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Trigger Viewer

ModernWarStrategy1.2Full.w3x
Variables
Balisitc Missiles
AntiMissilesAttack1
TurretReloadAlert
AntiMissilesAttack2
AntiMissilesAttack2 Copy 3
AntiMissilesAttack2 Copy 4
AntiMissilesAttack2 Copy 4 Copy
AntiMissilesAttack3
AntiMissilesAttack3 Copy
AntiMissilesAttack3 Copy 2
AntiMissilesAttack3 Copy 2 Copy
AntiMissilesAttack4
AntiMissilesAttack4 Copy
AntiMissilesAttack4 Copy 2
AntiMissilesAttack4 Copy 3
AntiMissilesAttack4 Copy 4
AntiMissilesAttack4 Copy 5
AntiMissilesAttack4 Copy 6
AntiMissilesAttack4 Copy 7
AntiMissilesAttack4 Copy 7 Copy
NukeExplosationEffect
NuclearExplosion
NuclearExplosion2
BalisitcExplosationEffect
BasicAttack
BaiscExplosationEffect
TacticalNuclearEffect
BasicExplosion
BasicExplosion2
AdvancedExplosationEffect
AdvancedExplosion
AdvancedExplosion2
SatelliteAdvanced
SatelliteAdvancedDie
SatelliteLuanching
ReloadTurret
ReloadMissile
ReloadMissileNuclear
ReloadTurret Basic
ReloadTurret Advanced
ReloadTurret Nuclear
ExplosionsEffects
Timers/Income
IncomeTimer
IncomeTimerExpires
SattlteMents2 Copy
Conquest
Untitled Trigger 007
Untitled Trigger 007 Copy 7
Untitled Trigger 007 Copy
Untitled Trigger 007 Copy 2
Untitled Trigger 007 Copy 3
Untitled Trigger 007 Copy 4
Untitled Trigger 007 Copy 5
Untitled Trigger 007 Copy 6
FuelSystem
RedFuel
BombersAttack
BombersAttack3
BombersAttack2
BlueFuel
TealFuel
PurpleFuel
YellowFuel
OrangeFuel
GreenFuel
PinkFuel
GrayFuel
LightBlueFuel
DarkGreenFuel
BrownFuel
Stuff
StartingMoney
HostAssist
HostAssist Copy
FloatingText
TankReplacement
Untitled Trigger 001
FlyingUnits
StartingChangeAllToCreeps
UraniumMineDie
Untitled Trigger 002
UraniumMinerCanceled
Conquer
CameraFar
CameraMed
CameraMedBase
AntiResourceAttack
AntiIncomeAttack
AntiIncomeAttack Copy
AntiIncomeAttack Copy 2
AntiIncomeAttack Copy 3
AntiIncomeAttack Copy 4
AntiIncomeAttack Copy 5
Information
Info
Alliances
Red
Blue
Teal
Purple
Yellow
Orange
Green
Pink
Gray
LightBlue
Dark Green
Brown
Enemies
Red Copy
Blue Copy
Teal Copy
Purple Copy
Yellow Copy
Orange Copy
Green Copy
Pink Copy
Gray Copy
LightBlue Copy
Dark Green Copy
Brown Copy
SelectCountry
Afrika1
Afrika2
Europe1ab
Mideastasia
Soughtasia1ab
NorthEastAsia
Northwestasia
Australia
NorthAmerica1ab
soughtNorthAmericaAB
SoughtAmerica1
SoughtAmerica2
Camera and LoadingScreen
StartingMessagesSelectingUnitsSpawn
HostAssist2
Refresh
Refresh
Refresh Copy 3
Refresh Copy 2
PlayerLeft
PlayerLeft
PlayerLeft Copy
PlayerLeft Copy 2
PlayerLeft Copy 3
PlayerLeft Copy 4
PlayerLeft Copy 5
PlayerLeft Copy 6
PlayerLeft Copy 7
PlayerLeft Copy 8
PlayerLeft Copy 9
PlayerLeft Copy 10
PlayerLeft Copy 11
Rename
Rename
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
AirCraftsGroup group Yes
AirFieldGroup group Yes
AirFieldNum integer Yes
AllMap rect No
AllUnits group Yes
BrownVisbility2 fogmodifier No
BrownVisiblity fogmodifier No
Brownvisiblity3 fogmodifier No
Cities1 group Yes
Cities2 group Yes
CitiesNumber integer Yes
CitiesPossessed integer Yes
Country group Yes
Deposites1 group Yes
Deposites2 integer Yes
Effect effect No
ExplosionEffect effect No
Factories group Yes
GeneralsBlue unit Yes
GeneralsBrown unit Yes
GeneralsDarkGreen unit Yes
GeneralsGray unit Yes
GeneralsGreen unit Yes
GeneralsLightBlue unit Yes
GeneralsOrange unit Yes
GeneralsPink unit Yes
GeneralsPurple unit Yes
GeneralsRed unit Yes
GeneralsTeal unit Yes
GeneralsYellow unit Yes
GroupSoldiersTempPOint location No
Kills integer Yes
lose_Player group No
MarchPoint location No
MissilePointTemp location No
MissileTempGroup group No
MoneyIncome integer Yes
MultiBoards multiboard Yes
NearestDistance real Yes
NearestField unit Yes
NearestUnit unit Yes
Nuclear sound No
PlayerNameAllies string Yes
PlayerNameEnemies string Yes
PlayerNameSurrendered string Yes
PlayerReloadTurrent player No
PlayerVision fogmodifier Yes
PointSphere location No
PointSphere3 location No
Provinces group Yes
ProvincesControlled integer Yes
ProvincesControlled2 integer Yes
ProvincesGroup group No
ProvincesPoint location No
RareResources integer Yes
RareResourcesTeam group Yes
Real1 real No
RealSphere real No
SatelliteDies fogmodifier Yes
SatelliteModifer fogmodifier Yes
SattlementNumber integer Yes
SelectingPoint location No
SelectingUnitSpawn location No
Settlements1 group Yes
Settlements2 group Yes
SettlementsPossessed integer Yes
SphereGroup1 group No
SphereGroup3 group No
SphereGroup4 group No
SphereGroup5 group No
SpherePoint1 location No
SpherePoint2 location No
TempEffectPoint location No
TempPoint location Yes
TempPoint2 location Yes
TempPointGeneral location No
TempPointMissileDropped location No
Timer1 timer No
TimerWindow1 timerdialog No
Towns1 group Yes
Towns2 group Yes
TownsNumber integer Yes
TownsPossessed integer Yes
ttt group No
TurretMana real No
UnitDummy unit No
UnitGroupGeneralsBlue group Yes
UnitGroupGeneralsBrown group Yes
UnitGroupGeneralsDarkGreen group Yes
UnitGroupGeneralsGray group Yes
UnitGroupGeneralsGreen group Yes
UnitGroupGeneralsLightBlue group Yes
UnitGroupGeneralsOrange group Yes
UnitGroupGeneralsPink group Yes
UnitGroupGeneralsPurple group Yes
UnitGroupGeneralsRed group Yes
UnitGroupGeneralsTeal group Yes
UnitGroupGeneralsYellow group Yes
UnitsGeneralsPoint location No
AntiMissilesAttack1
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Not equal to Super Anti Missiles Turret
    (Unit-type of (Attacking unit)) Not equal to Mobile Anti Missiles Turret
    (Unit-type of (Attacking unit)) Not equal to Anti Missiles Turret
    (Unit-type of (Attacking unit)) Not equal to Advanced Anti Missiles Turret
    ((Attacked unit) is An Ancient) Equal to True
  Actions
    Unit - Order (Attacking unit) to Stop.
TurretReloadAlert
  Events
    Unit - A unit Dies
  Conditions
    ((Unit-type of (Dying unit)) Equal to BalisitcMissleBasic) or (((Unit-type of (Dying unit)) Equal to BalisitcMissleAdvanced) or ((Unit-type of (Dying unit)) Equal to BalisitcMissleNuclear))
  Actions
    Set VariableSet TempPointMissileDropped = (Position of (Killing unit))
    Set VariableSet PlayerReloadTurrent = (Owner of (Killing unit))
    Cinematic - Ping minimap for (Player group(PlayerReloadTurrent)) at TempPointMissileDropped for 3.00 seconds, using a Flashy ping of color (100%, 100%, 100%)
    Game - Display to (Player group(PlayerReloadTurrent)) the text: A turrent of yours shot down an incoming missile, be sure to reload it!
    Custom script: call RemoveLocation(udg_TempPointMissileDropped)
AntiMissilesAttack2
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Anti Missiles Turret
  Actions
    Wait 1.00 seconds
    Unit - Set mana of (Attacking unit) to ((Mana of (Attacking unit)) - 1)
AntiMissilesAttack2 Copy 3
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Super Anti Missiles Turret
  Actions
    Wait 1.00 seconds
    Unit - Set mana of (Attacking unit) to ((Mana of (Attacking unit)) - 1)
AntiMissilesAttack2 Copy 4
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Advanced Anti Missiles Turret
  Actions
    Wait 1.00 seconds
    Unit - Set mana of (Attacking unit) to ((Mana of (Attacking unit)) - 1)
AntiMissilesAttack2 Copy 4 Copy
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Mobile Anti Missiles Turret
  Actions
    Wait 1.00 seconds
    Unit - Set mana of (Attacking unit) to ((Mana of (Attacking unit)) - 1)
AntiMissilesAttack3
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Super Anti Missiles Turret
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Mana of (Attacking unit)) Equal to 0.00
      Then - Actions
        Unit - Order (Attacking unit) to Stop.
      Else - Actions
        Do nothing
AntiMissilesAttack3 Copy
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Anti Missiles Turret
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Mana of (Attacking unit)) Equal to 0.00
      Then - Actions
        Unit - Order (Attacking unit) to Stop.
      Else - Actions
        Do nothing
AntiMissilesAttack3 Copy 2
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Advanced Anti Missiles Turret
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Mana of (Attacking unit)) Equal to 0.00
      Then - Actions
        Unit - Order (Attacking unit) to Stop.
      Else - Actions
        Do nothing
AntiMissilesAttack3 Copy 2 Copy
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Mobile Anti Missiles Turret
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Mana of (Attacking unit)) Equal to 0.00
      Then - Actions
        Unit - Order (Attacking unit) to Stop.
      Else - Actions
        Do nothing
AntiMissilesAttack4
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to BalisitcMissleNuclear
  Actions
    Unit - Add a 0.10 second Generic expiration timer to (Attacking unit)
AntiMissilesAttack4 Copy
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to BalisitcMissleAdvanced
  Actions
    Unit - Add a 1.50 second Generic expiration timer to (Attacking unit)
AntiMissilesAttack4 Copy 2
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to BalisitcMissleBasic
  Actions
    Unit - Add a 0.10 second Generic expiration timer to (Attacking unit)
AntiMissilesAttack4 Copy 3
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to BalisitcMissleCruise
  Actions
    Unit - Add a 0.10 second Generic expiration timer to (Attacking unit)
AntiMissilesAttack4 Copy 4
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to BalisitcMissleDirty
  Actions
    Unit - Add a 0.10 second Generic expiration timer to (Attacking unit)
AntiMissilesAttack4 Copy 5
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to BalisitcMissleEMP
  Actions
    Unit - Add a 0.10 second Generic expiration timer to (Attacking unit)
AntiMissilesAttack4 Copy 6
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to BalisitcMissleAnthrax
  Actions
    Unit - Add a 0.10 second Generic expiration timer to (Attacking unit)
AntiMissilesAttack4 Copy 7
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to BalisitcMissleT-VIRUS
  Actions
    Unit - Add a 0.10 second Generic expiration timer to (Attacking unit)
AntiMissilesAttack4 Copy 7 Copy
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to UnusedMissle
  Actions
    Unit - Add a 0.10 second Generic expiration timer to (Attacking unit)
NukeExplosationEffect
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Nuke Boom
  Actions
    Set VariableSet MissilePointTemp = (Target point of ability being cast)
    Unit - Create 1.Dummy2 for (Owner of (Casting unit)) at MissilePointTemp facing Default building facing degrees
    Environment - Create a 0.5 second Permanent crater deformation at MissilePointTemp with radius 1400.00 and depth 500.00
    Special Effect - Create a special effect at MissilePointTemp using Atom\NuclearStrike.MDX
    Environment - Create Blight for (Owner of (Casting unit)) from MissilePointTemp to a radius of 1400.00.
    Custom script: call RemoveLocation(udg_MissilePointTemp)
    Wait 2.50 seconds
    Special Effect - Destroy (Last created special effect)
NuclearExplosion
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Luanch A Nuclear Missile
  Actions
    Set VariableSet MissilePointTemp = (Position of (Casting unit))
    Unit - Create 1.BalisitcMissleNuclear for (Owner of (Casting unit)) at MissilePointTemp facing Default building facing degrees
    Custom script: call RemoveLocation(udg_MissilePointTemp)
    Set VariableSet MissilePointTemp = (Target point of ability being cast)
    Unit - Order (Last created unit) to Move To.MissilePointTemp
    Unit - Add a 65.00 second Generic expiration timer to (Last created unit)
    Custom script: call RemoveLocation(udg_MissilePointTemp)
NuclearExplosion2
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to BalisitcMissleNuclear
  Actions
    Set VariableSet MissilePointTemp = (Position of (Attacked unit))
    Unit - Create 1.BalisitcMissileDummyKaboom for (Owner of (Attacking unit)) at MissilePointTemp facing Default building facing degrees
    Custom script: call RemoveLocation(udg_MissilePointTemp)
    Unit - Add Nuke Boom to (Last created unit)
    Unit - Order (Last created unit) to Neutral - Kaboom!.(Attacked unit)
    Unit - Add a 1.50 second Generic expiration timer to (Last created unit)
BalisitcExplosationEffect
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    ((Ability being cast) Equal to Basic Boom) or ((Ability being cast) Equal to Advanced Boom)
  Actions
    Set VariableSet MissilePointTemp = (Target point of ability being cast)
    Special Effect - Create a special effect at (Target point of ability being cast) using Atom2\NUKE2.mdx
    Custom script: call RemoveLocation(udg_MissilePointTemp)
    Wait 2 seconds
    Special Effect - Destroy (Last created special effect)
BasicAttack
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to BalisitcMissleBasic
  Actions
    If ((Mana of (Attacking unit)) Equal to 0.00) then do (Order (Attacking unit) to Stop.) else do (Order (Attacking unit) to Attack.(Attacked unit))
BaiscExplosationEffect
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Basic Boom
  Actions
    Set VariableSet MissilePointTemp = (Target point of ability being cast)
    Special Effect - Create a special effect at (Target point of ability being cast) using Atom2\NUKE2.mdx
    Custom script: call RemoveLocation(udg_MissilePointTemp)
    Wait 2 seconds
    Special Effect - Destroy (Last created special effect)
TacticalNuclearEffect
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Tactical Nuclear Weapon
  Actions
    Wait 1.00 seconds
    Set VariableSet MissilePointTemp = (Target point of ability being cast)
    Special Effect - Create a special effect at (Target point of ability being cast) using Atom2\NUKE2.mdx
    Custom script: call RemoveLocation(udg_MissilePointTemp)
    Wait 2 seconds
    Special Effect - Destroy (Last created special effect)
BasicExplosion
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Luanch a Basic Missile
  Actions
    Set VariableSet MissilePointTemp = (Position of (Casting unit))
    Unit - Create 1.BalisitcMissleBasic for (Owner of (Casting unit)) at MissilePointTemp facing Default building facing degrees
    Custom script: call RemoveLocation(udg_MissilePointTemp)
    Set VariableSet MissilePointTemp = (Target point of ability being cast)
    Unit - Order (Last created unit) to Move To.MissilePointTemp
    Unit - Add a 20.00 second Generic expiration timer to (Last created unit)
    Custom script: call RemoveLocation(udg_MissilePointTemp)
    Unit - Set mana of (Attacking unit) to ((Mana of (Casting unit)) - 1)
BasicExplosion2
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to BalisitcMissleBasic
  Actions
    Set VariableSet MissilePointTemp = (Position of (Attacked unit))
    Unit - Create 1.BalisitcMissileDummyKaboom for (Owner of (Attacking unit)) at MissilePointTemp facing Default building facing degrees
    Unit - Add Luanch an Basic Missile to (Last created unit)
    Unit - Order (Last created unit) to Neutral Tinker - Cluster Rockets.MissilePointTemp
    Custom script: call RemoveLocation(udg_MissilePointTemp)
    Unit - Add a 1.50 second Generic expiration timer to (Last created unit)
AdvancedExplosationEffect
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Advanced Boom
  Actions
    Set VariableSet MissilePointTemp = (Target point of ability being cast)
    Special Effect - Create a special effect at MissilePointTemp using Atom2\NUKE2.mdx
    Custom script: call RemoveLocation(udg_MissilePointTemp)
    Wait 2 seconds
    Special Effect - Destroy (Last created special effect)
AdvancedExplosion
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Luanch an advanced missile
  Actions
    Set VariableSet MissilePointTemp = (Position of (Casting unit))
    Unit - Create 1.BalisitcMissleAdvanced for (Owner of (Casting unit)) at MissilePointTemp facing Default building facing degrees
    Custom script: call RemoveLocation(udg_MissilePointTemp)
    Set VariableSet MissilePointTemp = (Target point of ability being cast)
    Unit - Order (Last created unit) to Move To.MissilePointTemp
    Custom script: call RemoveLocation(udg_MissilePointTemp)
    Unit - Add a 45.00 second Generic expiration timer to (Last created unit)
    Unit - Set mana of (Attacking unit) to ((Mana of (Casting unit)) - 1)
AdvancedExplosion2
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to BalisitcMissleAdvanced
  Actions
    Set VariableSet MissilePointTemp = (Position of (Attacked unit))
    Unit - Create 1.BalisitcMissileDummyKaboom for (Owner of (Attacking unit)) at MissilePointTemp facing Default building facing degrees
    Unit - Add Luanch an AD to (Last created unit)
    Unit - Order (Last created unit) to Neutral Tinker - Cluster Rockets.MissilePointTemp
    Custom script: call RemoveLocation(udg_MissilePointTemp)
    Unit - Add a 1.50 second Generic expiration timer to (Last created unit)
SatelliteAdvanced
  Events
    Unit - A unit Finishes an upgrade
  Conditions
    (Unit-type of (Triggering unit)) Equal to Satellite Super Computer
  Actions
    Visibility - Destroy SatelliteDies[(Player number of (Owner of (Triggering unit)))]
    Visibility - Create an initially Enabled visibility modifier for (Owner of (Triggering unit)) emitting Visibility across (Playable map area)
    Set VariableSet SatelliteModifer[(Player number of (Owner of (Triggering unit)))] = (Last created visibility modifier)
    Game - Display to (All players) the text: ((Name of (Owner of (Triggering unit))) + Has succeeded in creating a super computer for his satellite! Vision is his!)
SatelliteAdvancedDie
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Dying unit)) Equal to Satellite Super Computer
  Actions
    Visibility - Destroy SatelliteModifer[(Player number of (Owner of (Dying unit)))]
    Visibility - Create an initially Enabled visibility modifier for (Owner of (Dying unit)) emitting Fog of war across (Playable map area)
    Set VariableSet SatelliteDies[(Player number of (Owner of (Dying unit)))] = (Last created visibility modifier)
    Game - Display to (All players) the text: ((Name of (Owner of (Triggering unit))) + lost his super computer, therefore he no longer has a vision over the entire map.)
SatelliteLuanching
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Luanch Satellite
  Actions
    Wait 0.10 seconds
    Unit - Replace (Casting unit) with a Satellite Computer (Launched from a Satellite Silo) using The old unit's relative life and mana
ReloadTurret
  Events
    Unit - A unit Finishes training a unit
  Conditions
    (Unit-type of (Trained unit)) Equal to Reload Turret
  Actions
    Unit - Add a 1.00 second Generic expiration timer to (Trained unit)
    Unit - Set mana of (Triggering unit) to ((Mana of (Triggering unit)) + 1)
ReloadMissile
  Events
    Unit - A unit Sells a unit
  Conditions
    (Unit-type of (Sold unit)) Equal to Reload Missile
  Actions
    Unit - Add a 1.00 second Generic expiration timer to (Sold unit)
    Unit - Set mana of (Triggering unit) to ((Mana of (Triggering unit)) + 1)
ReloadMissileNuclear
  Events
    Unit - A unit Sells a unit
  Conditions
    (Unit-type of (Sold unit)) Equal to Reload Nuclear Missile
  Actions
    Unit - Add a 1.00 second Generic expiration timer to (Sold unit)
    Unit - Set mana of (Triggering unit) to ((Mana of (Triggering unit)) + 1)
ReloadTurret Basic
  Events
    Unit - A unit Finishes training a unit
  Conditions
    (Unit-type of (Trained unit)) Equal to Reload Turret (Missile)
  Actions
    Unit - Add a 1.00 second Generic expiration timer to (Trained unit)
    Unit - Set mana of (Triggering unit) to 100.00%
ReloadTurret Advanced
  Events
    Unit - A unit Finishes training a unit
  Conditions
    (Unit-type of (Trained unit)) Equal to Reload Turret (Advanced)
  Actions
    Unit - Add a 1.00 second Generic expiration timer to (Trained unit)
    Unit - Set mana of (Triggering unit) to 100.00%
ReloadTurret Nuclear
  Events
    Unit - A unit Finishes training a unit
  Conditions
    (Unit-type of (Trained unit)) Equal to Reload Turret (Nuclear)
  Actions
    Unit - Add a 1.00 second Generic expiration timer to (Trained unit)
    Unit - Set mana of (Triggering unit) to 100.00%
ExplosionsEffects
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    ((Ability being cast) Equal to Luanch an Basic Missile) or ((Ability being cast) Equal to Luanch an AD)
  Actions
    Set VariableSet TempEffectPoint = (Target point of ability being cast)
    Special Effect - Create a special effect at TempEffectPoint using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
    Set VariableSet ExplosionEffect = (Last created special effect)
    Custom script: call RemoveLocation(udg_TempEffectPoint)
    Wait 1.00 seconds
    Special Effect - Destroy ExplosionEffect
IncomeTimer
  Events
    Time - Elapsed game time is 1.00 seconds
  Conditions
  Actions
    Countdown Timer - Create a timer window for Timer1 with title |cFFFFFFFFIncome in:|r
    Set VariableSet TimerWindow1 = (Last created timer window)
    Countdown Timer - Show TimerWindow1 for (Picked player)
    Countdown Timer - Start Timer1 as a One-shot timer that will expire in 60.00 seconds
IncomeTimerExpires
  Events
    Time - Timer1 expires
  Conditions
  Actions
    Countdown Timer - Destroy TimerWindow1
    Countdown Timer - Create a timer window for Timer1 with title |cFFFFFFFFNext Turn:|r
    Set VariableSet TimerWindow1 = (Last created timer window)
    Countdown Timer - Show TimerWindow1 for (Picked player)
    Countdown Timer - Start Timer1 as a One-shot timer that will expire in 60.00 seconds
SattlteMents2 Copy
  Events
    Time - Timer1 expires
  Conditions
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Set VariableSet Settlements2[(Player number of (Picked player))] = (Units owned by (Picked player) of type Settlement)
        Set VariableSet Factories[(Player number of (Picked player))] = (Units owned by (Picked player) of type Industrial Plant)
        Player - Add ((Number of units in Factories[(Player number of (Picked player))]) x 300) to (Picked player).Current gold
        Player - Add ((Number of units in Settlements2[(Player number of (Picked player))]) x 20) to (Picked player).Current gold
        Set VariableSet Settlements1[(Player number of (Picked player))] = (Units owned by (Picked player) of type Settlement)
        Player - Add ((Number of units in Settlements1[(Player number of (Picked player))]) x 20) to (Picked player).Current gold
        Set VariableSet Towns1[(Player number of (Picked player))] = (Units owned by (Picked player) of type Town)
        Player - Add ((Number of units in Towns1[(Player number of (Picked player))]) x 40) to (Picked player).Current gold
        Set VariableSet Towns2[(Player number of (Picked player))] = (Units owned by (Picked player) of type Town)
        Player - Add ((Number of units in Towns2[(Player number of (Picked player))]) x 40) to (Picked player).Current gold
        Set VariableSet Cities1[(Player number of (Picked player))] = (Units owned by (Picked player) of type City)
        Player - Add ((Number of units in Cities1[(Player number of (Picked player))]) x 60) to (Picked player).Current gold
        Set VariableSet Cities2[(Player number of (Picked player))] = (Units owned by (Picked player) of type City)
        Player - Add ((Number of units in Cities2[(Player number of (Picked player))]) x 60) to (Picked player).Current gold
        Set VariableSet Provinces[(Player number of (Picked player))] = (Units owned by (Picked player) of type Province's Centre)
        Player - Add ((Number of units in Provinces[(Player number of (Picked player))]) x 100) to (Picked player).Current gold
        Set VariableSet RareResourcesTeam[(Player number of (Picked player))] = (Units owned by (Picked player) of type Resources' Mining Device)
        Player - Add ((Number of units in RareResourcesTeam[(Player number of (Picked player))]) x 50) to (Picked player).Current lumber
        Custom script: call DestroyGroup (udg_Settlements2[GetConvertedPlayerId (GetEnumPlayer ())])
        Custom script: call DestroyGroup (udg_Settlements1[GetConvertedPlayerId (GetEnumPlayer ())])
        Custom script: call DestroyGroup (udg_Towns1[GetConvertedPlayerId (GetEnumPlayer ())])
        Custom script: call DestroyGroup (udg_Towns2[GetConvertedPlayerId (GetEnumPlayer ())])
        Custom script: call DestroyGroup (udg_Cities1[GetConvertedPlayerId (GetEnumPlayer ())])
        Custom script: call DestroyGroup (udg_Cities2[GetConvertedPlayerId (GetEnumPlayer ())])
        Custom script: call DestroyGroup (udg_Provinces[GetConvertedPlayerId (GetEnumPlayer ())])
        Custom script: call DestroyGroup (udg_RareResourcesTeam[GetConvertedPlayerId (GetEnumPlayer ())])
        Custom script: call DestroyGroup (udg_Factories[GetConvertedPlayerId (GetEnumPlayer ())])
Untitled Trigger 007
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacked unit)) Equal to City
    (Life of (Attacked unit)) Less than or equal to 2450.00
    ((Attacking unit) is A flying unit) Equal to False
  Actions
    Unit - Change ownership of (Attacked unit) to (Owner of (Attacking unit)) and Change color
    Unit - Set life of (Attacked unit) to 100%
Untitled Trigger 007 Copy 7
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacked unit)) Equal to Industrial Plant
    (Life of (Attacked unit)) Less than or equal to 2000.00
    ((Attacking unit) is A flying unit) Equal to False
  Actions
    Unit - Change ownership of (Attacked unit) to (Owner of (Attacking unit)) and Change color
    Unit - Set life of (Attacked unit) to 100%
Untitled Trigger 007 Copy
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacked unit)) Equal to City
    (Life of (Attacked unit)) Less than or equal to 2450.00
    ((Attacking unit) is A flying unit) Equal to False
  Actions
    Unit - Change ownership of (Attacked unit) to (Owner of (Attacking unit)) and Change color
    Unit - Set life of (Attacked unit) to 100%
Untitled Trigger 007 Copy 2
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacked unit)) Equal to Settlement
    (Life of (Attacked unit)) Less than or equal to 1450.00
    ((Attacking unit) is A flying unit) Equal to False
  Actions
    Unit - Change ownership of (Attacked unit) to (Owner of (Attacking unit)) and Change color
    Unit - Set life of (Attacked unit) to 100%
Untitled Trigger 007 Copy 3
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacked unit)) Equal to Settlement
    (Life of (Attacked unit)) Less than or equal to 1450.00
    ((Attacking unit) is A flying unit) Equal to False
  Actions
    Unit - Change ownership of (Attacked unit) to (Owner of (Attacking unit)) and Change color
    Unit - Set life of (Attacked unit) to 100%
Untitled Trigger 007 Copy 4
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacked unit)) Equal to Town
    (Life of (Attacked unit)) Less than or equal to 1950.00
    ((Attacking unit) is A flying unit) Equal to False
  Actions
    Unit - Change ownership of (Attacked unit) to (Owner of (Attacking unit)) and Change color
    Unit - Set life of (Attacked unit) to 100%
Untitled Trigger 007 Copy 5
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacked unit)) Equal to Town
    (Life of (Attacked unit)) Less than or equal to 1950.00
    ((Attacking unit) is A flying unit) Equal to False
  Actions
    Unit - Change ownership of (Attacked unit) to (Owner of (Attacking unit)) and Change color
    Unit - Set life of (Attacked unit) to 100%
Untitled Trigger 007 Copy 6
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacked unit)) Equal to Province's Centre
    (Life of (Attacked unit)) Less than or equal to 3000.00
    ((Attacking unit) is A flying unit) Equal to False
  Actions
    Unit - Change ownership of (Attacked unit) to (Owner of (Attacking unit)) and Change color
    Unit - Set life of (Attacked unit) to 100%
RedFuel
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    Set VariableSet AirFieldGroup[1] = (Units owned by Player 1 (Red) matching (((Unit-type of (Matching unit)) Equal to Aircrafts Carrier) or ((Unit-type of (Matching unit)) Equal to Airport)).)
    Set VariableSet AirFieldNum[1] = (Number of units in AirFieldGroup[1])
    Custom script: set bj_wantDestroyGroup = true
    Set VariableSet AirCraftsGroup[1] = (Units owned by Player 1 (Red) matching ((((Matching unit) is A flying unit) Equal to True) and ((((Matching unit) is Mechanical) Equal to True) and (((Unit-type of (Matching unit)) Not equal to u008) and (((Unit-type of (Matching unit)) Not equal to u007) and ((Mana of (Matching unit)) Less than 1.00))))).)
    Unit Group - Pick every unit in AirCraftsGroup[1] and do (Actions)
      Loop - Actions
        Set VariableSet TempPoint[1] = (Position of (Picked unit))
        Set VariableSet NearestField[1] = No unit
        Set VariableSet NearestDistance[1] = 1000000000.00
        Unit Group - Pick every unit in AirFieldGroup[1] and do (Actions)
          Loop - Actions
            Set VariableSet TempPoint2[1] = (Position of (Picked unit))
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Distance between TempPoint[1] and TempPoint2[1]) Less than NearestDistance[1]
              Then - Actions
                Set VariableSet NearestDistance[1] = (Distance between TempPoint[1] and TempPoint2[1])
                Set VariableSet NearestUnit[1] = (Picked unit)
              Else - Actions
                Do nothing
        Custom script: call RemoveLocation(udg_TempPoint2[1])
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            AirFieldNum[1] Not equal to 0
          Then - Actions
            Set VariableSet TempPoint2[1] = (Position of NearestUnit[1])
            Unit - Order (Picked unit) to Move To.TempPoint2[1]
            Custom script: call RemoveLocation(udg_TempPoint2[1])
          Else - Actions
            Unit - Kill (Picked unit)
        Custom script: call DestroyGroup(udg_AirFieldGroup[1])
        Custom script: call DestroyGroup(udg_AirCraftsGroup[1])
        Custom script: call RemoveLocation(udg_TempPoint[1])
BombersAttack
  Events
    Unit - A unit Is attacked
  Conditions
    ((Attacking unit) is A flying unit) Equal to True
    ((Attacking unit) is Mechanical) Equal to True
    ((Attacked unit) is A flying unit) Equal to False
    ((Attacked unit) is An Ancient) Equal to False
  Actions
    Wait 4.00 seconds
    Unit - Set mana of (Attacking unit) to 0.00%
BombersAttack3
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Bomb
  Actions
    Wait 4.00 seconds
    Unit - Set mana of (Casting unit) to 0.00%
BombersAttack2
  Events
    Unit - A unit Is attacked
  Conditions
    (Mana of (Attacking unit)) Equal to 0.00
    ((Attacking unit) is A flying unit) Equal to True
    ((Attacking unit) is Mechanical) Equal to True
    ((Attacked unit) is A flying unit) Equal to False
    ((Attacked unit) is An Ancient) Equal to False
  Actions
    Wait 1.00 seconds
    Unit - Order (Attacking unit) to Stop.
BlueFuel
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    Set VariableSet AirFieldGroup[2] = (Units owned by Player 2 (Blue) matching (((Unit-type of (Matching unit)) Equal to Aircrafts Carrier) or ((Unit-type of (Matching unit)) Equal to Airport)).)
    Set VariableSet AirFieldNum[2] = (Number of units in AirFieldGroup[2])
    Custom script: set bj_wantDestroyGroup = true
    Set VariableSet AirCraftsGroup[2] = (Units owned by Player 2 (Blue) matching ((((Matching unit) is A flying unit) Equal to True) and ((((Matching unit) is Mechanical) Equal to True) and (((Unit-type of (Matching unit)) Not equal to u008) and (((Unit-type of (Matching unit)) Not equal to u007) and ((Mana of (Matching unit)) Less than 1.00))))).)
    Unit Group - Pick every unit in AirCraftsGroup[2] and do (Actions)
      Loop - Actions
        Set VariableSet TempPoint[2] = (Position of (Picked unit))
        Set VariableSet NearestField[2] = No unit
        Set VariableSet NearestDistance[2] = 1000000000.00
        Unit Group - Pick every unit in AirFieldGroup[2] and do (Actions)
          Loop - Actions
            Set VariableSet TempPoint2[2] = (Position of (Picked unit))
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Distance between TempPoint[2] and TempPoint2[2]) Less than NearestDistance[2]
              Then - Actions
                Set VariableSet NearestDistance[2] = (Distance between TempPoint[2] and TempPoint2[2])
                Set VariableSet NearestUnit[2] = (Picked unit)
              Else - Actions
                Do nothing
        Custom script: call RemoveLocation(udg_TempPoint2[2])
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            AirFieldNum[2] Not equal to 0
          Then - Actions
            Set VariableSet TempPoint2[2] = (Position of NearestUnit[2])
            Unit - Order (Picked unit) to Move To.TempPoint2[2]
            Custom script: call RemoveLocation(udg_TempPoint2[2])
          Else - Actions
            Unit - Kill (Picked unit)
        Custom script: call DestroyGroup(udg_AirFieldGroup[2])
        Custom script: call DestroyGroup(udg_AirCraftsGroup[2])
        Custom script: call RemoveLocation(udg_TempPoint[2])
TealFuel
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    Set VariableSet AirFieldGroup[3] = (Units owned by Player 3 (Teal) matching (((Unit-type of (Matching unit)) Equal to Aircrafts Carrier) or ((Unit-type of (Matching unit)) Equal to Airport)).)
    Set VariableSet AirFieldNum[3] = (Number of units in AirFieldGroup[3])
    Custom script: set bj_wantDestroyGroup = true
    Set VariableSet AirCraftsGroup[3] = (Units owned by Player 3 (Teal) matching ((((Matching unit) is A flying unit) Equal to True) and ((((Matching unit) is Mechanical) Equal to True) and (((Unit-type of (Matching unit)) Not equal to u008) and (((Unit-type of (Matching unit)) Not equal to u007) and ((Mana of (Matching unit)) Less than 1.00))))).)
    Unit Group - Pick every unit in AirCraftsGroup[3] and do (Actions)
      Loop - Actions
        Set VariableSet TempPoint[3] = (Position of (Picked unit))
        Set VariableSet NearestField[3] = No unit
        Set VariableSet NearestDistance[3] = 1000000000.00
        Unit Group - Pick every unit in AirFieldGroup[3] and do (Actions)
          Loop - Actions
            Set VariableSet TempPoint2[3] = (Position of (Picked unit))
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Distance between TempPoint[3] and TempPoint2[3]) Less than NearestDistance[3]
              Then - Actions
                Set VariableSet NearestDistance[3] = (Distance between TempPoint[3] and TempPoint2[3])
                Set VariableSet NearestUnit[3] = (Picked unit)
              Else - Actions
                Do nothing
        Custom script: call RemoveLocation(udg_TempPoint2[3])
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            AirFieldNum[3] Not equal to 0
          Then - Actions
            Set VariableSet TempPoint2[3] = (Position of NearestUnit[3])
            Unit - Order (Picked unit) to Move To.TempPoint2[3]
            Custom script: call RemoveLocation(udg_TempPoint2[3])
          Else - Actions
            Unit - Kill (Picked unit)
        Custom script: call DestroyGroup(udg_AirFieldGroup[3])
        Custom script: call RemoveLocation(udg_TempPoint[3])
        Custom script: call DestroyGroup(udg_AirCraftsGroup[3])
PurpleFuel
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    Set VariableSet AirFieldGroup[4] = (Units owned by Player 4 (Purple) matching (((Unit-type of (Matching unit)) Equal to Aircrafts Carrier) or ((Unit-type of (Matching unit)) Equal to Airport)).)
    Set VariableSet AirFieldNum[4] = (Number of units in AirFieldGroup[4])
    Custom script: set bj_wantDestroyGroup = true
    Set VariableSet AirCraftsGroup[4] = (Units owned by Player 4 (Purple) matching ((((Matching unit) is A flying unit) Equal to True) and ((((Matching unit) is Mechanical) Equal to True) and (((Unit-type of (Matching unit)) Not equal to u008) and (((Unit-type of (Matching unit)) Not equal to u007) and ((Mana of (Matching unit)) Less than 1.00))))).)
    Unit Group - Pick every unit in AirCraftsGroup[4] and do (Actions)
      Loop - Actions
        Set VariableSet TempPoint[4] = (Position of (Picked unit))
        Set VariableSet NearestField[4] = No unit
        Set VariableSet NearestDistance[4] = 1000000000.00
        Unit Group - Pick every unit in AirFieldGroup[4] and do (Actions)
          Loop - Actions
            Set VariableSet TempPoint2[4] = (Position of (Picked unit))
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Distance between TempPoint[4] and TempPoint2[4]) Less than NearestDistance[4]
              Then - Actions
                Set VariableSet NearestDistance[4] = (Distance between TempPoint[4] and TempPoint2[4])
                Set VariableSet NearestUnit[4] = (Picked unit)
              Else - Actions
                Do nothing
        Custom script: call RemoveLocation(udg_TempPoint2[4])
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            AirFieldNum[4] Not equal to 0
          Then - Actions
            Set VariableSet TempPoint2[4] = (Position of NearestUnit[4])
            Unit - Order (Picked unit) to Move To.TempPoint2[4]
            Custom script: call RemoveLocation(udg_TempPoint2[4])
          Else - Actions
            Unit - Kill (Picked unit)
        Custom script: call DestroyGroup(udg_AirFieldGroup[4])
        Custom script: call RemoveLocation(udg_TempPoint[4])
        Custom script: call DestroyGroup(udg_AirCraftsGroup[4])
YellowFuel
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    Set VariableSet AirFieldGroup[5] = (Units owned by Player 5 (Yellow) matching (((Unit-type of (Matching unit)) Equal to Aircrafts Carrier) or ((Unit-type of (Matching unit)) Equal to Airport)).)
    Set VariableSet AirFieldNum[5] = (Number of units in AirFieldGroup[5])
    Custom script: set bj_wantDestroyGroup = true
    Set VariableSet AirCraftsGroup[5] = (Units owned by Player 5 (Yellow) matching ((((Matching unit) is A flying unit) Equal to True) and ((((Matching unit) is Mechanical) Equal to True) and (((Unit-type of (Matching unit)) Not equal to u008) and (((Unit-type of (Matching unit)) Not equal to u007) and ((Mana of (Matching unit)) Less than 1.00))))).)
    Unit Group - Pick every unit in AirCraftsGroup[5] and do (Actions)
      Loop - Actions
        Set VariableSet TempPoint[5] = (Position of (Picked unit))
        Set VariableSet NearestField[5] = No unit
        Set VariableSet NearestDistance[5] = 1000000000.00
        Unit Group - Pick every unit in AirFieldGroup[5] and do (Actions)
          Loop - Actions
            Set VariableSet TempPoint2[5] = (Position of (Picked unit))
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Distance between TempPoint[5] and TempPoint2[5]) Less than NearestDistance[5]
              Then - Actions
                Set VariableSet NearestDistance[5] = (Distance between TempPoint[5] and TempPoint2[5])
                Set VariableSet NearestUnit[5] = (Picked unit)
              Else - Actions
                Do nothing
        Custom script: call RemoveLocation(udg_TempPoint2[5])
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            AirFieldNum[5] Not equal to 0
          Then - Actions
            Set VariableSet TempPoint2[5] = (Position of NearestUnit[5])
            Unit - Order (Picked unit) to Move To.TempPoint2[5]
            Custom script: call RemoveLocation(udg_TempPoint2[5])
          Else - Actions
            Unit - Kill (Picked unit)
        Custom script: call DestroyGroup(udg_AirFieldGroup[5])
        Custom script: call RemoveLocation(udg_TempPoint[5])
        Custom script: call DestroyGroup(udg_AirCraftsGroup[5])
OrangeFuel
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    Set VariableSet AirFieldGroup[6] = (Units owned by Player 6 (Orange) matching (((Unit-type of (Matching unit)) Equal to Aircrafts Carrier) or ((Unit-type of (Matching unit)) Equal to Airport)).)
    Set VariableSet AirFieldNum[6] = (Number of units in AirFieldGroup[6])
    Custom script: set bj_wantDestroyGroup = true
    Set VariableSet AirCraftsGroup[6] = (Units owned by Player 6 (Orange) matching ((((Matching unit) is A flying unit) Equal to True) and ((((Matching unit) is Mechanical) Equal to True) and (((Unit-type of (Matching unit)) Not equal to u008) and (((Unit-type of (Matching unit)) Not equal to u007) and ((Mana of (Matching unit)) Less than 1.00))))).)
    Unit Group - Pick every unit in AirCraftsGroup[6] and do (Actions)
      Loop - Actions
        Set VariableSet TempPoint[6] = (Position of (Picked unit))
        Set VariableSet NearestField[6] = No unit
        Set VariableSet NearestDistance[6] = 1000000000.00
        Unit Group - Pick every unit in AirFieldGroup[6] and do (Actions)
          Loop - Actions
            Set VariableSet TempPoint2[6] = (Position of (Picked unit))
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Distance between TempPoint[6] and TempPoint2[6]) Less than NearestDistance[6]
              Then - Actions
                Set VariableSet NearestDistance[6] = (Distance between TempPoint[6] and TempPoint2[6])
                Set VariableSet NearestUnit[6] = (Picked unit)
              Else - Actions
                Do nothing
        Custom script: call RemoveLocation(udg_TempPoint2[6])
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            AirFieldNum[6] Not equal to 0
          Then - Actions
            Set VariableSet TempPoint2[6] = (Position of NearestUnit[6])
            Unit - Order (Picked unit) to Move To.TempPoint2[6]
            Custom script: call RemoveLocation(udg_TempPoint2[6])
          Else - Actions
            Unit - Kill (Picked unit)
        Custom script: call DestroyGroup(udg_AirFieldGroup[6])
        Custom script: call RemoveLocation(udg_TempPoint[6])
        Custom script: call DestroyGroup(udg_AirCraftsGroup[6])
GreenFuel
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    Set VariableSet AirFieldGroup[7] = (Units owned by Player 7 (Green) matching (((Unit-type of (Matching unit)) Equal to Aircrafts Carrier) or ((Unit-type of (Matching unit)) Equal to Airport)).)
    Set VariableSet AirFieldNum[7] = (Number of units in AirFieldGroup[7])
    Custom script: set bj_wantDestroyGroup = true
    Set VariableSet AirCraftsGroup[7] = (Units owned by Player 7 (Green) matching ((((Matching unit) is A flying unit) Equal to True) and ((((Matching unit) is Mechanical) Equal to True) and (((Unit-type of (Matching unit)) Not equal to u008) and (((Unit-type of (Matching unit)) Not equal to u007) and ((Mana of (Matching unit)) Less than 1.00))))).)
    Unit Group - Pick every unit in AirCraftsGroup[7] and do (Actions)
      Loop - Actions
        Set VariableSet TempPoint[7] = (Position of (Picked unit))
        Set VariableSet NearestField[7] = No unit
        Set VariableSet NearestDistance[7] = 1000000000.00
        Unit Group - Pick every unit in AirFieldGroup[7] and do (Actions)
          Loop - Actions
            Set VariableSet TempPoint2[7] = (Position of (Picked unit))
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Distance between TempPoint[7] and TempPoint2[7]) Less than NearestDistance[7]
              Then - Actions
                Set VariableSet NearestDistance[7] = (Distance between TempPoint[7] and TempPoint2[7])
                Set VariableSet NearestUnit[7] = (Picked unit)
              Else - Actions
                Do nothing
        Custom script: call RemoveLocation(udg_TempPoint2[7])
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            AirFieldNum[7] Not equal to 0
          Then - Actions
            Set VariableSet TempPoint2[7] = (Position of NearestUnit[7])
            Unit - Order (Picked unit) to Move To.TempPoint2[7]
            Custom script: call RemoveLocation(udg_TempPoint2[7])
          Else - Actions
            Unit - Kill (Picked unit)
        Custom script: call DestroyGroup(udg_AirFieldGroup[7])
        Custom script: call RemoveLocation(udg_TempPoint[7])
        Custom script: call DestroyGroup(udg_AirCraftsGroup[7])
PinkFuel
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    Set VariableSet AirFieldGroup[8] = (Units owned by Player 8 (Pink) matching (((Unit-type of (Matching unit)) Equal to Aircrafts Carrier) or ((Unit-type of (Matching unit)) Equal to Airport)).)
    Set VariableSet AirFieldNum[8] = (Number of units in AirFieldGroup[8])
    Custom script: set bj_wantDestroyGroup = true
    Set VariableSet AirCraftsGroup[8] = (Units owned by Player 8 (Pink) matching ((((Matching unit) is A flying unit) Equal to True) and ((((Matching unit) is Mechanical) Equal to True) and (((Unit-type of (Matching unit)) Not equal to u008) and (((Unit-type of (Matching unit)) Not equal to u007) and ((Mana of (Matching unit)) Less than 1.00))))).)
    Unit Group - Pick every unit in AirCraftsGroup[8] and do (Actions)
      Loop - Actions
        Set VariableSet TempPoint[8] = (Position of (Picked unit))
        Set VariableSet NearestField[8] = No unit
        Set VariableSet NearestDistance[8] = 1000000000.00
        Unit Group - Pick every unit in AirFieldGroup[8] and do (Actions)
          Loop - Actions
            Set VariableSet TempPoint2[8] = (Position of (Picked unit))
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Distance between TempPoint[8] and TempPoint2[8]) Less than NearestDistance[8]
              Then - Actions
                Set VariableSet NearestDistance[8] = (Distance between TempPoint[8] and TempPoint2[8])
                Set VariableSet NearestUnit[8] = (Picked unit)
              Else - Actions
                Do nothing
        Custom script: call RemoveLocation(udg_TempPoint2[8])
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            AirFieldNum[8] Not equal to 0
          Then - Actions
            Set VariableSet TempPoint2[8] = (Position of NearestUnit[8])
            Unit - Order (Picked unit) to Move To.TempPoint2[8]
            Custom script: call RemoveLocation(udg_TempPoint2[8])
          Else - Actions
            Unit - Kill (Picked unit)
        Custom script: call DestroyGroup(udg_AirFieldGroup[8])
        Custom script: call RemoveLocation(udg_TempPoint[8])
        Custom script: call DestroyGroup(udg_AirCraftsGroup[8])
GrayFuel
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    Set VariableSet AirFieldGroup[9] = (Units owned by Player 9 (Gray) matching (((Unit-type of (Matching unit)) Equal to Aircrafts Carrier) or ((Unit-type of (Matching unit)) Equal to Airport)).)
    Set VariableSet AirFieldNum[9] = (Number of units in AirFieldGroup[9])
    Custom script: set bj_wantDestroyGroup = true
    Set VariableSet AirCraftsGroup[9] = (Units owned by Player 9 (Gray) matching ((((Matching unit) is A flying unit) Equal to True) and ((((Matching unit) is Mechanical) Equal to True) and (((Unit-type of (Matching unit)) Not equal to u008) and (((Unit-type of (Matching unit)) Not equal to u007) and ((Mana of (Matching unit)) Less than 1.00))))).)
    Unit Group - Pick every unit in AirCraftsGroup[9] and do (Actions)
      Loop - Actions
        Set VariableSet TempPoint[9] = (Position of (Picked unit))
        Set VariableSet NearestField[9] = No unit
        Set VariableSet NearestDistance[9] = 1000000000.00
        Unit Group - Pick every unit in AirFieldGroup[9] and do (Actions)
          Loop - Actions
            Set VariableSet TempPoint2[9] = (Position of (Picked unit))
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Distance between TempPoint[9] and TempPoint2[9]) Less than NearestDistance[9]
              Then - Actions
                Set VariableSet NearestDistance[9] = (Distance between TempPoint[9] and TempPoint2[9])
                Set VariableSet NearestUnit[9] = (Picked unit)
              Else - Actions
                Do nothing
        Custom script: call RemoveLocation(udg_TempPoint2[9])
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            AirFieldNum[9] Not equal to 0
          Then - Actions
            Set VariableSet TempPoint2[9] = (Position of NearestUnit[9])
            Unit - Order (Picked unit) to Move To.TempPoint2[9]
            Custom script: call RemoveLocation(udg_TempPoint2[9])
          Else - Actions
            Unit - Kill (Picked unit)
        Custom script: call DestroyGroup(udg_AirFieldGroup[9])
        Custom script: call RemoveLocation(udg_TempPoint[9])
        Custom script: call DestroyGroup(udg_AirCraftsGroup[9])
LightBlueFuel
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    Set VariableSet AirFieldGroup[10] = (Units owned by Player 10 (Light Blue) matching (((Unit-type of (Matching unit)) Equal to Aircrafts Carrier) or ((Unit-type of (Matching unit)) Equal to Airport)).)
    Set VariableSet AirFieldNum[10] = (Number of units in AirFieldGroup[10])
    Custom script: set bj_wantDestroyGroup = true
    Set VariableSet AirCraftsGroup[10] = (Units owned by Player 10 (Light Blue) matching ((((Matching unit) is A flying unit) Equal to True) and ((((Matching unit) is Mechanical) Equal to True) and (((Unit-type of (Matching unit)) Not equal to u008) and (((Unit-type of (Matching unit)) Not equal to u007) and ((Mana of (Matching unit)) Less than 1.00))))).)
    Unit Group - Pick every unit in AirCraftsGroup[10] and do (Actions)
      Loop - Actions
        Set VariableSet TempPoint[10] = (Position of (Picked unit))
        Set VariableSet NearestField[10] = No unit
        Set VariableSet NearestDistance[10] = 1000000000.00
        Unit Group - Pick every unit in AirFieldGroup[10] and do (Actions)
          Loop - Actions
            Set VariableSet TempPoint2[10] = (Position of (Picked unit))
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Distance between TempPoint[10] and TempPoint2[10]) Less than NearestDistance[10]
              Then - Actions
                Set VariableSet NearestDistance[10] = (Distance between TempPoint[10] and TempPoint2[10])
                Set VariableSet NearestUnit[10] = (Picked unit)
              Else - Actions
                Do nothing
        Custom script: call RemoveLocation(udg_TempPoint2[10])
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            AirFieldNum[10] Not equal to 0
          Then - Actions
            Set VariableSet TempPoint2[10] = (Position of NearestUnit[10])
            Unit - Order (Picked unit) to Move To.TempPoint2[10]
            Custom script: call RemoveLocation(udg_TempPoint2[10])
          Else - Actions
            Unit - Kill (Picked unit)
        Custom script: call DestroyGroup(udg_AirFieldGroup[10])
        Custom script: call RemoveLocation(udg_TempPoint[10])
        Custom script: call DestroyGroup(udg_AirCraftsGroup[10])
DarkGreenFuel
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    Set VariableSet AirFieldGroup[11] = (Units owned by Player 11 (Dark Green) matching (((Unit-type of (Matching unit)) Equal to Aircrafts Carrier) or ((Unit-type of (Matching unit)) Equal to Airport)).)
    Set VariableSet AirFieldNum[11] = (Number of units in AirFieldGroup[11])
    Custom script: set bj_wantDestroyGroup = true
    Set VariableSet AirCraftsGroup[11] = (Units owned by Player 11 (Dark Green) matching ((((Matching unit) is A flying unit) Equal to True) and ((((Matching unit) is Mechanical) Equal to True) and (((Unit-type of (Matching unit)) Not equal to u008) and (((Unit-type of (Matching unit)) Not equal to u007) and ((Mana of (Matching unit)) Less than 1.00))))).)
    Unit Group - Pick every unit in AirCraftsGroup[11] and do (Actions)
      Loop - Actions
        Set VariableSet TempPoint[11] = (Position of (Picked unit))
        Set VariableSet NearestField[11] = No unit
        Set VariableSet NearestDistance[11] = 1000000000.00
        Unit Group - Pick every unit in AirFieldGroup[11] and do (Actions)
          Loop - Actions
            Set VariableSet TempPoint2[11] = (Position of (Picked unit))
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Distance between TempPoint[11] and TempPoint2[11]) Less than NearestDistance[11]
              Then - Actions
                Set VariableSet NearestDistance[11] = (Distance between TempPoint[11] and TempPoint2[11])
                Set VariableSet NearestUnit[11] = (Picked unit)
              Else - Actions
                Do nothing
        Custom script: call RemoveLocation(udg_TempPoint2[11])
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            AirFieldNum[11] Not equal to 0
          Then - Actions
            Set VariableSet TempPoint2[11] = (Position of NearestUnit[11])
            Unit - Order (Picked unit) to Move To.TempPoint2[11]
            Custom script: call RemoveLocation(udg_TempPoint2[11])
          Else - Actions
            Unit - Kill (Picked unit)
        Custom script: call DestroyGroup(udg_AirFieldGroup[11])
        Custom script: call RemoveLocation(udg_TempPoint[11])
        Custom script: call DestroyGroup(udg_AirCraftsGroup[11])
BrownFuel
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    Set VariableSet AirFieldGroup[12] = (Units owned by Player 12 (Brown) matching (((Unit-type of (Matching unit)) Equal to Aircrafts Carrier) or ((Unit-type of (Matching unit)) Equal to Airport)).)
    Set VariableSet AirFieldNum[12] = (Number of units in AirFieldGroup[12])
    Custom script: set bj_wantDestroyGroup = true
    Set VariableSet AirCraftsGroup[12] = (Units owned by Player 12 (Brown) matching ((((Matching unit) is A flying unit) Equal to True) and ((((Matching unit) is Mechanical) Equal to True) and (((Unit-type of (Matching unit)) Not equal to u008) and (((Unit-type of (Matching unit)) Not equal to u007) and ((Mana of (Matching unit)) Less than 1.00))))).)
    Unit Group - Pick every unit in AirCraftsGroup[12] and do (Actions)
      Loop - Actions
        Set VariableSet TempPoint[12] = (Position of (Picked unit))
        Set VariableSet NearestField[12] = No unit
        Set VariableSet NearestDistance[12] = 1000000000.00
        Unit Group - Pick every unit in AirFieldGroup[12] and do (Actions)
          Loop - Actions
            Set VariableSet TempPoint2[12] = (Position of (Picked unit))
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Distance between TempPoint[12] and TempPoint2[12]) Less than NearestDistance[12]
              Then - Actions
                Set VariableSet NearestDistance[12] = (Distance between TempPoint[12] and TempPoint2[12])
                Set VariableSet NearestUnit[12] = (Picked unit)
              Else - Actions
                Do nothing
        Custom script: call RemoveLocation(udg_TempPoint2[12])
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            AirFieldNum[12] Not equal to 0
          Then - Actions
            Set VariableSet TempPoint2[12] = (Position of NearestUnit[12])
            Unit - Order (Picked unit) to Move To.TempPoint2[12]
            Custom script: call RemoveLocation(udg_TempPoint2[12])
          Else - Actions
            Unit - Kill (Picked unit)
        Custom script: call DestroyGroup(udg_AirFieldGroup[12])
        Custom script: call RemoveLocation(udg_TempPoint[12])
        Custom script: call DestroyGroup(udg_AirCraftsGroup[12])
StartingMoney
  Events
    Time - Elapsed game time is 1.00 seconds
  Conditions
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Player - Set (Picked player).Current gold to 3000
HostAssist
  Events
    Player - Player 1 (Red) types a chat message containing -host assist (stringnoformat) as An exact match
  Conditions
  Actions
    Unit - Set mana of to 1.00
    Unit - Order to Neutral Tinker - Cluster Rockets.(Center of Europe1a <gen>)
HostAssist Copy
  Events
    Map initialization
  Conditions
  Actions
    Player - For Player 1 (Red), turn Shared vision On toward Player 2 (Blue)
    Player - For Player 2 (Blue), turn Shared vision On toward Player 1 (Red)
FloatingText
  Events
    Time - Elapsed game time is 2.00 seconds
  Conditions
  Actions
    Floating Text - Create floating text that reads Version 1.6Beta at (Center of SelectingUnitsSpawningPlace <gen>) with Z offset 0, using font size 10.00, color (100%, 100%, 100%), and 0% transparency
TankReplacement
  Events
    Time - Elapsed game time is 3.50 seconds
  Conditions
  Actions
    Unit Group - Pick every unit in (Units of type Basic Tank) and do (Actions)
      Loop - Actions
        Unit - Replace (Picked unit) with a Basic Tank using The new unit's default life and mana
Untitled Trigger 001
  Events
    Time - Elapsed game time is 180.00 seconds
  Conditions
  Actions
    Set VariableSet SelectingPoint = (Center of Selecting_Point <gen>)
    Unit Group - Pick every unit in (Units in Selecting_Point <gen>) and do (Actions)
      Loop - Actions
        Unit - Remove (Picked unit) from the game
    Custom script: call RemoveLocation (udg_SelectingPoint)
FlyingUnits
  Events
    Unit - A unit enters (Playable map area)
  Conditions
    ((Triggering unit) is A flying unit) Equal to True
  Actions
    Animation - Change (Triggering unit) flying height to 650.00 at 0.00
StartingChangeAllToCreeps
  Events
    Time - Elapsed game time is 2.00 seconds
  Conditions
  Actions
    Set VariableSet AllUnits[1] = (Units in (Playable map area) owned by Player 12 (Brown))
    Unit Group - Pick every unit in AllUnits[1] and do (Change ownership of (Picked unit) to Neutral Hostile and Change color)
    Custom script: call DestroyGroup(udg_AllUnits[1])
UraniumMineDie
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Dying unit)) Equal to Resources' Mining Device
  Actions
    Set VariableSet TempPointGeneral = (Position of (Triggering unit))
    Unit - Create 1.Resources Deposit for Neutral Passive at TempPointGeneral facing Default building facing degrees
    Custom script: call RemoveLocation(udg_TempPointGeneral)
Untitled Trigger 002
  Events
    Time - Elapsed game time is 2.00 seconds
  Conditions
  Actions
UraniumMinerCanceled
  Events
    Unit - A unit Cancels construction
  Conditions
    (Unit-type of (Triggering unit)) Equal to Resources' Mining Device
  Actions
    Set VariableSet TempPointGeneral = (Position of (Triggering unit))
    Unit - Create 1.Resources Deposit for Neutral Passive at TempPointGeneral facing Default building facing degrees
    Custom script: call RemoveLocation(udg_TempPointGeneral)
Conquer
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to Conquer
    (Unit-type of (Target unit of ability being cast)) Equal to Barracks
  Actions
    Unit - Change ownership of (Target unit of ability being cast) to (Owner of (Casting unit)) and Change color
CameraFar
  Events
    Player - Player 1 (Red) types a chat message containing -far (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -far (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -far (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -far (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -far (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -far (stringnoformat) as An exact match
    Player - Player 7 (Green) types a chat message containing -far (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing -far (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -far (stringnoformat) as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -far (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -far (stringnoformat) as An exact match
    Player - Player 12 (Brown) types a chat message containing -far (stringnoformat) as An exact match
  Conditions
  Actions
    Camera - Set (Triggering player)'s camera Field of view to 3400.00 over 2.50 seconds
CameraMed
  Events
    Player - Player 1 (Red) types a chat message containing -medium (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -medium (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -medium (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -medium (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -medium (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -medium (stringnoformat) as An exact match
    Player - Player 7 (Green) types a chat message containing -medium (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing -medium (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -medium (stringnoformat) as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -medium (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -medium (stringnoformat) as An exact match
    Player - Player 12 (Brown) types a chat message containing -medium (stringnoformat) as An exact match
  Conditions
  Actions
    Camera - Set (Triggering player)'s camera Field of view to 85.00 over 2.50 seconds
CameraMedBase
  Events
    Time - Elapsed game time is 0.50 seconds
  Conditions
  Actions
    Camera - Set Player 1 (Red)'s camera Field of view to 85.00 over 2.50 seconds
    Camera - Set Player 2 (Blue)'s camera Field of view to 85.00 over 2.50 seconds
    Camera - Set Player 3 (Teal)'s camera Field of view to 85.00 over 2.50 seconds
    Camera - Set Player 4 (Purple)'s camera Field of view to 85.00 over 2.50 seconds
    Camera - Set Player 5 (Yellow)'s camera Field of view to 85.00 over 2.50 seconds
    Camera - Set Player 6 (Orange)'s camera Field of view to 85.00 over 2.50 seconds
    Camera - Set Player 7 (Green)'s camera Field of view to 85.00 over 2.50 seconds
    Camera - Set Player 8 (Pink)'s camera Field of view to 85.00 over 2.50 seconds
    Camera - Set Player 9 (Gray)'s camera Field of view to 85.00 over 2.50 seconds
    Camera - Set Player 10 (Light Blue)'s camera Field of view to 85.00 over 2.50 seconds
    Camera - Set Player 11 (Dark Green)'s camera Field of view to 85.00 over 2.50 seconds
    Camera - Set Player 12 (Brown)'s camera Field of view to 85.00 over 2.50 seconds
AntiIncomeAttack
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacked unit)) Equal to City
    ((Unit-type of (Attacking unit)) Equal to Bomber/Fighter) or ((Unit-type of (Attacking unit)) Equal to Tactical Bomber)
  Actions
    Unit - Order (Attacking unit) to Stop.
AntiIncomeAttack Copy
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacked unit)) Equal to City
    ((Unit-type of (Attacking unit)) Equal to Bomber/Fighter) or ((Unit-type of (Attacking unit)) Equal to Tactical Bomber)
  Actions
    Unit - Order (Attacking unit) to Stop.
AntiIncomeAttack Copy 2
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacked unit)) Equal to Settlement
    ((Unit-type of (Attacking unit)) Equal to Bomber/Fighter) or ((Unit-type of (Attacking unit)) Equal to Tactical Bomber)
  Actions
    Unit - Order (Attacking unit) to Stop.
AntiIncomeAttack Copy 3
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacked unit)) Equal to Settlement
    ((Unit-type of (Attacking unit)) Equal to Bomber/Fighter) or ((Unit-type of (Attacking unit)) Equal to Tactical Bomber)
  Actions
    Unit - Order (Attacking unit) to Stop.
AntiIncomeAttack Copy 4
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacked unit)) Equal to Town
    ((Unit-type of (Attacking unit)) Equal to Bomber/Fighter) or ((Unit-type of (Attacking unit)) Equal to Tactical Bomber)
  Actions
    Unit - Order (Attacking unit) to Stop.
AntiIncomeAttack Copy 5
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacked unit)) Equal to Province's Centre
    ((Unit-type of (Attacking unit)) Equal to Bomber/Fighter) or ((Unit-type of (Attacking unit)) Equal to Tactical Bomber)
  Actions
    Unit - Order (Attacking unit) to Stop.
Info
  Events
    Map initialization
  Conditions
  Actions
    Quest - Create a Required quest titled |cFF80FFFFMain Goal|r with the description The main goal in the game is conquering the world. Moreover, the president must survive. Losing the president means losing the game., using icon path ReplaceableTextures\PassiveButtons\PASBTNGnollCommandAura.blp
    Quest - Create a Required quest titled |cFF00C000Resources|r with the description There are basicly two resources in the game: Money and Rare Resources. You gain money from the taxes you gather from your occupied territories. You mine rare resources from rare resources' deposits by placing a mining device over it. Income is gained every 60 seconds. These are the income values of any civilian structure:Settlement - increases your income by 20.Town - increases your income by 40.City - increases your income by 60.Province's Centre - increases your income by 100., using icon path dollar.blp
    Quest - Create a Required quest titled |cFFFF0000Conquest|r with the description In order to conquer civilian sturctures such as settlements and towns you need to attack them until their hp goes below 1/2 of it's original value. Be ware of attacking sturctures with too much damage, it might destroy them.You can only conquer with land units.You cannot damage cities with aircrafts or balisitic missiles, as you cannot completly destroy income resources (but with nukes)., using icon path ReplaceableTextures\CommandButtons\BTNDoom.blp
    Quest - Create a Required quest titled |cFFC0C000Diplomacy|r with the description In order to ally just write the command:-ally [player color]For example: "-ally red" will ally you with the red player/player 1.UNDERSTAND:You can only ally with no vision, you have to spy on your ally in order to see what he possess.In order to unally just write:-unally [color player]same example here., using icon path ReplaceableTextures\CommandButtons\BTNDoom.blp
    Quest - Create a Required quest titled |cFF808080Provinces|r with the description Provinces are like small countries. They are surrounded by population (settlements, towns, cities). Controlling the province means controlling all what surrounds it, so you may want to directly attack the province instead of attacking the settlements/towns/cities one by one., using icon path ReplaceableTextures\CommandButtons\BTNKeep.blp
    Quest - Create a Optional quest titled |cFFFF8000V1.6Beta|r with the description Version 1.6beta:-changed the damage given to infantry by shells attack.-removed east-south africa as a selectable location.-fixed some bugs.-decreased the cost of aircrafts.-added a -rename trigger.-added/changed some more things, play and see.Version 1.5beta:-Added a mobile anti missiles vehicle.-Added nuclear artillery.-Increased balistic missiles range.-Completly remaked infantry.-Added a spy unit.-Changed alliance system, from now on players can only ally with no vision.-Removed flame thrower unit until a suitable goal is found.-Increased starting treasure.-Decreased the number of starting locations.-Fixed various bugs.Version 1.4beta:-Increased ion strike's cooldown.-Increased ion controller cost.-Added a trigger which announce you every time a turret needs to be reloaded.-Fixed many bugs, improved bugged terrain.Version 1.3Beta:Many things have been changed in the last version. Many bugs and gliches were fixed, some systems were improved and some added. Within them:-Replaced the silos system with a better, more effecient one.-Fixed many cosmetic bugs as well as major ones.-Added a refresher trigger, every 4 minutes the map is refreshed.-Changed the Ion cannon effect.-Increased the starting treasure and the turn-based income.-Improved the effectiveness of upgrades.-Added cruise missile ability to the battleship.Please whisper me if you detect any bugs (the site is temporaly down...)., using icon path ReplaceableTextures\CommandButtons\BTNBloodElfPeasant.blp
    Quest - Create a Optional quest titled |cFFFF8000Credits|r with the description The creator of the map is The_Word, also known as death_king666 and MF (you can send me tips or report rigedness to the acc "The_Word", in the europian server [Northrend]).A remarkable part of the terrain was created by Hoogus.------------------------------------------------------------------Thanks to Kofi_Banan, Illidian(X)Evil, olofmoleman and caveman for their great models. Addiation thanks to all the models' creators in TheHiveWorkShop.com who i forgat. Thanks to all the creators of icons in the TheHiveWorkShop.com that their names i can not remember.------------------------------------------------------------------Special thanks to my friends who helped me. Some thanks to those who fulfiled important tasks in the construction, within them:Doom_Angel, a map creator who helped me a lot.Vall3y, a savior of the map's file.Makken, a savior of the map's file.Jink.ver2, a map tester.Styles, a map tester.Merillin, a map tester.Moecraft, a map tester.Thanks to all of my buddies in b.net who checked the map and push me to complete it., using icon path ReplaceableTextures\CommandButtons\BTNBloodElfPeasant.blp
    Quest - Create a Optional quest titled |cFFFF8000Our Website|r with the description MWS.GameHere.org is back online. Visit our website, and by that support us greatly., using icon path ReplaceableTextures\CommandButtons\BTNOrcBattleStandard.blp
    Quest - Create a Optional quest titled |cFFFF8000Camerca|r with the description To change your camera, write:"-far"."-medium"., using icon path UI\Minimap\MinimapIconCreepLoc2.blp
Red
  Events
    Player - Player 1 (Red) types a chat message containing -ally Red (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -ally Red (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -ally Red (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -ally Red (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -ally Red (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -ally Red (stringnoformat) as An exact match
    Player - Player 7 (Green) types a chat message containing -ally Red (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing -ally Red (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -ally Red (stringnoformat) as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -ally Red (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -ally Red (stringnoformat) as An exact match
    Player - Player 12 (Brown) types a chat message containing -ally Red (stringnoformat) as An exact match
  Conditions
  Actions
    Player - Make (Triggering player) treat Player 1 (Red) as an Ally
Blue
  Events
    Player - Player 1 (Red) types a chat message containing -ally Blue (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -ally Blue (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -ally Blue (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -ally Blue (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -ally Blue (stringnoformat) as An exact match
    Player - Player 7 (Green) types a chat message containing -ally Blue (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing -ally Blue (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -ally Blue (stringnoformat) as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -ally Blue (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -ally Blue (stringnoformat) as An exact match
    Player - Player 12 (Brown) types a chat message containing -ally Blue (stringnoformat) as An exact match
  Conditions
  Actions
    Player - Make (Triggering player) treat Player 2 (Blue) as an Ally
Teal
  Events
    Player - Player 1 (Red) types a chat message containing -ally Teal (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -ally Teal (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -ally Teal (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -ally Teal (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -ally Teal (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -ally Teal (stringnoformat) as An exact match
    Player - Player 7 (Green) types a chat message containing -ally Teal (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing -ally Teal (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -ally Teal (stringnoformat) as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -ally Teal (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -ally Teal (stringnoformat) as An exact match
    Player - Player 12 (Brown) types a chat message containing -ally Teal (stringnoformat) as An exact match
  Conditions
  Actions
    Player - Make (Triggering player) treat Player 3 (Teal) as an Ally
Purple
  Events
    Player - Player 1 (Red) types a chat message containing -ally Purple (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -ally Purple (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -ally Purple (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -ally Purple (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -ally Purple (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -ally Purple (stringnoformat) as An exact match
    Player - Player 7 (Green) types a chat message containing -ally Purple (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing -ally Purple (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -ally Purple (stringnoformat) as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -ally Purple (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -ally Purple (stringnoformat) as An exact match
    Player - Player 12 (Brown) types a chat message containing -ally Purple (stringnoformat) as An exact match
  Conditions
  Actions
    Player - Make (Triggering player) treat Player 4 (Purple) as an Ally
Yellow
  Events
    Player - Player 1 (Red) types a chat message containing -ally Yellow (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -ally Yellow (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -ally Yellow (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -ally Yellow (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -ally Yellow (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -ally Yellow (stringnoformat) as An exact match
    Player - Player 7 (Green) types a chat message containing -ally Yellow (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing -ally Yellow (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -ally Yellow (stringnoformat) as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -ally Yellow (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -ally Yellow (stringnoformat) as An exact match
    Player - Player 12 (Brown) types a chat message containing -ally Yellow (stringnoformat) as An exact match
  Conditions
  Actions
    Player - Make (Triggering player) treat Player 5 (Yellow) as an Ally
Orange
  Events
    Player - Player 1 (Red) types a chat message containing -ally Orange (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -ally Orange (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -ally Orange (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -ally Orange (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -ally Orange (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -ally Orange (stringnoformat) as An exact match
    Player - Player 7 (Green) types a chat message containing -ally Orange (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing -ally Orange (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -ally Orange (stringnoformat) as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -ally Orange (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -ally Orange (stringnoformat) as An exact match
    Player - Player 12 (Brown) types a chat message containing -ally Orange (stringnoformat) as An exact match
  Conditions
  Actions
    Player - Make (Triggering player) treat Player 6 (Orange) as an Ally
Green
  Events
    Player - Player 1 (Red) types a chat message containing -ally Green (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -ally Green (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -ally Green (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -ally Green (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -ally Green (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -ally Green (stringnoformat) as An exact match
    Player - Player 7 (Green) types a chat message containing -ally Green (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing -ally Green (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -ally Green (stringnoformat) as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -ally Green (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -ally Green (stringnoformat) as An exact match
    Player - Player 12 (Brown) types a chat message containing -ally Green (stringnoformat) as An exact match
  Conditions
  Actions
    Player - Make (Triggering player) treat Player 7 (Green) as an Ally
Pink
  Events
    Player - Player 1 (Red) types a chat message containing -ally Pink (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -ally Pink (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -ally Pink (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -ally Pink (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -ally Pink (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -ally Pink (stringnoformat) as An exact match
    Player - Player 7 (Green) types a chat message containing -ally Pink (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing -ally Pink (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -ally Pink (stringnoformat) as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -ally Pink (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -ally Pink (stringnoformat) as An exact match
    Player - Player 12 (Brown) types a chat message containing -ally Pink (stringnoformat) as An exact match
  Conditions
  Actions
    Player - Make (Triggering player) treat Player 8 (Pink) as an Ally
Gray
  Events
    Player - Player 1 (Red) types a chat message containing -ally Gray (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -ally Gray (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -ally Gray (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -ally Gray (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -ally Gray (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -ally Gray (stringnoformat) as An exact match
    Player - Player 7 (Green) types a chat message containing -ally Gray (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing -ally Gray (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -ally Gray (stringnoformat) as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -ally Gray (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -ally Gray (stringnoformat) as An exact match
    Player - Player 12 (Brown) types a chat message containing -ally Gray (stringnoformat) as An exact match
  Conditions
  Actions
    Player - Make (Triggering player) treat Player 9 (Gray) as an Ally
LightBlue
  Events
    Player - Player 1 (Red) types a chat message containing -ally Light Blue (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -ally Light Blue (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -ally Light Blue (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -ally Light Blue (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -ally Light Blue (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -ally Light Blue (stringnoformat) as An exact match
    Player - Player 7 (Green) types a chat message containing -ally Light Blue (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing -ally Light Blue (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -ally Light Blue (stringnoformat) as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -ally Light Blue (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -ally Light Blue (stringnoformat) as An exact match
    Player - Player 12 (Brown) types a chat message containing -ally Light Blue (stringnoformat) as An exact match
  Conditions
  Actions
    Player - Make (Triggering player) treat Player 10 (Light Blue) as an Ally
Dark Green
  Events
    Player - Player 1 (Red) types a chat message containing -ally Dark Green (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -ally Dark Green (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -ally Dark Green (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -ally Dark Green (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -ally Dark Green (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -ally Dark Green (stringnoformat) as An exact match
    Player - Player 7 (Green) types a chat message containing -ally Dark Green (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing -ally Dark Green (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -ally Dark Green (stringnoformat) as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -ally Dark Green (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -ally Dark Green (stringnoformat) as An exact match
    Player - Player 12 (Brown) types a chat message containing -ally Dark Green (stringnoformat) as An exact match
  Conditions
  Actions
    Player - Make (Triggering player) treat Player 11 (Dark Green) as an Ally
Brown
  Events
    Player - Player 1 (Red) types a chat message containing -ally Brown (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -ally Brown (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -ally Brown (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -ally Brown (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -ally Brown (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -ally Brown (stringnoformat) as An exact match
    Player - Player 7 (Green) types a chat message containing -ally Brown (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing -ally Brown (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -ally Brown (stringnoformat) as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -ally Brown (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -ally Brown (stringnoformat) as An exact match
    Player - Player 12 (Brown) types a chat message containing -ally Brown (stringnoformat) as An exact match
  Conditions
  Actions
    Player - Make (Triggering player) treat Player 12 (Brown) as an Ally
Red Copy
  Events
    Player - Player 1 (Red) types a chat message containing -unally Red (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -unally Red (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -unally Red (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -unally Red (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -unally Red (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -unally Red (stringnoformat) as An exact match
    Player - Player 7 (Green) types a chat message containing -unally Red (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing -unally Red (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -unally Red (stringnoformat) as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -unally Red (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -unally Red (stringnoformat) as An exact match
    Player - Player 12 (Brown) types a chat message containing -unally Red (stringnoformat) as An exact match
  Conditions
  Actions
    Player - Make (Triggering player) treat Player 1 (Red) as an Enemy
Blue Copy
  Events
    Player - Player 1 (Red) types a chat message containing -unally Blue (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -unally Blue (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -unally Blue (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -unally Blue (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -unally Blue (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -unally Blue (stringnoformat) as An exact match
    Player - Player 7 (Green) types a chat message containing -unally Blue (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing -unally Blue (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -unally Blue (stringnoformat) as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -unally Blue (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -unally Blue (stringnoformat) as An exact match
    Player - Player 12 (Brown) types a chat message containing -unally Blue (stringnoformat) as An exact match
  Conditions
  Actions
    Player - Make (Triggering player) treat Player 2 (Blue) as an Enemy
Teal Copy
  Events
    Player - Player 1 (Red) types a chat message containing -unally Teal (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -unally Teal (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -unally Teal (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -unally Teal (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -unally Teal (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -unally Teal (stringnoformat) as An exact match
    Player - Player 7 (Green) types a chat message containing -unally Teal (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing -unally Teal (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -unally Teal (stringnoformat) as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -unally Teal (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -unally Teal (stringnoformat) as An exact match
    Player - Player 12 (Brown) types a chat message containing -unally Teal (stringnoformat) as An exact match
  Conditions
  Actions
    Player - Make (Triggering player) treat Player 3 (Teal) as an Enemy
Purple Copy
  Events
    Player - Player 1 (Red) types a chat message containing -unally Purple (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -unally Purple (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -unally Purple (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -unally Purple (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -unally Purple (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -unally Purple (stringnoformat) as An exact match
    Player - Player 7 (Green) types a chat message containing -unally Purple (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing -unally Purple (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -unally Purple (stringnoformat) as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -unally Purple (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -unally Purple (stringnoformat) as An exact match
    Player - Player 12 (Brown) types a chat message containing -unally Purple (stringnoformat) as An exact match
  Conditions
  Actions
    Player - Make (Triggering player) treat Player 4 (Purple) as an Enemy
Yellow Copy
  Events
    Player - Player 1 (Red) types a chat message containing -unally Yellow (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -unally Yellow (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -unally Yellow (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -unally Yellow (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -unally Yellow (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -unally Yellow (stringnoformat) as An exact match
    Player - Player 7 (Green) types a chat message containing -unally Yellow (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing -unally Yellow (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -unally Yellow (stringnoformat) as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -unally Yellow (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -unally Yellow (stringnoformat) as An exact match
    Player - Player 12 (Brown) types a chat message containing -unally Yellow (stringnoformat) as An exact match
  Conditions
  Actions
    Player - Make (Triggering player) treat Player 5 (Yellow) as an Enemy
Orange Copy
  Events
    Player - Player 1 (Red) types a chat message containing -unally Orange (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -unally Orange (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -unally Orange (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -unally Orange (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -unally Orange (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -unally Orange (stringnoformat) as An exact match
    Player - Player 7 (Green) types a chat message containing -unally Orange (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing -unally Orange (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -unally Orange (stringnoformat) as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -unally Orange (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -unally Orange (stringnoformat) as An exact match
    Player - Player 12 (Brown) types a chat message containing -unally Orange (stringnoformat) as An exact match
  Conditions
  Actions
    Player - Make (Triggering player) treat Player 6 (Orange) as an Enemy
Green Copy
  Events
    Player - Player 1 (Red) types a chat message containing -unally Green (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -unally Green (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -unally Green (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -unally Green (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -unally Green (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -unally Green (stringnoformat) as An exact match
    Player - Player 7 (Green) types a chat message containing -unally Green (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing -unally Green (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -unally Green (stringnoformat) as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -unally Green (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -unally Green (stringnoformat) as An exact match
    Player - Player 12 (Brown) types a chat message containing -unally Green (stringnoformat) as An exact match
  Conditions
  Actions
    Player - Make (Triggering player) treat Player 7 (Green) as an Enemy
Pink Copy
  Events
    Player - Player 1 (Red) types a chat message containing -unally Pink (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -unally Pink (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -unally Pink (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -unally Pink (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -unally Pink (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -unally Pink (stringnoformat) as An exact match
    Player - Player 7 (Green) types a chat message containing -unally Pink (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing -unally Pink (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -unally Pink (stringnoformat) as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -unally Pink (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -unally Pink (stringnoformat) as An exact match
    Player - Player 12 (Brown) types a chat message containing -unally Pink (stringnoformat) as An exact match
  Conditions
  Actions
    Player - Make (Triggering player) treat Player 8 (Pink) as an Enemy
Gray Copy
  Events
    Player - Player 1 (Red) types a chat message containing -unally Gray (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -unally Gray (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -unally Gray (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -unally Gray (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -unally Gray (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -unally Gray (stringnoformat) as An exact match
    Player - Player 7 (Green) types a chat message containing -unally Gray (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing -unally Gray (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -unally Gray (stringnoformat) as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -unally Gray (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -unally Gray (stringnoformat) as An exact match
    Player - Player 12 (Brown) types a chat message containing -unally Gray (stringnoformat) as An exact match
  Conditions
  Actions
    Player - Make (Triggering player) treat Player 9 (Gray) as an Enemy
LightBlue Copy
  Events
    Player - Player 1 (Red) types a chat message containing -unally Light Blue (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -unally Light Blue (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -unally Light Blue (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -unally Light Blue (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -unally Light Blue (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -unally Light Blue (stringnoformat) as An exact match
    Player - Player 7 (Green) types a chat message containing -unally Light Blue (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing -unally Light Blue (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -unally Light Blue (stringnoformat) as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -unally Light Blue (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -unally Light Blue (stringnoformat) as An exact match
    Player - Player 12 (Brown) types a chat message containing -unally Light Blue (stringnoformat) as An exact match
  Conditions
  Actions
    Player - Make (Triggering player) treat Player 10 (Light Blue) as an Enemy
Dark Green Copy
  Events
    Player - Player 1 (Red) types a chat message containing -unally Dark Green (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -unally Dark Green (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -unally Dark Green (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -unally Dark Green (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -unally Dark Green (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -unally Dark Green (stringnoformat) as An exact match
    Player - Player 7 (Green) types a chat message containing -unally Dark Green (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing -unally Dark Green (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -unally Dark Green (stringnoformat) as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -unally Dark Green (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -unally Dark Green (stringnoformat) as An exact match
    Player - Player 12 (Brown) types a chat message containing -unally Dark Green (stringnoformat) as An exact match
  Conditions
  Actions
    Player - Make (Triggering player) treat Player 11 (Dark Green) as an Enemy
Brown Copy
  Events
    Player - Player 1 (Red) types a chat message containing -unally Brown (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -unally Brown (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -unally Brown (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -unally Brown (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -unally Brown (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -unally Brown (stringnoformat) as An exact match
    Player - Player 7 (Green) types a chat message containing -unally Brown (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing -unally Brown (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -unally Brown (stringnoformat) as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -unally Brown (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -unally Brown (stringnoformat) as An exact match
    Player - Player 12 (Brown) types a chat message containing -unally Brown (stringnoformat) as An exact match
  Conditions
  Actions
    Player - Make (Triggering player) treat Player 12 (Brown) as an Enemy
Afrika1
  Events
    Unit - A unit Sells a unit
  Conditions
    (Unit-type of (Sold unit)) Equal to North Africa North Africa
  Actions
    Set VariableSet Country[1] = (Units in africa1 <gen>)
    Unit Group - Pick every unit in Country[1] and do (Actions)
      Loop - Actions
        Unit - Change ownership of (Picked unit) to (Owner of (Buying unit)) and Change color
    Custom script: call DestroyGroup(udg_Country[1])
    Unit - Add a 0.10 second Generic expiration timer to (Buying unit)
    Unit - Add a 0.10 second Generic expiration timer to (Sold unit)
Afrika2
  Events
    Unit - A unit Sells a unit
  Conditions
    (Unit-type of (Sold unit)) Equal to South Africa South Africa
  Actions
    Set VariableSet Country[2] = (Units in Afrika2 <gen>)
    Unit Group - Pick every unit in Country[2] and do (Actions)
      Loop - Actions
        Unit - Change ownership of (Picked unit) to (Owner of (Buying unit)) and Change color
    Custom script: call DestroyGroup(udg_Country[2])
    Unit - Add a 0.10 second Generic expiration timer to (Buying unit)
    Unit - Add a 0.10 second Generic expiration timer to (Sold unit)
Europe1ab
  Events
    Unit - A unit Sells a unit
  Conditions
    (Unit-type of (Sold unit)) Equal to Europe Europe
  Actions
    Set VariableSet Country[3] = (Units in Europe1a <gen>)
    Set VariableSet Country[4] = (Units in Europe1b <gen>)
    Unit Group - Pick every unit in Country[3] and do (Actions)
      Loop - Actions
        Unit - Change ownership of (Picked unit) to (Owner of (Buying unit)) and Change color
    Unit Group - Pick every unit in Country[4] and do (Actions)
      Loop - Actions
        Unit - Change ownership of (Picked unit) to (Owner of (Buying unit)) and Change color
    Custom script: call DestroyGroup(udg_Country[3])
    Custom script: call DestroyGroup(udg_Country[4])
    Unit - Add a 0.10 second Generic expiration timer to (Buying unit)
    Unit - Add a 0.10 second Generic expiration timer to (Sold unit)
Mideastasia
  Events
    Unit - A unit Sells a unit
  Conditions
    (Unit-type of (Sold unit)) Equal to Center Asia Center Asia
  Actions
    Set VariableSet Country[5] = (Units in MidEastAsia <gen>)
    Unit Group - Pick every unit in Country[5] and do (Actions)
      Loop - Actions
        Unit - Change ownership of (Picked unit) to (Owner of (Buying unit)) and Change color
    Custom script: call DestroyGroup(udg_Country[5])
    Unit - Add a 0.10 second Generic expiration timer to (Buying unit)
    Unit - Add a 0.10 second Generic expiration timer to (Sold unit)
Soughtasia1ab
  Events
    Unit - A unit Sells a unit
  Conditions
    (Unit-type of (Sold unit)) Equal to South Asia South Asia
  Actions
    Set VariableSet Country[6] = (Units in southasia1a <gen>)
    Set VariableSet Country[7] = (Units in southasia1b <gen>)
    Unit Group - Pick every unit in Country[6] and do (Actions)
      Loop - Actions
        Unit - Change ownership of (Picked unit) to (Owner of (Buying unit)) and Change color
    Unit Group - Pick every unit in Country[7] and do (Actions)
      Loop - Actions
        Unit - Change ownership of (Picked unit) to (Owner of (Buying unit)) and Change color
    Custom script: call DestroyGroup(udg_Country[7])
    Custom script: call DestroyGroup(udg_Country[6])
    Unit - Add a 0.10 second Generic expiration timer to (Buying unit)
    Unit - Add a 0.10 second Generic expiration timer to (Sold unit)
NorthEastAsia
  Events
    Unit - A unit Sells a unit
  Conditions
    (Unit-type of (Sold unit)) Equal to North Asia North Asia
  Actions
    Set VariableSet Country[11] = (Units in NorthAsia <gen>)
    Unit Group - Pick every unit in Country[11] and do (Actions)
      Loop - Actions
        Unit - Change ownership of (Picked unit) to (Owner of (Buying unit)) and Change color
    Custom script: call DestroyGroup(udg_Country[11])
    Unit - Add a 0.10 second Generic expiration timer to (Buying unit)
    Unit - Add a 0.10 second Generic expiration timer to (Sold unit)
Northwestasia
  Events
    Unit - A unit Sells a unit
  Conditions
    (Unit-type of (Sold unit)) Equal to North Europe (Norway) North Europe (Norway)
  Actions
    Set VariableSet Country[12] = (Units in northwestasia <gen>)
    Unit Group - Pick every unit in Country[12] and do (Actions)
      Loop - Actions
        Unit - Change ownership of (Picked unit) to (Owner of (Buying unit)) and Change color
    Custom script: call DestroyGroup(udg_Country[12])
    Unit - Add a 0.10 second Generic expiration timer to (Buying unit)
    Unit - Add a 0.10 second Generic expiration timer to (Sold unit)
Australia
  Events
    Unit - A unit Sells a unit
  Conditions
    (Unit-type of (Sold unit)) Equal to Australia Australia
  Actions
    Set VariableSet Country[14] = (Units in australia <gen>)
    Unit Group - Pick every unit in Country[14] and do (Actions)
      Loop - Actions
        Unit - Change ownership of (Picked unit) to (Owner of (Buying unit)) and Change color
    Custom script: call DestroyGroup(udg_Country[14])
    Unit - Add a 0.10 second Generic expiration timer to (Buying unit)
    Unit - Add a 0.10 second Generic expiration timer to (Sold unit)
NorthAmerica1ab
  Events
    Unit - A unit Sells a unit
  Conditions
    (Unit-type of (Sold unit)) Equal to North America North America
  Actions
    Set VariableSet Country[15] = (Units in NorthAmerica1a <gen>)
    Set VariableSet Country[16] = (Units in NorthAmerica1b <gen>)
    Unit Group - Pick every unit in Country[15] and do (Actions)
      Loop - Actions
        Unit - Change ownership of (Picked unit) to (Owner of (Buying unit)) and Change color
    Unit Group - Pick every unit in Country[16] and do (Actions)
      Loop - Actions
        Unit - Change ownership of (Picked unit) to (Owner of (Buying unit)) and Change color
    Custom script: call DestroyGroup(udg_Country[15])
    Custom script: call DestroyGroup(udg_Country[16])
    Unit - Add a 0.10 second Generic expiration timer to (Buying unit)
    Unit - Add a 0.10 second Generic expiration timer to (Sold unit)
soughtNorthAmericaAB
  Events
    Unit - A unit Sells a unit
  Conditions
    (Unit-type of (Sold unit)) Equal to Center America Center America
  Actions
    Set VariableSet Country[17] = (Units in southNorthAmericaA <gen>)
    Set VariableSet Country[18] = (Units in SouthNorthAmericaB <gen>)
    Unit Group - Pick every unit in Country[17] and do (Actions)
      Loop - Actions
        Unit - Change ownership of (Picked unit) to (Owner of (Buying unit)) and Change color
    Unit Group - Pick every unit in Country[18] and do (Actions)
      Loop - Actions
        Unit - Change ownership of (Picked unit) to (Owner of (Buying unit)) and Change color
    Custom script: call DestroyGroup(udg_Country[17])
    Custom script: call DestroyGroup(udg_Country[18])
    Unit - Add a 0.10 second Generic expiration timer to (Buying unit)
    Unit - Add a 0.10 second Generic expiration timer to (Sold unit)
SoughtAmerica1
  Events
    Unit - A unit Sells a unit
  Conditions
    (Unit-type of (Sold unit)) Equal to South America (western) South America (western)
  Actions
    Set VariableSet Country[19] = (Units in SoughtAmerica2 <gen>)
    Unit Group - Pick every unit in Country[19] and do (Actions)
      Loop - Actions
        Unit - Change ownership of (Picked unit) to (Owner of (Buying unit)) and Change color
    Custom script: call DestroyGroup(udg_Country[19])
    Unit - Add a 0.10 second Generic expiration timer to (Buying unit)
    Unit - Add a 0.10 second Generic expiration timer to (Sold unit)
SoughtAmerica2
  Events
    Unit - A unit Sells a unit
  Conditions
    (Unit-type of (Sold unit)) Equal to South America (eastern) South America (eastern)
  Actions
    Set VariableSet Country[20] = (Units in SoughtAmerica1 <gen>)
    Unit Group - Pick every unit in Country[20] and do (Actions)
      Loop - Actions
        Unit - Change ownership of (Picked unit) to (Owner of (Buying unit)) and Change color
    Custom script: call DestroyGroup(udg_Country[20])
    Unit - Add a 0.10 second Generic expiration timer to (Buying unit)
    Unit - Add a 0.10 second Generic expiration timer to (Sold unit)
StartingMessagesSelectingUnitsSpawn
  Events
    Time - Elapsed game time is 1.00 seconds
  Conditions
  Actions
    Cinematic - Turn on letterbox mode (hide interface) for (All players): fade out over 0.00 seconds
    Cinematic - Fade out over 0.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 5.00 seconds
    Game - Display to (All players) the text: Welcome to Modern War Strategy by The_Word,The game will start in a few moments.
    Wait 15.00 seconds
    Game - Display to (All players) the text: This is a modern conquest-based strategy game, in which your goal is to conquer the world. You may use all kind of modern weapons, inculding balisitic missiles, tanks and aircrafts. You may forge alliances or declare war, the decision is yours.
    Wait 15.00 seconds
    Game - Display to (All players) the text: Choose your location over Earth, all players start at the same state with the same income.GL & HF
    Wait 15.00 seconds
    Game - Display to (All players) the text: You got 2 minutes to select a location.
    Wait 10.00 seconds
    Game - Display to (All players) the text: Visit mws.gamehere.org for discussion, general support and the newest version.
    Cinematic - Turn off letterbox mode (show interface) for (All players): fade in over 2 seconds
    Cinematic - Fade in over 2.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Cinematic - Ping minimap for (All players) at (Center of Selecting_Point <gen>) for 60.00 seconds, using a Flashy ping of color (100%, 100%, 100%)
    Set VariableSet SelectingUnitSpawn = (Center of SelectingUnitsSpawningPlace <gen>)
    Unit - Create 1.North Africa North Africa for Player 1 (Red) at SelectingUnitSpawn facing Default building facing degrees
    Unit - Create 1.North Africa North Africa for Player 2 (Blue) at SelectingUnitSpawn facing Default building facing degrees
    Unit - Create 1.North Africa North Africa for Player 3 (Teal) at SelectingUnitSpawn facing Default building facing degrees
    Unit - Create 1.North Africa North Africa for Player 4 (Purple) at SelectingUnitSpawn facing Default building facing degrees
    Unit - Create 1.North Africa North Africa for Player 5 (Yellow) at SelectingUnitSpawn facing Default building facing degrees
    Unit - Create 1.North Africa North Africa for Player 6 (Orange) at SelectingUnitSpawn facing Default building facing degrees
    Unit - Create 1.North Africa North Africa for Player 7 (Green) at SelectingUnitSpawn facing Default building facing degrees
    Unit - Create 1.North Africa North Africa for Player 8 (Pink) at SelectingUnitSpawn facing Default building facing degrees
    Unit - Create 1.North Africa North Africa for Player 9 (Gray) at SelectingUnitSpawn facing Default building facing degrees
    Unit - Create 1.North Africa North Africa for Player 10 (Light Blue) at SelectingUnitSpawn facing Default building facing degrees
    Unit - Create 1.North Africa North Africa for Player 11 (Dark Green) at SelectingUnitSpawn facing Default building facing degrees
    Custom script: call RemoveLocation (udg_SelectingUnitSpawn)
HostAssist2
  Events
    Time - Elapsed game time is 1.00 seconds
  Conditions
  Actions
    Set VariableSet SelectingUnitSpawn = (Center of SelectingUnitsSpawningPlace <gen>)
    Unit - Create 1.North Africa North Africa for Player 1 (Red) at SelectingUnitSpawn facing Default building facing degrees
    Unit - Create 1.North Africa North Africa for Player 2 (Blue) at SelectingUnitSpawn facing Default building facing degrees
    Unit - Create 1.North Africa North Africa for Player 3 (Teal) at SelectingUnitSpawn facing Default building facing degrees
    Unit - Create 1.North Africa North Africa for Player 4 (Purple) at SelectingUnitSpawn facing Default building facing degrees
    Unit - Create 1.North Africa North Africa for Player 5 (Yellow) at SelectingUnitSpawn facing Default building facing degrees
    Unit - Create 1.North Africa North Africa for Player 6 (Orange) at SelectingUnitSpawn facing Default building facing degrees
    Unit - Create 1.North Africa North Africa for Player 7 (Green) at SelectingUnitSpawn facing Default building facing degrees
    Unit - Create 1.North Africa North Africa for Player 8 (Pink) at SelectingUnitSpawn facing Default building facing degrees
    Unit - Create 1.North Africa North Africa for Player 9 (Gray) at SelectingUnitSpawn facing Default building facing degrees
    Unit - Create 1.North Africa North Africa for Player 10 (Light Blue) at SelectingUnitSpawn facing Default building facing degrees
    Unit - Create 1.North Africa North Africa for Player 11 (Dark Green) at SelectingUnitSpawn facing Default building facing degrees
    Custom script: call RemoveLocation (udg_SelectingUnitSpawn)
Refresh
  Events
    Time - Every 160.00 seconds of game time
  Conditions
  Actions
    Visibility - Create an initially Enabled visibility modifier for Player 12 (Brown) emitting Visibility across (Playable map area)
    Set VariableSet BrownVisiblity = (Last created visibility modifier)
    Wait 3.00 seconds
    Visibility - Destroy BrownVisiblity
    Visibility - Create an initially Enabled visibility modifier for Player 12 (Brown) emitting Fog of war across (Playable map area)
    Set VariableSet BrownVisbility2 = (Last created visibility modifier)
    Visibility - Destroy BrownVisbility2
Refresh Copy 3
  Events
    Time - Elapsed game time is 60.00 seconds
  Conditions
  Actions
    Visibility - Create an initially Enabled visibility modifier for Player 12 (Brown) emitting Visibility across (Playable map area)
    Set VariableSet BrownVisiblity = (Last created visibility modifier)
    Wait 3.00 seconds
    Visibility - Destroy BrownVisiblity
    Visibility - Create an initially Enabled visibility modifier for Player 12 (Brown) emitting Fog of war across (Playable map area)
    Set VariableSet BrownVisbility2 = (Last created visibility modifier)
    Visibility - Destroy BrownVisbility2
    Trigger - Turn off (This trigger)
Refresh Copy 2
  Events
    Time - Elapsed game time is 20.00 seconds
  Conditions
  Actions
    Player - Make Player 12 (Brown) treat Player 2 (Blue) as an Ally with shared vision
    Player - Make Player 12 (Brown) treat Player 1 (Red) as an Ally with shared vision
    Player - Make Player 12 (Brown) treat Player 3 (Teal) as an Ally with shared vision
    Player - Make Player 12 (Brown) treat Player 4 (Purple) as an Ally with shared vision
    Player - Make Player 12 (Brown) treat Player 5 (Yellow) as an Ally with shared vision
    Player - Make Player 12 (Brown) treat Player 6 (Orange) as an Ally with shared vision
    Player - Make Player 12 (Brown) treat Player 7 (Green) as an Ally with shared vision
    Player - Make Player 12 (Brown) treat Player 8 (Pink) as an Ally with shared vision
    Player - Make Player 12 (Brown) treat Player 9 (Gray) as an Ally with shared vision
    Player - Make Player 12 (Brown) treat Player 10 (Light Blue) as an Ally with shared vision
    Player - Make Player 12 (Brown) treat Player 11 (Dark Green) as an Ally with shared vision
PlayerLeft
  Events
    Player - Player 1 (Red) leaves the game
  Conditions
  Actions
    Game - Display to (All players) the text: ((Name of (Triggering player)) + has left the game.)
PlayerLeft Copy
  Events
    Player - Player 2 (Blue) leaves the game
  Conditions
  Actions
    Game - Display to (All players) the text: ((Name of (Triggering player)) + has left the game.)
PlayerLeft Copy 2
  Events
    Player - Player 3 (Teal) leaves the game
  Conditions
  Actions
    Game - Display to (All players) the text: ((Name of (Triggering player)) + has left the game.)
PlayerLeft Copy 3
  Events
    Player - Player 4 (Purple) leaves the game
  Conditions
  Actions
    Game - Display to (All players) the text: ((Name of (Triggering player)) + has left the game.)
PlayerLeft Copy 4
  Events
    Player - Player 5 (Yellow) leaves the game
  Conditions
  Actions
    Game - Display to (All players) the text: ((Name of (Triggering player)) + has left the game.)
PlayerLeft Copy 5
  Events
    Player - Player 6 (Orange) leaves the game
  Conditions
  Actions
    Game - Display to (All players) the text: ((Name of (Triggering player)) + has left the game.)
PlayerLeft Copy 6
  Events
    Player - Player 7 (Green) leaves the game
  Conditions
  Actions
    Game - Display to (All players) the text: ((Name of (Triggering player)) + has left the game.)
PlayerLeft Copy 7
  Events
    Player - Player 8 (Pink) leaves the game
  Conditions
  Actions
    Game - Display to (All players) the text: ((Name of (Triggering player)) + has left the game.)
PlayerLeft Copy 8
  Events
    Player - Player 9 (Gray) leaves the game
  Conditions
  Actions
    Game - Display to (All players) the text: ((Name of (Triggering player)) + has left the game.)
PlayerLeft Copy 9
  Events
    Player - Player 10 (Light Blue) leaves the game
  Conditions
  Actions
    Game - Display to (All players) the text: ((Name of (Triggering player)) + has left the game.)
PlayerLeft Copy 10
  Events
    Player - Player 11 (Dark Green) leaves the game
  Conditions
  Actions
    Game - Display to (All players) the text: ((Name of (Triggering player)) + has left the game.)
PlayerLeft Copy 11
  Events
    Player - Player 12 (Brown) leaves the game
  Conditions
  Actions
    Game - Display to (All players) the text: ((Name of (Triggering player)) + has left the game.)
Rename
  Events
    Player - Player 1 (Red) types a chat message containing -rename (stringnoformat) as A substring
    Player - Player 2 (Blue) types a chat message containing -rename (stringnoformat) as A substring
    Player - Player 3 (Teal) types a chat message containing -rename (stringnoformat) as A substring
    Player - Player 4 (Purple) types a chat message containing -rename (stringnoformat) as A substring
    Player - Player 5 (Yellow) types a chat message containing -rename (stringnoformat) as A substring
    Player - Player 6 (Orange) types a chat message containing -rename (stringnoformat) as A substring
    Player - Player 7 (Green) types a chat message containing -rename (stringnoformat) as A substring
    Player - Player 8 (Pink) types a chat message containing -rename (stringnoformat) as A substring
    Player - Player 9 (Gray) types a chat message containing -rename (stringnoformat) as A substring
    Player - Player 10 (Light Blue) types a chat message containing -rename (stringnoformat) as A substring
    Player - Player 11 (Dark Green) types a chat message containing -rename (stringnoformat) as A substring
    Player - Player 12 (Brown) types a chat message containing -rename (stringnoformat) as A substring
  Conditions
    (Substring((Entered chat string), 1, 8)) Equal to -rename
  Actions
    Player - Set name of (Triggering player) to (Substring((Entered chat string), 9, (Length of (Entered chat string))))