mask across Center <gen>)
Spot Selection
  Events
  Conditions
  Actions
    Cinematic - Fade in over 3.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 1 (Red) slot status) Equal to Is playing
      Then - Actions
        Camera - Pan camera for Player 1 (Red) to (Player 1 (Red) start location) over 1.00 seconds
        Unit - Create 1.|cffcab01dFaction Selecter for Player 1 (Red) at (Player 1 (Red) start location) facing Default building facing degrees
        Selection - Select (Last created unit) for (Owner of (Last created unit))
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 2 (Blue) slot status) Equal to Is playing
      Then - Actions
        Camera - Pan camera for Player 2 (Blue) to (Player 2 (Blue) start location) over 1.00 seconds
        Unit - Create 1.|cffcab01dFaction Selecter for Player 2 (Blue) at (Player 2 (Blue) start location) facing Default building facing degrees
        Selection - Select (Last created unit) for (Owner of (Last created unit))
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 3 (Teal) slot status) Equal to Is playing
      Then - Actions
        Camera - Pan camera for Player 3 (Teal) to (Player 3 (Teal) start location) over 1.00 seconds
        Unit - Create 1.|cffcab01dFaction Selecter for Player 3 (Teal) at (Player 3 (Teal) start location) facing Default building facing degrees
        Selection - Select (Last created unit) for (Owner of (Last created unit))
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 4 (Purple) slot status) Equal to Is playing
      Then - Actions
        Camera - Pan camera for Player 4 (Purple) to (Player 4 (Purple) start location) over 1.00 seconds
        Unit - Create 1.|cffcab01dFaction Selecter for Player 4 (Purple) at (Player 4 (Purple) start location) facing Default building facing degrees
        Selection - Select (Last created unit) for (Owner of (Last created unit))
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 5 (Yellow) slot status) Equal to Is playing
      Then - Actions
        Camera - Pan camera for Player 5 (Yellow) to (Player 5 (Yellow) start location) over 1.00 seconds
        Unit - Create 1.|cffcab01dFaction Selecter for Player 5 (Yellow) at (Player 5 (Yellow) start location) facing Default building facing degrees
        Selection - Select (Last created unit) for (Owner of (Last created unit))
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 6 (Orange) slot status) Equal to Is playing
      Then - Actions
        Camera - Pan camera for Player 6 (Orange) to (Player 6 (Orange) start location) over 1.00 seconds
        Unit - Create 1.|cffcab01dFaction Selecter for Player 6 (Orange) at (Player 6 (Orange) start location) facing Default building facing degrees
        Selection - Select (Last created unit) for (Owner of (Last created unit))
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 7 (Green) slot status) Equal to Is playing
      Then - Actions
        Camera - Pan camera for Player 7 (Green) to (Player 7 (Green) start location) over 1.00 seconds
        Unit - Create 1.|cffcab01dFaction Selecter for Player 7 (Green) at (Player 7 (Green) start location) facing Default building facing degrees
        Selection - Select (Last created unit) for (Owner of (Last created unit))
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 8 (Pink) slot status) Equal to Is playing
      Then - Actions
        Camera - Pan camera for Player 8 (Pink) to (Player 8 (Pink) start location) over 1.00 seconds
        Unit - Create 1.|cffcab01dFaction Selecter for Player 8 (Pink) at (Player 8 (Pink) start location) facing Default building facing degrees
        Selection - Select (Last created unit) for (Owner of (Last created unit))
      Else - Actions
    Wait 1.00 seconds
    Player Group - Pick every player in (All players) and do (Turn Gives bounty On for (Picked player))
    Player Group - Pick every player in (All players) and do (Set name of (Picked player) to (Name of (Picked player)))
    Unit - Remove UNIT_SmokerStudent from the game
    Unit - Remove UNIT_SmokerTeacher from the game
    Player Group - Pick every player in (All players) and do (Make (Picked player) Heroes gain 30.00% experience from future kills)
    Countdown Timer - Start (Last started timer) as a One-shot timer that will expire in 30 seconds
    Countdown Timer - Create a timer window for (Last started timer) with title |cff630044Game Starts in:
    Wait 30.00 seconds
    Countdown Timer - Destroy (Last created timer window)
    Trigger - Run Run_Spawn_And_Global_Gold <gen> (ignoring conditions)
Nature
  Events
    Unit - A unit Finishes research
  Conditions
    (Researched tech-type) Equal to R002 (techcode)
  Actions
    Set VariableSet PLAY_CurrentPlayer = (Owner of (Researching unit))
    Set VariableSet STRI_PlayerFaction[(Player number of PLAY_CurrentPlayer)] = NATURE
    Unit Group - Pick every unit in (Units in Position1 <gen> owned by (Owner of (Researching unit))) and do (Set VariableSet REGI_CurrentRegion = Position1 <gen>)
    Unit Group - Pick every unit in (Units in Position2 <gen> owned by (Owner of (Researching unit))) and do (Set VariableSet REGI_CurrentRegion = Position2 <gen>)
    Unit Group - Pick every unit in (Units in Position3 <gen> owned by (Owner of (Researching unit))) and do (Set VariableSet REGI_CurrentRegion = Position3 <gen>)
    Unit Group - Pick every unit in (Units in Position4 <gen> owned by (Owner of (Researching unit))) and do (Set VariableSet REGI_CurrentRegion = Position4 <gen>)
    Unit Group - Pick every unit in (Units in Position5 <gen> owned by (Owner of (Researching unit))) and do (Set VariableSet REGI_CurrentRegion = Position5 <gen>)
    Unit Group - Pick every unit in (Units in Position6 <gen> owned by (Owner of (Researching unit))) and do (Set VariableSet REGI_CurrentRegion = Position6 <gen>)
    Unit Group - Pick every unit in (Units in Position7 <gen> owned by (Owner of (Researching unit))) and do (Set VariableSet REGI_CurrentRegion = Position7 <gen>)
    Unit Group - Pick every unit in (Units in Position8 <gen> owned by (Owner of (Researching unit))) and do (Set VariableSet REGI_CurrentRegion = Position8 <gen>)
    Unit - Remove (Researching unit) from the game
    Camera - Pan camera for PLAY_CurrentPlayer to (Center of REGI_CurrentRegion) over 0 seconds
    Unit - Create 1 |cff057107Eternal Tree for PLAY_CurrentPlayer at (Center of REGI_CurrentRegion) facing (Center of (Playable map area))
    Set VariableSet UNIT_CurrentMain = (Last created unit)
    Set VariableSet UNIT_PlayerMain[(Player number of (Owner of (Last created unit)))] = (Last created unit)
    Unit - Create 1.Spawnpoint for PLAY_CurrentPlayer at ((Center of REGI_CurrentRegion) offset by 400.00 towards (Facing of UNIT_CurrentMain) degrees.) facing Default building facing degrees
    Unit - Create 1 Nature Faction Leader for PLAY_CurrentPlayer at ((Center of REGI_CurrentRegion) offset by 300.00 towards ((Facing of UNIT_CurrentMain) + 20.00) degrees.) facing (Center of (Playable map area))
    Hero - Set (Last created unit) Hero-level to 20, Hide level-up graphics
    Unit - Create 1 Nature General for PLAY_CurrentPlayer at ((Center of REGI_CurrentRegion) offset by 300.00 towards ((Facing of UNIT_CurrentMain) - 20.00) degrees.) facing (Center of (Playable map area))
    Hero - Set (Last created unit) Hero-level to 20, Hide level-up graphics
    Unit - Create 1 |cff057107Medium Building Foundation (Nature) for PLAY_CurrentPlayer at ((Center of REGI_CurrentRegion) offset by 800.00 towards ((Facing of UNIT_CurrentMain) + 140.00) degrees.) facing (Center of (Playable map area))
    Unit - Create 1 |cff057107Medium Building Foundation (Nature) for PLAY_CurrentPlayer at ((Center of REGI_CurrentRegion) offset by 800.00 towards ((Facing of UNIT_CurrentMain) + 220.00) degrees.) facing (Center of (Playable map area))
    Unit - Create 1 |cffcab01dThe Traveler for PLAY_CurrentPlayer at ((Center of REGI_CurrentRegion) offset by 800.00 towards ((Facing of UNIT_CurrentMain) + 180.00) degrees.) facing (Position of UNIT_CurrentMain)
    Special Effect - Create a special effect attached to the weapon (attachpoint) of (Last created unit) using Abilities\Weapons\IllidanMissile\IllidanMissile.mdl
    Unit - Create 1 |cff057107Small Building Foundation (Nature) for PLAY_CurrentPlayer at ((Center of REGI_CurrentRegion) offset by 800.00 towards ((Facing of UNIT_CurrentMain) + 90.00) degrees.) facing (Center of (Playable map area))
    Unit - Create 1 |cff057107Small Building Foundation (Nature) for PLAY_CurrentPlayer at ((Center of REGI_CurrentRegion) offset by 800.00 towards ((Facing of UNIT_CurrentMain) + 60.00) degrees.) facing (Center of (Playable map area))
    Unit - Create 1 |cff057107Small Building Foundation (Nature) for PLAY_CurrentPlayer at ((Center of REGI_CurrentRegion) offset by 800.00 towards ((Facing of UNIT_CurrentMain) + 30.00) degrees.) facing (Center of (Playable map area))
    Unit - Create 1 |cff057107Small Building Foundation (Nature) for PLAY_CurrentPlayer at ((Center of REGI_CurrentRegion) offset by 800.00 towards ((Facing of UNIT_CurrentMain) - 30.00) degrees.) facing (Center of (Playable map area))
    Unit - Create 1 |cff057107Small Building Foundation (Nature) for PLAY_CurrentPlayer at ((Center of REGI_CurrentRegion) offset by 800.00 towards ((Facing of UNIT_CurrentMain) - 60.00) degrees.) facing (Center of (Playable map area))
    Unit - Create 1 |cff057107Small Building Foundation (Nature) for PLAY_CurrentPlayer at ((Center of REGI_CurrentRegion) offset by 800.00 towards ((Facing of UNIT_CurrentMain) - 90.00) degrees.) facing (Center of (Playable map area))
    Unit - Create 1 Stag for Neutral Passive at (Random point in REGI_CurrentRegion) facing (Position of UNIT_CurrentMain)
    Unit - Create 1 Stag for Neutral Passive at (Random point in REGI_CurrentRegion) facing (Position of UNIT_CurrentMain)
    Unit - Create 1 Stag for Neutral Passive at (Random point in REGI_CurrentRegion) facing (Position of UNIT_CurrentMain)
    Unit - Create 1 Stag for Neutral Passive at (Random point in REGI_CurrentRegion) facing (Position of UNIT_CurrentMain)
    Unit - Create 1 Raccoon for Neutral Passive at (Random point in REGI_CurrentRegion) facing (Position of UNIT_CurrentMain)
    Animation - Change (Last created unit)'s animation speed to 500.00% of its original speed
    Animation - Change (Last created unit)'s size to (300.00%, 100%, 100%) of its original size
    Environment - Create at REGI_CurrentRegion the weather effect Rays Of Moonlight
    Environment - Turn (Last created weather effect) On
    For each (Integer B) from 1 to 15, do (Actions)
      Loop - Actions
        Special Effect - Create a special effect at (Random point in REGI_CurrentRegion) using Abilities\Spells\NightElf\FaerieFire\FaerieFireTarget.mdl
        Special Effect - Create a special effect at (Random point in REGI_CurrentRegion) using Doodads\Cityscape\Plants\CityBush\CityBush.mdl
        Special Effect - Create a special effect at (Random point in REGI_CurrentRegion) using Doodads\Ruins\Plants\Ruins_Flower\Ruins_Flower0.mdl
        Special Effect - Create a special effect at (Random point in REGI_CurrentRegion) using Doodads\Cinematic\GlowingRunes\GlowingRunes6.mdl
        Special Effect - Create a special effect at (Random point in REGI_CurrentRegion) using Doodads\Ashenvale\Water\AshenLillyPad\AshenLillyPad.mdl
        Special Effect - Create a special effect at (Random point in REGI_CurrentRegion) using Doodads\Ruins\Plants\Ruins_Shrub\Ruins_Shrub2.mdl
        Special Effect - Create a special effect at (Random point in REGI_CurrentRegion) using Doodads\Ruins\Plants\VinyPlant\VinyPlant2.mdl
    Environment - Change terrain type at (Center of REGI_CurrentRegion) to Lordaeron Summer - Grass using variation -1 in an area of size 15 and shape Circle
    Environment - Change terrain type at (Center of REGI_CurrentRegion) to Felwood - Vines using variation -1 in an area of size 14 and shape Circle
    Environment - Change terrain type at (Random point in REGI_CurrentRegion) to Felwood - Leaves using variation -1 in an area of size 5 and shape Circle
    Environment - Change terrain type at (Random point in REGI_CurrentRegion) to Felwood - Leaves using variation -1 in an area of size 5 and shape Circle
    Environment - Change terrain type at (Random point in REGI_CurrentRegion) to Felwood - Leaves using variation -1 in an area of size 4 and shape Circle
    Environment - Change terrain type at (Random point in REGI_CurrentRegion) to Felwood - Leaves using variation -1 in an area of size 4 and shape Circle
    Environment - Change terrain type at (Random point in REGI_CurrentRegion) to Felwood - Leaves using variation -1 in an area of size 3 and shape Circle
    For each (Integer A) from 1 to 10, do (Actions)
      Loop - Actions
        Set VariableSet POIN_RandomPosition = (Random point in REGI_CurrentRegion)
        Destructible - Create a CTtc (destructablecode) at (POIN_RandomPosition offset by (Random real number between 0 and 150.00) towards (Random angle) degrees.) facing (Random angle) with scale 1 and variation 0
        Destructible - Create a CTtc (destructablecode) at (POIN_RandomPosition offset by (Random real number between 0 and 150.00) towards (Random angle) degrees.) facing (Random angle) with scale 1 and variation 0
        Destructible - Create a CTtc (destructablecode) at (POIN_RandomPosition offset by (Random real number between 0 and 150.00) towards (Random angle) degrees.) facing (Random angle) with scale 1 and variation 0
        Destructible - Create a CTtc (destructablecode) at (POIN_RandomPosition offset by (Random real number between 0 and 150.00) towards (Random angle) degrees.) facing (Random angle) with scale 1 and variation 0
        Destructible - Create a CTtr (destructablecode) at (POIN_RandomPosition offset by (Random real number between 0 and 150.00) towards (Random angle) degrees.) facing (Random angle) with scale 1 and variation 0
        Destructible - Create a CTtr (destructablecode) at (POIN_RandomPosition offset by (Random real number between 0 and 150.00) towards (Random angle) degrees.) facing (Random angle) with scale 1 and variation 0
        Destructible - Create a CTtr (destructablecode) at (POIN_RandomPosition offset by (Random real number between 0 and 150.00) towards (Random angle) degrees.) facing (Random angle) with scale 1 and variation 0
        Destructible - Create a CTtr (destructablecode) at (POIN_RandomPosition offset by (Random real number between 0 and 150.00) towards (Random angle) degrees.) facing (Random angle) with scale 1 and variation 0
        Destructible - Create a CTtr (destructablecode) at (POIN_RandomPosition offset by (Random real number between 0 and 150.00) towards (Random angle) degrees.) facing (Random angle) with scale 1 and variation 0
        Destructible - Create a CTtr (destructablecode) at (POIN_RandomPosition offset by (Random real number between 0 and 150.00) towards (Random angle) degrees.) facing (Random angle) with scale 1 and variation 0
        Special Effect - Create a special effect at (POIN_RandomPosition offset by (Random real number between 0.00 and 150.00) towards (Random angle) degrees.) using Abilities\Spells\NightElf\TargetArtLumber\TargetArtLumber.mdl
        Special Effect - Create a special effect at (POIN_RandomPosition offset by (Random real number between 0.00 and 150.00) towards (Random angle) degrees.) using Abilities\Spells\NightElf\TargetArtLumber\TargetArtLumber.mdl
        Special Effect - Create a special effect at (POIN_RandomPosition offset by (Random real number between 0.00 and 150.00) towards (Random angle) degrees.) using Abilities\Spells\NightElf\TargetArtLumber\TargetArtLumber.mdl
        Special Effect - Create a special effect at (POIN_RandomPosition offset by (Random real number between 0.00 and 150.00) towards (Random angle) degrees.) using Abilities\Spells\NightElf\TargetArtLumber\TargetArtLumber.mdl
        Special Effect - Create a special effect at (POIN_RandomPosition offset by (Random real number between 0.00 and 150.00) towards (Random angle) degrees.) using Abilities\Spells\NightElf\TargetArtLumber\TargetArtLumber.mdl
        Special Effect - Create a special effect at (POIN_RandomPosition offset by (Random real number between 0.00 and 150.00) towards (Random angle) degrees.) using Abilities\Spells\NightElf\TargetArtLumber\TargetArtLumber.mdl
        Special Effect - Create a special effect at (POIN_RandomPosition offset by (Random real number between 0.00 and 150.00) towards (Random angle) degrees.) using Abilities\Spells\NightElf\TargetArtLumber\TargetArtLumber.mdl
    Game - Display to (All players) the text: ((Player + (String((Player number of PLAY_CurrentPlayer)))) + Has chosen the |cff057107Nature|r Faction)
    Player - Set PLAY_CurrentPlayer.Current gold to 1100
    Player - Set PLAY_CurrentPlayer.Food cap to 50
Mystic
  Events
    Unit - A unit Finishes research
  Conditions
    (Researched tech-type) Equal to R000 (techcode)
  Actions
    Set VariableSet PLAY_CurrentPlayer = (Owner of (Researching unit))
    Set VariableSet STRI_PlayerFaction[(Player number of PLAY_CurrentPlayer)] = MYSTIC
    Unit Group - Pick every unit in (Units in Position1 <gen> owned by (Owner of (Researching unit))) and do (Set VariableSet REGI_CurrentRegion = Position1 <gen>)
    Unit Group - Pick every unit in (Units in Position2 <gen> owned by (Owner of (Researching unit))) and do (Set VariableSet REGI_CurrentRegion = Position2 <gen>)
    Unit Group - Pick every unit in (Units in Position3 <gen> owned by (Owner of (Researching unit))) and do (Set VariableSet REGI_CurrentRegion = Position3 <gen>)
    Unit Group - Pick every unit in (Units in Position4 <gen> owned by (Owner of (Researching unit))) and do (Set VariableSet REGI_CurrentRegion = Position4 <gen>)
    Unit Group - Pick every unit in (Units in Position5 <gen> owned by (Owner of (Researching unit))) and do (Set VariableSet REGI_CurrentRegion = Position5 <gen>)
    Unit Group - Pick every unit in (Units in Position6 <gen> owned by (Owner of (Researching unit))) and do (Set VariableSet REGI_CurrentRegion = Position6 <gen>)
    Unit Group - Pick every unit in (Units in Position7 <gen> owned by (Owner of (Researching unit))) and do (Set VariableSet REGI_CurrentRegion = Position7 <gen>)
    Unit Group - Pick every unit in (Units in Position8 <gen> owned by (Owner of (Researching unit))) and do (Set VariableSet REGI_CurrentRegion = Position8 <gen>)
    Unit - Remove (Researching unit) from the game
    Camera - Pan camera for PLAY_CurrentPlayer to (Center of REGI_CurrentRegion) over 0 seconds
    Unit - Create 1 |cffac0aa6Soulforge for PLAY_CurrentPlayer at (Center of REGI_CurrentRegion) facing (Center of (Playable map area))
    Set VariableSet UNIT_CurrentMain = (Last created unit)
    Set VariableSet UNIT_PlayerMain[(Player number of (Owner of (Last created unit)))] = (Last created unit)
    Unit - Create 1.Spawnpoint for PLAY_CurrentPlayer at ((Center of REGI_CurrentRegion) offset by 400.00 towards (Facing of UNIT_CurrentMain) degrees.) facing Default building facing degrees
    Unit - Create 1 Mystic Faction Leader for PLAY_CurrentPlayer at ((Center of REGI_CurrentRegion) offset by 300.00 towards ((Facing of UNIT_CurrentMain) + 20.00) degrees.) facing (Center of (Playable map area))
    Hero - Set (Last created unit) Hero-level to 20, Hide level-up graphics
    Unit - Create 1 Mystic General for PLAY_CurrentPlayer at ((Center of REGI_CurrentRegion) offset by 300.00 towards ((Facing of UNIT_CurrentMain) - 20.00) degrees.) facing (Center of (Playable map area))
    Hero - Set (Last created unit) Hero-level to 20, Hide level-up graphics
    Unit - Create 1 |cffac0aa6Medium Building Foundation (Mystic) for PLAY_CurrentPlayer at ((Center of REGI_CurrentRegion) offset by 800.00 towards ((Facing of UNIT_CurrentMain) + 140.00) degrees.) facing (Center of (Playable map area))
    Unit - Create 1 |cffac0aa6Medium Building Foundation (Mystic) for PLAY_CurrentPlayer at ((Center of REGI_CurrentRegion) offset by 800.00 towards ((Facing of UNIT_CurrentMain) + 220.00) degrees.) facing (Center of (Playable map area))
    Unit - Create 1 |cffcab01dThe Traveler for PLAY_CurrentPlayer at ((Center of REGI_CurrentRegion) offset by 800.00 towards ((Facing of UNIT_CurrentMain) + 180.00) degrees.) facing (Position of UNIT_CurrentMain)
    Special Effect - Create a special effect attached to the weapon (attachpoint) of (Last created unit) using Abilities\Weapons\IllidanMissile\IllidanMissile.mdl
    Unit - Create 1 |cffac0aa6Small Building Foundation (Mystic) for PLAY_CurrentPlayer at ((Center of REGI_CurrentRegion) offset by 1200.00 towards ((Facing of UNIT_CurrentMain) + 90.00) degrees.) facing (Center of (Playable map area))
    Unit - Create 1 |cffac0aa6Small Building Foundation (Mystic) for PLAY_CurrentPlayer at ((Center of REGI_CurrentRegion) offset by 900.00 towards ((Facing of UNIT_CurrentMain) + 60.00) degrees.) facing (Center of (Playable map area))
    Unit - Create 1 |cffac0aa6Small Building Foundation (Mystic) for PLAY_CurrentPlayer at ((Center of REGI_CurrentRegion) offset by 800.00 towards ((Facing of UNIT_CurrentMain) + 30.00) degrees.) facing (Center of (Playable map area))
    Unit - Create 1 |cffac0aa6Small Building Foundation (Mystic) for PLAY_CurrentPlayer at ((Center of REGI_CurrentRegion) offset by 800.00 towards ((Facing of UNIT_CurrentMain) - 30.00) degrees.) facing (Center of (Playable map area))
    Unit - Create 1 |cffac0aa6Small Building Foundation (Mystic) for PLAY_CurrentPlayer at ((Center of REGI_CurrentRegion) offset by 950.00 towards ((Facing of UNIT_CurrentMain) - 60.00) degrees.) facing (Center of (Playable map area))
    Unit - Create 1 |cffac0aa6Small Building Foundation (Mystic) for PLAY_CurrentPlayer at ((Center of REGI_CurrentRegion) offset by 1200.00 towards ((Facing of UNIT_CurrentMain) - 90.00) degrees.) facing (Center of (Playable map area))
    Unit - Create 1 Satyr Shadowdancer for Neutral Passive at (Random point in REGI_CurrentRegion) facing (Position of UNIT_CurrentMain)
    Animation - Change (Last created unit)'s size to (70.00%, 70.00%, 70.00%) of its original size
    Unit - Add Wander (Neutral) to (Last created unit)
    Unit - Create 1 Satyr Shadowdancer for Neutral Passive at (Random point in REGI_CurrentRegion) facing (Position of UNIT_CurrentMain)
    Animation - Change (Last created unit)'s size to (70.00%, 70.00%, 70.00%) of its original size
    Unit - Add Wander (Neutral) to (Last created unit)
    Unit - Create 1 Satyr Shadowdancer for Neutral Passive at (Random point in REGI_CurrentRegion) facing (Position of UNIT_CurrentMain)
    Animation - Change (Last created unit)'s size to (70.00%, 70.00%, 70.00%) of its original size
    Unit - Add Wander (Neutral) to (Last created unit)
    Unit - Create 1 Satyr Shadowdancer for Neutral Passive at (Random point in REGI_CurrentRegion) facing (Position of UNIT_CurrentMain)
    Animation - Change (Last created unit)'s size to (70.00%, 70.00%, 70.00%) of its original size
    Unit - Add Wander (Neutral) to (Last created unit)
    Environment - Create at REGI_CurrentRegion the weather effect Dalaran Shield
    Environment - Turn (Last created weather effect) On
    For each (Integer B) from 1 to 5, do (Actions)
      Loop - Actions
        Special Effect - Create a special effect at (Random point in REGI_CurrentRegion) using Abilities\Spells\Items\AIso\BIsvTarget.mdl
        Special Effect - Create a special effect at (Random point in REGI_CurrentRegion) using Doodads\Cinematic\GlowingRunes\GlowingRunes5.mdl
        Special Effect - Create a special effect at (Random point in REGI_CurrentRegion) using Doodads\Cinematic\GlowingRunes\GlowingRunes5.mdl
        Special Effect - Create a special effect at (Random point in REGI_CurrentRegion) using Doodads\Cinematic\GlowingRunes\GlowingRunes7.mdl
        Special Effect - Create a special effect at (Random point in REGI_CurrentRegion) using Doodads\Cinematic\GlowingRunes\GlowingRunes7.mdl
        Special Effect - Create a special effect at (Random point in REGI_CurrentRegion) using Doodads\Outland\Plants\Outland_Plant\Outland_Plant0.mdl
        Special Effect - Create a special effect at (Random point in REGI_CurrentRegion) using Doodads\Outland\Plants\Outland_Plant\Outland_Plant1.mdl
        Special Effect - Create a special effect at (Random point in REGI_CurrentRegion) using Doodads\Outland\Plants\Outland_Plant\Outland_Plant2.mdl
        Special Effect - Create a special effect at (Random point in REGI_CurrentRegion) using Doodads\Outland\Plants\Outland_Plant\Outland_Plant4.mdl
        Special Effect - Create a special effect at (Random point in REGI_CurrentRegion) using Doodads\Felwood\Plants\Felwood_Thorns\Felwood_Thorns5.mdl
        Special Effect - Create a special effect at ((Center of REGI_CurrentRegion) offset by 1500.00 towards REAL_CurrentAngle degrees.) using Doodads\Icecrown\Props\IceTorch\IceTorch.mdl
        Set VariableSet REAL_CurrentAngle = (REAL_CurrentAngle + 12.00)
        Special Effect - Create a special effect at ((Center of REGI_CurrentRegion) offset by 1500.00 towards REAL_CurrentAngle degrees.) using Doodads\Icecrown\Props\IceTorch\IceTorch.mdl
        Set VariableSet REAL_CurrentAngle = (REAL_CurrentAngle + 12.00)
        Special Effect - Create a special effect at ((Center of REGI_CurrentRegion) offset by 1500.00 towards REAL_CurrentAngle degrees.) using Doodads\Icecrown\Props\IceTorch\IceTorch.mdl
        Set VariableSet REAL_CurrentAngle = (REAL_CurrentAngle + 12.00)
        Special Effect - Create a special effect at ((Center of REGI_CurrentRegion) offset by 1500.00 towards REAL_CurrentAngle degrees.) using Doodads\Icecrown\Props\IceTorch\IceTorch.mdl
        Set VariableSet REAL_CurrentAngle = (REAL_CurrentAngle + 12.00)
        Special Effect - Create a special effect at ((Center of REGI_CurrentRegion) offset by 1500.00 towards REAL_CurrentAngle degrees.) using Doodads\Icecrown\Props\IceTorch\IceTorch.mdl
        Set VariableSet REAL_CurrentAngle = (REAL_CurrentAngle + 12.00)
        Special Effect - Create a special effect at ((Center of REGI_CurrentRegion) offset by 1500.00 towards REAL_CurrentAngle degrees.) using Doodads\Icecrown\Props\IceTorch\IceTorch.mdl
        Set VariableSet REAL_CurrentAngle = (REAL_CurrentAngle + 12.00)
    Set VariableSet REAL_CurrentAngle = 0.00
    Environment - Change terrain type at (Center of REGI_CurrentRegion) to Cityscape - Black Marble using variation -1 in an area of size 15 and shape Circle
    Environment - Change terrain type at (Center of REGI_CurrentRegion) to Dalaran - Square Tiles using variation -1 in an area of size 14 and shape Circle
    For each (Integer A) from 1 to 10, do (Actions)
      Loop - Actions
        Set VariableSet POIN_RandomPosition = (Random point in REGI_CurrentRegion)
        Destructible - Create a OTtw (destructablecode) at (POIN_RandomPosition offset by (Random real number between 0 and 150.00) towards (Random angle) degrees.) facing (Random angle) with scale 1 and variation 0
        Destructible - Create a OTtw (destructablecode) at (POIN_RandomPosition offset by (Random real number between 0 and 150.00) towards (Random angle) degrees.) facing (Random angle) with scale 1 and variation 0
        Destructible - Create a OTtw (destructablecode) at (POIN_RandomPosition offset by (Random real number between 0 and 150.00) towards (Random angle) degrees.) facing (Random angle) with scale 1 and variation 0
        Destructible - Create a OTtw (destructablecode) at (POIN_RandomPosition offset by (Random real number between 0 and 150.00) towards (Random angle) degrees.) facing (Random angle) with scale 1 and variation 0
        Special Effect - Create a special effect at POIN_RandomPosition using Abilities\Spells\Undead\VampiricAura\VampiricAura.mdl
    Game - Display to (All players) the text: ((|cffdacda2Lord + (Name of PLAY_CurrentPlayer)) + |cffdacda2 has chosen the |cffac0aa6Mystic|r |cffdacda2Faction)
    Game - Display to (All players matching ((Matching player) Equal to PLAY_CurrentPlayer).) for 120.00 seconds the text: |cffac0aa6Mystic System|r|cffdacda2-It is recommended you perform these actions-Build either the Soul Spire or the Warp Gate at one of your two Medium Building Foundations-Research Faded Ghost at your Soulforge to spawn Faded Ghosts-Create your hero at the Soul Spire or the Warp Gate|cffac0aa6Further Information|r|cffdacda2-Your Greater Power is available at your main and your Lesser Power at your Faction Leader-Your main has an upgrade to increase your Command Points-Mercenaries are bought at The Traveler-You can construct defensive towers at Small Building Foundations-It is recommended to use your Faction Leader and General to lead your vast armies
    Player - Set PLAY_CurrentPlayer.Current gold to 1100
    Player - Set PLAY_CurrentPlayer.Food cap to 50
    Trigger - Turn on Faded_Ghost <gen>
    Trigger - Turn on Ritualist <gen>
    Trigger - Turn on Portal_Seeker <gen>
    Trigger - Turn on Mys_Priest <gen>
    Trigger - Turn on Damenon <gen>
    Trigger - Turn on Mys_Invoker <gen>
    Trigger - Turn on Nether_Hatchling <gen>
    Trigger - Turn on Nether_Rider <gen>
    Trigger - Turn on Razor <gen>
    Trigger - Turn on Hawk_Eye <gen>
    Trigger - Turn on Spellsword <gen>
    Trigger - Turn on Darkknight <gen>
    Trigger - Turn on Nanobot <gen>
    Trigger - Turn on Shaman_of_Bashing <gen>
    Trigger - Turn on Fury_Drake <gen>
    Trigger - Turn on Arrow_Maiden <gen>
Mystic Command Points
  Events
    Unit - A unit Finishes research
  Conditions
    (Researched tech-type) Equal to R00E (techcode)
  Actions
    Player - Set (Owner of (Researching unit)).Food cap to (INTE_UnitMaximum[(Player number of (Owner of (Researching unit)))] + 25)
    Set VariableSet INTE_UnitMaximum[(Player number of (Owner of (Researching unit)))] = ((Owner of (Researching unit)) Food cap)
Mystic Hero
  Events
    Unit - A unit Finishes research
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R00A (techcode)
      Then - Actions
        Unit Group - Pick every unit in (Units owned by (Owner of (Researching unit)) of type Spawnpoint) and do (Create 1 Mystic Hero for (Owner of (Researching unit)) at (Position of (Picked unit)) facing (Center of (Playable map area)))
        Unit Group - Pick every unit in (Units owned by (Owner of (Researching unit)) matching ((Unit-type of (Matching unit)) Not equal to Spawnpoint).) and do (Create a special effect at (Position of (Picked unit)) using war3mapImported\ArcaneExplosion.mdx)
        Player - Set the current research level of R00F (techcode) to 1 for (Owner of (Researching unit))
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R00F (techcode)
      Then - Actions
        Unit Group - Pick every unit in (Units owned by (Owner of (Researching unit)) of type Spawnpoint) and do (Create 1 Mystic Hero for (Owner of (Researching unit)) at (Position of (Picked unit)) facing (Center of (Playable map area)))
        Unit Group - Pick every unit in (Units owned by (Owner of (Researching unit)) matching ((Unit-type of (Matching unit)) Not equal to Spawnpoint).) and do (Create a special effect at (Position of (Picked unit)) using war3mapImported\ArcaneExplosion.mdx)
        Player - Set the current research level of R00A (techcode) to 1 for (Owner of (Researching unit))
      Else - Actions
Faded Ghost
  Events
    Time - Every (15.00 / 1.50) seconds of game time
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Spawnpoint)) and do (Actions)
      Loop - Actions
        If (((Owner of (Picked unit)) Food used) Greater than or equal to (((Owner of (Picked unit)) Food cap) - 0)) then do (Skip remaining actions) else do (Do nothing)
        If ((Current research level of R001 (techcode) for (Owner of (Picked unit))) Greater than 0) then do (Create 1 |cffac0aa6Faded Ghost for (Owner of (Picked unit)) at (Position of (Picked unit)) facing (Center of (Playable map area))) else do (Do nothing)
Ritualist
  Events
    Time - Every 24.00 seconds of game time
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Spawnpoint)) and do (Actions)
      Loop - Actions
        If (((Owner of (Picked unit)) Food used) Greater than or equal to (((Owner of (Picked unit)) Food cap) - 0)) then do (Skip remaining actions) else do (Do nothing)
        If ((Current research level of R003 (techcode) for (Owner of (Picked unit))) Equal to 1) then do (Create 1 |cffac0aa6Ritualist for (Owner of (Picked unit)) at (Position of (Picked unit)) facing (Center of (Playable map area))) else do (Do nothing)
Portal Seeker
  Events
    Time - Every 29.00 seconds of game time
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Spawnpoint)) and do (Actions)
      Loop - Actions
        If (((Owner of (Picked unit)) Food used) Greater than or equal to (((Owner of (Picked unit)) Food cap) - 1)) then do (Skip remaining actions) else do (Do nothing)
        If ((Current research level of R004 (techcode) for (Owner of (Picked unit))) Equal to 1) then do (Create 1 |cffac0aa6Portal Seeker for (Owner of (Picked unit)) at (Position of (Picked unit)) facing (Center of (Playable map area))) else do (Do nothing)
Mys Priest
  Events
    Time - Every 20.00 seconds of game time
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Spawnpoint)) and do (Actions)
      Loop - Actions
        If (((Owner of (Picked unit)) Food used) Greater than or equal to (((Owner of (Picked unit)) Food cap) - 0)) then do (Skip remaining actions) else do (Do nothing)
        If ((Current research level of R005 (techcode) for (Owner of (Picked unit))) Equal to 1) then do (Create 1 |cffac0aa6Mys-Priest for (Owner of (Picked unit)) at (Position of (Picked unit)) facing (Center of (Playable map area))) else do (Do nothing)
Damenon
  Events
    Time - Every 31.00 seconds of game time
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Spawnpoint)) and do (Actions)
      Loop - Actions
        If (((Owner of (Picked unit)) Food used) Greater than or equal to (((Owner of (Picked unit)) Food cap) - 1)) then do (Skip remaining actions) else do (Do nothing)
        If ((Current research level of R006 (techcode) for (Owner of (Picked unit))) Equal to 1) then do (Create 1 |cffac0aa6Damenon for (Owner of (Picked unit)) at (Position of (Picked unit)) facing (Center of (Playable map area))) else do (Do nothing)
Mys Invoker
  Events
    Time - Every 38.00 seconds of game time
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Spawnpoint)) and do (Actions)
      Loop - Actions
        If (((Owner of (Picked unit)) Food used) Greater than or equal to (((Owner of (Picked unit)) Food cap) - 1)) then do (Skip remaining actions) else do (Do nothing)
        If ((Current research level of R007 (techcode) for (Owner of (Picked unit))) Equal to 1) then do (Create 1 |cffac0aa6Mys-Invoker for (Owner of (Picked unit)) at (Position of (Picked unit)) facing (Center of (Playable map area))) else do (Do nothing)
Nether Hatchling
  Events
    Time - Every 19.00 seconds of game time
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Spawnpoint)) and do (Actions)
      Loop - Actions
        If (((Owner of (Picked unit)) Food used) Greater than or equal to (((Owner of (Picked unit)) Food cap) - 0)) then do (Skip remaining actions) else do (Do nothing)
        If ((Current research level of R008 (techcode) for (Owner of (Picked unit))) Equal to 1) then do (Create 1 |cffac0aa6Nether Hatchling for (Owner of (Picked unit)) at (Position of (Picked unit)) facing (Center of (Playable map area))) else do (Do nothing)
Nether Rider
  Events
    Time - Every 36.00 seconds of game time
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Spawnpoint)) and do (Actions)
      Loop - Actions
        If (((Owner of (Picked unit)) Food used) Greater than or equal to (((Owner of (Picked unit)) Food cap) - 1)) then do (Skip remaining actions) else do (Do nothing)
        If ((Current research level of R009 (techcode) for (Owner of (Picked unit))) Equal to 1) then do (Create 1 |cffac0aa6Nether Rider for (Owner of (Picked unit)) at (Position of (Picked unit)) facing (Center of (Playable map area))) else do (Do nothing)
Razor
  Events
    Time - Every 105.00 seconds of game time
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Spawnpoint)) and do (Actions)
      Loop - Actions
        If (((Owner of (Picked unit)) Food used) Greater than or equal to (((Owner of (Picked unit)) Food cap) - 2)) then do (Skip remaining actions) else do (Do nothing)
        If ((Current research level of R00B (techcode) for (Owner of (Picked unit))) Equal to 1) then do (Create 1 |cffac0aa6Razor for (Owner of (Picked unit)) at (Position of (Picked unit)) facing (Center of (Playable map area))) else do (Do nothing)
Hawk Eye
  Events
    Time - Every 29.00 seconds of game time
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Spawnpoint)) and do (Actions)
      Loop - Actions
        If (((Owner of (Picked unit)) Food used) Greater than or equal to (((Owner of (Picked unit)) Food cap) - 0)) then do (Skip remaining actions) else do (Do nothing)
        If ((Current research level of R00G (techcode) for (Owner of (Picked unit))) Equal to 1) then do (Create 1 |cffac0aa6Hawk Eye for (Owner of (Picked unit)) at (Position of (Picked unit)) facing (Center of (Playable map area))) else do (Do nothing)
Spellsword
  Events
    Time - Every 32.00 seconds of game time
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Spawnpoint)) and do (Actions)
      Loop - Actions
        If (((Owner of (Picked unit)) Food used) Greater than or equal to (((Owner of (Picked unit)) Food cap) - 1)) then do (Skip remaining actions) else do (Do nothing)
        If ((Current research level of R00C (techcode) for (Owner of (Picked unit))) Equal to 1) then do (Create 1 |cffac0aa6Spellsword for (Owner of (Picked unit)) at (Position of (Picked unit)) facing (Center of (Playable map area))) else do (Do nothing)
Darkknight
  Events
    Time - Every 40.00 seconds of game time
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Spawnpoint)) and do (Actions)
      Loop - Actions
        If (((Owner of (Picked unit)) Food used) Greater than or equal to (((Owner of (Picked unit)) Food cap) - 1)) then do (Skip remaining actions) else do (Do nothing)
        If ((Current research level of R00D (techcode) for (Owner of (Picked unit))) Equal to 1) then do (Create 1 |cffac0aa6Darkknight for (Owner of (Picked unit)) at (Position of (Picked unit)) facing (Center of (Playable map area))) else do (Do nothing)
Nanobot
  Events
    Time - Every 18.00 seconds of game time
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Spawnpoint)) and do (Actions)
      Loop - Actions
        If (((Owner of (Picked unit)) Food used) Greater than or equal to (((Owner of (Picked unit)) Food cap) - 2)) then do (Skip remaining actions) else do (Do nothing)
        If ((Current research level of R00H (techcode) for (Owner of (Picked unit))) Equal to 1) then do (Create 3 |cffa8a4a8Nan-o-bot for (Owner of (Picked unit)) at (Position of (Picked unit)) facing (Center of (Playable map area))) else do (Do nothing)
Shaman of Bashing
  Events
    Time - Every 34.00 seconds of game time
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Spawnpoint)) and do (Actions)
      Loop - Actions
        If (((Owner of (Picked unit)) Food used) Greater than or equal to (((Owner of (Picked unit)) Food cap) - 1)) then do (Skip remaining actions) else do (Do nothing)
        If ((Current research level of R00I (techcode) for (Owner of (Picked unit))) Equal to 1) then do (Create 1 |cff4f3109Shaman of Bashing for (Owner of (Picked unit)) at (Position of (Picked unit)) facing (Center of (Playable map area))) else do (Do nothing)
Fury Drake
  Events
    Time - Every 22.00 seconds of game time
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Spawnpoint)) and do (Actions)
      Loop - Actions
        If (((Owner of (Picked unit)) Food used) Greater than or equal to (((Owner of (Picked unit)) Food cap) - 1)) then do (Skip remaining actions) else do (Do nothing)
        If ((Current research level of R00J (techcode) for (Owner of (Picked unit))) Equal to 1) then do (Create 1 |cffe9450cFury Drake for (Owner of (Picked unit)) at (Position of (Picked unit)) facing (Center of (Playable map area))) else do (Do nothing)
Arrow Maiden
  Events
    Time - Every 33.00 seconds of game time
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Spawnpoint)) and do (Actions)
      Loop - Actions
        If (((Owner of (Picked unit)) Food used) Greater than or equal to (((Owner of (Picked unit)) Food cap) - 1)) then do (Skip remaining actions) else do (Do nothing)
        If ((Current research level of R00K (techcode) for (Owner of (Picked unit))) Equal to 1) then do (Create 1 |cff3dc4ddArrow Maiden for (Owner of (Picked unit)) at (Position of (Picked unit)) facing (Center of (Playable map area))) else do (Do nothing)
Mystic Spells
  Events
    Unit - A unit Begins casting an ability
  Conditions
  Actions
    -------- Five Unit Channel Ability --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ability being cast) Equal to Cast Here
      Then - Actions
        Unit Group - Pick every unit in (Units owned by (Owner of (Casting unit)) of type FivePowerTarget) and do (Remove (Picked unit) from the game)
        Unit - Create 1 FivePowerTarget for (Owner of (Casting unit)) at (Target point of ability being cast) facing (Random point in (Playable map area))
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ability being cast) Equal to Summon Worgling
      Then - Actions
        Set VariableSet INTE_NumberChannel[(Player number of (Owner of (Casting unit)))] = (INTE_NumberChannel[(Player number of (Owner of (Casting unit)))] + 1)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            INTE_NumberChannel[(Player number of (Owner of (Casting unit)))] Greater than or equal to 5
          Then - Actions
            Unit Group - Pick every unit in (Units owned by (Owner of (Casting unit)) of type |cffac0aa6Mys-Invoker) and do (Order (Picked unit) to Stop.)
            Unit Group - Pick every unit in (Units owned by (Owner of (Casting unit)) of type FivePowerTarget) and do (Actions)
              Loop - Actions
                Set VariableSet REAL_CurrentAngle = 0.00
                For each (Integer A) from 1 to 6, do (Actions)
                  Loop - Actions
                    Special Effect - Create a special effect at ((Position of (Picked unit)) offset by 300.00 towards REAL_CurrentAngle degrees.) using war3mapImported\Fireworkspurple.mdx
                    Set VariableSet REAL_CurrentAngle = (REAL_CurrentAngle + 60.00)
                Set VariableSet REAL_CurrentAngle = 0.00
                Unit - Create 1 |cffac0aa6Worgling for (Owner of (Casting unit)) at (Position of (Picked unit)) facing (Center of (Playable map area))
                Unit - Add a 120.00 second Generic expiration timer to (Last created unit)
                Wait 0.01 seconds
                Unit Group - Pick every unit in (Units owned by (Owner of (Casting unit)) of type |cffac0aa6Mys-Invoker) and do (Order (Picked unit) to Stop.)
          Else - Actions
      Else - Actions
    -------- Faction Ability, Lesser and Greater Ability --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ability being cast) Equal to Hide
      Then - Actions
        Unit Group - Order (Units currently selected by (Owner of (Casting unit))) to Orc Blademaster - Wind Walk
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ability being cast) Equal to Mind Control
      Then - Actions
        Unit Group - Pick every unit in (Units within 200.00 of (Target point of ability being cast) matching (((((Matching unit) is A Hero) Equal to False) and (((Matching unit) belongs to an enemy of (Owner of (Casting unit)).) Equal to True)) and ((Owner of (Matching unit)) Not equal to Neutral Hostile)).) and do (Actions)
          Loop - Actions
            If ((((Unit-type of (Picked unit)) Not equal to FivePowerTarget) and ((Unit-type of (Picked unit)) Not equal to PushForcePosition)) and ((Unit-type of (Picked unit)) Not equal to Spawnpoint)) then do (Change ownership of (Picked unit) to (Owner of (Casting unit)) and Retain color) else do (Do nothing)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ability being cast) Equal to Nether Infusion
      Then - Actions
        Set VariableSet REAL_CurrentAngle = 0.00
        For each (Integer A) from 1 to 8, do (Actions)
          Loop - Actions
            Unit - Create 1 InfusionBolt for (Owner of (Casting unit)) at ((Target point of ability being cast) offset by 500.00 towards REAL_CurrentAngle degrees.) facing (Target point of ability being cast)
            Unit - Move (Last created unit) instantly to (Position of (Last created unit)), facing ((Facing of (Last created unit)) + 90.00) degrees
            Set VariableSet REAL_CurrentAngle = (REAL_CurrentAngle + 45.00)
      Else - Actions
    -------- Other Unit Abilities --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ability being cast) Equal to Cry of Horror
      Then - Actions
        Unit - Create 1 InvisCaster for (Owner of (Casting unit)) at (Position of (Casting unit)) facing (Position of (Target unit of ability being cast))
        Unit - Add Cry of horror Cast to (Last created unit)
        Custom script: call IssueImmediateOrderBJ( GetLastCreatedUnit(), "howlofterror" )
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ability being cast) Equal to Force Wave
      Then - Actions
        Unit - Create 1 InvisCaster for (Owner of (Casting unit)) at (Position of (Casting unit)) facing (Position of (Target unit of ability being cast))
        Unit - Add Force Wave Cast to (Last created unit)
        Custom script: call IssuePointOrderLocBJ( GetLastCreatedUnit(), "carrionswarm", PolarProjectionBJ(GetUnitLoc(GetSpellAbilityUnit()), 500.00, ( GetUnitFacing(GetSpellAbilityUnit()) + 30.00 )) )
        Unit - Create 1 InvisCaster for (Owner of (Casting unit)) at (Position of (Casting unit)) facing (Position of (Target unit of ability being cast))
        Unit - Add Force Wave Cast to (Last created unit)
        Custom script: call IssuePointOrderLocBJ( GetLastCreatedUnit(), "carrionswarm", PolarProjectionBJ(GetUnitLoc(GetSpellAbilityUnit()), 500.00, ( GetUnitFacing(GetSpellAbilityUnit()) + 00.00 )) )
        Unit - Create 1 InvisCaster for (Owner of (Casting unit)) at (Position of (Casting unit)) facing (Position of (Target unit of ability being cast))
        Unit - Add Force Wave Cast to (Last created unit)
        Custom script: call IssuePointOrderLocBJ( GetLastCreatedUnit(), "carrionswarm", PolarProjectionBJ(GetUnitLoc(GetSpellAbilityUnit()), 500.00, ( GetUnitFacing(GetSpellAbilityUnit()) - 30.00 )) )
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ability being cast) Equal to Summon Skraton
      Then - Actions
        Special Effect - Create a special effect at (Position of (Last created unit)) using Abilities\Spells\Items\AIil\AIilTarget.mdl
        Unit - Create 1.|cffac0aa6Skraton for (Owner of (Casting unit)) at ((Position of (Casting unit)) offset by 100.00 towards (Facing of (Casting unit)) degrees.) facing (Facing of (Casting unit)) degrees
        Unit - Add a 80.00 second Generic expiration timer to (Last created unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ability being cast) Equal to Dimension Step
      Then - Actions
        If ((Mana of (Casting unit)) Less than 75.00) then do (Skip remaining actions) else do (Do nothing)
        Unit - Set mana of (Casting unit) to ((Mana of (Casting unit)) - 75.00)
        Set VariableSet UNIT_Target = (Target unit of ability being cast)
        Special Effect - Create a special effect attached to the left hand (attachpoint) of (Casting unit) using Abilities\Spells\Undead\DevourMagic\DevourMagicBirthMissile.mdl
        Set VariableSet SPEF_HandLeft = (Last created special effect)
        Special Effect - Create a special effect attached to the right hand (attachpoint) of (Casting unit) using Abilities\Spells\Undead\DevourMagic\DevourMagicBirthMissile.mdl
        Set VariableSet SPEF_HandRight = (Last created special effect)
        Unit - Move (Casting unit) instantly to ((Position of UNIT_Target) offset by -100.00 towards (Facing of (Casting unit)) degrees.), facing (Position of (Target unit of ability being cast))
        Unit - Create 1 InvisCaster for (Owner of (Casting unit)) at (Position of UNIT_Target) facing (Position of UNIT_Target)
        Unit - Cause (Last created unit) to damage UNIT_Target, dealing 50.00 damage of attack type Spells and damage type Normal
        Floating Text - Create floating text that reads 50! above UNIT_Target with Z offset 0, using font size 9.00, color (0.00%, 0.00%, 70.00%), and 0% transparency
        Floating Text - Change (Last created floating text): Disable permanence
        Floating Text - Change the lifespan of (Last created floating text) to 0.50 seconds
        Special Effect - Destroy SPEF_HandLeft
        Special Effect - Destroy SPEF_HandRight
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ability being cast) Equal to Nether Strike
      Then - Actions
        Unit - Create 1 InvisCaster for (Owner of (Casting unit)) at (Position of (Target unit of ability being cast)) facing (Target point of ability being cast)
        Unit - Add Nether Strike Cast to (Last created unit)
        Unit - Order (Last created unit) to Human Blood Mage - Flame Strike.(Position of (Last created unit))
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ability being cast) Equal to Empowered Ritual
      Then - Actions
        Unit Group - Pick every unit in (Units within 800.00 of (Position of (Casting unit)) matching (((Matching unit) is A structure) Equal to False).) and do (Actions)
          Loop - Actions
            Unit - Set mana of (Picked unit) to ((0.20 x ((Life of (Target unit of ability being cast)) + (Mana of (Target unit of ability being cast)))) + (Mana of (Picked unit)))
            Special Effect - Create a special effect attached to the chest (attachpoint) of (Picked unit) using Abilities\Spells\Items\AIma\AImaTarget.mdl
        Special Effect - Create a special effect attached to the chest (attachpoint) of (Target unit of ability being cast) using Abilities\Spells\Undead\DeathPact\DeathPactTarget.mdl
        Unit - Kill (Target unit of ability being cast)
      Else - Actions
Channel Spells
  Events
    Unit - A unit Stops casting an ability
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ability being cast) Equal to Summon Worgling
      Then - Actions
        Set VariableSet INTE_NumberChannel[(Player number of (Owner of (Casting unit)))] = (INTE_NumberChannel[(Player number of (Owner of (Casting unit)))] - 1)
      Else - Actions
Faction Leader Spells
  Events
    Unit - A unit Begins casting an ability
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Casting unit)) Equal to Mystic Faction Leader
        (Unit-type of (Casting unit)) Equal to Nature Faction Leader
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ability being cast) Equal to Move Here
      Then - Actions
        Set VariableSet POIN_CurrentPoint = (Target point of ability being cast)
        Unit - Order (Casting unit) to Move To.POIN_CurrentPoint
        Unit Group - Pick every unit in (Units owned by (Owner of (Casting unit)) matching (((Matching unit) is in UNGR_CommandFactionLeader.) Equal to True).) and do (Actions)
          Loop - Actions
            Unit - Order (Picked unit) to Move To.POIN_CurrentPoint
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ability being cast) Equal to Attack Here
      Then - Actions
        Set VariableSet POIN_CurrentPoint = (Target point of ability being cast)
        Unit - Order (Casting unit) to Move To.POIN_CurrentPoint
        Unit Group - Pick every unit in (Units owned by (Owner of (Casting unit)) matching (((Matching unit) is in UNGR_CommandFactionLeader.) Equal to True).) and do (Actions)
          Loop - Actions
            Unit - Order (Picked unit) to Attack-Move To.POIN_CurrentPoint
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ability being cast) Equal to Attack It
      Then - Actions
        Set VariableSet UNIT_CurrentTarget = (Target unit of ability being cast)
        Unit - Order (Casting unit) to Move To.(Position of UNIT_CurrentTarget)
        Unit Group - Pick every unit in (Units owned by (Owner of (Casting unit)) matching (((Matching unit) is in UNGR_CommandFactionLeader.) Equal to True).) and do (Actions)
          Loop - Actions
            Unit - Order (Picked unit) to Attack.UNIT_CurrentTarget
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ability being cast) Equal to Stop Now
      Then - Actions
        Unit Group - Pick every unit in (Units owned by (Owner of (Casting unit)) of type PushForcePosition) and do (Remove (Picked unit) from the game)
        Unit Group - Pick every unit in (Units owned by (Owner of (Casting unit)) matching (((Matching unit) is in UNGR_CommandFactionLeader.) Equal to True).) and do (Actions)
          Loop - Actions
            Unit - Order (Picked unit) to Stop.
            Unit - Order (Casting unit) to Stop.
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ability being cast) Equal to Rally All
      Then - Actions
        Unit Group - Pick every unit in (Units owned by (Owner of (Casting unit)) matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is A Hero) Equal to False)).) and do (Actions)
          Loop - Actions
            Unit Group - Remove (Picked unit) from UNGR_CommandGeneral.
            Unit Group - Add (Picked unit) to UNGR_CommandFactionLeader
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ability being cast) Equal to Rally Some
      Then - Actions
        Unit Group - Pick every unit in (Random 20 units from (Units owned by (Owner of (Casting unit)) matching ((((Matching unit) is A structure) Equal to False) and (((((Matching unit) is in UNGR_CommandFactionLeader.) Equal to False) and (((Matching unit) is in UNGR_CommandGeneral.) Equal to False)) and (((Matching unit) is A Hero) Equal to False))).)) and do (Actions)
          Loop - Actions
            Unit Group - Add (Picked unit) to UNGR_CommandFactionLeader
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ability being cast) Equal to Rally These
      Then - Actions
        Unit Group - Pick every unit in (Units within 300.00 of (Target point of ability being cast) matching (((((Matching unit) is A structure) Equal to False) and (((Matching unit) is A Hero) Equal to False)) and ((Owner of (Matching unit)) Equal to (Owner of (Casting unit)))).) and do (Actions)
          Loop - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Owner of (Casting unit)) Equal to (Owner of (Picked unit))
              Then - Actions
                Unit Group - Remove (Picked unit) from UNGR_CommandGeneral.
                Unit Group - Add (Picked unit) to UNGR_CommandFactionLeader
              Else - Actions
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ability being cast) Equal to Rally Type
      Then - Actions
        Unit Group - Pick every unit in (Units owned by (Owner of (Casting unit)) matching (((((Matching unit) is A structure) Equal to False) and (((Matching unit) is A Hero) Equal to False)) and ((Unit-type of (Matching unit)) Equal to (Unit-type of (Target unit of ability being cast)))).) and do (Actions)
          Loop - Actions
            Unit Group - Add (Picked unit) to UNGR_CommandFactionLeader
            Unit Group - Remove (Picked unit) from UNGR_CommandGeneral.
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ability being cast) Equal to Disban All
      Then - Actions
        Unit - Order (Casting unit) to Human Paladin - Deactivate Divine Shield.
        Special Effect - Create a special effect attached to the origin (attachpoint) of (Casting unit) using Abilities\Spells\Items\AIim\AIimTarget.mdl
        Unit Group - Pick every unit in (Units owned by (Owner of (Casting unit)) matching (((Matching unit) is in UNGR_CommandFactionLeader.) Equal to True).) and do (Actions)
          Loop - Actions
            Unit Group - Remove (Picked unit) from UNGR_CommandFactionLeader.
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ability being cast) Equal to Disban Some
      Then - Actions
        Unit Group - Pick every unit in (Random 20 units from (Units owned by (Owner of (Casting unit)) matching (((Matching unit) is in UNGR_CommandFactionLeader.) Equal to True).)) and do (Actions)
          Loop - Actions
            Unit Group - Remove (Picked unit) from UNGR_CommandFactionLeader.
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ability being cast) Equal to Disban Those
      Then - Actions
        Unit Group - Pick every unit in (Units within 300.00 of (Target point of ability being cast) matching (((((Matching unit) is A structure) Equal to False) and (((Matching unit) is A Hero) Equal to False)) and ((Owner of (Matching unit)) Equal to (Owner of (Casting unit)))).) and do (Actions)
          Loop - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Owner of (Casting unit)) Equal to (Owner of (Picked unit))
              Then - Actions
                Unit Group - Remove (Picked unit) from UNGR_CommandFactionLeader.
              Else - Actions
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ability being cast) Equal to Disban Type
      Then - Actions
        Unit Group - Pick every unit in (Units owned by (Owner of (Casting unit)) matching (((((Matching unit) is A structure) Equal to False) and (((Matching unit) is A Hero) Equal to False)) and ((Unit-type of (Matching unit)) Equal to (Unit-type of (Target unit of ability being cast)))).) and do (Actions)
          Loop - Actions
            Unit Group - Remove (Picked unit) from UNGR_CommandFactionLeader.
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ability being cast) Equal to To Me!
      Then - Actions
        Unit Group - Pick every unit in (Units owned by (Owner of (Casting unit)) matching (((Matching unit) is in UNGR_CommandFactionLeader.) Equal to True).) and do (Actions)
          Loop - Actions
            Unit - Order (Picked unit) to Move To.(Position of (Casting unit))
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ability being cast) Equal to Ambush (Mystic)
      Then - Actions
        Unit Group - Pick every unit in (Units owned by (Owner of (Casting unit)) matching (((Matching unit) is in UNGR_CommandFactionLeader.) Equal to True).) and do (Actions)
          Loop - Actions
            Unit - Order (Picked unit) to Orc Blademaster - Wind Walk.
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ability being cast) Equal to Push Forces
      Then - Actions
        Unit Group - Pick every unit in (Units owned by (Owner of (Casting unit)) of type PushForcePosition) and do (Remove (Picked unit) from the game)
      Else - Actions
General Spells
  Events
    Unit - A unit Begins casting an ability
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Casting unit)) Equal to Mystic General
        (Unit-type of (Casting unit)) Equal to Nature General
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ability being cast) Equal to Move Here
      Then - Actions
        Set VariableSet POIN_CurrentPoint = (Target point of ability being cast)
        Unit - Order (Casting unit) to Move To.POIN_CurrentPoint
        Unit Group - Pick every unit in (Units owned by (Owner of (Casting unit)) matching (((Matching unit) is in UNGR_CommandGeneral.) Equal to True).) and do (Actions)
          Loop - Actions
            Unit - Order (Picked unit) to Move To.POIN_CurrentPoint
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ability being cast) Equal to Attack Here
      Then - Actions
        Set VariableSet POIN_CurrentPoint = (Target point of ability being cast)
        Unit - Order (Casting unit) to Move To.POIN_CurrentPoint
        Unit Group - Pick every unit in (Units owned by (Owner of (Casting unit)) matching (((Matching unit) is in UNGR_CommandGeneral.) Equal to True).) and do (Actions)
          Loop - Actions
            Unit - Order (Picked unit) to Attack-Move To.POIN_CurrentPoint
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ability being cast) Equal to Attack It
      Then - Actions
        Set VariableSet UNIT_CurrentTarget = (Target unit of ability being cast)
        Unit - Order (Casting unit) to Move To.(Position of UNIT_CurrentTarget)
        Unit Group - Pick every unit in (Units owned by (Owner of (Casting unit)) matching (((Matching unit) is in UNGR_CommandGeneral.) Equal to True).) and do (Actions)
          Loop - Actions
            Unit - Order (Picked unit) to Attack.UNIT_CurrentTarget
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ability being cast) Equal to Stop Now
      Then - Actions
        Unit Group - Pick every unit in (Units owned by (Owner of (Casting unit)) matching (((Matching unit) is in UNGR_CommandGeneral.) Equal to True).) and do (Actions)
          Loop - Actions
            Unit - Order (Picked unit) to Stop.
            Unit - Order (Casting unit) to Stop.
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ability being cast) Equal to Rally Ranged
      Then - Actions
        Unit Group - Pick every unit in (Units owned by (Owner of (Casting unit)) matching (((((Matching unit) is A structure) Equal to False) and (((Matching unit) is A Hero) Equal to False)) and ((Real((Point-value of (Matching unit)))) Less than 100.00)).) and do (Actions)
          Loop - Actions
            Unit Group - Remove (Picked unit) from UNGR_CommandFactionLeader.
            Unit Group - Add (Picked unit) to UNGR_CommandGeneral
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ability being cast) Equal to Rally Some
      Then - Actions
        Unit Group - Pick every unit in (Random 20 units from (Units owned by (Owner of (Casting unit)) matching ((((Matching unit) is A structure) Equal to False) and (((((Matching unit) is in UNGR_CommandFactionLeader.) Equal to False) and (((Matching unit) is in UNGR_CommandGeneral.) Equal to False)) and (((Matching unit) is A Hero) Equal to False))).)) and do (Actions)
          Loop - Actions
            Unit Group - Add (Picked unit) to UNGR_CommandGeneral
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ability being cast) Equal to Rally These
      Then - Actions
        Unit Group - Pick every unit in (Units within 200.00 of (Target point of ability being cast) matching (((((Matching unit) is A structure) Equal to False) and (((Matching unit) is A Hero) Equal to False)) and ((Owner of (Matching unit)) Equal to (Owner of (Casting unit)))).) and do (Actions)
          Loop - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Owner of (Casting unit)) Equal to (Owner of (Picked unit))
              Then - Actions
                Unit Group - Remove (Picked unit) from UNGR_CommandFactionLeader.
                Unit Group - Add (Picked unit) to UNGR_CommandGeneral
              Else - Actions
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ability being cast) Equal to Rally Type
      Then - Actions
        Unit Group - Pick every unit in (Units owned by (Owner of (Casting unit)) matching (((((Matching unit) is A structure) Equal to False) and (((Matching unit) is A Hero) Equal to False)) and ((Unit-type of (Matching unit)) Equal to (Unit-type of (Target unit of ability being cast)))).) and do (Actions)
          Loop - Actions
            Unit Group - Add (Picked unit) to UNGR_CommandGeneral
            Unit Group - Remove (Picked unit) from UNGR_CommandFactionLeader.
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ability being cast) Equal to Disban All
      Then - Actions
        Unit - Order (Casting unit) to Human Paladin - Deactivate Divine Shield.
        Special Effect - Create a special effect attached to the origin (attachpoint) of (Casting unit) using Abilities\Spells\Items\AIim\AIimTarget.mdl
        Unit Group - Pick every unit in (Units owned by (Owner of (Casting unit)) matching (((Matching unit) is in UNGR_CommandGeneral.) Equal to True).) and do (Actions)
          Loop - Actions
            Unit Group - Remove (Picked unit) from UNGR_CommandGeneral.
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ability being cast) Equal to Disban Some
      Then - Actions
        Unit Group - Pick every unit in (Random 20 units from (Units owned by (Owner of (Casting unit)) matching (((Matching unit) is in UNGR_CommandGeneral.) Equal to True).)) and do (Actions)
          Loop - Actions
            Unit Group - Remove (Picked unit) from UNGR_CommandGeneral.
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ability being cast) Equal to Disban Those
      Then - Actions
        Unit Group - Pick every unit in (Units within 300.00 of (Target point of ability being cast) matching (((((Matching unit) is A structure) Equal to False) and (((Matching unit) is A Hero) Equal to False)) and ((Owner of (Matching unit)) Equal to (Owner of (Casting unit)))).) and do (Actions)
          Loop - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Owner of (Casting unit)) Equal to (Owner of (Picked unit))
              Then - Actions
                Unit Group - Remove (Picked unit) from UNGR_CommandGeneral.
              Else - Actions
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ability being cast) Equal to Disban Type
      Then - Actions
        Unit Group - Pick every unit in (Units owned by (Owner of (Casting unit)) matching (((((Matching unit) is A structure) Equal to False) and (((Matching unit) is A Hero) Equal to False)) and ((Unit-type of (Matching unit)) Equal to (Unit-type of (Target unit of ability being cast)))).) and do (Actions)
          Loop - Actions
            Unit Group - Remove (Picked unit) from UNGR_CommandFactionLeader.
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ability being cast) Equal to To Me!
      Then - Actions
        Unit Group - Pick every unit in (Units owned by (Owner of (Casting unit)) matching (((Matching unit) is in UNGR_CommandGeneral.) Equal to True).) and do (Actions)
          Loop - Actions
            Unit - Order (Picked unit) to Move To.(Position of (Casting unit))
      Else - Actions
Hide Special
  Events
    Unit - A unit Is issued an order targeting a point
  Conditions
  Actions
    Unit - Remove Hide buff from (Ordered unit)
Push Forces Special
  Events
    Time - Every 5.00 seconds of game time
  Conditions
  Actions
    Unit Group - Pick every unit in (Units of type PushForcePosition) and do (Actions)
      Loop - Actions
        Set VariableSet POIN_CurrentPoint = (Position of (Picked unit))
        Unit Group - Pick every unit in (Units owned by (Owner of (Picked unit)) matching (((((Matching unit) is A structure) Equal to False) and (((Matching unit) is A Hero) Equal to False)) and (((Matching unit) is alive) Equal to True)).) and do (Actions)
          Loop - Actions
            Unit - Order (Picked unit) to Attack-Move To.POIN_CurrentPoint
Nether Infusion Special
  Events
    Time - Every 0.25 seconds of game time
  Conditions
  Actions
    Unit Group - Pick every unit in (Units of type InfusionBolt) and do (Actions)
      Loop - Actions
        Unit - Order (Picked unit) to Move To.((Position of (Picked unit)) offset by 75.00 towards ((Facing of (Picked unit)) - 5.00) degrees.)
Spells That Require Death
  Events
    Unit - A unit Dies
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Dying unit)) Equal to Bashing Trap
      Then - Actions
        Unit - Create 1 InvisCaster for (Owner of (Dying unit)) at (Position of (Dying unit)) facing (Center of (Playable map area))
        Unit - Add Bashing Trap Cast to (Last created unit)
        Custom script: call IssueImmediateOrderBJ( GetLastCreatedUnit(), "creepthunderclap" )
        Special Effect - Create a special effect at (Position of (Dying unit)) using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
        Unit - Remove (Dying unit) from the game
      Else - Actions
Dreadbolt
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to Dread Bolt
  Actions
    Set VariableSet UNIT_CastingUnit = (Casting unit)
    Unit Group - Pick every unit in (Units within (100.00 + (10.00 x (Real((Level of Dread Bolt for UNIT_CastingUnit))))) of (Target point of ability being cast) matching (((Matching unit) belongs to an enemy of (Owner of (Casting unit)).) Equal to True).) and do (Actions)
      Loop - Actions
        Unit - Create 1 InvisCaster for (Owner of UNIT_CastingUnit) at (Position of (Picked unit)) facing (Position of (Picked unit))
        Unit - Add Dread Bold Cast to (Last created unit)
        Unit - Set level of Dread Bold Cast for (Last created unit) to (Level of Dread Bolt for UNIT_CastingUnit)
        Unit - Order (Last created unit) to Night Elf Warden - Shadow Strike.(Picked unit)
Army of the Past
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in (Playable map area) matching (((Matching unit) has buff Awake Warriors) Equal to True)) and do (Actions)
      Loop - Actions
        Unit - Create 1.|cffac0aa6Spirit of the Warrior for (Owner of (Picked unit)) at ((Position of (Picked unit)) offset by (Random real number between 0 and 200.00) towards (Random angle) degrees.) facing (Random angle) degrees
        Animation - Play (Last created unit)'s birth (animationname) animation
        Animation - Change (Last created unit)'s vertex coloring to (100%, 70.00%, 100%) with 80.00% transparency
        Unit - Add a 25.00 second Raise Dead expiration timer to (Last created unit)
        Special Effect - Create a special effect at (Position of (Last created unit)) using war3mapImported\Mjolnir.mdx
Spell Absorbtion
  Events
    Unit - A unit Begins casting an ability
  Conditions
    ((Target unit of ability being cast) has buff Spell Absorbtion) Equal to True
  Actions
    Set VariableSet INTE_SpellAbsorbtion = (Random integer number between 1 and 100)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        INTE_SpellAbsorbtion Less than or equal to (10 + (10 x (Level of Spell Absorbtion for (Target unit of ability being cast))))
        ((Owner of (Casting unit)) is an enemy of (Owner of (Target unit of ability being cast)).) Equal to True
      Then - Actions
        Unit - Remove Spell Absorbtion (shield) buff from (Target unit of ability being cast)
        Unit - Create 1.InvisCaster for (Owner of (Target unit of ability being cast)) at (Position of (Target unit of ability being cast)) facing (Random angle) degrees
        Unit - Add Spell Absorbtion Cast (Magic Resistance) to (Last created unit)
        Unit - Order (Last created unit) to Undead Banshee - Anti-magic Shell.(Target unit of ability being cast)
        Special Effect - Create a special effect attached to the chest (attachpoint) of (Target unit of ability being cast) using Abilities\Spells\Items\AIre\AIreTarget.mdl
        Special Effect - Create a special effect attached to the chest (attachpoint) of (Target unit of ability being cast) using Abilities\Spells\Items\AIma\AImaTarget.mdl
        Unit - Set mana of (Target unit of ability being cast) to ((Mana of (Target unit of ability being cast)) + 75.00)
      Else - Actions
Doomstaff
  Events
    Unit - A unit Is attacked
  Conditions
    ((Attacking unit) has buff Doomstaff) Equal to True
  Actions
    Unit - Create 1 InvisCaster for (Owner of (Attacking unit)) at ((Position of (Attacking unit)) offset by 100.00 towards (Facing of (Attacking unit)) degrees.) facing (Position of (Attacked unit))
    Special Effect - Create a special effect attached to the origin (attachpoint) of (Last created unit) using war3mapImported\EnergyBreath.mdx
    Unit - Add Doomstaff Cast to (Last created unit)
    Unit - Set level of Doomstaff Cast for (Last created unit) to (Level of Doomstaff for (Attacking unit))
    Unit - Order (Last created unit) to Neutral Brewmaster - Breath Of Fire.(Position of (Attacked unit))
Shadow Dance
  Events
    Time - Every 0.66 seconds of game time
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in (Playable map area) matching (((Matching unit) has buff Shadow Dance) Equal to True)) and do (Actions)
      Loop - Actions
        Set VariableSet UNIT_ShadowDancer = (Picked unit)
        Unit Group - Pick every unit in (Random 1 units from (Units within 500.00 of (Position of UNIT_ShadowDancer) matching (((Matching unit) is alive) Equal to True).)) and do (Actions)
          Loop - Actions
            Special Effect - Create a special effect attached to the left hand (attachpoint) of UNIT_ShadowDancer using Abilities\Spells\Undead\DevourMagic\DevourMagicBirthMissile.mdl
            Set VariableSet SPEF_HandLeft = (Last created special effect)
            Special Effect - Create a special effect attached to the right hand (attachpoint) of UNIT_ShadowDancer using Abilities\Spells\Undead\DevourMagic\DevourMagicBirthMissile.mdl
            Set VariableSet SPEF_HandRight = (Last created special effect)
            Unit - Move UNIT_ShadowDancer instantly to (Position of (Picked unit)), facing (Position of (Picked unit))
            Unit - Create 1 InvisCaster for (Owner of UNIT_ShadowDancer) at (Position of UNIT_ShadowDancer) facing (Position of (Picked unit))
            Unit - Add Shadow Dance Cast to (Last created unit)
            Unit - Order (Last created unit) to Human Mountain King - Storm Bolt.(Picked unit)
            Unit - Order UNIT_ShadowDancer to Stop.
            Animation - Play UNIT_ShadowDancer's Attack - Unarmed (animationname) animation
            Special Effect - Destroy SPEF_HandLeft
            Special Effect - Destroy SPEF_HandRight
Astral Avatar
  Events
    Unit - A unit Is attacked
  Conditions
    (Level of Astral Avatar for (Attacking unit)) Greater than 0
  Actions
    Set VariableSet INTE_RandomNumber = (Random integer number between 1 and 15)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        INTE_RandomNumber Equal to 1
        ((Attacking unit) has buff Astral Avatar (On)) Equal to False
      Then - Actions
        Unit - Create 1 InvisCaster for (Owner of (Attacking unit)) at (Position of (Attacking unit)) facing (Position of (Attacking unit))
        Unit - Add Astral Avatar Cast 2 to (Last created unit)
        Unit - Set level of Astral Avatar Cast 2 for (Last created unit) to (Level of Astral Avatar for (Attacking unit))
        Unit - Order (Last created unit) to Human Priest - Inner Fire.(Attacking unit)
        Unit - Create 1 InvisCaster for (Owner of (Attacking unit)) at (Position of (Attacking unit)) facing (Position of (Attacking unit))
        Unit - Add Astral Avatar Cast 1 to (Last created unit)
        Unit - Set level of Astral Avatar Cast 1 for (Last created unit) to (Level of Astral Avatar for (Attacking unit))
        Unit - Order (Last created unit) to Orc Shaman - Bloodlust.(Attacking unit)
        Special Effect - Create a special effect attached to the chest (attachpoint) of (Attacking unit) using Abilities\Spells\Human\Avatar\AvatarCaster.mdl
      Else - Actions
Misticism
  Events
    Unit - A unit Learns a skill
  Conditions
    (Learned Hero Skill) Equal to Misticism
  Actions
    Unit - Set level of Misticism Cast for (Learning Hero) to ((Level of Misticism Cast for (Learning Hero)) + 1)
Fade
  Events
    Time - Every 0.40 seconds of game time
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in (Playable map area) matching ((Level of Fade for (Matching unit)) Greater than 0)) and do (Actions)
      Loop - Actions
        Animation - Change (Picked unit)'s vertex coloring to (15.69%, 0.00%, 39.22%) with (Random real number between 60.00 and 95.00)% transparency
        Unit - Create 1 InvisCaster for (Owner of (Picked unit)) at (Position of (Picked unit)) facing (Position of (Picked unit))
        Unit - Add Fade Extra to (Last created unit)
        Unit - Set level of Fade Extra for (Last created unit) to (Level of Fade for (Picked unit))
        Unit - Add a 3.00 second Disease Cloud expiration timer to (Last created unit)