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Trigger Viewer

Navy_Cross_TD_V1.61.w3x
Variables
Select Kings
Team 4
Deselect King Team 4
Select King Team 4
Team 3
Deselect King Team 3
Select King Team 3
Team 1
Deselect King Team 1
Select King Team 1
Team 2
Deselect King Team 2
Select King Team 2
Developers Dance
Enterprise
Zeus
Defeat Conditions
Lives Defeat 1
Lives Defeat 2
Lives Defeat 3
Lives Defeat 4
Bugs & Edits
Changelog V1.41A
Multiboard
Wave Timer
Multiboard
Calculations
Calculate Life integer
Calculate Life to String
Income
Set Income 0
Income Timer
Send Troops to kings
Send Troops From Team 1
Send Troops From Team 2
Send Troops From Team 3
Send Troops From Team 4
Sending Navy 1
Variables
Bandit
Team 1 Income Bandit
Team 2 Income Bandit
Team 3 Income Bandit
Team 4 Income Bandit
Hogger
Team 1 Income Hogger
Team 2 Income Hogger
Team 3 Income Hogger
Team 4 Income Hogger
Dino
Team 1 Income Dino
Team 2 Income Dino
Team 3 Income Dino
Team 4 Income Dino
Evil Treant
Team 1 Income Evil Treant
Team 2 Income Evil Treant
Team 3 Income Evil Treant
Team 4 Income Evil Treant
Mud Golem
Team 1 Income Mud Golem
Team 2 Income Mud Golem
Team 3 Income Mud Golem
Team 4 Income Mud Golem
Frost Wolf
Team 1 Income Frost Wolf
Team 2 Income Frost Wolf
Team 3 Income Frost Wolf
Team 4 Income Frost Wolf
Dark Seer
Team 1 Income Dark Seer
Team 2 Income Dark Seer
Team 3 Income Dark Seer
Team 4 Income Dark Seer
Ice Troll
Team 1 Income Ice Troll
Team 2 Income Ice Troll
Team 3 Income Ice Troll
Team 4 Income Ice Troll
Bandit Chief
Team 1 Income Bandit Chief
Team 2 Income Bandit Chief
Team 3 Income Bandit Chief
Team 4 Income Bandit Chief
Centaur
Team 1 Income Centaur
Team 2 Income Centaur
Team 3 Income Centaur
Team 4 Income Centaur
Aura Unit
Team 1 Income Aura Unit
Team 2 Income Aura Unit
Team 3 Income Aura Unit
Team 4 Income Aura Unit
Tier 2 Aura Unit
Team 1 Income Tier 2 Aura Unit
Team 2 Income Tier 2 Aura Unit
Team 3 Income Tier 2 Aura Unit
Team 4 Income Tier 2 Aura Unit
King Defeat
Team 1 Defeat
Team 2 Defeat
Team 3 Defeat
Team 4 Defeat
King Upgrades
Upgrades to income Team 1
Upgrades to income Team 2
Upgrades to income Team 3
Upgrades to income Team 4
King Upgrades Team 1 and 2
King Upgrades Team 2 and 3
Set Kings Colors
Set Kings To White
Allies
Unit Selection Color Change
Team 4 Pink And Green
De Select And Change to Snow Team 4
Select And Change Pink And Green
Team 3 Orange And Yellow
De Select And Change to Snow Team 3
Select And Change Orange And Yellow
Team 2 Teal And Purple
De Select And Change to Snow Team 2
Select And Change Teal And Purple
Team 1 Red And Blue
Select And Change Red And Blue
De Select And Change to Snow Team 1
Variables
Map Initialization
Developer Mode
Map Init
Captain Select
Select On Start
Camera
Camera Set
Reset Camera
TopDown
Multi-Builder
Next Page
Slave Detonation
Slave Detonation
Unit Hand-over/King and Castle Removal
Red Leaves Game
Team 1 Red Leaves After Blue
Blue Leaves Game
Team 1 Blue Leaves After Red
Teal Leaves Game
Team 2 Is Unused Remove King
Team 2 Teal Leaves After Purple
Purple Leaves Game
Team 2 Purple Leaves After Teal
Yellow Leaves Game
Team 3 Is Unused Remove King
Team 3 Yellow Leaves After Orange
Orange Leaves Game
Team 3 Orange Leaves After Yellow
Green Leaves Game
Team 4 Is Unused Remove King
Team 4 Green Leaves After Pink
Pink Leaves Game
Team 4 Pink Leaves After Green
Player Left
Wood Exchange
Wood 10
Wood 100
Wood 1000
Gold Exchange
Gold 30
Gold 300
Gold 3000
Game Modes
Spawn Recognization
Dialog Setup
Mode Choose
Mode Warning
Mode Units
Tips
Tip 1
Tip 2
Tip 3
Tip 4
Tip 5
Tip 6
Tip 7
Tip 8
Tip 9
Tip 10
Special Events
Time Passed 5 Mins
Time Passed 10 Mins
Time Passed 15 Mins
Time Passed 20 Mins
Time Passed 25 Mins
Time Passed 30 Mins
Sellable Towers
Sell Towers
Workers Chop
Get To Work HOE
No player remove red
Unit Handover Red
No player removed blue
Unit Handover Blue
No player remove teal
Unit Handover Teal
No player remove purple
Unit Handover Purple
No player remove yellow
Unit Handover Yellow
No player remove orange
Unit Handover Orange
No player remove green
Unit Handover Green
No player remove pink
Unit Handover Pink
Commands
Commands
Single Player
Spawn System
Setting up Creeps
Creep Notification
Init Spawn
Spawn Creeps
Timer
Checkpoints

		
Name Type Is Array Initial Value
ColorName string Yes
CreepCount integer No
CreepSpawns integer Yes
CreepType unitcode Yes
Developer player No
Developer2 string No
Dialog_Mode dialog No
DialogButtons button Yes
Force force No
GoldLevel integer Yes
Group group No
Level integer No
Lives integer Yes
loc location Yes
LoopInt1 integer No
LoopInt2 integer No
NavyPlaying boolean Yes
Player_Count integer No
Players force No
Point location No
Region rect Yes
SellCount integer No
SellGold integer Yes
SellLumber integer Yes
SellType unitcode Yes
SellValueG real No
SellValueL real No
SinglePlayer boolean No
SpawnInterval real Yes
SpawnRects rect Yes
Spawns force No
SpecialWave string Yes
Team1Income integer No
Team1Lives integer No
Team2Income integer No
Team2Lives integer No
Team3Income integer No
Team3Lives integer No
Team4Income integer No
Team4Lives integer No
Temp_Player player No
Temp_Unit unit No
TempInt integer No
Timer timer No
TimeR real No
Timer_1 integer No
Deselect King Team 4
  Events
    Player - Player 7 (Green) Deselects a unit
    Player - Player 8 (Pink) Deselects a unit
  Conditions
    (Triggering unit) Equal to Navy King 0049 <gen>
  Actions
    Unit - Change ownership of Navy King 0049 <gen> to Player 23 (Emerald) and Retain color
Select King Team 4
  Events
    Player - Player 7 (Green) Selects a unit
    Player - Player 8 (Pink) Selects a unit
  Conditions
    (Triggering unit) Equal to Navy King 0049 <gen>
  Actions
    Unit - Change ownership of Navy King 0049 <gen> to (Triggering player) and Retain color
Deselect King Team 3
  Events
    Player - Player 5 (Yellow) Deselects a unit
    Player - Player 6 (Orange) Deselects a unit
  Conditions
    (Triggering unit) Equal to Navy King 0051 <gen>
  Actions
    Unit - Change ownership of Navy King 0051 <gen> to Player 21 (Coal) and Retain color
Select King Team 3
  Events
    Player - Player 5 (Yellow) Selects a unit
    Player - Player 6 (Orange) Selects a unit
  Conditions
    (Triggering unit) Equal to Navy King 0051 <gen>
  Actions
    Unit - Change ownership of Navy King 0051 <gen> to (Triggering player) and Retain color
Deselect King Team 1
  Events
    Player - Player 1 (Red) Deselects a unit
    Player - Player 2 (Blue) Deselects a unit
  Conditions
    (Triggering unit) Equal to Navy King 0050 <gen>
  Actions
    Unit - Change ownership of Navy King 0050 <gen> to Player 22 (Snow) and Retain color
Select King Team 1
  Events
    Player - Player 1 (Red) Selects a unit
    Player - Player 2 (Blue) Selects a unit
  Conditions
    (Triggering unit) Equal to Navy King 0050 <gen>
  Actions
    Unit - Change ownership of Navy King 0050 <gen> to (Triggering player) and Retain color
Deselect King Team 2
  Events
    Player - Player 3 (Teal) Deselects a unit
    Player - Player 4 (Purple) Deselects a unit
  Conditions
    (Triggering unit) Equal to Navy King 0048 <gen>
  Actions
    Unit - Change ownership of Navy King 0048 <gen> to Player 24 (Peanut) and Retain color
Select King Team 2
  Events
    Player - Player 3 (Teal) Selects a unit
    Player - Player 4 (Purple) Selects a unit
  Conditions
    (Triggering unit) Equal to Navy King 0048 <gen>
  Actions
    Unit - Change ownership of Navy King 0048 <gen> to (Triggering player) and Retain color
Enterprise
  Events
    Time - Every 75.00 seconds of game time
  Conditions
  Actions
    Animation - Play |cFFFF0000Enterprise#1118|r 0031 <gen>'s Spell Slam (animationname) animation
    Animation - Reset |cFFFF0000Enterprise#1118|r 0031 <gen>'s animation
Zeus
  Events
    Time - Every 75.00 seconds of game time
  Conditions
  Actions
    Animation - Play |cFFFF0000Zeus#1516|r 0024 <gen>'s Spell Alternate (animationname) animation
    Animation - Reset |cFFFF0000Zeus#1516|r 0024 <gen>'s animation
Lives Defeat 1
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Lives[1] Equal to 0
      Then - Actions
        Game - Display to (All players matching (Lives[1] Equal to 0).) the text: |cffff0000B|r|cffe50000O|r|cffcc0000O|r|cffb30000M|r|cff990000!|r|cff800000 |rYou lose Thanks for playing! Feel free to Spectate.
        Unit Group - Pick every unit in (Units in Team_1_Area <gen>) and do (Explode (Picked unit).)
        Special Effect - Create a special effect attached to the overhead (attachpoint) of (Picked unit) using Abilities\Weapons\FrostWyrmMissile\FrostWyrmMissile.mdl
        Wait 10.00 seconds
        Special Effect - Destroy (Last created special effect)
        Trigger - Turn off (This trigger)
      Else - Actions
        Do nothing
Lives Defeat 2
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Lives[1] Equal to 0
      Then - Actions
        Game - Display to (All players matching (Lives[2] Equal to 0).) the text: |cffff0000B|r|cffe50000O|r|cffcc0000O|r|cffb30000M|r|cff990000!|r|cff800000 |rYou lose Thanks for playing! Feel free to Spectate.
        Unit Group - Pick every unit in (Units in Team_2_Area <gen>) and do (Explode (Picked unit).)
        Special Effect - Create a special effect attached to the overhead (attachpoint) of (Picked unit) using Abilities\Weapons\FrostWyrmMissile\FrostWyrmMissile.mdl
        Wait 10.00 seconds
        Special Effect - Destroy (Last created special effect)
        Trigger - Turn off (This trigger)
      Else - Actions
        Do nothing
Lives Defeat 3
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Lives[1] Equal to 0
      Then - Actions
        Game - Display to (All players matching (Lives[3] Equal to 0).) the text: |cffff0000B|r|cffe50000O|r|cffcc0000O|r|cffb30000M|r|cff990000!|r|cff800000 |rYou lose Thanks for playing! Feel free to Spectate.
        Unit Group - Pick every unit in (Units in Team_3_Area <gen>) and do (Explode (Picked unit).)
        Special Effect - Create a special effect attached to the overhead (attachpoint) of (Picked unit) using Abilities\Weapons\FrostWyrmMissile\FrostWyrmMissile.mdl
        Wait 10.00 seconds
        Special Effect - Destroy (Last created special effect)
        Trigger - Turn off (This trigger)
      Else - Actions
        Do nothing
Lives Defeat 4
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Lives[1] Equal to 0
      Then - Actions
        Game - Display to (All players matching (Lives[4] Equal to 0).) the text: |cffff0000B|r|cffe50000O|r|cffcc0000O|r|cffb30000M|r|cff990000!|r|cff800000 |rYou lose Thanks for playing! Feel free to Spectate.
        Unit Group - Pick every unit in (Units in Team_4_Area <gen>) and do (Explode (Picked unit).)
        Special Effect - Create a special effect attached to the overhead (attachpoint) of (Picked unit) using Abilities\Weapons\FrostWyrmMissile\FrostWyrmMissile.mdl
        Wait 10.00 seconds
        Special Effect - Destroy (Last created special effect)
        Trigger - Turn off (This trigger)
      Else - Actions
        Do nothing
This is the current changelog for V1.51A:

- Income system has been implemented
- King has been added
- King upgrades have been added
- Multiboard implemented
- New loading screen added
- Change to the way lives work
- Added tier system for income
- Changed camera to zoom further out


This is the current changelog for V1.47A:

- The map is undergoing a renaming stage (if you have an opinion on what the map name should be, please post)
- Replaced all tower tooltips, instead of saying random text which doesn't really inform you of the towers capabilities, it's now broken down into the following formula:

Attack Type:
Attack Speed:
Damage Base:
Abilities:

- Tweaked game mode handicaps (game was too easy, increased all difficulties)
- Several tower balance tweaks(damage, speed, attack animations, abilities)
- Added several new towers and tower tiers as well as tower upgrades
- Tower upgrades affect all towers of the same kind for the rest of the game
- Basic layout of income system has been added (will be functional in a future version)
- Reworked and tweaked some triggers
Wave Timer
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Timer_1 Equal to 0
      Then - Actions
        -------- This is the wave time, it is always offset by 1 due to timer elapsed --------
        Set VariableSet Timer_1 = 76
      Else - Actions
        Set VariableSet Timer_1 = (Timer_1 - 1)
    Multiboard - Set the text for (Last created multiboard) item in column 2, row 13 to (String(Timer_1))
Multiboard
  Events
    Time - Elapsed game time is 0.00 seconds
  Conditions
  Actions
    Set VariableSet Player_Count = (Number of players in (All players matching ((((Matching player) controller) Equal to User) and (((Matching player) slot status) Equal to Is playing)).))
    Multiboard - Create a multiboard with 2 columns and 13 rows, titled Navy Cross TD.
    Multiboard - Set the width for (Last created multiboard) item in column 0, row 0 to 8.00% of the total screen width
    Multiboard - Set the text for (Last created multiboard) item in column 1, row 1 to Team
    Multiboard - Set the text for (Last created multiboard) item in column 2, row 1 to Income
    -------- Setup teams and faux income levels --------
    Multiboard - Set the text for (Last created multiboard) item in column 1, row 3 to |cffff0000N|r|cffe0001ea|r|cffc0003ev|r|cffa0005ey|r|cff80007e |r|cff60009eT|r|cff4000bee|r|cff2000dea|r|cff0000fem|r 1
    Multiboard - Set the text for (Last created multiboard) item in column 2, row 3 to 0
    Multiboard - Set the text for (Last created multiboard) item in column 1, row 4 to |cff00ffffN|r|cff0de4efa|r|cff1bc9e0v|r|cff29aed0y|r|cff3792c1 |r|cff4477b1T|r|cff525ca2e|r|cff604192a|r|cff6e2583m|r 2
    Multiboard - Set the text for (Last created multiboard) item in column 2, row 4 to 0
    Multiboard - Set the text for (Last created multiboard) item in column 1, row 5 to |cffd45e19N|r|cffd97115a|r|cffde8512v|r|cffe3990fy|r|cffe9ad0c |r|cffeec109T|r|cfff4d606e|r|cfff9ea03a|r|cfffefe00m|r 3
    Multiboard - Set the text for (Last created multiboard) item in column 2, row 5 to 0
    Multiboard - Set the text for (Last created multiboard) item in column 1, row 6 to |cff00ff00N|r|cff1eef0fa|r|cff3edf1fv|r|cff5ecf2fy|r|cff7ebf3f |r|cff9eb04fT|r|cffbea05fe|r|cffde906fa|r|cfffe807fm|r 4
    Multiboard - Set the text for (Last created multiboard) item in column 2, row 6 to 0
    Multiboard - Set the text for (Last created multiboard) item in column 1, row 7 to |cff808000--------------------------------------------------------------------------------------------------------|r
    -------- Setup Lives and faux lives levels --------
    Multiboard - Set the text for (Last created multiboard) item in column 1, row 8 to |cffff0000T|r|cffcc0032e|r|cff990065a|r|cff660098m|r|cff3300cb |r|cff0000fe1|r Lives
    Multiboard - Set the text for (Last created multiboard) item in column 2, row 8 to 60
    Multiboard - Set the text for (Last created multiboard) item in column 1, row 9 to |cff00ffffT|r|cff16d3e6e|r|cff2ca8cda|r|cff427cb4m|r|cff58519c |r|cff6e25832|r Lives
    Multiboard - Set the text for (Last created multiboard) item in column 2, row 9 to 60
    Multiboard - Set the text for (Last created multiboard) item in column 1, row 10 to |cffd45e19T|r|cffdb7814e|r|cffe29310a|r|cffe9ad0cm|r|cfff0c808 |r|cfff7e3043|r|cfffefe00 |rLives
    Multiboard - Set the text for (Last created multiboard) item in column 2, row 10 to 60
    Multiboard - Set the text for (Last created multiboard) item in column 1, row 11 to |cff00ff00T|r|cff32e519e|r|cff65cc33a|r|cff98b34cm|r|cffcb9966 |r|cfffe807f4|r Lives
    Multiboard - Set the text for (Last created multiboard) item in column 2, row 11 to 60
    Multiboard - Set the text for (Last created multiboard) item in column 1, row 12 to |cff808000--------------------------------------------------------------------------------------------------------|r
    -------- Setup Waves Timer --------
    Multiboard - Set the text for (Last created multiboard) item in column 1, row 13 to Next Wave in ...
    Multiboard - Set the text for (Last created multiboard) item in column 2, row 13 to (String(Timer_1))
    Multiboard - Set the display style for (Last created multiboard) item in column 0, row 0 to Show text and Hide icons
    Multiboard - Show (Last created multiboard)
Calculate Life integer
  Events
    Time - Every 0.10 seconds of game time
  Conditions
  Actions
    Set VariableSet Team1Lives = Lives[1]
    Set VariableSet Team2Lives = Lives[2]
    Set VariableSet Team3Lives = Lives[3]
    Set VariableSet Team4Lives = Lives[4]
Calculate Life to String
  Events
    Time - Every 0.20 seconds of game time
  Conditions
  Actions
    Multiboard - Set the text for (Last created multiboard) item in column 2, row 8 to (String(Team1Lives))
    Multiboard - Set the text for (Last created multiboard) item in column 2, row 9 to (String(Team2Lives))
    Multiboard - Set the text for (Last created multiboard) item in column 2, row 10 to (String(Team3Lives))
    Multiboard - Set the text for (Last created multiboard) item in column 2, row 11 to (String(Team4Lives))
Set Income 0
  Events
    Map initialization
  Conditions
  Actions
    Set VariableSet Team1Income = 0
    Set VariableSet Team2Income = 0
    Set VariableSet Team3Income = 0
    Set VariableSet Team4Income = 0
Income Timer
  Events
    Time - Every 75.00 seconds of game time
  Conditions
  Actions
    Player Group - Pick every player in (All allies of Player 22 (Snow).) and do (Actions)
      Loop - Actions
        Player - Add Team1Income to (Picked player).Current gold
    Player Group - Pick every player in (All allies of Player 24 (Peanut).) and do (Actions)
      Loop - Actions
        Player - Add Team2Income to (Picked player).Current gold
    Player Group - Pick every player in (All allies of Player 21 (Coal).) and do (Actions)
      Loop - Actions
        Player - Add Team3Income to (Picked player).Current gold
    Player Group - Pick every player in (All allies of Player 23 (Emerald).) and do (Actions)
      Loop - Actions
        Player - Add Team4Income to (Picked player).Current gold
    Game - Display to (All players) the text: |cff008000Income has been paid!|r
Send Troops From Team 1
  Events
    Unit - A unit owned by Player 1 (Red).Finishes training a unit
    Unit - A unit owned by Player 2 (Blue).Finishes training a unit
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to Barracks - Sending to all teams
      Then - Actions
        Unit - Change ownership of (Trained unit) to Player 9 (Gray) and Change color
        Unit - Move (Trained unit) instantly to (Center of Navy_2_Income_Area <gen>)
        Unit - Create 1.(Trained unit-type) for Player 9 (Gray) at (Center of Navy_3_Income_Area <gen>) facing Default building facing degrees
        Unit - Create 1.(Trained unit-type) for Player 9 (Gray) at (Center of Navy_4_Income_Area <gen>) facing Default building facing degrees
      Else - Actions
        Do nothing
Send Troops From Team 2
  Events
    Unit - A unit owned by Player 3 (Teal).Finishes training a unit
    Unit - A unit owned by Player 4 (Purple).Finishes training a unit
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to Barracks - Sending to all teams
      Then - Actions
        Unit - Change ownership of (Trained unit) to Player 9 (Gray) and Change color
        Unit - Move (Trained unit) instantly to (Center of Navy_1_Income_Area <gen>)
        Unit - Create 1.(Trained unit-type) for Player 9 (Gray) at (Center of Navy_3_Income_Area <gen>) facing Default building facing degrees
        Unit - Create 1.(Trained unit-type) for Player 9 (Gray) at (Center of Navy_4_Income_Area <gen>) facing Default building facing degrees
      Else - Actions
        Do nothing
Send Troops From Team 3
  Events
    Unit - A unit owned by Player 5 (Yellow).Finishes training a unit
    Unit - A unit owned by Player 6 (Orange).Finishes training a unit
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to Barracks - Sending to all teams
      Then - Actions
        Unit - Change ownership of (Trained unit) to Player 9 (Gray) and Change color
        Unit - Move (Trained unit) instantly to (Center of Navy_1_Income_Area <gen>)
        Unit - Create 1.(Trained unit-type) for Player 9 (Gray) at (Center of Navy_2_Income_Area <gen>) facing Default building facing degrees
        Unit - Create 1.(Trained unit-type) for Player 9 (Gray) at (Center of Navy_4_Income_Area <gen>) facing Default building facing degrees
      Else - Actions
        Do nothing
Send Troops From Team 4
  Events
    Unit - A unit owned by Player 7 (Green).Finishes training a unit
    Unit - A unit owned by Player 8 (Pink).Finishes training a unit
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to Barracks - Sending to all teams
      Then - Actions
        Unit - Change ownership of (Trained unit) to Player 9 (Gray) and Change color
        Unit - Move (Trained unit) instantly to (Center of Navy_1_Income_Area <gen>)
        Unit - Create 1.(Trained unit-type) for Player 9 (Gray) at (Center of Navy_2_Income_Area <gen>) facing Default building facing degrees
        Unit - Create 1.(Trained unit-type) for Player 9 (Gray) at (Center of Navy_3_Income_Area <gen>) facing Default building facing degrees
      Else - Actions
        Do nothing
Sending Navy 1
  Events
    Time - Timer expires
  Conditions
  Actions
    Player Group - Pick every player in Player Group - Player 9 (Gray) and do (Move (Triggering unit) instantly to (Center of Unit_1_Spawn <gen>))
Team 1 Income Bandit
  Events
    Unit - A unit Finishes training a unit
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Trained unit)) Equal to Bandit
        ((Owner of (Triggering unit)) is an ally of Player 22 (Snow).) Equal to True
      Then - Actions
        Set VariableSet Team1Income = (Team1Income + 2)
        Multiboard - Set the text for (Last created multiboard) item in column 2, row 3 to (String(Team1Income))
      Else - Actions
        Do nothing
Team 2 Income Bandit
  Events
    Unit - A unit Finishes training a unit
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Trained unit)) Equal to Bandit
        ((Owner of (Triggering unit)) is an ally of Player 24 (Peanut).) Equal to True
      Then - Actions
        Set VariableSet Team2Income = (Team2Income + 2)
        Multiboard - Set the text for (Last created multiboard) item in column 2, row 4 to (String(Team2Income))
      Else - Actions
        Do nothing
Team 3 Income Bandit
  Events
    Unit - A unit Finishes training a unit
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Trained unit)) Equal to Bandit
        ((Owner of (Triggering unit)) is an ally of Player 21 (Coal).) Equal to True
      Then - Actions
        Set VariableSet Team3Income = (Team3Income + 2)
        Multiboard - Set the text for (Last created multiboard) item in column 2, row 5 to (String(Team3Income))
      Else - Actions
        Do nothing
Team 4 Income Bandit
  Events
    Unit - A unit Finishes training a unit
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Trained unit)) Equal to Bandit
        ((Owner of (Triggering unit)) is an ally of Player 23 (Emerald).) Equal to True
      Then - Actions
        Set VariableSet Team4Income = (Team4Income + 2)
        Multiboard - Set the text for (Last created multiboard) item in column 2, row 6 to (String(Team4Income))
      Else - Actions
        Do nothing
Team 1 Income Hogger
  Events
    Unit - A unit Finishes training a unit
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Trained unit)) Equal to Hogger
        ((Owner of (Triggering unit)) is an ally of Player 22 (Snow).) Equal to True
      Then - Actions
        Set VariableSet Team1Income = (Team1Income + 4)
        Multiboard - Set the text for (Last created multiboard) item in column 2, row 3 to (String(Team1Income))
      Else - Actions
        Do nothing
Team 2 Income Hogger
  Events
    Unit - A unit Finishes training a unit
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Trained unit)) Equal to Hogger
        ((Owner of (Triggering unit)) is an ally of Player 24 (Peanut).) Equal to True
      Then - Actions
        Set VariableSet Team2Income = (Team2Income + 4)
        Multiboard - Set the text for (Last created multiboard) item in column 2, row 4 to (String(Team2Income))
      Else - Actions
        Do nothing
Team 3 Income Hogger
  Events
    Unit - A unit Finishes training a unit
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Trained unit)) Equal to Hogger
        ((Owner of (Triggering unit)) is an ally of Player 21 (Coal).) Equal to True
      Then - Actions
        Set VariableSet Team3Income = (Team3Income + 4)
        Multiboard - Set the text for (Last created multiboard) item in column 2, row 5 to (String(Team3Income))
      Else - Actions
        Do nothing
Team 4 Income Hogger
  Events
    Unit - A unit Finishes training a unit
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Trained unit)) Equal to Hogger
        ((Owner of (Triggering unit)) is an ally of Player 23 (Emerald).) Equal to True
      Then - Actions
        Set VariableSet Team4Income = (Team4Income + 4)
        Multiboard - Set the text for (Last created multiboard) item in column 2, row 6 to (String(Team4Income))
      Else - Actions
        Do nothing
Team 1 Income Dino
  Events
    Unit - A unit Finishes training a unit
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Trained unit)) Equal to Dino
        ((Owner of (Triggering unit)) is an ally of Player 22 (Snow).) Equal to True
      Then - Actions
        Set VariableSet Team1Income = (Team1Income + 6)
        Multiboard - Set the text for (Last created multiboard) item in column 2, row 3 to (String(Team1Income))
      Else - Actions
        Do nothing
Team 2 Income Dino
  Events
    Unit - A unit Finishes training a unit
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Trained unit)) Equal to Dino
        ((Owner of (Triggering unit)) is an ally of Player 24 (Peanut).) Equal to True
      Then - Actions
        Set VariableSet Team2Income = (Team2Income + 6)
        Multiboard - Set the text for (Last created multiboard) item in column 2, row 4 to (String(Team2Income))
      Else - Actions
        Do nothing
Team 3 Income Dino
  Events
    Unit - A unit Finishes training a unit
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Trained unit)) Equal to Dino
        ((Owner of (Triggering unit)) is an ally of Player 21 (Coal).) Equal to True
      Then - Actions
        Set VariableSet Team3Income = (Team3Income + 6)
        Multiboard - Set the text for (Last created multiboard) item in column 2, row 5 to (String(Team3Income))
      Else - Actions
        Do nothing
Team 4 Income Dino
  Events
    Unit - A unit Finishes training a unit
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Trained unit)) Equal to Dino
        ((Owner of (Triggering unit)) is an ally of Player 23 (Emerald).) Equal to True
      Then - Actions
        Set VariableSet Team4Income = (Team4Income + 6)
        Multiboard - Set the text for (Last created multiboard) item in column 2, row 6 to (String(Team4Income))
      Else - Actions
        Do nothing
Team 1 Income Evil Treant
  Events
    Unit - A unit Finishes training a unit
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Trained unit)) Equal to Evil Treant
        ((Owner of (Triggering unit)) is an ally of Player 22 (Snow).) Equal to True
      Then - Actions
        Set VariableSet Team1Income = (Team1Income + 8)
        Multiboard - Set the text for (Last created multiboard) item in column 2, row 3 to (String(Team1Income))
      Else - Actions
        Do nothing
Team 2 Income Evil Treant
  Events
    Unit - A unit Finishes training a unit
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Trained unit)) Equal to Evil Treant
        ((Owner of (Triggering unit)) is an ally of Player 24 (Peanut).) Equal to True
      Then - Actions
        Set VariableSet Team2Income = (Team2Income + 8)
        Multiboard - Set the text for (Last created multiboard) item in column 2, row 4 to (String(Team2Income))
      Else - Actions
        Do nothing
Team 3 Income Evil Treant
  Events
    Unit - A unit Finishes training a unit
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Trained unit)) Equal to Evil Treant
        ((Owner of (Triggering unit)) is an ally of Player 21 (Coal).) Equal to True
      Then - Actions
        Set VariableSet Team3Income = (Team3Income + 8)
        Multiboard - Set the text for (Last created multiboard) item in column 2, row 5 to (String(Team3Income))
      Else - Actions
        Do nothing
Team 4 Income Evil Treant
  Events
    Unit - A unit Finishes training a unit
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Trained unit)) Equal to Evil Treant
        ((Owner of (Triggering unit)) is an ally of Player 23 (Emerald).) Equal to True
      Then - Actions
        Set VariableSet Team4Income = (Team4Income + 8)
        Multiboard - Set the text for (Last created multiboard) item in column 2, row 6 to (String(Team4Income))
      Else - Actions
        Do nothing
Team 1 Income Mud Golem
  Events
    Unit - A unit Finishes training a unit
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Trained unit)) Equal to Mud Golem
        ((Owner of (Triggering unit)) is an ally of Player 22 (Snow).) Equal to True
      Then - Actions
        Set VariableSet Team1Income = (Team1Income + 10)
        Multiboard - Set the text for (Last created multiboard) item in column 2, row 3 to (String(Team1Income))
      Else - Actions
        Do nothing
Team 2 Income Mud Golem
  Events
    Unit - A unit Finishes training a unit
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Trained unit)) Equal to Mud Golem
        ((Owner of (Triggering unit)) is an ally of Player 24 (Peanut).) Equal to True
      Then - Actions
        Set VariableSet Team2Income = (Team2Income + 10)
        Multiboard - Set the text for (Last created multiboard) item in column 2, row 4 to (String(Team2Income))
      Else - Actions
        Do nothing
Team 3 Income Mud Golem
  Events
    Unit - A unit Finishes training a unit
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Trained unit)) Equal to Mud Golem
        ((Owner of (Triggering unit)) is an ally of Player 21 (Coal).) Equal to True
      Then - Actions
        Set VariableSet Team3Income = (Team3Income + 10)
        Multiboard - Set the text for (Last created multiboard) item in column 2, row 5 to (String(Team3Income))
      Else - Actions
        Do nothing
Team 4 Income Mud Golem
  Events
    Unit - A unit Finishes training a unit
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Trained unit)) Equal to Mud Golem
        ((Owner of (Triggering unit)) is an ally of Player 23 (Emerald).) Equal to True
      Then - Actions
        Set VariableSet Team4Income = (Team4Income + 10)
        Multiboard - Set the text for (Last created multiboard) item in column 2, row 6 to (String(Team4Income))
      Else - Actions
        Do nothing
Team 1 Income Frost Wolf
  Events
    Unit - A unit Finishes training a unit
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Trained unit)) Equal to Frost Wolf
        ((Owner of (Triggering unit)) is an ally of Player 22 (Snow).) Equal to True
      Then - Actions
        Set VariableSet Team1Income = (Team1Income + 12)
        Multiboard - Set the text for (Last created multiboard) item in column 2, row 3 to (String(Team1Income))
      Else - Actions
        Do nothing
Team 2 Income Frost Wolf
  Events
    Unit - A unit Finishes training a unit
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Trained unit)) Equal to Frost Wolf
        ((Owner of (Triggering unit)) is an ally of Player 24 (Peanut).) Equal to True
      Then - Actions
        Set VariableSet Team2Income = (Team2Income + 12)
        Multiboard - Set the text for (Last created multiboard) item in column 2, row 4 to (String(Team2Income))
      Else - Actions
        Do nothing
Team 3 Income Frost Wolf
  Events
    Unit - A unit Finishes training a unit
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Trained unit)) Equal to Frost Wolf
        ((Owner of (Triggering unit)) is an ally of Player 21 (Coal).) Equal to True
      Then - Actions
        Set VariableSet Team3Income = (Team3Income + 12)
        Multiboard - Set the text for (Last created multiboard) item in column 2, row 5 to (String(Team3Income))
      Else - Actions
        Do nothing
Team 4 Income Frost Wolf
  Events
    Unit - A unit Finishes training a unit
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Trained unit)) Equal to Frost Wolf
        ((Owner of (Triggering unit)) is an ally of Player 23 (Emerald).) Equal to True
      Then - Actions
        Set VariableSet Team4Income = (Team4Income + 12)
        Multiboard - Set the text for (Last created multiboard) item in column 2, row 6 to (String(Team4Income))
      Else - Actions
        Do nothing
Team 1 Income Dark Seer
  Events
    Unit - A unit Finishes training a unit
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Trained unit)) Equal to Dark Seer
        ((Owner of (Triggering unit)) is an ally of Player 22 (Snow).) Equal to True
      Then - Actions
        Set VariableSet Team1Income = (Team1Income + 18)
        Multiboard - Set the text for (Last created multiboard) item in column 2, row 3 to (String(Team1Income))
      Else - Actions
        Do nothing
Team 2 Income Dark Seer
  Events
    Unit - A unit Finishes training a unit
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Trained unit)) Equal to Dark Seer
        ((Owner of (Triggering unit)) is an ally of Player 24 (Peanut).) Equal to True
      Then - Actions
        Set VariableSet Team2Income = (Team2Income + 18)
        Multiboard - Set the text for (Last created multiboard) item in column 2, row 4 to (String(Team2Income))
      Else - Actions
        Do nothing
Team 3 Income Dark Seer
  Events
    Unit - A unit Finishes training a unit
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Trained unit)) Equal to Dark Seer
        ((Owner of (Triggering unit)) is an ally of Player 21 (Coal).) Equal to True
      Then - Actions
        Set VariableSet Team3Income = (Team3Income + 18)
        Multiboard - Set the text for (Last created multiboard) item in column 2, row 5 to (String(Team3Income))
      Else - Actions
        Do nothing
Team 4 Income Dark Seer
  Events
    Unit - A unit Finishes training a unit
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Trained unit)) Equal to Dark Seer
        ((Owner of (Triggering unit)) is an ally of Player 23 (Emerald).) Equal to True
      Then - Actions
        Set VariableSet Team4Income = (Team4Income + 18)
        Multiboard - Set the text for (Last created multiboard) item in column 2, row 6 to (String(Team4Income))
      Else - Actions
        Do nothing
Team 1 Income Ice Troll
  Events
    Unit - A unit Finishes training a unit
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Trained unit)) Equal to Ice Troll
        ((Owner of (Triggering unit)) is an ally of Player 22 (Snow).) Equal to True
      Then - Actions
        Set VariableSet Team1Income = (Team1Income + 25)
        Multiboard - Set the text for (Last created multiboard) item in column 2, row 3 to (String(Team1Income))
      Else - Actions
        Do nothing
Team 2 Income Ice Troll
  Events
    Unit - A unit Finishes training a unit
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Trained unit)) Equal to Ice Troll
        ((Owner of (Triggering unit)) is an ally of Player 24 (Peanut).) Equal to True
      Then - Actions
        Set VariableSet Team2Income = (Team2Income + 25)
        Multiboard - Set the text for (Last created multiboard) item in column 2, row 4 to (String(Team2Income))
      Else - Actions
        Do nothing
Team 3 Income Ice Troll
  Events
    Unit - A unit Finishes training a unit
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Trained unit)) Equal to Ice Troll
        ((Owner of (Triggering unit)) is an ally of Player 21 (Coal).) Equal to True
      Then - Actions
        Set VariableSet Team3Income = (Team3Income + 25)
        Multiboard - Set the text for (Last created multiboard) item in column 2, row 5 to (String(Team3Income))
      Else - Actions
        Do nothing
Team 4 Income Ice Troll
  Events
    Unit - A unit Finishes training a unit
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Trained unit)) Equal to Ice Troll
        ((Owner of (Triggering unit)) is an ally of Player 23 (Emerald).) Equal to True
      Then - Actions
        Set VariableSet Team4Income = (Team4Income + 25)
        Multiboard - Set the text for (Last created multiboard) item in column 2, row 6 to (String(Team4Income))
      Else - Actions
        Do nothing
Team 1 Income Bandit Chief
  Events
    Unit - A unit Finishes training a unit
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Trained unit)) Equal to Bandit Chief
        ((Owner of (Triggering unit)) is an ally of Player 22 (Snow).) Equal to True
      Then - Actions
        Set VariableSet Team1Income = (Team1Income + 35)
        Multiboard - Set the text for (Last created multiboard) item in column 2, row 3 to (String(Team1Income))
      Else - Actions
        Do nothing
Team 2 Income Bandit Chief
  Events
    Unit - A unit Finishes training a unit
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Trained unit)) Equal to Bandit Chief
        ((Owner of (Triggering unit)) is an ally of Player 24 (Peanut).) Equal to True
      Then - Actions
        Set VariableSet Team2Income = (Team2Income + 35)
        Multiboard - Set the text for (Last created multiboard) item in column 2, row 4 to (String(Team2Income))
      Else - Actions
        Do nothing
Team 3 Income Bandit Chief
  Events
    Unit - A unit Finishes training a unit
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Trained unit)) Equal to Bandit Chief
        ((Owner of (Triggering unit)) is an ally of Player 21 (Coal).) Equal to True
      Then - Actions
        Set VariableSet Team3Income = (Team3Income + 35)
        Multiboard - Set the text for (Last created multiboard) item in column 2, row 5 to (String(Team3Income))
      Else - Actions
        Do nothing
Team 4 Income Bandit Chief
  Events
    Unit - A unit Finishes training a unit
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Trained unit)) Equal to Bandit Chief
        ((Owner of (Triggering unit)) is an ally of Player 23 (Emerald).) Equal to True
      Then - Actions
        Set VariableSet Team4Income = (Team4Income + 35)
        Multiboard - Set the text for (Last created multiboard) item in column 2, row 6 to (String(Team4Income))
      Else - Actions
        Do nothing
Team 1 Income Centaur
  Events
    Unit - A unit Finishes training a unit
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Trained unit)) Equal to Centaur
        ((Owner of (Triggering unit)) is an ally of Player 22 (Snow).) Equal to True
      Then - Actions
        Set VariableSet Team1Income = (Team1Income + 50)
        Multiboard - Set the text for (Last created multiboard) item in column 2, row 3 to (String(Team1Income))
      Else - Actions
        Do nothing
Team 2 Income Centaur
  Events
    Unit - A unit Finishes training a unit
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Trained unit)) Equal to Centaur
        ((Owner of (Triggering unit)) is an ally of Player 24 (Peanut).) Equal to True
      Then - Actions
        Set VariableSet Team2Income = (Team2Income + 50)
        Multiboard - Set the text for (Last created multiboard) item in column 2, row 4 to (String(Team2Income))
      Else - Actions
        Do nothing
Team 3 Income Centaur
  Events
    Unit - A unit Finishes training a unit
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Trained unit)) Equal to Centaur
        ((Owner of (Triggering unit)) is an ally of Player 21 (Coal).) Equal to True
      Then - Actions
        Set VariableSet Team3Income = (Team3Income + 50)
        Multiboard - Set the text for (Last created multiboard) item in column 2, row 5 to (String(Team3Income))
      Else - Actions
        Do nothing
Team 4 Income Centaur
  Events
    Unit - A unit Finishes training a unit
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Trained unit)) Equal to Centaur
        ((Owner of (Triggering unit)) is an ally of Player 23 (Emerald).) Equal to True
      Then - Actions
        Set VariableSet Team4Income = (Team4Income + 50)
        Multiboard - Set the text for (Last created multiboard) item in column 2, row 6 to (String(Team4Income))
      Else - Actions
        Do nothing
Team 1 Income Aura Unit
  Events
    Unit - A unit Finishes training a unit
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Trained unit)) Equal to Kodo Beast |CFF0000FF(Aura)|r
        ((Owner of (Triggering unit)) is an ally of Player 22 (Snow).) Equal to True
      Then - Actions
        Set VariableSet Team1Income = (Team1Income + 5)
        Multiboard - Set the text for (Last created multiboard) item in column 2, row 3 to (String(Team1Income))
      Else - Actions
        Do nothing
Team 2 Income Aura Unit
  Events
    Unit - A unit Finishes training a unit
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Trained unit)) Equal to Kodo Beast |CFF0000FF(Aura)|r
        ((Owner of (Triggering unit)) is an ally of Player 24 (Peanut).) Equal to True
      Then - Actions
        Set VariableSet Team2Income = (Team2Income + 5)
        Multiboard - Set the text for (Last created multiboard) item in column 2, row 4 to (String(Team2Income))
      Else - Actions
        Do nothing
Team 3 Income Aura Unit
  Events
    Unit - A unit Finishes training a unit
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Trained unit)) Equal to Kodo Beast |CFF0000FF(Aura)|r
        ((Owner of (Triggering unit)) is an ally of Player 21 (Coal).) Equal to True
      Then - Actions
        Set VariableSet Team3Income = (Team3Income + 5)
        Multiboard - Set the text for (Last created multiboard) item in column 2, row 5 to (String(Team3Income))
      Else - Actions
        Do nothing
Team 4 Income Aura Unit
  Events
    Unit - A unit Finishes training a unit
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Trained unit)) Equal to Kodo Beast |CFF0000FF(Aura)|r
        ((Owner of (Triggering unit)) is an ally of Player 23 (Emerald).) Equal to True
      Then - Actions
        Set VariableSet Team4Income = (Team4Income + 5)
        Multiboard - Set the text for (Last created multiboard) item in column 2, row 6 to (String(Team4Income))
      Else - Actions
        Do nothing
Team 1 Income Tier 2 Aura Unit
  Events
    Unit - A unit Finishes training a unit
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Trained unit)) Equal to Pandaren |CFF0000FF(Aura)|r
        ((Owner of (Triggering unit)) is an ally of Player 22 (Snow).) Equal to True
      Then - Actions
        Set VariableSet Team1Income = (Team1Income + 10)
        Multiboard - Set the text for (Last created multiboard) item in column 2, row 3 to (String(Team1Income))
      Else - Actions
        Do nothing
Team 2 Income Tier 2 Aura Unit
  Events
    Unit - A unit Finishes training a unit
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Trained unit)) Equal to Pandaren |CFF0000FF(Aura)|r
        ((Owner of (Triggering unit)) is an ally of Player 24 (Peanut).) Equal to True
      Then - Actions
        Set VariableSet Team2Income = (Team2Income + 10)
        Multiboard - Set the text for (Last created multiboard) item in column 2, row 4 to (String(Team2Income))
      Else - Actions
        Do nothing
Team 3 Income Tier 2 Aura Unit
  Events
    Unit - A unit Finishes training a unit
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Trained unit)) Equal to Pandaren |CFF0000FF(Aura)|r
        ((Owner of (Triggering unit)) is an ally of Player 21 (Coal).) Equal to True
      Then - Actions
        Set VariableSet Team3Income = (Team3Income + 10)
        Multiboard - Set the text for (Last created multiboard) item in column 2, row 5 to (String(Team3Income))
      Else - Actions
        Do nothing
Team 4 Income Tier 2 Aura Unit
  Events
    Unit - A unit Finishes training a unit
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Trained unit)) Equal to Pandaren |CFF0000FF(Aura)|r
        ((Owner of (Triggering unit)) is an ally of Player 23 (Emerald).) Equal to True
      Then - Actions
        Set VariableSet Team4Income = (Team4Income + 10)
        Multiboard - Set the text for (Last created multiboard) item in column 2, row 6 to (String(Team4Income))
      Else - Actions
        Do nothing
Team 1 Defeat
  Events
    Unit - Navy King 0050 <gen> Dies
  Conditions
  Actions
    Set VariableSet Team1Lives = 0
    Game - Defeat Player 1 (Red) with the message: |cff8080ffYou've failed and let your king die! You've been defeated!|r
    Game - Defeat Player 2 (Blue) with the message: |cff8080ffYou've failed and let your king die! You've been defeated!|r
Team 2 Defeat
  Events
    Unit - Navy King 0048 <gen> Dies
  Conditions
  Actions
    Set VariableSet Team2Lives = 0
    Game - Defeat Player 3 (Teal) with the message: |cff8080ffYou've failed and let your king die! You've been defeated!|r
    Game - Defeat Player 4 (Purple) with the message: |cff8080ffYou've failed and let your king die! You've been defeated!|r
Team 3 Defeat
  Events
    Unit - Navy King 0051 <gen> Dies
  Conditions
  Actions
    Set VariableSet Team3Lives = 0
    Game - Defeat Player 5 (Yellow) with the message: |cff8080ffYou've failed and let your king die! You've been defeated!|r
    Game - Defeat Player 6 (Orange) with the message: |cff8080ffYou've failed and let your king die! You've been defeated!|r
Team 4 Defeat
  Events
    Unit - Navy King 0049 <gen> Dies
  Conditions
  Actions
    Set VariableSet Team4Lives = 0
    Game - Defeat Player 7 (Green) with the message: |cff8080ffYou've failed and let your king die! You've been defeated!|r
    Game - Defeat Player 8 (Pink) with the message: |cff8080ffYou've failed and let your king die! You've been defeated!|r
Upgrades to income Team 1
  Events
    Unit - A unit Sells a unit
  Conditions
    (Unit-type of (Sold unit)) Equal to Upgrade King's Strength
    (Unit-type of (Sold unit)) Equal to Upgrade King's Agility
    (Unit-type of (Sold unit)) Equal to Upgrade King's Intelligence
    (Unit-type of (Sold unit)) Equal to Upgrade King's Level
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Owner of (Selling unit)) is an ally of Player 22 (Snow).) Equal to True
      Then - Actions
        Set VariableSet Team1Income = (Team1Income + 1)
        Multiboard - Set the text for (Last created multiboard) item in column 2, row 3 to (String(Team1Income))
      Else - Actions
        Do nothing
Upgrades to income Team 2
  Events
    Unit - A unit Sells a unit
  Conditions
    (Unit-type of (Sold unit)) Equal to Upgrade King's Strength
    (Unit-type of (Sold unit)) Equal to Upgrade King's Agility
    (Unit-type of (Sold unit)) Equal to Upgrade King's Intelligence
    (Unit-type of (Sold unit)) Equal to Upgrade King's Level
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Owner of (Selling unit)) is an ally of Player 24 (Peanut).) Equal to True
      Then - Actions
        Set VariableSet Team2Income = (Team2Income + 1)
        Multiboard - Set the text for (Last created multiboard) item in column 2, row 4 to (String(Team2Income))
      Else - Actions
        Do nothing
Upgrades to income Team 3
  Events
    Unit - A unit Sells a unit
  Conditions
    (Unit-type of (Sold unit)) Equal to Upgrade King's Strength
    (Unit-type of (Sold unit)) Equal to Upgrade King's Agility
    (Unit-type of (Sold unit)) Equal to Upgrade King's Intelligence
    (Unit-type of (Sold unit)) Equal to Upgrade King's Level
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Owner of (Selling unit)) is an ally of Player 21 (Coal).) Equal to True
      Then - Actions
        Set VariableSet Team3Income = (Team3Income + 1)
        Multiboard - Set the text for (Last created multiboard) item in column 2, row 5 to (String(Team3Income))
      Else - Actions
        Do nothing
Upgrades to income Team 4
  Events
    Unit - A unit Sells a unit
  Conditions
    (Unit-type of (Sold unit)) Equal to Upgrade King's Strength
    (Unit-type of (Sold unit)) Equal to Upgrade King's Agility
    (Unit-type of (Sold unit)) Equal to Upgrade King's Intelligence
    (Unit-type of (Sold unit)) Equal to Upgrade King's Level
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Owner of (Selling unit)) is an ally of Player 23 (Emerald).) Equal to True
      Then - Actions
        Set VariableSet Team4Income = (Team4Income + 1)
        Multiboard - Set the text for (Last created multiboard) item in column 2, row 6 to (String(Team4Income))
      Else - Actions
        Do nothing
King Upgrades Team 1 and 2
  Events
    Unit - A unit Sells a unit
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Sold unit)) Equal to Upgrade King's Strength
        (Unit-type of (Sold unit)) Equal to Upgrade King's Agility
        (Unit-type of (Sold unit)) Equal to Upgrade King's Intelligence
        (Unit-type of (Sold unit)) Equal to Upgrade King's Level
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Owner of (Selling unit)) is an ally of Player 22 (Snow).) Equal to True
      Then - Actions
        Set VariableSet Temp_Player = Player 22 (Snow)
        Set VariableSet Temp_Unit = Navy King 0050 <gen>
      Else - Actions
        Set VariableSet Temp_Player = Player 24 (Peanut)
        Set VariableSet Temp_Unit = Navy King 0048 <gen>
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Sold unit)) Equal to Upgrade King's Strength
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Current research level of R003 (techcode) for Temp_Player) Less than (Max research level of R003 (techcode) for Temp_Player)
          Then - Actions
            Player Group - Pick every player in (All allies of Temp_Player.) and do (Actions)
              Loop - Actions
                Hero - Modify Strength of Temp_Unit: Add 10.
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Level of A05P for Temp_Unit) Equal to 0
              Then - Actions
              Else - Actions
                Do nothing
            Game - Display to (All allies of Temp_Player.) for 10.00 seconds the text: ((Name of (Triggering player)) + upgraded your King's Strength.)
          Else - Actions
            Player - Make Upgrade King's Strength Unavailable for training/construction by (Owner of (Selling unit))
            Player - Add 60 to (Owner of (Selling unit)).Current lumber
            Player - Add -60 to (Owner of (Selling unit)).Total lumber gathered
            Game - Display to (Player group((Owner of (Selling unit)))) for 10.00 seconds the text: This upgrade is already maxed! (your purchase has been refunded)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Sold unit)) Equal to Upgrade King's Agility
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Current research level of R004 (techcode) for Temp_Player) Less than (Max research level of R004 (techcode) for Temp_Player)
          Then - Actions
            Player Group - Pick every player in (All allies of Temp_Player.) and do (Actions)
              Loop - Actions
                Hero - Modify Agility of Temp_Unit: Add 10.
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Level of A05O for Temp_Unit) Equal to 0
              Then - Actions
              Else - Actions
                Do nothing
            Game - Display to (All allies of Temp_Player.) for 10.00 seconds the text: ((Name of (Triggering player)) + upgraded your King's Agility points.)
          Else - Actions
            Player - Make Upgrade King's Agility Unavailable for training/construction by (Owner of (Selling unit))
            Player - Add 60 to (Owner of (Selling unit)).Current lumber
            Player - Add -60 to (Owner of (Selling unit)).Total lumber gathered
            Game - Display to (Player group((Owner of (Selling unit)))) for 10.00 seconds the text: This upgrade is already maxed! (your purchase has been refunded)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Sold unit)) Equal to Upgrade King's Intelligence
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Current research level of R002 (techcode) for Temp_Player) Less than (Max research level of R002 (techcode) for Temp_Player)
          Then - Actions
            Player Group - Pick every player in (All allies of Temp_Player.) and do (Actions)
              Loop - Actions
                Hero - Modify Intelligence of Temp_Unit: Add 5.
            Game - Display to (All allies of Temp_Player.) for 10.00 seconds the text: ((Name of (Triggering player)) + upgraded your King's Intelligence points.)
          Else - Actions
            Player - Add 60 to (Owner of (Selling unit)).Current lumber
            Player - Add -60 to (Owner of (Selling unit)).Total lumber gathered
            Player - Make Upgrade King's Intelligence Unavailable for training/construction by (Owner of (Selling unit))
            Game - Display to (Player group((Owner of (Selling unit)))) for 10.00 seconds the text: This upgrade is already maxed! (your purchase has been refunded)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Sold unit)) Equal to Upgrade King's Level
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Current research level of R002 (techcode) for Temp_Player) Less than (Max research level of R002 (techcode) for Temp_Player)
          Then - Actions
            Player Group - Pick every player in (All allies of Temp_Player.) and do (Actions)
              Loop - Actions
                Hero - Set Temp_Unit Hero-level to ((Hero level of Temp_Unit) + 1), Show level-up graphics
            Game - Display to (All allies of Temp_Player.) for 10.00 seconds the text: ((Name of (Triggering player)) + upgraded your King's Level *|cffff0000dont forget his skills|r*)
          Else - Actions
            Player - Add 60 to (Owner of (Selling unit)).Current lumber
            Player - Add -60 to (Owner of (Selling unit)).Total lumber gathered
            Player - Make Upgrade King's Intelligence Unavailable for training/construction by (Owner of (Selling unit))
            Game - Display to (Player group((Owner of (Selling unit)))) for 10.00 seconds the text: This upgrade is already maxed! (your purchase has been refunded)
      Else - Actions
    Unit - Remove (Sold unit) from the game
King Upgrades Team 2 and 3
  Events
    Unit - A unit Sells a unit
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Sold unit)) Equal to Upgrade King's Strength
        (Unit-type of (Sold unit)) Equal to Upgrade King's Agility
        (Unit-type of (Sold unit)) Equal to Upgrade King's Intelligence
        (Unit-type of (Sold unit)) Equal to Upgrade King's Level
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Owner of (Selling unit)) is an ally of Player 22 (Snow).) Equal to True
      Then - Actions
        Set VariableSet Temp_Player = Player 23 (Emerald)
        Set VariableSet Temp_Unit = Navy King 0049 <gen>
      Else - Actions
        Set VariableSet Temp_Player = Player 21 (Coal)
        Set VariableSet Temp_Unit = Navy King 0051 <gen>
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Sold unit)) Equal to Upgrade King's Strength
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Current research level of R003 (techcode) for Temp_Player) Less than (Max research level of R003 (techcode) for Temp_Player)
          Then - Actions
            Player Group - Pick every player in (All allies of Temp_Player.) and do (Actions)
              Loop - Actions
                Hero - Modify Strength of Temp_Unit: Add 10.
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Level of A05P for Temp_Unit) Equal to 0
              Then - Actions
              Else - Actions
                Do nothing
            Game - Display to (All allies of Temp_Player.) for 10.00 seconds the text: ((Name of (Triggering player)) + upgraded your King's Strength.)
          Else - Actions
            Player - Make Upgrade King's Strength Unavailable for training/construction by (Owner of (Selling unit))
            Player - Add 60 to (Owner of (Selling unit)).Current lumber
            Player - Add -60 to (Owner of (Selling unit)).Total lumber gathered
            Game - Display to (Player group((Owner of (Selling unit)))) for 10.00 seconds the text: This upgrade is already maxed! (your purchase has been refunded)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Sold unit)) Equal to Upgrade King's Agility
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Current research level of R004 (techcode) for Temp_Player) Less than (Max research level of R004 (techcode) for Temp_Player)
          Then - Actions
            Player Group - Pick every player in (All allies of Temp_Player.) and do (Actions)
              Loop - Actions
                Hero - Modify Agility of Temp_Unit: Add 10.
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Level of A05O for Temp_Unit) Equal to 0
              Then - Actions
              Else - Actions
                Do nothing
            Game - Display to (All allies of Temp_Player.) for 10.00 seconds the text: ((Name of (Triggering player)) + upgraded your King's Agility points.)
          Else - Actions
            Player - Make Upgrade King's Agility Unavailable for training/construction by (Owner of (Selling unit))
            Player - Add 60 to (Owner of (Selling unit)).Current lumber
            Player - Add -60 to (Owner of (Selling unit)).Total lumber gathered
            Game - Display to (Player group((Owner of (Selling unit)))) for 10.00 seconds the text: This upgrade is already maxed! (your purchase has been refunded)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Sold unit)) Equal to Upgrade King's Intelligence
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Current research level of R002 (techcode) for Temp_Player) Less than (Max research level of R002 (techcode) for Temp_Player)
          Then - Actions
            Player Group - Pick every player in (All allies of Temp_Player.) and do (Actions)
              Loop - Actions
                Hero - Modify Intelligence of Temp_Unit: Add 5.
            Game - Display to (All allies of Temp_Player.) for 10.00 seconds the text: ((Name of (Triggering player)) + upgraded your King's Intelligence.)
          Else - Actions
            Player - Add 60 to (Owner of (Selling unit)).Current lumber
            Player - Add -60 to (Owner of (Selling unit)).Total lumber gathered
            Player - Make Upgrade King's Intelligence Unavailable for training/construction by (Owner of (Selling unit))
            Game - Display to (Player group((Owner of (Selling unit)))) for 10.00 seconds the text: This upgrade is already maxed! (your purchase has been refunded)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Sold unit)) Equal to Upgrade King's Level
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Current research level of R002 (techcode) for Temp_Player) Less than (Max research level of R002 (techcode) for Temp_Player)
          Then - Actions
            Player Group - Pick every player in (All allies of Temp_Player.) and do (Actions)
              Loop - Actions
                Hero - Set Temp_Unit Hero-level to ((Hero level of Temp_Unit) + 1), Show level-up graphics
            Game - Display to (All allies of Temp_Player.) for 10.00 seconds the text: ((Name of (Triggering player)) + upgraded your King's Level *|cffff0000dont forget his skills|r*)
          Else - Actions
            Player - Add 60 to (Owner of (Selling unit)).Current lumber
            Player - Add -60 to (Owner of (Selling unit)).Total lumber gathered
            Player - Make Upgrade King's Intelligence Unavailable for training/construction by (Owner of (Selling unit))
            Game - Display to (Player group((Owner of (Selling unit)))) for 10.00 seconds the text: This upgrade is already maxed! (your purchase has been refunded)
      Else - Actions
    Unit - Remove (Sold unit) from the game
Set Kings To White
  Events
    Time - Elapsed game time is 0.00 seconds
  Conditions
  Actions
    Unit - Change color of Navy King 0051 <gen> to Snow
    Unit - Change color of Navy King 0050 <gen> to Snow
    Unit - Change color of Navy King 0048 <gen> to Snow
    Unit - Change color of Navy King 0049 <gen> to Snow
De Select And Change to Snow Team 4
  Events
    Player - Player 3 (Teal) Deselects a unit
    Player - Player 4 (Purple) Deselects a unit
  Conditions
    (Triggering unit) Equal to King's Castle 0052 <gen>
  Actions
    Unit - Change ownership of King's Castle 0052 <gen> to Player 22 (Snow) and Change color
Select And Change Pink And Green
  Events
    Player - Player 7 (Green) Selects a unit
    Player - Player 8 (Pink) Selects a unit
  Conditions
    (Triggering unit) Equal to King's Castle 0052 <gen>
  Actions
    Unit - Change ownership of King's Castle 0052 <gen> to (Triggering player) and Change color
De Select And Change to Snow Team 3
  Events
    Player - Player 6 (Orange) Deselects a unit
    Player - Player 5 (Yellow) Deselects a unit
  Conditions
    (Triggering unit) Equal to King's Castle 0053 <gen>
  Actions
    Unit - Change ownership of King's Castle 0053 <gen> to Player 22 (Snow) and Change color
Select And Change Orange And Yellow
  Events
    Player - Player 5 (Yellow) Selects a unit
    Player - Player 6 (Orange) Selects a unit
  Conditions
    (Triggering unit) Equal to King's Castle 0053 <gen>
  Actions
    Unit - Change ownership of King's Castle 0053 <gen> to (Triggering player) and Change color
De Select And Change to Snow Team 2
  Events
    Player - Player 3 (Teal) Deselects a unit
    Player - Player 4 (Purple) Deselects a unit
  Conditions
    (Triggering unit) Equal to King's Castle 0055 <gen>
  Actions
    Unit - Change ownership of King's Castle 0055 <gen> to Player 22 (Snow) and Change color
Select And Change Teal And Purple
  Events
    Player - Player 3 (Teal) Selects a unit
    Player - Player 4 (Purple) Selects a unit
  Conditions
    (Triggering unit) Equal to King's Castle 0055 <gen>
  Actions
    Unit - Change ownership of King's Castle 0055 <gen> to (Triggering player) and Change color
Select And Change Red And Blue
  Events
    Player - Player 1 (Red) Selects a unit
    Player - Player 2 (Blue) Selects a unit
  Conditions
    (Triggering unit) Equal to King's Castle 0054 <gen>
  Actions
    Unit - Change ownership of King's Castle 0054 <gen> to (Triggering player) and Change color
De Select And Change to Snow Team 1
  Events
    Player - Player 1 (Red) Deselects a unit
    Player - Player 2 (Blue) Deselects a unit
  Conditions
    (Triggering unit) Equal to King's Castle 0054 <gen>
  Actions
    Unit - Change ownership of King's Castle 0054 <gen> to Player 22 (Snow) and Change color
function Trig_Developer_Mode_Actions takes nothing returns nothing
    set udg_Developer2 = ( SubStringBJ("   **Cheater**  ", 6, 99) + GetPlayerName(GetTriggerPlayer()) )
    call SetPlayerName( ConvertedPlayer(GetConvertedPlayerId(GetTriggerPlayer())), udg_Developer2 )
    call DisplayTextToForce( GetPlayersAll(), ( GetPlayerName(GetTriggerPlayer()) + " Has Activated Developer Mode!" ) )
    call AdjustPlayerStateBJ( 100000, Player(0), PLAYER_STATE_RESOURCE_GOLD )
    call AdjustPlayerStateBJ( 100000, Player(0), PLAYER_STATE_RESOURCE_LUMBER )
endfunction

//===========================================================================
function InitTrig_Developer_Mode takes nothing returns nothing
    set gg_trg_Developer_Mode = CreateTrigger(  )
    call TriggerRegisterPlayerChatEvent( gg_trg_Developer_Mode, Player(0), "-test", true )
    call TriggerAddAction( gg_trg_Developer_Mode, function Trig_Developer_Mode_Actions )
endfunction

 
Map Init
  Events
    Map initialization
  Conditions
  Actions
    Quest - Flash the quest dialog button
    Quest - Create a Required quest titled Version 1.61 with the description New features & bug fixes in version 1.47A:- Tower balance fixes and tweaks- Added new towers and upgrades- Slaves have improved lumbering system now- Slaves can build more igloos- Income system setup for future map update implemented, using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
    Quest - Create a Optional quest titled Commands with the description These are commands use in-game. Please note that the kicking commands will not be needed if you're using a bot, as you should be using the "!votekick (player)" command instead of the ones below.Kicking commands:-kick blue-kick teal-kick purple-kick yellow-kick orange-kick green-kick pinkReset the Camera-resetcamSingle player commands:-Next (Start the next wave)-Next wave (Starts the next wave), using icon path ReplaceableTextures\CommandButtons\BTNThunderclap.blp
    Quest - Create a Optional quest titled Starting Tips with the description All towers are made to be worth their gold cost and actually be useful. All towers sell back for 100% of their original value, including Legendary towers, this means that upgrading to new towers is very easy. Most players prefer to start off with either Boomerang towers or Death towers, it's really all about your preference. Lumbering is a fairly important part of the game, and without it, you WILL lose, so remember to make more slaves and upgrade your lumbering later on in the game., using icon path ReplaceableTextures\CommandButtons\BTNSelectHeroOn.blp
    Quest - Create a Required quest titled Credits with the description Map design - Zeus#1516 (100%)Map idea - Zeus#1516 (100%)Lives - Zeus#1516 (100%)Trigger work - Zeus#1516 (60%), ShadowBaneWrath (10%) & Ap0calypse (30%)Waves - Zeus#1516 (75%) & ShadowBaneWrath (25%)Game Modes - Zeus#1516 (25%) & ShadowBaneWrath (75%)Custom Models - Zeus#1516, ShadowBaneWrath & HiveWorkShop, using icon path ReplaceableTextures\CommandButtons\BTNSoulBurn.blp
    Player Group - Pick every player in (All players) and do (Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across (Entire map))
    Player Group - Pick every player in (All players) and do (Turn Gives bounty On for (Picked player))
    Special Effect - Create a special effect at (Center of Unit_1_Spawn <gen>) using BlackHole.mdx
    Special Effect - Create a special effect at (Center of Unit_2_Spawn <gen>) using BlackHole.mdx
    Special Effect - Create a special effect at (Center of Unit_3_Spawn <gen>) using BlackHole.mdx
    Special Effect - Create a special effect at (Center of Unit_4_Spawn <gen>) using BlackHole.mdx
    Set VariableSet Lives[1] = 60
    Set VariableSet Lives[2] = 60
    Set VariableSet Lives[3] = 60
    Set VariableSet Lives[4] = 60
    -------- Detect Single/Multi Player --------
    Game Cache - Create a game cache from SinglePlayer.w3v (stringnoformat)
    Custom script: if ( SaveGameCache(bj_lastCreatedGameCache) == true ) then
    Set VariableSet SinglePlayer = True
    Custom script: else
    Set VariableSet SinglePlayer = False
    Custom script: endif
    -------- Setting up Sell Values --------
    Set VariableSet SellValueG = 1.00
    Set VariableSet SellValueL = 1.00
    Set VariableSet SellCount = 1
    Set VariableSet SellType[SellCount] = Arrow Tower
    Set VariableSet SellGold[SellCount] = 38
    Set VariableSet SellLumber[SellCount] = 0
    Set VariableSet SellCount = (SellCount + 1)
    Set VariableSet SellType[SellCount] = |cffffcc00A|rrrow Tower - Tier 2
    Set VariableSet SellGold[SellCount] = 128
    Set VariableSet SellLumber[SellCount] = 0
    Set VariableSet SellCount = (SellCount + 1)
    Set VariableSet SellType[SellCount] = |cffffcc00A|rrrow Tower - Tier 3
    Set VariableSet SellGold[SellCount] = 255
    Set VariableSet SellLumber[SellCount] = 0
    Set VariableSet SellCount = (SellCount + 1)
    Set VariableSet SellType[SellCount] = Omega Tower
    Set VariableSet SellGold[SellCount] = 938
    Set VariableSet SellLumber[SellCount] = 469
    Set VariableSet SellCount = (SellCount + 1)
    Set VariableSet SellType[SellCount] = Frost Tower
    Set VariableSet SellGold[SellCount] = 30
    Set VariableSet SellLumber[SellCount] = 0
    Set VariableSet SellCount = (SellCount + 1)
    Set VariableSet SellType[SellCount] = End Game Tower
    Set VariableSet SellGold[SellCount] = 3000
    Set VariableSet SellLumber[SellCount] = 0
    Set VariableSet SellCount = (SellCount + 1)
    Set VariableSet SellType[SellCount] = Damage Auradin |CFF0000FF(Aura)|r
    Set VariableSet SellGold[SellCount] = 304
    Set VariableSet SellLumber[SellCount] = 0
    Set VariableSet SellCount = (SellCount + 1)
    Set VariableSet SellType[SellCount] = Damage Auradin - Tier 2
    Set VariableSet SellGold[SellCount] = 911
    Set VariableSet SellLumber[SellCount] = 0
    Set VariableSet SellCount = (SellCount + 1)
    Set VariableSet SellType[SellCount] = Damage Auradin - Tier 3
    Set VariableSet SellGold[SellCount] = 1676
    Set VariableSet SellLumber[SellCount] = 0
    Set VariableSet SellCount = (SellCount + 1)
    Set VariableSet SellType[SellCount] = Damage Auradin - Tier 4
    Set VariableSet SellGold[SellCount] = 2681
    Set VariableSet SellLumber[SellCount] = 0
    Set VariableSet SellCount = (SellCount + 1)
    Set VariableSet SellType[SellCount] = Minion Tower
    Set VariableSet SellGold[SellCount] = 150
    Set VariableSet SellLumber[SellCount] = 0
    Set VariableSet SellCount = (SellCount + 1)
    Set VariableSet SellType[SellCount] = Minion Tower - Tier 2
    Set VariableSet SellGold[SellCount] = 386
    Set VariableSet SellLumber[SellCount] = 0
    Set VariableSet SellCount = (SellCount + 1)
    Set VariableSet SellType[SellCount] = Minion Tower - Tier 3 |CFF800080(Research)|r
    Set VariableSet SellGold[SellCount] = 724
    Set VariableSet SellLumber[SellCount] = 0
    Set VariableSet SellCount = (SellCount + 1)
    Set VariableSet SellType[SellCount] = Maul Tower
    Set VariableSet SellGold[SellCount] = 90
    Set VariableSet SellLumber[SellCount] = 0
    Set VariableSet SellCount = (SellCount + 1)
    Set VariableSet SellType[SellCount] = Maul Tower - Tier 2
    Set VariableSet SellGold[SellCount] = 304
    Set VariableSet SellLumber[SellCount] = 0
    Set VariableSet SellCount = (SellCount + 1)
    Set VariableSet SellType[SellCount] = Maul Tower - Tier 3 |CFF800080(Research)|r
    Set VariableSet SellGold[SellCount] = 581
    Set VariableSet SellLumber[SellCount] = 0
    Set VariableSet SellCount = (SellCount + 1)
    Set VariableSet SellType[SellCount] = Polaris Tower
    Set VariableSet SellGold[SellCount] = 233
    Set VariableSet SellLumber[SellCount] = 0
    Set VariableSet SellCount = (SellCount + 1)
    Set VariableSet SellType[SellCount] = Polaris Tower - Tier 2
    Set VariableSet SellGold[SellCount] = 518
    Set VariableSet SellLumber[SellCount] = 0
    Set VariableSet SellCount = (SellCount + 1)
    Set VariableSet SellType[SellCount] = Boomerang Tower
    Set VariableSet SellGold[SellCount] = 64
    Set VariableSet SellLumber[SellCount] = 0
    Set VariableSet SellCount = (SellCount + 1)
    Set VariableSet SellType[SellCount] = Boomerang Tower - Tier 2
    Set VariableSet SellGold[SellCount] = 150
    Set VariableSet SellLumber[SellCount] = 0
    Set VariableSet SellCount = (SellCount + 1)
    Set VariableSet SellType[SellCount] = Boomerang Tower - Tier 3
    Set VariableSet SellGold[SellCount] = 289
    Set VariableSet SellLumber[SellCount] = 0
    Set VariableSet SellCount = (SellCount + 1)
    Set VariableSet SellType[SellCount] = Boomerang Tower - Tier 4
    Set VariableSet SellGold[SellCount] = 484
    Set VariableSet SellLumber[SellCount] = 0
    Set VariableSet SellCount = (SellCount + 1)
    Set VariableSet SellType[SellCount] = Death Tower
    Set VariableSet SellGold[SellCount] = 86
    Set VariableSet SellLumber[SellCount] = 0
    Set VariableSet SellCount = (SellCount + 1)
    Set VariableSet SellType[SellCount] = Death Tower - Tier 2
    Set VariableSet SellGold[SellCount] = 236
    Set VariableSet SellLumber[TempInt] = 0
    Set VariableSet SellCount = (SellCount + 1)
    Set VariableSet SellType[SellCount] = Death Tower - Tier 3
    Set VariableSet SellGold[SellCount] = 420
    Set VariableSet SellLumber[SellCount] = 0
    Set VariableSet SellCount = (SellCount + 1)
    Set VariableSet SellType[SellCount] = Death Tower - Tier 4
    Set VariableSet SellGold[SellCount] = 664
    Set VariableSet SellLumber[SellCount] = 0
    Set VariableSet SellCount = (SellCount + 1)
    Set VariableSet SellType[SellCount] = Demonic Tower
    Set VariableSet SellGold[SellCount] = 225
    Set VariableSet SellLumber[SellCount] = 113
    Set VariableSet SellCount = (SellCount + 1)
    Set VariableSet SellType[SellCount] = Demonic Tower - Tier 2
    Set VariableSet SellGold[SellCount] = 488
    Set VariableSet SellLumber[SellCount] = 244
    Set VariableSet SellCount = (SellCount + 1)
    Set VariableSet SellType[SellCount] = Flaming Skeletal Tower
    Set VariableSet SellGold[SellCount] = 300
    Set VariableSet SellLumber[SellCount] = 150
    Set VariableSet SellCount = (SellCount + 1)
    Set VariableSet SellType[SellCount] = Kul-Tiras Tower |cffffcc00(Legendary)|r
    Set VariableSet SellGold[SellCount] = 1200
    Set VariableSet SellLumber[SellCount] = 600
    Set VariableSet SellCount = (SellCount + 1)
    Set VariableSet SellType[SellCount] = Death's Scythe |cffffcc00(Legendary)|r
    Set VariableSet SellGold[SellCount] = 1800
    Set VariableSet SellLumber[SellCount] = 900
    Set VariableSet SellCount = (SellCount + 1)
    Set VariableSet SellType[SellCount] = Navy Fleet |cffff0000(End Game)|r
    Set VariableSet SellGold[SellCount] = 2625
    Set VariableSet SellLumber[SellCount] = 1313
    Set VariableSet SellCount = (SellCount + 1)
    -------- Setting up Kick Colors --------
    Set VariableSet ColorName[2] = blue
    Set VariableSet ColorName[3] = teal
    Set VariableSet ColorName[4] = purple
    Set VariableSet ColorName[5] = yellow
    Set VariableSet ColorName[6] = orange
    Set VariableSet ColorName[7] = green
    Set VariableSet ColorName[8] = pink
    -------- Setting up Init Rects --------
    Set VariableSet SpawnRects[1] = Red_Spawn <gen>
    Set VariableSet SpawnRects[2] = Blue_Spawn <gen>
    Set VariableSet SpawnRects[3] = Teal_Spawn <gen>
    Set VariableSet SpawnRects[4] = Purple_Spawn <gen>
    Set VariableSet SpawnRects[5] = Yellow_Spawn <gen>
    Set VariableSet SpawnRects[6] = Orange_Spawn <gen>
    Set VariableSet SpawnRects[7] = Green_Spawn <gen>
    Set VariableSet SpawnRects[8] = Pink_Spawn <gen>
    -------- Setting up Spawn Rects --------
    Set VariableSet Region[1] = Unit_1_Spawn <gen>
    Set VariableSet Region[2] = Unit_2_Spawn <gen>
    Set VariableSet Region[3] = Unit_3_Spawn <gen>
    Set VariableSet Region[4] = Unit_4_Spawn <gen>
    Set VariableSet Region[5] = Unit_1_Move <gen>
    Set VariableSet Region[6] = Unit_2_Move <gen>
    Set VariableSet Region[7] = Unit_3_Move <gen>
    Set VariableSet Region[8] = Unit_4_Move <gen>
    Set VariableSet Region[9] = Unit_1_Move_2 <gen>
    Set VariableSet Region[10] = Unit_2_Move_2 <gen>
    Set VariableSet Region[11] = Unit_3_move_2 <gen>
    Set VariableSet Region[12] = Unit_4_Move_2 <gen>
    Set VariableSet Region[13] = Unit_1_Move_3 <gen>
    Set VariableSet Region[14] = Unit_2_Move_3 <gen>
    Set VariableSet Region[15] = Unit_3_Move_3 <gen>
    Set VariableSet Region[16] = Unit_4_Move_3 <gen>
    Set VariableSet Region[17] = Unit_1_Move_4 <gen>
    Set VariableSet Region[18] = Unit_2_Move_4 <gen>
    Set VariableSet Region[19] = Unit_3_Move_4 <gen>
    Set VariableSet Region[20] = Unit_4_Move_4 <gen>
    Set VariableSet Region[21] = Unit_1_and_3_DIE <gen>
    Set VariableSet Region[22] = Unit_2_and_4_DIE <gen>
    Set VariableSet Region[23] = Unit_1_and_3_DIE <gen>
    Set VariableSet Region[24] = Unit_2_and_4_DIE <gen>
    -------- Trigger 1 --------
    Player Group - Pick every player in (All players) and do (Set (Picked player).Current gold to 115)
    -------- Trigger 2-9 --------
    For each (Integer LoopInt1) from 1 to 8, do (Actions)
      Loop - Actions
        -------- The magic of the loop... --------
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Player(LoopInt1)) slot status) Equal to Is playing
          Then - Actions
            Set VariableSet NavyPlaying[((LoopInt1 + 1) / 2)] = True
            Set VariableSet Point = ((Player(LoopInt1)) start location)
            Unit - Create 1.Igloo for (Player(LoopInt1)) at Point facing 270.00 degrees
            Custom script: call RemoveLocation(udg_Point)
            Set VariableSet Point = (Center of SpawnRects[LoopInt1])
            Unit - Create 1.Navy Captain for (Player(LoopInt1)) at Point facing 270.00 degrees
            Camera - Pan camera for (Player(LoopInt1)) to Point over 0 seconds
            Custom script: call RemoveLocation(udg_Point)
          Else - Actions
    -------- Trigger 10 --------
    Game - Display to (All players) the text: ((Name of Player 1 (Red)) + ( + is picking the difficulty mode, please wait.))
    Unit - Pause all units
    -------- Trigger 11 --------
    Game - Set the time of day to 12
    Game - Turn the day/night cycle Off
Select On Start
  Events
    Time - Elapsed game time is 1.00 seconds
  Conditions
  Actions
    Selection - Select (Last created unit) for Player 1 (Red)
    Selection - Select (Last created unit) for Player 2 (Blue)
    Selection - Select (Last created unit) for Player 3 (Teal)
    Selection - Select (Last created unit) for Player 4 (Purple)
    Selection - Select (Last created unit) for Player 5 (Yellow)
    Selection - Select (Last created unit) for Player 6 (Orange)
    Selection - Select (Last created unit) for Player 7 (Green)
    Selection - Select (Last created unit) for Player 8 (Pink)
Camera Set
  Events
    Time - Elapsed game time is 0.00 seconds
  Conditions
  Actions
    Player Group - Pick every player in (All players) and do (Set (Picked player)'s camera Distance to target to 2800.00 over 0 seconds)
Reset Camera
  Events
    Player - Player 1 (Red) types a chat message containing -resetcam (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -resetcam (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -resetcam (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -resetcam (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -resetcam (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -resetcam (stringnoformat) as An exact match
    Player - Player 7 (Green) types a chat message containing -resetcam (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing -resetcam (stringnoformat) as An exact match
  Conditions
  Actions
    Camera - Set (Triggering player)'s camera Distance to target to 2800.00 over 0 seconds
    Camera - Set (Triggering player)'s camera Angle of attack to 300.00 over 0 seconds
TopDown
  Events
    Player - Player 1 (Red) types a chat message containing -topdown (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -topdown (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -topdown (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -topdown (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -topdown (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -topdown (stringnoformat) as An exact match
    Player - Player 7 (Green) types a chat message containing -topdown (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing -topdown (stringnoformat) as An exact match
  Conditions
  Actions
    Camera - Set (Triggering player)'s camera Distance to target to 3000.00 over 0 seconds
    Camera - Set (Triggering player)'s camera Angle of attack to 270.00 over 0 seconds
Next Page
  Events
    Unit - A unit Finishes casting an ability
  Conditions
    (Ability being cast) Equal to Next Page
  Actions
    Unit - Order (Triggering unit) to Build.
Slave Detonation
  Events
    Unit - A unit owned by Player 1 (Red).Begins casting an ability
    Unit - A unit owned by Player 2 (Blue).Begins casting an ability
    Unit - A unit owned by Player 3 (Teal).Begins casting an ability
    Unit - A unit owned by Player 4 (Purple).Begins casting an ability
    Unit - A unit owned by Player 5 (Yellow).Begins casting an ability
    Unit - A unit owned by Player 6 (Orange).Begins casting an ability
    Unit - A unit owned by Player 7 (Green).Begins casting an ability
    Unit - A unit owned by Player 8 (Pink).Begins casting an ability
  Conditions
    (Ability being cast) Equal to Detonate
  Actions
    Set VariableSet Force = (Player group((Triggering player)))
    Game - Display to Force the text: You've just detonated one of your slaves and fed his remains to your crew, generating you 53 gold!
    Player - Add 53 to (Triggering player).Current gold
    Custom script: call DestroyForce(udg_Force)
Red Leaves Game
  Events
    Player - Player 1 (Red) leaves the game
  Conditions
  Actions
    Unit Group - Pick every unit in (Units owned by Player 1 (Red).) and do (Change ownership of (Picked unit) to Player 2 (Blue) and Change color)
    Game - Display to (All players) the text: |cffff0000Red|r has left the game. All their units have been handed over to |cff0000ffBlue|r.
Team 1 Red Leaves After Blue
  Events
    Player - Player 1 (Red) leaves the game
  Conditions
    (Player 2 (Blue) slot status) Equal to Has left the game
  Actions
    Unit Group - Pick every unit in (Units owned by Player 1 (Red).) and do (Remove (Picked unit) from the game)
    Game - Display to (All players) the text: Both Players from Navy Team 1 have left the game. Their units and creep spawns have been removed.
Blue Leaves Game
  Events
    Player - Player 2 (Blue) leaves the game
  Conditions
  Actions
    Unit Group - Pick every unit in (Units owned by Player 2 (Blue).) and do (Change ownership of (Picked unit) to Player 1 (Red) and Change color)
    Game - Display to (All players) the text: |cff0000ffBlue|r has left the game. All their units have been handed over to |cffff0000Red|r.
Team 1 Blue Leaves After Red
  Events
    Player - Player 2 (Blue) leaves the game
  Conditions
    (Player 1 (Red) slot status) Equal to Has left the game
  Actions
    Unit Group - Pick every unit in (Units owned by Player 2 (Blue).) and do (Remove (Picked unit) from the game)
    Game - Display to (All players) the text: Both Players from Navy Team 1 have left the game. Their units and creep spawns have been removed.
Teal Leaves Game
  Events
    Player - Player 3 (Teal) leaves the game
  Conditions
  Actions
    Unit Group - Pick every unit in (Units owned by Player 3 (Teal).) and do (Change ownership of (Picked unit) to Player 4 (Purple) and Change color)
    Game - Display to (All players) the text: |cff00ffffTeal|r has left the game. All their units have been handed over to |cff6f2583Purple|r.
Team 2 Is Unused Remove King
  Events
    Map initialization
  Conditions
    ((Player 3 (Teal) slot status) Equal to Is unused) and ((Player 4 (Purple) slot status) Equal to Is unused)
  Actions
    Unit - Remove King's Castle 0055 <gen> from the game
    Unit - Remove Navy King 0048 <gen> from the game
    Unit - Remove Barracks - Sending to all teams 0020 <gen> from the game
    Unit - Remove Barracks - Sending to all teams 0021 <gen> from the game
Team 2 Teal Leaves After Purple
  Events
    Player - Player 3 (Teal) leaves the game
  Conditions
    (Player 4 (Purple) slot status) Equal to Has left the game
  Actions
    Unit - Remove King's Castle 0055 <gen> from the game
    Unit - Remove Navy King 0048 <gen> from the game
    Unit Group - Pick every unit in (Units owned by Player 3 (Teal).) and do (Remove (Picked unit) from the game)
    Game - Display to (All players) the text: Both Players from Navy Team 2 have left the game. Their units and creep spawns have been removed.
Purple Leaves Game
  Events
    Player - Player 4 (Purple) leaves the game
  Conditions
  Actions
    Unit Group - Pick every unit in (Units owned by Player 4 (Purple).) and do (Change ownership of (Picked unit) to Player 3 (Teal) and Change color)
    Game - Display to (All players) the text: |cff6f2583Purple|r has left the game. All their units have been handed over to |cff00ffffTeal|r.
Team 2 Purple Leaves After Teal
  Events
    Player - Player 4 (Purple) leaves the game
  Conditions
    (Player 3 (Teal) slot status) Equal to Has left the game
  Actions
    Unit - Remove King's Castle 0055 <gen> from the game
    Unit - Remove Navy King 0048 <gen> from the game
    Unit Group - Pick every unit in (Units owned by Player 4 (Purple).) and do (Remove (Picked unit) from the game)
    Game - Display to (All players) the text: Both Players from Navy Team 2 have left the game. Their units and creep spawns have been removed.
Yellow Leaves Game
  Events
    Player - Player 5 (Yellow) leaves the game
  Conditions
  Actions
    Unit Group - Pick every unit in (Units owned by Player 5 (Yellow).) and do (Change ownership of (Picked unit) to Player 6 (Orange) and Change color)
    Game - Display to (All players) the text: |cffffff00Yellow|r has left the game. All their units have been handed over to |cffd45e19Orange|r.
Team 3 Is Unused Remove King
  Events
    Map initialization
  Conditions
    ((Player 5 (Yellow) slot status) Equal to Is unused) and ((Player 6 (Orange) slot status) Equal to Is unused)
  Actions
    Unit - Remove Barracks - Sending to all teams 0056 <gen> from the game
    Unit - Remove Barracks - Sending to all teams 0057 <gen> from the game
    Unit - Remove King's Castle 0053 <gen> from the game
    Unit - Remove Navy King 0051 <gen> from the game
Team 3 Yellow Leaves After Orange
  Events
    Player - Player 5 (Yellow) leaves the game
  Conditions
    (Player 6 (Orange) slot status) Equal to Has left the game
  Actions
    Unit - Remove King's Castle 0053 <gen> from the game
    Unit - Remove Navy King 0051 <gen> from the game
    Unit Group - Pick every unit in (Units owned by Player 5 (Yellow).) and do (Remove (Picked unit) from the game)
    Game - Display to (All players) the text: Both Players from Navy Team 3 have left the game. Their units and creep spawns have been removed.
Orange Leaves Game
  Events
    Player - Player 6 (Orange) leaves the game
  Conditions
  Actions
    Unit Group - Pick every unit in (Units owned by Player 6 (Orange).) and do (Change ownership of (Picked unit) to Player 5 (Yellow) and Change color)
    Game - Display to (All players) the text: |cffd45e19Orange|r has left the game. All their units have been handed over to|cffffff00 Yellow|r.
Team 3 Orange Leaves After Yellow
  Events
    Player - Player 6 (Orange) leaves the game
  Conditions
    (Player 5 (Yellow) slot status) Equal to Has left the game
  Actions
    Unit - Remove King's Castle 0053 <gen> from the game
    Unit - Remove Navy King 0051 <gen> from the game
    Unit Group - Pick every unit in (Units owned by Player 6 (Orange).) and do (Remove (Picked unit) from the game)
    Game - Display to (All players) the text: Both Players from Navy Team 3 have left the game. Their units and creep spawns have been removed.
Green Leaves Game
  Events
    Player - Player 7 (Green) leaves the game
  Conditions
  Actions
    Unit Group - Pick every unit in (Units owned by Player 7 (Green).) and do (Change ownership of (Picked unit) to Player 8 (Pink) and Change color)
    Game - Display to (All players) the text: |cff00ff00Green|r has left the game. All their units have been handed over to |cffff8080Pink|r.
Team 4 Is Unused Remove King
  Events
    Map initialization
  Conditions
    ((Player 7 (Green) slot status) Equal to Is unused) and ((Player 8 (Pink) slot status) Equal to Is unused)
  Actions
    Unit - Remove King's Castle 0052 <gen> from the game
    Unit - Remove Navy King 0049 <gen> from the game
    Unit - Remove Barracks - Sending to all teams 0058 <gen> from the game
    Unit - Remove Barracks - Sending to all teams 0059 <gen> from the game
Team 4 Green Leaves After Pink
  Events
    Player - Player 7 (Green) leaves the game
  Conditions
    (Player 8 (Pink) slot status) Equal to Has left the game
  Actions
    Unit - Remove King's Castle 0052 <gen> from the game
    Unit - Remove Navy King 0049 <gen> from the game
    Unit Group - Pick every unit in (Units owned by Player 7 (Green).) and do (Remove (Picked unit) from the game)
    Game - Display to (All players) the text: Both Players from Navy Team 4 have left the game. Their units and creep spawns have been removed.
Pink Leaves Game
  Events
    Player - Player 8 (Pink) leaves the game
  Conditions
  Actions
    Unit Group - Pick every unit in (Units owned by Player 8 (Pink).) and do (Change ownership of (Picked unit) to Player 7 (Green) and Change color)
    Game - Display to (All players) the text: |cffff8080Pink|r has left the game. All their units have been handed over to |cff00ff00Green|r.
Team 4 Pink Leaves After Green
  Events
    Player - Player 8 (Pink) leaves the game
  Conditions
    (Player 7 (Green) slot status) Equal to Has left the game
  Actions
    Unit - Remove King's Castle 0052 <gen> from the game
    Unit - Remove Navy King 0049 <gen> from the game
    Unit Group - Pick every unit in (Units owned by Player 8 (Pink).) and do (Remove (Picked unit) from the game)
    Game - Display to (All players) the text: Both Players from Navy Team 4 have left the game. Their units and creep spawns have been removed.
Player Left
  Events
    Player - Player 1 (Red) leaves the game
    Player - Player 2 (Blue) leaves the game
    Player - Player 3 (Teal) leaves the game
    Player - Player 4 (Purple) leaves the game
    Player - Player 5 (Yellow) leaves the game
    Player - Player 6 (Orange) leaves the game
    Player - Player 7 (Green) leaves the game
    Player - Player 8 (Pink) leaves the game
  Conditions
  Actions
    -------- Uhh, this might be a bit harder to understand... --------
    -------- Deal with it! --------
    -------- KABOOMMM! (team left/lost) --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Player number of (Triggering player)) mod 2) Equal to 0
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Player(((Player number of (Triggering player)) - 1))) slot status) Not equal to Is playing
          Then - Actions
            Set VariableSet Group = (Units owned by (Player(((Player number of (Triggering player)) - 1))).)
            Unit Group - Pick every unit in Group and do (Remove (Picked unit) from the game)
            Custom script: call DestroyGroup(udg_Group)
            Set VariableSet Group = (Units owned by (Triggering player).)
            Unit Group - Pick every unit in Group and do (Remove (Picked unit) from the game)
            Custom script: call DestroyGroup(udg_Group)
            Set VariableSet NavyPlaying[((Player number of (Triggering player)) / 2)] = False
            Skip remaining actions
          Else - Actions
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Player(((Player number of (Triggering player)) + 1))) slot status) Not equal to Is playing
          Then - Actions
            Set VariableSet Group = (Units owned by (Player(((Player number of (Triggering player)) + 1))).)
            Unit Group - Pick every unit in Group and do (Remove (Picked unit) from the game)
            Custom script: call DestroyGroup(udg_Group)
            Set VariableSet Group = (Units owned by (Triggering player).)
            Unit Group - Pick every unit in Group and do (Remove (Picked unit) from the game)
            Custom script: call DestroyGroup(udg_Group)
            Set VariableSet NavyPlaying[(((Player number of (Triggering player)) + 1) / 2)] = False
            Skip remaining actions
          Else - Actions
    -------- Player hands over buildings --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Player number of (Triggering player)) mod 2) Equal to 0
      Then - Actions
        Set VariableSet Group = (Units owned by (Player(((Player number of (Triggering player)) - 1))).)
        Unit Group - Pick every unit in Group and do (Change ownership of (Picked unit) to (Player(((Player number of (Triggering player)) - 1))) and Change color)
      Else - Actions
        Set VariableSet Group = (Units owned by (Player(((Player number of (Triggering player)) + 1))).)
        Unit Group - Pick every unit in Group and do (Change ownership of (Picked unit) to (Player(((Player number of (Triggering player)) + 1))) and Change color)
    Custom script: call DestroyGroup(udg_Group)
Wood 10
  Events
    Unit - A unit Finishes training a unit
  Conditions
    (Unit-type of (Trained unit)) Equal to 10 Lumber
  Actions
    Player - Add 10 to (Owner of (Trained unit)).Current lumber
    Unit - Remove (Trained unit) from the game
Wood 100
  Events
    Unit - A unit Finishes training a unit
  Conditions
    (Unit-type of (Trained unit)) Equal to 100 Lumber
  Actions
    Player - Add 100 to (Owner of (Trained unit)).Current lumber
    Unit - Remove (Trained unit) from the game
Wood 1000
  Events
    Unit - A unit Finishes training a unit
  Conditions
    (Unit-type of (Trained unit)) Equal to 1000 Lumber
  Actions
    Player - Add 1000 to (Owner of (Trained unit)).Current lumber
    Unit - Remove (Trained unit) from the game
Gold 30
  Events
    Unit - A unit Finishes training a unit
  Conditions
    (Unit-type of (Trained unit)) Equal to 15 Gold
  Actions
    Player - Add 15 to (Owner of (Trained unit)).Current gold
    Unit - Remove (Trained unit) from the game
Gold 300
  Events
    Unit - A unit Finishes training a unit
  Conditions
    (Unit-type of (Trained unit)) Equal to 150 Gold
  Actions
    Player - Add 150 to (Owner of (Trained unit)).Current gold
    Unit - Remove (Trained unit) from the game
Gold 3000
  Events
    Unit - A unit Finishes training a unit
  Conditions
    (Unit-type of (Trained unit)) Equal to 1500 Gold
  Actions
    Player - Add 1500 to (Owner of (Trained unit)).Current gold
    Unit - Remove (Trained unit) from the game
Spawn Recognization
  Events
    Map initialization
  Conditions
  Actions
    Player Group - Add Player 10 (Light Blue) to Spawns
    Player Group - Add Player 9 (Gray) to Spawns
Dialog Setup
  Events
    Time - Elapsed game time is 0.00 seconds
  Conditions
  Actions
    -------- hmh --------
    Dialog - Clear Dialog_Mode
    Dialog - Create a dialog button for Dialog_Mode labelled |CFF7EBFF1Very Easy Mode|r
    Set VariableSet DialogButtons[1] = (Last created dialog Button)
    Dialog - Create a dialog button for Dialog_Mode labelled |CFF0000FFEasy Mode|r
    Set VariableSet DialogButtons[2] = (Last created dialog Button)
    Dialog - Create a dialog button for Dialog_Mode labelled |CFF00FF00Normal Mode|r
    Set VariableSet DialogButtons[3] = (Last created dialog Button)
    Dialog - Create a dialog button for Dialog_Mode labelled |CFF008000Medium Mode|r
    Set VariableSet DialogButtons[4] = (Last created dialog Button)
    Dialog - Create a dialog button for Dialog_Mode labelled |CFFFFD700Hard Mode|r
    Set VariableSet DialogButtons[5] = (Last created dialog Button)
    Dialog - Create a dialog button for Dialog_Mode labelled |CFFFFA500Insane Mode|r
    Set VariableSet DialogButtons[6] = (Last created dialog Button)
    Dialog - Create a dialog button for Dialog_Mode labelled |cFFFF0000Hell Mode|r
    Set VariableSet DialogButtons[7] = (Last created dialog Button)
    Dialog - Create a dialog button for Dialog_Mode labelled |CFF800080Impossible Mode|r
    Set VariableSet DialogButtons[8] = (Last created dialog Button)
    Dialog - Show Dialog_Mode for Player 1 (Red)
Mode Choose
  Events
    Dialog - A dialog button is clicked for Dialog_Mode
  Conditions
  Actions
    If ((Clicked dialog button) Equal to DialogButtons[1]) then do (Pick every player in Spawns and do (Set (Picked player) handicap to 70.00%)) else do (Do nothing)
    If ((Clicked dialog button) Equal to DialogButtons[2]) then do (Pick every player in Spawns and do (Set (Picked player) handicap to 80.00%)) else do (Do nothing)
    If ((Clicked dialog button) Equal to DialogButtons[3]) then do (Pick every player in Spawns and do (Set (Picked player) handicap to 100.00%)) else do (Do nothing)
    If ((Clicked dialog button) Equal to DialogButtons[4]) then do (Pick every player in Spawns and do (Set (Picked player) handicap to 110.00%)) else do (Do nothing)
    If ((Clicked dialog button) Equal to DialogButtons[5]) then do (Pick every player in Spawns and do (Set (Picked player) handicap to 120.00%)) else do (Do nothing)
    If ((Clicked dialog button) Equal to DialogButtons[6]) then do (Pick every player in Spawns and do (Set (Picked player) handicap to 130.00%)) else do (Do nothing)
    If ((Clicked dialog button) Equal to DialogButtons[7]) then do (Pick every player in Spawns and do (Set (Picked player) handicap to 140.00%)) else do (Do nothing)
    If ((Clicked dialog button) Equal to DialogButtons[8]) then do (Pick every player in Spawns and do (Set (Picked player) handicap to 150.00%)) else do (Do nothing)
Mode Warning
  Events
    Dialog - A dialog button is clicked for Dialog_Mode
  Conditions
  Actions
    If ((Clicked dialog button) Equal to DialogButtons[1]) then do (Display to (All players) the text: ((Name of Player 1 (Red)) + ( + has selected |CFF7EBFF1Very Easy Mode|r))) else do (Do nothing)
    If ((Clicked dialog button) Equal to DialogButtons[2]) then do (Display to (All players) the text: ((Name of Player 1 (Red)) + ( + has selected |CFF0000FFEasy Mode|r))) else do (Do nothing)
    If ((Clicked dialog button) Equal to DialogButtons[3]) then do (Display to (All players) the text: ((Name of Player 1 (Red)) + ( + has selected |CFF00FF00Normal Mode|r))) else do (Do nothing)
    If ((Clicked dialog button) Equal to DialogButtons[4]) then do (Display to (All players) the text: ((Name of Player 1 (Red)) + ( + has selected |CFF008000Medium Mode|r))) else do (Do nothing)
    If ((Clicked dialog button) Equal to DialogButtons[5]) then do (Display to (All players) the text: ((Name of Player 1 (Red)) + ( + has selected |CFFFFD700Hard Mode|r))) else do (Do nothing)
    If ((Clicked dialog button) Equal to DialogButtons[6]) then do (Display to (All players) the text: ((Name of Player 1 (Red)) + ( + has selected |CFFFFA500Insane Mode|r))) else do (Do nothing)
    If ((Clicked dialog button) Equal to DialogButtons[7]) then do (Display to (All players) the text: ((Name of Player 1 (Red)) + ( + has selected |cFFFF0000Hell Mode|r))) else do (Do nothing)
    If ((Clicked dialog button) Equal to DialogButtons[8]) then do (Display to (All players) the text: ((Name of Player 1 (Red)) + ( + has selected |CFF800080Impossible Mode|r))) else do (Do nothing)
Mode Units
  Events
    Dialog - A dialog button is clicked for Dialog_Mode
  Conditions
  Actions
    Unit - Unpause all units
    Countdown Timer - Start Timer as a Repeating timer that will expire in 75.00 seconds
Tip 1
  Events
    Time - Elapsed game time is 105.00 seconds
  Conditions
  Actions
    Game - Display to (All players) for 15.00 seconds the text: |CFF00FF00Tip: Investing in lumbering early into the game can be the difference between winning and losing, depending on the set game mode.|r
Tip 2
  Events
    Time - Elapsed game time is 210.00 seconds
  Conditions
  Actions
    Game - Display to (All players) for 15.00 seconds the text: |CFF00FF00Tip: Legendary towers cost food, so don't forget to build and upgrade more igloos !|r
Tip 3
  Events
    Time - Elapsed game time is 315.00 seconds
  Conditions
  Actions
    Game - Display to (All players) for 15.00 seconds the text: |CFF00FF00Tip: Some towers will give you the option of researching abilities, these abilities apply not just to that one tower, but to all matching towers (same tower, same tier).|r
Tip 4
  Events
    Time - Elapsed game time is 420.00 seconds
  Conditions
  Actions
    Game - Display to (All players) for 15.00 seconds the text: |CFF00FF00Tip: The amount of lumber your slaves harvest can be increased by using the advanced lumbering research within your igloo.|r
Tip 5
  Events
    Time - Elapsed game time is 525.00 seconds
  Conditions
  Actions
    Game - Display to (All players) for 15.00 seconds the text: |CFF00FF00Tip: Selling and buying gold/lumber is an essential and strategic part of surviving. You can trade your resources using your igloo.|r
Tip 6
  Events
    Time - Elapsed game time is 630.00 seconds
  Conditions
  Actions
    Game - Display to (All players) for 15.00 seconds the text: |CFF00FF00Tip: Building damage auradins is a great way to increase fire power for your team.|r
Tip 7
  Events
    Time - Elapsed game time is 735.00 seconds
  Conditions
  Actions
    Game - Display to (All players) for 15.00 seconds the text: |CFF00FF00Tip: Omega towers are more than essential to claim your victory, they're needed to destroy the final waves, as they have the highest amount of fire power.|r
Tip 8
  Events
    Time - Elapsed game time is 840.00 seconds
  Conditions
  Actions
    Game - Display to (All players) for 15.00 seconds the text: |CFF00FF00Tip: VIP members have a responsibility to help new players get to know the game better. If you feel lost or don't know what to do, and there happens to be a VIP member in the game, feel free to ask for help!|r
Tip 9
  Events
    Time - Elapsed game time is 945.00 seconds
  Conditions
  Actions
    Game - Display to (All players) for 15.00 seconds the text: |CFF00FF00Tip: Remember to read tower tooltips to be precise about wether you should buy it or not.|r
Tip 10
  Events
    Time - Elapsed game time is 1050.00 seconds
  Conditions
  Actions
    Game - Display to (All players) for 15.00 seconds the text: |CFF00FF00Tip: Remember to upgrade your towers, and not just use weak tier 1 towers.|r
Time Passed 5 Mins
  Events
    Time - Elapsed game time is 300.00 seconds
  Conditions
  Actions
    Game - Display to (All players) the text: Five minutes have passed and all players have been given an additional 100 gold as well as 10 lumber to help with building and upgrading towers.
    Player Group - Pick every player in (All players) and do (Add 100 to (Picked player).Current gold)
    Player Group - Pick every player in (All players) and do (Add 10 to (Picked player).Current lumber)
Time Passed 10 Mins
  Events
    Time - Elapsed game time is 600.00 seconds
  Conditions
  Actions
    Game - Display to (All players) the text: Ten minutes have passed and all players have been given an additional 100 gold as well as 10 lumber to help with building and upgrading towers.
    Player Group - Pick every player in (All players) and do (Add 100 to (Picked player).Current gold)
    Player Group - Pick every player in (All players) and do (Add 10 to (Picked player).Current lumber)
Time Passed 15 Mins
  Events
    Time - Elapsed game time is 900.00 seconds
  Conditions
  Actions
    Game - Display to (All players) the text: Fifteen minutes have passed and all players have been given an additional 100 gold as well as 10 lumber to help with building and upgrading towers.
    Player Group - Pick every player in (All players) and do (Add 100 to (Picked player).Current gold)
    Player Group - Pick every player in (All players) and do (Add 10 to (Picked player).Current lumber)
Time Passed 20 Mins
  Events
    Time - Elapsed game time is 1200.00 seconds
  Conditions
  Actions
    Game - Display to (All players) the text: Twenty minutes have passed and all players have been given an additional 100 gold as well as 10 lumber to help with building and upgrading towers.
    Player Group - Pick every player in (All players) and do (Add 100 to (Picked player).Current gold)
    Player Group - Pick every player in (All players) and do (Add 10 to (Picked player).Current lumber)
Time Passed 25 Mins
  Events
    Time - Elapsed game time is 1500.00 seconds
  Conditions
  Actions
    Game - Display to (All players) the text: Twenty-five minutes have passed and all players have been given an additional 100 gold as well as 10 lumber to help with building and upgrading towers.
    Player Group - Pick every player in (All players) and do (Add 100 to (Picked player).Current gold)
    Player Group - Pick every player in (All players) and do (Add 10 to (Picked player).Current lumber)
Time Passed 30 Mins
  Events
    Time - Elapsed game time is 1800.00 seconds
  Conditions
  Actions
    Game - Display to (All players) the text: Thirty minutes have passed and all players have been given an additional 100 gold as well as 10 lumber to help with building and upgrading towers.
    Player Group - Pick every player in (All players) and do (Add 100 to (Picked player).Current gold)
    Player Group - Pick every player in (All players) and do (Add 10 to (Picked player).Current lumber)
Sell Towers
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to Sell Tower
  Actions
    For each (Integer LoopInt1) from 1 to SellCount, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Unit-type of (Triggering unit)) Equal to SellType[LoopInt1]
          Then - Actions
            Game - Display to (Player group((Owner of (Triggering unit)))) the text: (You have sold a + (((Name of (Triggering unit)) + for ) + (((String((Integer(((Real(SellGold[LoopInt1])) x SellValueG))))) + |cffffcc00 gold|r and ) + ((String((Integer(((Real(SellLumber[LoopInt1])) x SellValueL))))) + |CFF00FF00 lumber|r.))))
            Player - Add (Integer(((Real(SellGold[LoopInt1])) x SellValueG))) to (Owner of (Triggering unit)).Current gold
            Player - Add (Integer(((Real(SellLumber[LoopInt1])) x SellValueL))) to (Owner of (Triggering unit)).Current lumber
            Set VariableSet Point = (Position of (Triggering unit))
            Special Effect - Create a special effect at Point using Abilities\Spells\Other\Transmute\PileofGold.mdl
            Special Effect - Destroy (Last created special effect)
            Custom script: call RemoveLocation (udg_Point)
            Unit - Remove (Triggering unit) from the game
            Set VariableSet LoopInt1 = 120
          Else - Actions
Get To Work HOE
  Events
    Time - Elapsed game time is 5.00 seconds
  Conditions
  Actions
    Unit - Order Penguin Slave 0000 <gen> to Harvest.Cityscape Snowy Tree Wall 0040 <gen>
    Unit - Order Penguin Slave 0007 <gen> to Harvest.Cityscape Snowy Tree Wall 0040 <gen>
    Unit - Order Penguin Slave 0011 <gen> to Harvest.Cityscape Snowy Tree Wall 0044 <gen>
    Unit - Order Penguin Slave 0012 <gen> to Harvest.Cityscape Snowy Tree Wall 0044 <gen>
    Unit - Order Penguin Slave 0014 <gen> to Harvest.Cityscape Snowy Tree Wall 0036 <gen>
    Unit - Order Penguin Slave 0013 <gen> to Harvest.Cityscape Snowy Tree Wall 0036 <gen>
    Unit - Order Penguin Slave 0015 <gen> to Harvest.Cityscape Snowy Tree Wall 0019 <gen>
    Unit - Order Penguin Slave 0016 <gen> to Harvest.Cityscape Snowy Tree Wall 0019 <gen>
No player remove red
  Events
    Time - Every 0.01 seconds of game time
  Conditions
    ((Player 1 (Red) slot status) Equal to Is unused) or ((Player 1 (Red) slot status) Equal to Has left the game)
  Actions
    Unit - Remove Penguin Slave 0000 <gen> from the game
Unit Handover Red
  Events
    Time - Every 0.50 seconds of game time
  Conditions
    (Player 1 (Red) slot status) Equal to Has left the game
  Actions
    Player Group - Pick every player in Player Group - Player 1 (Red) and do (Change ownership of (Picked unit) to Player 2 (Blue) and Change color)
No player removed blue
  Events
    Time - Every 0.01 seconds of game time
  Conditions
    ((Player 2 (Blue) slot status) Equal to Is unused) or ((Player 2 (Blue) slot status) Equal to Has left the game)
  Actions
    Unit - Remove Penguin Slave 0007 <gen> from the game
Unit Handover Blue
  Events
    Time - Every 0.50 seconds of game time
  Conditions
    (Player 2 (Blue) slot status) Equal to Has left the game
  Actions
    Player Group - Pick every player in Player Group - Player 2 (Blue) and do (Change ownership of (Picked unit) to Player 1 (Red) and Change color)
No player remove teal
  Events
    Time - Every 0.01 seconds of game time
  Conditions
    ((Player 3 (Teal) slot status) Equal to Is unused) or ((Player 3 (Teal) slot status) Equal to Has left the game)
  Actions
    Unit - Remove Penguin Slave 0011 <gen> from the game
Unit Handover Teal
  Events
    Time - Every 0.50 seconds of game time
  Conditions
    (Player 3 (Teal) slot status) Equal to Has left the game
  Actions
    Player Group - Pick every player in Player Group - Player 3 (Teal) and do (Change ownership of (Picked unit) to Player 4 (Purple) and Change color)
No player remove purple
  Events
    Time - Every 0.01 seconds of game time
  Conditions
    ((Player 4 (Purple) slot status) Equal to Is unused) or ((Player 4 (Purple) slot status) Equal to Has left the game)
  Actions
    Unit - Remove Penguin Slave 0012 <gen> from the game
Unit Handover Purple
  Events
    Time - Every 0.50 seconds of game time
  Conditions
    (Player 4 (Purple) slot status) Equal to Has left the game
  Actions
    Player Group - Pick every player in Player Group - Player 4 (Purple) and do (Change ownership of (Picked unit) to Player 3 (Teal) and Change color)
No player remove yellow
  Events
    Time - Every 0.01 seconds of game time
  Conditions
    ((Player 5 (Yellow) slot status) Equal to Is unused) or ((Player 5 (Yellow) slot status) Equal to Has left the game)
  Actions
    Unit - Remove Penguin Slave 0013 <gen> from the game
Unit Handover Yellow
  Events
    Time - Every 0.50 seconds of game time
  Conditions
    (Player 5 (Yellow) slot status) Equal to Has left the game
  Actions
    Player Group - Pick every player in Player Group - Player 5 (Yellow) and do (Change ownership of (Picked unit) to Player 6 (Orange) and Change color)
No player remove orange
  Events
    Time - Every 0.01 seconds of game time
  Conditions
    ((Player 6 (Orange) slot status) Equal to Is unused) or ((Player 6 (Orange) slot status) Equal to Has left the game)
  Actions
    Unit - Remove Penguin Slave 0014 <gen> from the game
Unit Handover Orange
  Events
    Time - Every 0.50 seconds of game time
  Conditions
    (Player 6 (Orange) slot status) Equal to Has left the game
  Actions
    Player Group - Pick every player in Player Group - Player 6 (Orange) and do (Change ownership of (Picked unit) to Player 5 (Yellow) and Change color)
No player remove green
  Events
    Time - Every 0.01 seconds of game time
  Conditions
    ((Player 7 (Green) slot status) Equal to Is unused) or ((Player 7 (Green) slot status) Equal to Has left the game)
  Actions
    Unit - Remove Penguin Slave 0015 <gen> from the game
Unit Handover Green
  Events
    Time - Every 0.50 seconds of game time
  Conditions
    (Player 7 (Green) slot status) Equal to Has left the game
  Actions
    Player Group - Pick every player in Player Group - Player 7 (Green) and do (Change ownership of (Picked unit) to Player 8 (Pink) and Change color)
No player remove pink
  Events
    Time - Every 0.01 seconds of game time
  Conditions
    ((Player 8 (Pink) slot status) Equal to Is unused) or ((Player 8 (Pink) slot status) Equal to Has left the game)
  Actions
    Unit - Remove Penguin Slave 0016 <gen> from the game
Unit Handover Pink
  Events
    Time - Every 0.50 seconds of game time
  Conditions
    (Player 8 (Pink) slot status) Equal to Has left the game
  Actions
    Player Group - Pick every player in Player Group - Player 8 (Pink) and do (Change ownership of (Picked unit) to Player 7 (Green) and Change color)
Commands
  Events
    Player - Player 1 (Red) types a chat message containing - (stringnoformat) as A substring
    Player - Player 2 (Blue) types a chat message containing - (stringnoformat) as A substring
    Player - Player 3 (Teal) types a chat message containing - (stringnoformat) as A substring
    Player - Player 4 (Purple) types a chat message containing - (stringnoformat) as A substring
    Player - Player 5 (Yellow) types a chat message containing - (stringnoformat) as A substring
    Player - Player 6 (Orange) types a chat message containing - (stringnoformat) as A substring
    Player - Player 7 (Green) types a chat message containing - (stringnoformat) as A substring
    Player - Player 8 (Pink) types a chat message containing - (stringnoformat) as A substring
  Conditions
  Actions
    -------- Kick-command --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (String((Substring((Entered chat string), 2, 5))) as Lower case.) Equal to kick
        (Triggering player) Equal to Player 1 (Red)
      Then - Actions
        For each (Integer LoopInt2) from 2 to 8, do (Actions)
          Loop - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Substring((Entered chat string), 7, (Length of (Entered chat string)))) Equal to ColorName[LoopInt2]
              Then - Actions
                Game - Defeat (Player(LoopInt2)) with the message: Kick!
                Game - Display to (All players) the text: ((Name of (Player(LoopInt2))) + ( + Has been kicked from the game.))
              Else - Actions
      Else - Actions
        -------- Next Wave --------
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Or - Any (Conditions) are true
              Conditions
                (String((Substring((Entered chat string), 2, 5))) as Lower case.) Equal to next
                (String((Substring((Entered chat string), 2, 10))) as Lower case.) Equal to next wave
          Then - Actions
            Set VariableSet TempInt = 0
            Set VariableSet Timer_1 = 74
            For each (Integer LoopInt2) from 1 to 4, do (Actions)
              Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    NavyPlaying[LoopInt2] Equal to True
                  Then - Actions
                    Set VariableSet TempInt = (TempInt + 1)
                  Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                TempInt Equal to 1
              Then - Actions
                Countdown Timer - Start Timer as a Repeating timer that will expire in 75.00 seconds
                Trigger - Run Init_Spawn <gen> (checking conditions)
              Else - Actions
          Else - Actions
Single Player
  Events
    Player - Player 1 (Red) types a chat message containing - (stringnoformat) as A substring
    Player - Player 2 (Blue) types a chat message containing - (stringnoformat) as A substring
    Player - Player 3 (Teal) types a chat message containing - (stringnoformat) as A substring
    Player - Player 4 (Purple) types a chat message containing - (stringnoformat) as A substring
    Player - Player 5 (Yellow) types a chat message containing - (stringnoformat) as A substring
    Player - Player 6 (Orange) types a chat message containing - (stringnoformat) as A substring
    Player - Player 7 (Green) types a chat message containing - (stringnoformat) as A substring
    Player - Player 8 (Pink) types a chat message containing - (stringnoformat) as A substring
  Conditions
    SinglePlayer Equal to True
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (String((Substring((Entered chat string), 2, (Length of (Entered chat string))))) as Lower case.) Equal to morelives
      Then - Actions
        Set VariableSet Lives[(((Player number of (Triggering player)) + 1) / 2)] = (Lives[(((Player number of (Triggering player)) + 1) / 2)] + 5)
      Else - Actions
Setting up Creeps
  Events
    Time - Elapsed game time is 1.00 seconds
  Conditions
  Actions
    -------- CreepType[X] = Creep type of each level --------
    -------- GoldLevel[X] = Gold gained after defeating a level --------
    -------- CreepSpawns[X] = The amount of units that spawn per level --------
    -------- SpawnInterval[X] = The delay between each creep spawn --------
    -------- GoldLevel[X] = The gold you get after clearing a wave. --------
    -------- Level 1 --------
    Set VariableSet TempInt = 1
    Set VariableSet CreepType[TempInt] = Footman
    Set VariableSet SpecialWave[TempInt] = Normal
    Set VariableSet CreepSpawns[TempInt] = 15
    Set VariableSet SpawnInterval[TempInt] = 2.50
    Set VariableSet GoldLevel[TempInt] = 4
    -------- Level 2 --------
    Set VariableSet TempInt = (TempInt + 1)
    Set VariableSet CreepType[TempInt] = Knight
    Set VariableSet SpecialWave[TempInt] = Normal
    Set VariableSet CreepSpawns[TempInt] = 15
    Set VariableSet SpawnInterval[TempInt] = 2.50
    Set VariableSet GoldLevel[TempInt] = 7
    -------- Level 3 --------
    Set VariableSet TempInt = (TempInt + 1)
    Set VariableSet CreepType[TempInt] = Tauren
    Set VariableSet SpecialWave[TempInt] = Normal
    Set VariableSet CreepSpawns[TempInt] = 15
    Set VariableSet SpawnInterval[TempInt] = 2.50
    Set VariableSet GoldLevel[TempInt] = 13
    -------- Level 4 --------
    Set VariableSet TempInt = (TempInt + 1)
    Set VariableSet CreepType[TempInt] = Kodo Beast
    Set VariableSet SpecialWave[TempInt] = Normal
    Set VariableSet CreepSpawns[TempInt] = 15
    Set VariableSet SpawnInterval[TempInt] = 2.50
    Set VariableSet GoldLevel[TempInt] = 19
    -------- Level 5 --------
    Set VariableSet TempInt = (TempInt + 1)
    Set VariableSet CreepType[TempInt] = Shaman
    Set VariableSet SpecialWave[TempInt] = Normal
    Set VariableSet CreepSpawns[TempInt] = 15
    Set VariableSet SpawnInterval[TempInt] = 2.50
    Set VariableSet GoldLevel[TempInt] = 27
    -------- Level 6 --------
    Set VariableSet TempInt = (TempInt + 1)
    Set VariableSet CreepType[TempInt] = Spirit Walker
    Set VariableSet SpecialWave[TempInt] = Normal
    Set VariableSet CreepSpawns[TempInt] = 15
    Set VariableSet SpawnInterval[TempInt] = 2.50
    Set VariableSet GoldLevel[TempInt] = 32
    -------- Level 7 --------
    Set VariableSet TempInt = (TempInt + 1)
    Set VariableSet CreepType[TempInt] = Shade
    Set VariableSet SpecialWave[TempInt] = Normal
    Set VariableSet CreepSpawns[TempInt] = 15
    Set VariableSet SpawnInterval[TempInt] = 2.50
    Set VariableSet GoldLevel[TempInt] = 39
    -------- Level 8 --------
    Set VariableSet TempInt = (TempInt + 1)
    Set VariableSet CreepType[TempInt] = Abomination
    Set VariableSet SpecialWave[TempInt] = Normal
    Set VariableSet CreepSpawns[TempInt] = 15
    Set VariableSet SpawnInterval[TempInt] = 2.50
    Set VariableSet GoldLevel[TempInt] = 44
    -------- Level 9 --------
    Set VariableSet TempInt = (TempInt + 1)
    Set VariableSet CreepType[TempInt] = Crypt Fiend
    Set VariableSet SpecialWave[TempInt] = Normal
    Set VariableSet CreepSpawns[TempInt] = 15
    Set VariableSet SpawnInterval[TempInt] = 2.50
    Set VariableSet GoldLevel[TempInt] = 51
    -------- Level 10 --------
    Set VariableSet TempInt = (TempInt + 1)
    Set VariableSet CreepType[TempInt] = Necromancer
    Set VariableSet SpecialWave[TempInt] = Normal
    Set VariableSet CreepSpawns[TempInt] = 15
    Set VariableSet SpawnInterval[TempInt] = 2.50
    Set VariableSet GoldLevel[TempInt] = 58
    -------- Boss Level 1 --------
    Set VariableSet TempInt = (TempInt + 1)
    Set VariableSet CreepType[TempInt] = Mountain King
    Set VariableSet SpecialWave[TempInt] = Normal
    Set VariableSet CreepSpawns[TempInt] = 1
    Set VariableSet SpawnInterval[TempInt] = 2.50
    Set VariableSet GoldLevel[TempInt] = 62
    -------- Level 11 --------
    Set VariableSet TempInt = (TempInt + 1)
    Set VariableSet CreepType[TempInt] = Mur'gul Reaver
    Set VariableSet SpecialWave[TempInt] = Normal
    Set VariableSet CreepSpawns[TempInt] = 15
    Set VariableSet SpawnInterval[TempInt] = 2.50
    Set VariableSet GoldLevel[TempInt] = 68
    -------- Level 12 --------
    Set VariableSet TempInt = (TempInt + 1)
    Set VariableSet CreepType[TempInt] = Naga Siren
    Set VariableSet SpecialWave[TempInt] = Normal
    Set VariableSet CreepSpawns[TempInt] = 15
    Set VariableSet SpawnInterval[TempInt] = 2.50
    Set VariableSet GoldLevel[TempInt] = 76
    -------- Level 13 --------
    Set VariableSet TempInt = (TempInt + 1)
    Set VariableSet CreepType[TempInt] = Orc Warchief
    Set VariableSet SpecialWave[TempInt] = Normal
    Set VariableSet CreepSpawns[TempInt] = 15
    Set VariableSet SpawnInterval[TempInt] = 2.50
    Set VariableSet GoldLevel[TempInt] = 81
    -------- Level 14 --------
    Set VariableSet TempInt = (TempInt + 1)
    Set VariableSet CreepType[TempInt] = Rifleman
    Set VariableSet SpecialWave[TempInt] = Normal
    Set VariableSet CreepSpawns[TempInt] = 15
    Set VariableSet SpawnInterval[TempInt] = 2.50
    Set VariableSet GoldLevel[TempInt] = 90
    -------- Level 15 --------
    Set VariableSet TempInt = (TempInt + 1)
    Set VariableSet CreepType[TempInt] = Mortar Team
    Set VariableSet SpecialWave[TempInt] = Normal
    Set VariableSet CreepSpawns[TempInt] = 15
    Set VariableSet SpawnInterval[TempInt] = 2.50
    Set VariableSet GoldLevel[TempInt] = 97
    -------- Level 16 --------
    Set VariableSet TempInt = (TempInt + 1)
    Set VariableSet CreepType[TempInt] = Priest
    Set VariableSet SpecialWave[TempInt] = Normal
    Set VariableSet CreepSpawns[TempInt] = 15
    Set VariableSet SpawnInterval[TempInt] = 2.50
    Set VariableSet GoldLevel[TempInt] = 105
    -------- Level 17 --------
    Set VariableSet TempInt = (TempInt + 1)
    Set VariableSet CreepType[TempInt] = Sorceress
    Set VariableSet SpecialWave[TempInt] = Normal
    Set VariableSet CreepSpawns[TempInt] = 15
    Set VariableSet SpawnInterval[TempInt] = 2.50
    Set VariableSet GoldLevel[TempInt] = 113
    -------- Level 18 --------
    Set VariableSet TempInt = (TempInt + 1)
    Set VariableSet CreepType[TempInt] = Spell Breaker
    Set VariableSet SpecialWave[TempInt] = Normal
    Set VariableSet CreepSpawns[TempInt] = 15
    Set VariableSet SpawnInterval[TempInt] = 2.50
    Set VariableSet GoldLevel[TempInt] = 121
    -------- Level 19 --------
    Set VariableSet TempInt = (TempInt + 1)
    Set VariableSet CreepType[TempInt] = Siege Engine
    Set VariableSet SpecialWave[TempInt] = Normal
    Set VariableSet CreepSpawns[TempInt] = 15
    Set VariableSet SpawnInterval[TempInt] = 2.50
    Set VariableSet GoldLevel[TempInt] = 134
    -------- Level 20 --------
    Set VariableSet TempInt = (TempInt + 1)
    Set VariableSet CreepType[TempInt] = Huntress
    Set VariableSet SpecialWave[TempInt] = Normal
    Set VariableSet CreepSpawns[TempInt] = 15
    Set VariableSet SpawnInterval[TempInt] = 2.50
    Set VariableSet GoldLevel[TempInt] = 147
    -------- Boss Level 2 --------
    Set VariableSet TempInt = (TempInt + 1)
    Set VariableSet CreepType[TempInt] = Mountain Giant
    Set VariableSet SpecialWave[TempInt] = Normal
    Set VariableSet CreepSpawns[TempInt] = 1
    Set VariableSet SpawnInterval[TempInt] = 2.50
    Set VariableSet GoldLevel[TempInt] = 150
    -------- Level 21 --------
    Set VariableSet TempInt = (TempInt + 1)
    Set VariableSet CreepType[TempInt] = Demon
    Set VariableSet SpecialWave[TempInt] = Normal
    Set VariableSet CreepSpawns[TempInt] = 15
    Set VariableSet SpawnInterval[TempInt] = 2.50
    Set VariableSet GoldLevel[TempInt] = 164
    -------- Level 22 --------
    Set VariableSet TempInt = (TempInt + 1)
    Set VariableSet CreepType[TempInt] = Demonician
    Set VariableSet SpecialWave[TempInt] = Normal
    Set VariableSet CreepSpawns[TempInt] = 15
    Set VariableSet SpawnInterval[TempInt] = 2.50
    Set VariableSet GoldLevel[TempInt] = 183
    -------- Level 23 --------
    Set VariableSet TempInt = (TempInt + 1)
    Set VariableSet CreepType[TempInt] = Satan
    Set VariableSet SpecialWave[TempInt] = Normal
    Set VariableSet CreepSpawns[TempInt] = 15
    Set VariableSet SpawnInterval[TempInt] = 2.50
    Set VariableSet GoldLevel[TempInt] = 204
    -------- Level 24 --------
    Set VariableSet TempInt = (TempInt + 1)
    Set VariableSet CreepType[TempInt] = Diablo
    Set VariableSet SpecialWave[TempInt] = Normal
    Set VariableSet CreepSpawns[TempInt] = 15
    Set VariableSet SpawnInterval[TempInt] = 2.50
    Set VariableSet GoldLevel[TempInt] = 219
    -------- Level 25 --------
    Set VariableSet TempInt = (TempInt + 1)
    Set VariableSet CreepType[TempInt] = Evil Abomination
    Set VariableSet SpecialWave[TempInt] = Normal
    Set VariableSet CreepSpawns[TempInt] = 15
    Set VariableSet SpawnInterval[TempInt] = 2.50
    Set VariableSet GoldLevel[TempInt] = 240
    -------- Level 26 --------
    Set VariableSet TempInt = (TempInt + 1)
    Set VariableSet CreepType[TempInt] = Demonic Toilet
    Set VariableSet SpecialWave[TempInt] = Normal
    Set VariableSet CreepSpawns[TempInt] = 15
    Set VariableSet SpawnInterval[TempInt] = 2.50
    Set VariableSet GoldLevel[TempInt] = 265
    -------- Level 27 --------
    Set VariableSet TempInt = (TempInt + 1)
    Set VariableSet CreepType[TempInt] = Shadow Spawn
    Set VariableSet SpecialWave[TempInt] = Normal
    Set VariableSet CreepSpawns[TempInt] = 15
    Set VariableSet SpawnInterval[TempInt] = 2.50
    Set VariableSet GoldLevel[TempInt] = 293
    -------- Level 28 --------
    Set VariableSet TempInt = (TempInt + 1)
    Set VariableSet CreepType[TempInt] = Shadow Golem
    Set VariableSet SpecialWave[TempInt] = Normal
    Set VariableSet CreepSpawns[TempInt] = 15
    Set VariableSet SpawnInterval[TempInt] = 2.50
    Set VariableSet GoldLevel[TempInt] = 320
    -------- Level 29 --------
    Set VariableSet TempInt = (TempInt + 1)
    Set VariableSet CreepType[TempInt] = Nether Demon
    Set VariableSet SpecialWave[TempInt] = Normal
    Set VariableSet CreepSpawns[TempInt] = 15
    Set VariableSet SpawnInterval[TempInt] = 2.50
    Set VariableSet GoldLevel[TempInt] = 367
    -------- Level 30 --------
    Set VariableSet TempInt = (TempInt + 1)
    Set VariableSet CreepType[TempInt] = Lichling
    Set VariableSet SpecialWave[TempInt] = Normal
    Set VariableSet CreepSpawns[TempInt] = 15
    Set VariableSet SpawnInterval[TempInt] = 2.50
    Set VariableSet GoldLevel[TempInt] = 400
    -------- Boss Level 3 --------
    Set VariableSet TempInt = (TempInt + 1)
    Set VariableSet CreepType[TempInt] = Doom Beast
    Set VariableSet SpecialWave[TempInt] = Normal
    Set VariableSet CreepSpawns[TempInt] = 1
    Set VariableSet SpawnInterval[TempInt] = 2.50
    Set VariableSet GoldLevel[TempInt] = 3000
Creep Notification
  Events
    Time - Elapsed game time is 0.00 seconds
  Conditions
  Actions
    Wait 75.00 seconds
    Sound - Play CreepAggroWhat1 <gen>
    Game - Display to (All players) for 10.00 seconds the text: Wave Level (|cffffcc001|r) - |CFF7EBFF1Footman|r - is about to begin !
    Wait 75.00 seconds
    Sound - Play CreepAggroWhat1 <gen>
    Game - Display to (All players) for 10.00 seconds the text: Wave Level (|cffffcc002|r) - |CFF7EBFF1Knight|r - is about to begin !
    Wait 75.00 seconds
    Sound - Play CreepAggroWhat1 <gen>
    Game - Display to (All players) for 10.00 seconds the text: Wave Level (|cffffcc003|r) - |CFF7EBFF1Tauren|r - is about to begin !
    Wait 75.00 seconds
    Sound - Play CreepAggroWhat1 <gen>
    Game - Display to (All players) for 10.00 seconds the text: Wave Level (|cffffcc004|r) - |CFF7EBFF1Kodo Beast|r - is about to begin !
    Wait 75.00 seconds
    Sound - Play CreepAggroWhat1 <gen>
    Game - Display to (All players) for 10.00 seconds the text: Wave Level (|cffffcc005|r) - |CFF7EBFF1Shaman|r - is about to begin !
    Wait 75.00 seconds
    Sound - Play CreepAggroWhat1 <gen>
    Game - Display to (All players) for 10.00 seconds the text: Wave Level (|cffffcc006|r) - |CFF7EBFF1Spirit Walker|r - is about to begin !
    Wait 75.00 seconds
    Sound - Play CreepAggroWhat1 <gen>
    Game - Display to (All players) for 10.00 seconds the text: Wave Level (|cffffcc007|r) - |CFF7EBFF1Shade|r - is about to begin !
    Wait 75.00 seconds
    Sound - Play CreepAggroWhat1 <gen>
    Game - Display to (All players) for 10.00 seconds the text: Wave Level (|cffffcc008|r) - |CFF7EBFF1Abomination|r - is about to begin !
    Wait 75.00 seconds
    Sound - Play CreepAggroWhat1 <gen>
    Game - Display to (All players) for 10.00 seconds the text: Wave Level (|cffffcc009|r) - |CFF7EBFF1Crypt Fiend|r - is about to begin !
    Wait 75.00 seconds
    Sound - Play CreepAggroWhat1 <gen>
    Game - Display to (All players) for 10.00 seconds the text: Wave Level (|cffffcc0010|r) - |CFF7EBFF1Necromancer|r - is about to begin !
    Wait 75.00 seconds
    Sound - Play CreepAggroWhat1 <gen>
    Game - Display to (All players) for 10.00 seconds the text: Boss Level (|cffffcc001|r) - |cffff0000Mountain King|r - is about to begin !
    Wait 75.00 seconds
    Sound - Play CreepAggroWhat1 <gen>
    Game - Display to (All players) for 10.00 seconds the text: Wave Level (|cffffcc0011|r) - |CFF7EBFF1Mur'gul Reaver|r - is about to begin !
    Wait 75.00 seconds
    Sound - Play CreepAggroWhat1 <gen>
    Game - Display to (All players) for 10.00 seconds the text: Wave Level (|cffffcc0012|r) - |CFF7EBFF1Naga Siren|r - is about to begin !
    Wait 75.00 seconds
    Sound - Play CreepAggroWhat1 <gen>
    Game - Display to (All players) for 10.00 seconds the text: Wave Level (|cffffcc0013|r) - |CFF7EBFF1Orc Warchief|r - is about to begin !
    Wait 75.00 seconds
    Sound - Play CreepAggroWhat1 <gen>
    Game - Display to (All players) for 10.00 seconds the text: Wave Level (|cffffcc0014|r) - |CFF7EBFF1Rifleman|r - is about to begin !
    Wait 75.00 seconds
    Sound - Play CreepAggroWhat1 <gen>
    Game - Display to (All players) for 10.00 seconds the text: Wave Level (|cffffcc0015|r) - |CFF7EBFF1Mortar Team|r - is about to begin !
    Wait 75.00 seconds
    Sound - Play CreepAggroWhat1 <gen>
    Game - Display to (All players) for 10.00 seconds the text: Wave Level (|cffffcc0016|r) - |CFF7EBFF1Priest|r - is about to begin !
    Wait 75.00 seconds
    Sound - Play CreepAggroWhat1 <gen>
    Game - Display to (All players) for 10.00 seconds the text: Wave Level (|cffffcc0017|r) - |CFF7EBFF1Sorceress|r - is about to begin !
    Wait 75.00 seconds
    Sound - Play CreepAggroWhat1 <gen>
    Game - Display to (All players) for 10.00 seconds the text: Wave Level (|cffffcc0018|r) - |CFF7EBFF1Spell Breaker|r - is about to begin !
    Wait 75.00 seconds
    Sound - Play CreepAggroWhat1 <gen>
    Game - Display to (All players) for 10.00 seconds the text: Wave Level (|cffffcc0019|r) - |CFF7EBFF1Siege Engine|r - is about to begin !
    Wait 75.00 seconds
    Sound - Pl