1. Are you planning to upload your awesome map to Hive? Please review the rules here.
    Dismiss Notice
  2. Seek unity between the elements in the 22nd Terraining Contest Poll.
    Dismiss Notice
  3. Seize the moment! The 18th Mini Mapping Contest has commenced.
    Dismiss Notice
  4. The heavens smile on the old faithful. The 16th Techtree Contest has begun.
    Dismiss Notice
  5. Check out the Staff job openings thread.
    Dismiss Notice
Dismiss Notice
60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Trigger Viewer

Rise of Civilizations v3.13a.w3x
Variables
Initialization
Protip
Choosing Race
Choosing Race Copy
UndeadSpawn Copy
T virus
Creep Camps
Creep Camps Death
Creep Camp Spawn
Creep Camp Secondary Spawn
WEATHER
Wall
Choose Your Epoch
Epoch Dialog
No Repick Epoch
Creeps onoff
Zombies onoff
CreepSpawn Dialogue
Zombie Dialogue
Repicking Age
No repick
No repick Copy
Player Select
TIMER
MapReveal
Players
Player Slots
WallRemover
Pandaremover
Advancement
Advancement Copy
Advancement Copy Copy
Market Income
Marketplace
FruitStandadd
FruitStandSubtract
FruitStandUpgrade
OTHER
DEFEAT p1
DEFEAT P2
DEFEAT P3
DEFEAT P4
DEFEAT P5
DEFEAT p6
DEFEAT p7
DEFEAT p8
DEFEAT p9
DEFEAT P10
DEFEAT P11
unitremoval11
unitremoval10
unitremoval9
unitremoval8
unitremoval7
unitremoval6
unitremoval5
unitremoval4
unitremoval3
unitremoval2
unitremoval1
LEADERBOARD
Alliances
Alliance Commands
Alliance Commands Copy
Ally all
Peace all
Unally all
Change Name
Panda
Pandaria
Camera Commands
T80 Death
T80 Death Copy
Single Player
Single Player
SPAWN DELAYER
SinglePlayer Defeat
Fix1
Fix2
Fix3
Fix4
Crowdcontrol
TargetPlayer
Creeptest
Creeptest Copy
Creeptest Copy Copy
Creeptest Copy Copy Copy
Swarm
Creeptest Copy Copy Copy Copy
SpawnLock
Variables
Variables II
Variables III
Variables IV
Variables V
Variables VI
Variables VII
Variables VIII
Variables IX
Variables X
Variables XI
Variables XII
Variables XIII
Variables XIV
Variables XV
Isaattack
Isaattack Copy
Starting attackers
NumberofAttacker Copy
NumberofAttacker Copy Copy
Increase Wave
Decrease Wave
UndeadSpawn
Manager
Unit Death Manager
Casting Manager
Construction Manager
Victory Conditions
VictoryRed
VictoryBlue
VictoryTeal
VictoryPurple
VictoryYellow
VictoryOJ
VictoryGreen
VictoryPink
VictoryGray
VictoryLightBlue
VictoryDarkGreen
Multiboard
Create Multiboard
Player Kills Update
Player Deaths Update
Player leaves
Wonders
Heroes
Hand of Nod Copy
Heroes Copy
Heroes Copy Copy
Wonder Refund
The Great Pyramid
Stonehenge
The Hanging Gardens
The Fusion Cannon
The Statue of Zeus
The Tomb of Maso
The Silk Road
The Granary
The Tower of Babel
The Temple of Solomon
The Lighthouse
Eiffel
The Hadron
CTU
CTU DEATH
CTU Scanner
The Vatican
Railways
Shaolin Si
Fountain of Youth
The Great Bombard
Particle Cannon
Particle Cannon Flames
Warning
Silk Road Income
Silk Road Income
Silk Road Subtract
Peasant Upgrade
Special Ops
Pack Up
Pack Up Copy
Wonder Builder Page 1
Wonder Builder Page 2
AncienttoLight
Light to Medieval
MedtoSlave
SlavetoLaborer
LaborertoHarvester
HarvestertoSCV
SCVtoHeaven
SCVtoHell
Pandaren Champion
Pandaren Champion Copy
DemolishCiy
Classification
Classification Copy
UndeadPanda
UndeadPanda Copy
UndeadUp1
UndeadUp2
UndeadUp3
UndeadUp4
Apoco
Apoco Copy
Replace building
New Game System
Take Over
Enter map-specific custom script code below. This text will be included in the map script after variables are declared and before any trigger code.

		
Name Type Is Array Initial Value
AmountofGoldP1 integer No 30
AmountofGoldP10 integer No 30
AmountofGoldP11 integer No 30
AmountofGoldP12 integer No 30
AmountofGoldP2 integer No 30
AmountofGoldP3 integer No 30
AmountofGoldP4 integer No 30
AmountofGoldP5 integer No 30
AmountofGoldP6 integer No 30
AmountofGoldP7 integer No 30
AmountofGoldP8 integer No 30
AmountofGoldP9 integer No 30
antileak location No
Camp1 boolean No
Camp2 boolean No
Camp3 boolean No
Camp4 boolean No
Camp5 boolean No
Camp6 boolean No
Camp7 boolean No
Camp8 boolean No
Campattackers group No
CAMPvariable integer No
CreepSpawn dialog No
CTU fogmodifier No
Death_Count integer Yes
E1 integer No 1
E10 integer No 1
E11 integer No 1
E12 integer No 0
E2 integer No 1
E3 integer No 1
E4 integer No 1
E5 integer No 1
E6 integer No 1
E7 integer No 1
E8 integer No 1
E9 integer No 1
GlobalUnitGroup group No
Goldupgradingunit integer No
GreatBombard group No
groupvar group No
Hashtable hashtable No
HeavyAttacks unitcode No h006
HeavyCampAttacks unitcode No u00P
heroattacks unitcode No h009
IncomeP1 integer No
IncomeP10 integer No
IncomeP11 integer No
IncomeP12 integer No
IncomeP2 integer No
IncomeP3 integer No
IncomeP4 integer No
IncomeP5 integer No
IncomeP6 integer No
IncomeP7 integer No
IncomeP8 integer No
IncomeP9 integer No
IonBeamPick group No
Ionparticle group No
IsacSelect unit No
Kamikaze unitcode No u015
Kill_Count integer Yes
L location No
LightCampAttacks unitcode No u00O
List integer No
loc location No
loc2 location No
locr rect No
MarketWonder1 integer No 1
MarketWonder10 integer No 1
MarketWonder11 integer No 1
MarketWonder12 integer No 1
MarketWonder2 integer No 1
MarketWonder3 integer No 1
MarketWonder4 integer No 1
MarketWonder5 integer No 1
MarketWonder6 integer No 1
MarketWonder7 integer No 1
MarketWonder8 integer No 1
MarketWonder9 integer No 1
Maxage dialog No
Maxage1 button Yes
MediumAttacks unitcode No h05U
missleloc location No
movingwall location No
Multiboard_Spots integer Yes
multicreeps integer No
Namerefreshergroup force No
NumberofFruitStandsP1 integer No 3
NumberofFruitStandsP10 integer No 3
NumberofFruitStandsP11 integer No 3
NumberofFruitStandsP12 integer No 3
NumberofFruitStandsP2 integer No 3
NumberofFruitStandsP3 integer No 3
NumberofFruitStandsP4 integer No 3
NumberofFruitStandsP5 integer No 3
NumberofFruitStandsP6 integer No 3
NumberofFruitStandsP7 integer No 3
NumberofFruitStandsP8 integer No 3
NumberofFruitStandsP9 integer No 3
NumMediumatks integer No 2
NumWeakatks integer No 2
pinpoint location No
Player_Colors string Yes
Player_Count integer No
PlayerAll force No
PlayerColor string Yes
Playergroups1 force No
Point location No
PotentialTarget force No
reanimatedmob unitcode No u002
reanimatedmobp1 unitcode No u002
reanimatedmobp10 unitcode No u002
reanimatedmobp11 unitcode No u002
reanimatedmobp2 unitcode No u002
reanimatedmobp3 unitcode No u002
reanimatedmobp4 unitcode No u002
reanimatedmobp5 unitcode No u002
reanimatedmobp6 unitcode No u002
reanimatedmobp7 unitcode No u002
reanimatedmobp8 unitcode No u002
reanimatedmobp9 unitcode No u002
Saying_Player force No
SiegeAttacks unitcode No
SiegeCampAttacks unitcode No u00Y
SpawningGrounds unitcode No h074
SwarmAttack unitcode No u002
SwarmCampAttacks unitcode No u003
Timeelapsed timer No
TIMER timer No
Tips integer No
Wallremoverlocation location No
WeakAttacks unitcode No h042
Weather integer No
YesNo button Yes
ZombieMode boolean No
ZombieSpawn dialog No
ZombieStartDifficulty boolean No true
Zoomdist integer No
Protip
  Events
    Time - Every 62.00 seconds of game time
  Conditions
  Actions
    Set VariableSet Tips = (Random integer number between 1 and 50)
    Sound - Play QuestLog <gen>
    If (Tips Equal to 1) then do (Display to (All players) the text: |cffff0000Tip 1: |rUpgrade your control points to gain higher food bonuses) else do (Do nothing)
    If (Tips Equal to 2) then do (Display to (All players) the text: |cffff0000Tip 2:|r Have a proportional balance of workers to collect lumber and marketplaces to generate gold for optimal income.) else do (Do nothing)
    If (Tips Equal to 3) then do (Display to (All players) the text: |cffff0000Tip 3:|r Taking control points early on will give your civilization an economic edge over other civilizations!) else do (Do nothing)
    If (Tips Equal to 4) then do (Display to (All players) the text: |cffff0000Tip 4:|r The silk road costs 15 food but will double your market effiency. It is highly recommended that each player builds one.) else do (Do nothing)
    If (Tips Equal to 5) then do (Display to (All players) the text: |cffff0000Tip 5:|r Workers can be upgraded to provide faster lumber collection) else do (Do nothing)
    If (Tips Equal to 6) then do (Display to (All players) the text: |cffff0000Tip 6:|r Early towers are extremely weak against barbarians. ) else do (Do nothing)
    If (Tips Equal to 7) then do (Display to (All players) the text: |cffff0000Tip 7:|r The Lighthouse of Alexandria is a very powerful wonder that can give the owner sight of enemy units. However, the Lighthouse itself is revealed as well, making it an easy target.) else do (Do nothing)
    If (Tips Equal to 8) then do (Display to (All players) the text: |cffff0000Tip 8:|r Don't forget to build research centers to advance past the Neolithic Age) else do (Do nothing)
    If (Tips Equal to 9) then do (Display to (All players) the text: |cffff0000Tip 9:|r The rogue is an unarmored stealth unit. Use it to inflitrate behind enemy lines.) else do (Do nothing)
    If (Tips Equal to 10) then do (Display to (All players) the text: |cffff0000Tip 10:|r The Tower of Babel provides exceptional defensive capablities in the early game. It has comparable stats to the modern gattling gun but can be built at a much earlier age (but at a higher cost)) else do (Do nothing)
    If (Tips Equal to 11) then do (Display to (All players) the text: |cffff0000Tip 11:|r Can't get any control points? Not enough control points? Build the great granary for a quick 10 food.) else do (Do nothing)
    If (Tips Equal to 12) then do (Display to (All players) the text: |cffff0000Tip 12:|r The Temple of Solomon can convert 1 unit to your side with infinite distance. Consider using it to convert an allied worker to quickly aid allies under attack!) else do (Do nothing)
    If (Tips Equal to 13) then do (Display to (All players) the text: |cffff0000Tip 13:|r Turtling up into one small base is the surest way to defeat.) else do (Do nothing)
    If (Tips Equal to 14) then do (Display to (All players) the text: |cffff0000Tip 14:|r The mage's rain of fire and blizzard are extremely useful for clearing out large mobs. However, both the ice and fire mage are extremely fragile.) else do (Do nothing)
    If (Tips Equal to 15) then do (Display to (All players) the text: |cffff0000Tip 15:|r Not every research technology is crucial for advancement into the next age. However, upgrades such as siege works, horseback riding, and assasination WILL unlock units you otherwise cannot build.) else do (Do nothing)
    If (Tips Equal to 16) then do (Display to (All players) the text: |cffff0000Tip 16:|r Suggestions or Comments? PM Acorn511 at Hiveworkshop.com) else do (Do nothing)
    If (Tips Equal to 17) then do (Display to (All players) the text: |cffff0000Tip 17:|r The name of the first person to reach the Castle, WW1, Nano Age will be announced to all players.) else do (Do nothing)
    If (Tips Equal to 18) then do (Display to (All players) the text: |cffff0000Tip 18:|r The loss of your capital means defeat for your civilization.) else do (Do nothing)
    If (Tips Equal to 19) then do (Display to (All players) the text: |cffff0000Tip 19:|r Walls and towers are crucial to survival in zombie mode.) else do (Do nothing)
    If (Tips Equal to 20) then do (Display to (All players) the text: |cffff0000Tip 20:|r Nuke bombers are one of the slowest units in the game. However, even 1 hit from it is capable of killing any unit instantly except the heaviest mechs.) else do (Do nothing)
    If (Tips Equal to 21) then do (Display to (All players) the text: |cffff0000Tip 21:|r Certain wonders are required to unlock the highest level of upgrades of "Increase Range", "Autorepair", and Markets.) else do (Do nothing)
    If (Tips Equal to 22) then do (Display to (All players) the text: |cffff0000Tip 22:|r The Masoleum is an extremely powerful wonder early game capable of summoning a slow but powerful 3000+ hp Bloater Zombie. However, its usefulness diminshes as other players reach higher epochs.) else do (Do nothing)
    If (Tips Equal to 23) then do (Display to (All players) the text: |cffff0000Tip 23:|r Messed up your camera angle? Type -default restore it back to normal!) else do (Do nothing)
    If (Tips Equal to 24) then do (Display to (All players) the text: |cffff0000Tip 24:|r The barbarian, composite bow archer, machine gunner, Special Ops, and Goliath are considered extremely effective units for their respective time periods.) else do (Do nothing)
    If (Tips Equal to 25) then do (Display to (All players) the text: |cffff0000Tip 25:|r The stone age capital is the only captial capable of repacking to pick another location.) else do (Do nothing)
    If (Tips Equal to 26) then do (Display to (All players) the text: |cffff0000Tip 26:|r Build cheap weak units (ex. savage) to scout the map early on.) else do (Do nothing)
    If (Tips Equal to 27) then do (Display to (All players) the text: |cffff0000Tip 27:|r The field cannon can make short work of buildings. The falconet on the otherhand is only effective against units. Build wisely based on the situation) else do (Do nothing)
    If (Tips Equal to 28) then do (Display to (All players) the text: |cffff0000Tip 28:|r Killing an enemy unit will reward you with gold and/or lumber) else do (Do nothing)
    If (Tips Equal to 29) then do (Display to (All players) the text: |cffff0000Tip 29:|r Markets stack, the more you build, the higher your gold income.) else do (Do nothing)
    If (Tips Equal to 30) then do (Display to (All players) the text: |cffff0000Tip 30:|r Tactical Nuclear Missle Launchers are a more practical and cheaper alternative to the nuke planes.) else do (Do nothing)
    If (Tips Equal to 31) then do (Display to (All players) the text: |cffff0000Tip 31:|r Aircraft are extremely versatile but have the most weakness out of all the unit types. F22s, gattling based weapons, and the Fusion Cannon will make short work of any flying unit.) else do (Do nothing)
    If (Tips Equal to 32) then do (Display to (All players) the text: |cffff0000Tip 32:|r Build multiple barracks in order to produce an army quickly for both offense and defense.) else do (Do nothing)
    If (Tips Equal to 33) then do (Display to (All players) the text: |cffff0000Tip 33:|r Endgame towers are extremely diverse. Build a good mix of them for optimal effiency but beware of enemy artillery!) else do (Do nothing)
    If (Tips Equal to 34) then do (Display to (All players) the text: |cffff0000Tip 34:|r The Multiple Rocket Launch Systems are extremely deadly in a large group.) else do (Do nothing)
    If (Tips Equal to 35) then do (Display to (All players) the text: |cffff0000Tip 35:|r Snipers are the most efficent way to take out heavy organic units of the Apocolapytic Era.) else do (Do nothing)
    If (Tips Equal to 36) then do (Display to (All players) the text: |cffff0000Tip 36:|r It is wise to ally against the one player that may be teching up faster than everyone else.) else do (Do nothing)
    If (Tips Equal to 37) then do (Display to (All players) the text: |cffff0000Tip 37:|r Use heavy armored melee units to take out siege weaponry.) else do (Do nothing)
    If (Tips Equal to 38) then do (Display to (All players) the text: |cffff0000Tip 38:|r Most modern vehicles/mechs can run over organic units when they get too close. The heavy battlemechs of the apocolayptic era can also run over other machines!) else do (Do nothing)
    If (Tips Equal to 39) then do (Display to (All players) the text: |cffff0000Tip 39:|r Enemy Particle Cannons should be taken out as soon as possible with long range nuclear missle launchers. ) else do (Do nothing)
    If (Tips Equal to 40) then do (Display to (All players) the text: |cffff0000Tip 40:|r Minibases are important for survival in Classic Mode.) else do (Do nothing)
    If (Tips Equal to 41) then do (Display to (All players) the text: |cffff0000Tip 41:|r In Zombie Mode, the undead have a 100% infection rate on non-structural units.) else do (Do nothing)
    If (Tips Equal to 42) then do (Display to (All players) the text: |cffff0000Tip 42:|r Fast melee units such as Curassiers can quickly overwhelm unprotected Musketeers.) else do (Do nothing)
    If (Tips Equal to 43) then do (Display to (All players) the text: |cffff0000Tip 43:|r The Fusion Cannon is capable of producing a Centurion Mech every 5 minutes. ) else do (Do nothing)
    If (Tips Equal to 44) then do (Display to (All players) the text: |cffff0000Tip 44:|r The Balista is one of the fastest firing siege weapons.) else do (Do nothing)
    If (Tips Equal to 45) then do (Display to (All players) the text: |cffff0000Tip 45:|r Most towers past the Feudal Age will detect stealth.) else do (Do nothing)
    If (Tips Equal to 46) then do (Display to (All players) the text: |cffff0000Tip 46:|r The Matter Anti-Matter Generator can be upgraded up to 3 times.) else do (Do nothing)
    If (Tips Equal to 47) then do (Display to (All players) the text: |cffff0000Tip 47:|r Cities that you take over not only produce food for you but serve as makeshift barracks that can produce basic units for a quick attack or defense.) else do (Do nothing)
    If (Tips Equal to 48) then do (Display to (All players) the text: |cffff0000Tip 48:|r Build several barracks near an enemy base to initiate an endless attack wave (provided you have resources)) else do (Do nothing)
    If (Tips Equal to 49) then do (Display to (All players) the text: |cffff0000Tip 49:|r The TX-90 turret is the only tower that can also function as a barracks.) else do (Do nothing)
    If (Tips Equal to 50) then do (Display to (All players) the text: |cffff0000Tip 50:|r All walls function as gates. Simply deactivate a wall to let troops pass by.) else do (Do nothing)
Choosing Race
  Events
    Unit - A unit Finishes construction
  Conditions
    (Unit-type of (Triggering unit)) Equal to Spawning Pit (I)
    ((Triggering unit) is A structure) Equal to True
  Actions
    Player - Make Ancient Worker Unavailable for training/construction by (Triggering player)
    Player - Make Laborer Unavailable for training/construction by (Triggering player)
    Player - Make Light Worker Unavailable for training/construction by (Triggering player)
    Player - Make Medieval Worker Unavailable for training/construction by (Triggering player)
    Player - Make Slave Unavailable for training/construction by (Triggering player)
    Player - Make SCV Unavailable for training/construction by (Triggering player)
    Player - Make Cyborg Harvester Unavailable for training/construction by (Triggering player)
    Player - Make Stone Age Capital Unavailable for training/construction by (Triggering player)
Choosing Race Copy
  Events
    Unit - A unit Finishes construction
  Conditions
    (Unit-type of (Triggering unit)) Equal to Stone Age Capital
    ((Triggering unit) is A structure) Equal to True
  Actions
    Player - Make Spawning Pit (I) Unavailable for training/construction by (Triggering player)
    Player - Make Spirit Unavailable for training/construction by (Triggering player)
UndeadSpawn Copy
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Killing unit)) Not equal to Protector (Level 2)
    ((Triggering unit) is A structure) Equal to False
    ((Triggering unit) is Undead) Equal to False
    ((Killing unit) is Undead) Equal to True
    (Owner of (Triggering unit)) Not equal to (Owner of (Killing unit))
    (Unit-type of (Killing unit)) Not equal to |cff408a37Experiment 00: Iscariot|r
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Killing unit)) Equal to Player 1 (Red)
      Then - Actions
        Set VariableSet loc = (Position of (Dying unit))
        Unit - Create 1.reanimatedmobp1 for Player 1 (Red) at loc facing Default building facing degrees
        Custom script: call RemoveLocation(udg_loc)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Killing unit)) Equal to Player 2 (Blue)
      Then - Actions
        Set VariableSet loc = (Position of (Dying unit))
        Unit - Create 1.reanimatedmobp2 for Player 2 (Blue) at loc facing Default building facing degrees
        Custom script: call RemoveLocation(udg_loc)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Killing unit)) Equal to Player 3 (Teal)
      Then - Actions
        Set VariableSet loc = (Position of (Dying unit))
        Unit - Create 1.reanimatedmobp3 for Player 3 (Teal) at loc facing Default building facing degrees
        Custom script: call RemoveLocation(udg_loc)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Killing unit)) Equal to Player 4 (Purple)
      Then - Actions
        Set VariableSet loc = (Position of (Dying unit))
        Unit - Create 1.reanimatedmobp4 for Player 4 (Purple) at loc facing Default building facing degrees
        Custom script: call RemoveLocation(udg_loc)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Killing unit)) Equal to Player 5 (Yellow)
      Then - Actions
        Set VariableSet loc = (Position of (Dying unit))
        Unit - Create 1.reanimatedmobp5 for Player 5 (Yellow) at loc facing Default building facing degrees
        Custom script: call RemoveLocation(udg_loc)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Killing unit)) Equal to Player 6 (Orange)
      Then - Actions
        Set VariableSet loc = (Position of (Dying unit))
        Unit - Create 1.reanimatedmobp6 for Player 6 (Orange) at loc facing Default building facing degrees
        Custom script: call RemoveLocation(udg_loc)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Killing unit)) Equal to Player 7 (Green)
      Then - Actions
        Set VariableSet loc = (Position of (Dying unit))
        Unit - Create 1.reanimatedmobp7 for Player 7 (Green) at loc facing Default building facing degrees
        Custom script: call RemoveLocation(udg_loc)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Killing unit)) Equal to Player 8 (Pink)
      Then - Actions
        Set VariableSet loc = (Position of (Dying unit))
        Unit - Create 1.reanimatedmobp8 for Player 8 (Pink) at loc facing Default building facing degrees
        Custom script: call RemoveLocation(udg_loc)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Killing unit)) Equal to Player 9 (Gray)
      Then - Actions
        Set VariableSet loc = (Position of (Dying unit))
        Unit - Create 1.reanimatedmobp9 for Player 9 (Gray) at loc facing Default building facing degrees
        Custom script: call RemoveLocation(udg_loc)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Killing unit)) Equal to Player 10 (Light Blue)
      Then - Actions
        Set VariableSet loc = (Position of (Dying unit))
        Unit - Create 1.reanimatedmobp10 for Player 10 (Light Blue) at loc facing Default building facing degrees
        Custom script: call RemoveLocation(udg_loc)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Killing unit)) Equal to Player 11 (Dark Green)
      Then - Actions
        Set VariableSet loc = (Position of (Dying unit))
        Unit - Create 1.reanimatedmobp11 for Player 11 (Dark Green) at loc facing Default building facing degrees
        Custom script: call RemoveLocation(udg_loc)
      Else - Actions
T virus
  Events
    Unit - A unit Finishes research
  Conditions
    ((Triggering unit) is Undead) Equal to True
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R01O (techcode)
        (Owner of (Researching unit)) Equal to Player 1 (Red)
      Then - Actions
        Set VariableSet reanimatedmobp1 = |cffff0000Shambler|r (Level 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R01O (techcode)
        (Owner of (Researching unit)) Equal to Player 2 (Blue)
      Then - Actions
        Set VariableSet reanimatedmobp2 = |cffff0000Shambler|r (Level 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R01O (techcode)
        (Owner of (Researching unit)) Equal to Player 3 (Teal)
      Then - Actions
        Set VariableSet reanimatedmobp3 = |cffff0000Shambler|r (Level 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R01D (techcode)
        (Owner of (Researching unit)) Equal to Player 1 (Red)
      Then - Actions
        Set VariableSet reanimatedmobp1 = |cffff8000Maggot|r (Level 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R01D (techcode)
        (Owner of (Researching unit)) Equal to Player 2 (Blue)
      Then - Actions
        Set VariableSet reanimatedmobp2 = |cffff8000Maggot|r (Level 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R01D (techcode)
        (Owner of (Researching unit)) Equal to Player 3 (Teal)
      Then - Actions
        Set VariableSet reanimatedmobp3 = |cffff8000Maggot|r (Level 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R01D (techcode)
        (Owner of (Researching unit)) Equal to Player 4 (Purple)
      Then - Actions
        Set VariableSet reanimatedmobp4 = |cffff8000Maggot|r (Level 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R01D (techcode)
        (Owner of (Researching unit)) Equal to Player 5 (Yellow)
      Then - Actions
        Set VariableSet reanimatedmobp5 = |cffff8000Maggot|r (Level 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R01D (techcode)
        (Owner of (Researching unit)) Equal to Player 6 (Orange)
      Then - Actions
        Set VariableSet reanimatedmobp6 = |cffff8000Maggot|r (Level 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R01D (techcode)
        (Owner of (Researching unit)) Equal to Player 7 (Green)
      Then - Actions
        Set VariableSet reanimatedmobp7 = |cffff8000Maggot|r (Level 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R01D (techcode)
        (Owner of (Researching unit)) Equal to Player 8 (Pink)
      Then - Actions
        Set VariableSet reanimatedmobp8 = |cffff8000Maggot|r (Level 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R01D (techcode)
        (Owner of (Researching unit)) Equal to Player 9 (Gray)
      Then - Actions
        Set VariableSet reanimatedmobp9 = |cffff8000Maggot|r (Level 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R01D (techcode)
        (Owner of (Researching unit)) Equal to Player 10 (Light Blue)
      Then - Actions
        Set VariableSet reanimatedmobp10 = |cffff8000Maggot|r (Level 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R01D (techcode)
        (Owner of (Researching unit)) Equal to Player 11 (Dark Green)
      Then - Actions
        Set VariableSet reanimatedmobp11 = |cffff8000Maggot|r (Level 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R01O (techcode)
        (Owner of (Researching unit)) Equal to Player 4 (Purple)
      Then - Actions
        Set VariableSet reanimatedmobp4 = |cffff0000Shambler|r (Level 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R01O (techcode)
        (Owner of (Researching unit)) Equal to Player 5 (Yellow)
      Then - Actions
        Set VariableSet reanimatedmobp5 = |cffff0000Shambler|r (Level 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R01O (techcode)
        (Owner of (Researching unit)) Equal to Player 6 (Orange)
      Then - Actions
        Set VariableSet reanimatedmobp6 = |cffff0000Shambler|r (Level 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R01O (techcode)
        (Owner of (Researching unit)) Equal to Player 7 (Green)
      Then - Actions
        Set VariableSet reanimatedmobp7 = |cffff0000Shambler|r (Level 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R01O (techcode)
        (Owner of (Researching unit)) Equal to Player 8 (Pink)
      Then - Actions
        Set VariableSet reanimatedmobp8 = |cffff0000Shambler|r (Level 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R01O (techcode)
        (Owner of (Researching unit)) Equal to Player 9 (Gray)
      Then - Actions
        Set VariableSet reanimatedmobp9 = |cffff0000Shambler|r (Level 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R01O (techcode)
        (Owner of (Researching unit)) Equal to Player 10 (Light Blue)
      Then - Actions
        Set VariableSet reanimatedmobp10 = |cffff0000Shambler|r (Level 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R01O (techcode)
        (Owner of (Researching unit)) Equal to Player 11 (Dark Green)
      Then - Actions
        Set VariableSet reanimatedmobp11 = |cffff0000Shambler|r (Level 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R01S (techcode)
        (Owner of (Researching unit)) Equal to Player 1 (Red)
      Then - Actions
        Set VariableSet reanimatedmobp1 = |cff8080ffNocturne|r
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R01S (techcode)
        (Owner of (Researching unit)) Equal to Player 2 (Blue)
      Then - Actions
        Set VariableSet reanimatedmobp2 = |cff8080ffNocturne|r
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R01S (techcode)
        (Owner of (Researching unit)) Equal to Player 3 (Teal)
      Then - Actions
        Set VariableSet reanimatedmobp3 = |cff8080ffNocturne|r
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R01S (techcode)
        (Owner of (Researching unit)) Equal to Player 4 (Purple)
      Then - Actions
        Set VariableSet reanimatedmobp4 = |cff8080ffNocturne|r
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R01S (techcode)
        (Owner of (Researching unit)) Equal to Player 5 (Yellow)
      Then - Actions
        Set VariableSet reanimatedmobp5 = |cff8080ffNocturne|r
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R01S (techcode)
        (Owner of (Researching unit)) Equal to Player 6 (Orange)
      Then - Actions
        Set VariableSet reanimatedmobp6 = |cff8080ffNocturne|r
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R01S (techcode)
        (Owner of (Researching unit)) Equal to Player 7 (Green)
      Then - Actions
        Set VariableSet reanimatedmobp7 = |cff8080ffNocturne|r
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R01S (techcode)
        (Owner of (Researching unit)) Equal to Player 8 (Pink)
      Then - Actions
        Set VariableSet reanimatedmobp8 = |cff8080ffNocturne|r
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R01S (techcode)
        (Owner of (Researching unit)) Equal to Player 9 (Gray)
      Then - Actions
        Set VariableSet reanimatedmobp9 = |cff8080ffNocturne|r
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R01S (techcode)
        (Owner of (Researching unit)) Equal to Player 10 (Light Blue)
      Then - Actions
        Set VariableSet reanimatedmobp10 = |cff8080ffNocturne|r
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R01S (techcode)
        (Owner of (Researching unit)) Equal to Player 11 (Dark Green)
      Then - Actions
        Set VariableSet reanimatedmobp11 = |cff8080ffNocturne|r
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R01V (techcode)
        (Owner of (Researching unit)) Equal to Player 11 (Dark Green)
      Then - Actions
        Set VariableSet reanimatedmobp11 = |cffff0000Headless One|r (Level 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R01V (techcode)
        (Owner of (Researching unit)) Equal to Player 10 (Light Blue)
      Then - Actions
        Set VariableSet reanimatedmobp10 = |cffff0000Headless One|r (Level 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R01V (techcode)
        (Owner of (Researching unit)) Equal to Player 1 (Red)
      Then - Actions
        Set VariableSet reanimatedmobp1 = |cffff0000Headless One|r (Level 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R01V (techcode)
        (Owner of (Researching unit)) Equal to Player 2 (Blue)
      Then - Actions
        Set VariableSet reanimatedmobp2 = |cffff0000Headless One|r (Level 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R01V (techcode)
        (Owner of (Researching unit)) Equal to Player 3 (Teal)
      Then - Actions
        Set VariableSet reanimatedmobp3 = |cffff0000Headless One|r (Level 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R01V (techcode)
        (Owner of (Researching unit)) Equal to Player 4 (Purple)
      Then - Actions
        Set VariableSet reanimatedmobp4 = |cffff0000Headless One|r (Level 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R01V (techcode)
        (Owner of (Researching unit)) Equal to Player 5 (Yellow)
      Then - Actions
        Set VariableSet reanimatedmobp5 = |cffff0000Headless One|r (Level 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R01V (techcode)
        (Owner of (Researching unit)) Equal to Player 6 (Orange)
      Then - Actions
        Set VariableSet reanimatedmobp6 = |cffff0000Headless One|r (Level 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R01V (techcode)
        (Owner of (Researching unit)) Equal to Player 7 (Green)
      Then - Actions
        Set VariableSet reanimatedmobp7 = |cffff0000Headless One|r (Level 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R01V (techcode)
        (Owner of (Researching unit)) Equal to Player 8 (Pink)
      Then - Actions
        Set VariableSet reanimatedmobp8 = |cffff0000Headless One|r (Level 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R01V (techcode)
        (Owner of (Researching unit)) Equal to Player 9 (Gray)
      Then - Actions
        Set VariableSet reanimatedmobp9 = |cffff0000Headless One|r (Level 1)
      Else - Actions
Creep Camps
  Events
    Time - Every 220.00 seconds of game time
  Conditions
  Actions
    Set VariableSet CAMPvariable = (Random integer number between 1 and 8)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CAMPvariable Equal to 1
        Camp1 Equal to False
      Then - Actions
        Set VariableSet loc = (Center of Campregion1 <gen>)
        Set VariableSet Camp1 = True
        Unit - Create 1.SpawningGrounds for Player 12 (Brown) at loc facing Default building facing degrees
        Player Group - Pick every player in (All players) and do (Grant shared vision of (Last created unit) to (Picked player))
        Cinematic - Ping minimap for (All players) at loc for 30.00 seconds
        Game - Display to (All players) the text: |cffff0000A creep camp has spawned! |r
        Custom script: call RemoveLocation(udg_loc)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CAMPvariable Equal to 2
        Camp2 Equal to False
      Then - Actions
        Set VariableSet loc = (Center of Campregion2 <gen>)
        Set VariableSet Camp2 = True
        Unit - Create 1.SpawningGrounds for Player 12 (Brown) at loc facing Default building facing degrees
        Player Group - Pick every player in (All players) and do (Grant shared vision of (Last created unit) to (Picked player))
        Game - Display to (All players) the text: |cffff0000A creep camp has spawned! |r
        Cinematic - Ping minimap for (All players) at loc for 30.00 seconds
        Custom script: call RemoveLocation(udg_loc)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CAMPvariable Equal to 3
        Camp3 Equal to False
      Then - Actions
        Set VariableSet loc = (Center of Campregion3 <gen>)
        Set VariableSet Camp3 = True
        Unit - Create 1.SpawningGrounds for Player 12 (Brown) at loc facing Default building facing degrees
        Player Group - Pick every player in (All players) and do (Grant shared vision of (Last created unit) to (Picked player))
        Game - Display to (All players) the text: |cffff0000A creep camp has spawned! |r
        Cinematic - Ping minimap for (All players) at loc for 30.00 seconds
        Custom script: call RemoveLocation(udg_loc)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CAMPvariable Equal to 4
        Camp4 Equal to False
      Then - Actions
        Set VariableSet loc = (Center of Campregion4 <gen>)
        Set VariableSet Camp4 = True
        Unit - Create 1.SpawningGrounds for Player 12 (Brown) at loc facing Default building facing degrees
        Player Group - Pick every player in (All players) and do (Grant shared vision of (Last created unit) to (Picked player))
        Game - Display to (All players) the text: |cffff0000A creep camp has spawned! |r
        Cinematic - Ping minimap for (All players) at loc for 30.00 seconds
        Custom script: call RemoveLocation(udg_loc)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CAMPvariable Equal to 5
        Camp5 Equal to False
      Then - Actions
        Set VariableSet loc = (Center of Campregion5 <gen>)
        Set VariableSet Camp5 = True
        Unit - Create 1.SpawningGrounds for Player 12 (Brown) at loc facing Default building facing degrees
        Player Group - Pick every player in (All players) and do (Grant shared vision of (Last created unit) to (Picked player))
        Game - Display to (All players) the text: |cffff0000A creep camp has spawned! |r
        Cinematic - Ping minimap for (All players) at loc for 30.00 seconds
        Custom script: call RemoveLocation(udg_loc)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CAMPvariable Equal to 6
        Camp6 Equal to False
      Then - Actions
        Set VariableSet loc = (Center of Campregion6 <gen>)
        Set VariableSet Camp6 = True
        Unit - Create 1.SpawningGrounds for Player 12 (Brown) at loc facing Default building facing degrees
        Player Group - Pick every player in (All players) and do (Grant shared vision of (Last created unit) to (Picked player))
        Game - Display to (All players) the text: |cffff0000A creep camp has spawned! |r
        Cinematic - Ping minimap for (All players) at loc for 30.00 seconds
        Custom script: call RemoveLocation(udg_loc)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CAMPvariable Equal to 7
        Camp7 Equal to False
      Then - Actions
        Set VariableSet loc = (Center of Campregion7 <gen>)
        Set VariableSet Camp7 = True
        Unit - Create 1.SpawningGrounds for Player 12 (Brown) at loc facing Default building facing degrees
        Player Group - Pick every player in (All players) and do (Grant shared vision of (Last created unit) to (Picked player))
        Game - Display to (All players) the text: |cffff0000A creep camp has spawned! |r
        Cinematic - Ping minimap for (All players) at loc for 30.00 seconds
        Custom script: call RemoveLocation(udg_loc)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CAMPvariable Equal to 8
        Camp8 Equal to False
      Then - Actions
        Set VariableSet loc = (Center of Campregion8 <gen>)
        Set VariableSet Camp8 = True
        Unit - Create 1.SpawningGrounds for Player 12 (Brown) at loc facing Default building facing degrees
        Player Group - Pick every player in (All players) and do (Grant shared vision of (Last created unit) to (Picked player))
        Game - Display to (All players) the text: |cffff0000A creep camp has spawned! |r
        Cinematic - Ping minimap for (All players) at loc for 30.00 seconds
        Custom script: call RemoveLocation(udg_loc)
      Else - Actions
Creep Camps Death
  Events
    Unit - A unit owned by Player 12 (Brown).Dies
  Conditions
    ((Triggering unit) is A structure) Equal to True
  Actions
    Set VariableSet loc = (Position of (Triggering unit))
    Cinematic - Ping minimap for (All players) at loc for 20.00 seconds
    Custom script: call RemoveLocation(udg_loc)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Campregion1 <gen> contains (Triggering unit)) Equal to True
      Then - Actions
        Set VariableSet Camp1 = False
        Game - Display to (All players) the text: |cffff0000A creep camp has been destroyed! |r
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Campregion2 <gen> contains (Triggering unit)) Equal to True
      Then - Actions
        Set VariableSet Camp2 = False
        Game - Display to (All players) the text: |cffff0000A creep camp has been destroyed! |r
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Campregion3 <gen> contains (Triggering unit)) Equal to True
      Then - Actions
        Set VariableSet Camp3 = False
        Game - Display to (All players) the text: |cffff0000A creep camp has been destroyed! |r
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Campregion4 <gen> contains (Triggering unit)) Equal to True
      Then - Actions
        Set VariableSet Camp4 = False
        Game - Display to (All players) the text: |cffff0000A creep camp has been destroyed! |r
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Campregion5 <gen> contains (Triggering unit)) Equal to True
      Then - Actions
        Set VariableSet Camp5 = False
        Game - Display to (All players) the text: |cffff0000A creep camp has been destroyed! |r
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Campregion6 <gen> contains (Triggering unit)) Equal to True
      Then - Actions
        Set VariableSet Camp6 = False
        Game - Display to (All players) the text: |cffff0000A creep camp has been destroyed! |r
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Campregion7 <gen> contains (Triggering unit)) Equal to True
      Then - Actions
        Set VariableSet Camp7 = False
        Game - Display to (All players) the text: |cffff0000A creep camp has been destroyed! |r
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Campregion8 <gen> contains (Triggering unit)) Equal to True
      Then - Actions
        Set VariableSet Camp8 = False
        Game - Display to (All players) the text: |cffff0000A creep camp has been destroyed! |r
      Else - Actions
Creep Camp Spawn
  Events
    Time - Every 40.00 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Camp1 Equal to True
      Then - Actions
        Set VariableSet loc = (Center of Campregion1 <gen>)
        Unit - Create 2.LightCampAttacks for Player 12 (Brown) at loc facing Default building facing degrees
        Unit - Create 2.SwarmCampAttacks for Player 12 (Brown) at loc facing Default building facing degrees
        Unit - Create 1.HeavyCampAttacks for Player 12 (Brown) at loc facing Default building facing degrees
        Custom script: call RemoveLocation(udg_loc)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Camp2 Equal to True
      Then - Actions
        Set VariableSet loc = (Center of Campregion2 <gen>)
        Unit - Create 2.LightCampAttacks for Player 12 (Brown) at loc facing Default building facing degrees
        Unit - Create 2.SwarmCampAttacks for Player 12 (Brown) at loc facing Default building facing degrees
        Unit - Create 1.HeavyCampAttacks for Player 12 (Brown) at loc facing Default building facing degrees
        Custom script: call RemoveLocation(udg_loc)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Camp3 Equal to True
      Then - Actions
        Set VariableSet loc = (Center of Campregion3 <gen>)
        Unit - Create 2.LightCampAttacks for Player 12 (Brown) at loc facing Default building facing degrees
        Unit - Create 2.SwarmCampAttacks for Player 12 (Brown) at loc facing Default building facing degrees
        Unit - Create 1.HeavyCampAttacks for Player 12 (Brown) at loc facing Default building facing degrees
        Custom script: call RemoveLocation(udg_loc)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Camp4 Equal to True
      Then - Actions
        Set VariableSet loc = (Center of Campregion4 <gen>)
        Unit - Create 2.LightCampAttacks for Player 12 (Brown) at loc facing Default building facing degrees
        Unit - Create 2.SwarmCampAttacks for Player 12 (Brown) at loc facing Default building facing degrees
        Unit - Create 1.HeavyCampAttacks for Player 12 (Brown) at loc facing Default building facing degrees
        Custom script: call RemoveLocation(udg_loc)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Camp5 Equal to True
      Then - Actions
        Set VariableSet loc = (Center of Campregion5 <gen>)
        Unit - Create 4.SwarmCampAttacks for Player 12 (Brown) at loc facing Default building facing degrees
        Unit - Create 2.LightCampAttacks for Player 12 (Brown) at loc facing Default building facing degrees
        Unit - Create 1.HeavyCampAttacks for Player 12 (Brown) at loc facing Default building facing degrees
        Custom script: call RemoveLocation(udg_loc)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Camp6 Equal to True
      Then - Actions
        Set VariableSet loc = (Center of Campregion6 <gen>)
        Unit - Create 4.SwarmCampAttacks for Player 12 (Brown) at loc facing Default building facing degrees
        Unit - Create 2.LightCampAttacks for Player 12 (Brown) at loc facing Default building facing degrees
        Unit - Create 1.HeavyCampAttacks for Player 12 (Brown) at loc facing Default building facing degrees
        Custom script: call RemoveLocation(udg_loc)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Camp7 Equal to True
      Then - Actions
        Set VariableSet loc = (Center of Campregion7 <gen>)
        Unit - Create 2.LightCampAttacks for Player 12 (Brown) at loc facing Default building facing degrees
        Unit - Create 2.SwarmCampAttacks for Player 12 (Brown) at loc facing Default building facing degrees
        Unit - Create 1.HeavyCampAttacks for Player 12 (Brown) at loc facing Default building facing degrees
        Custom script: call RemoveLocation(udg_loc)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Camp8 Equal to True
      Then - Actions
        Set VariableSet loc = (Center of Campregion8 <gen>)
        Unit - Create 2.LightCampAttacks for Player 12 (Brown) at loc facing Default building facing degrees
        Unit - Create 2.SwarmCampAttacks for Player 12 (Brown) at loc facing Default building facing degrees
        Unit - Create 1.HeavyCampAttacks for Player 12 (Brown) at loc facing Default building facing degrees
        Custom script: call RemoveLocation(udg_loc)
      Else - Actions
Creep Camp Secondary Spawn
  Events
    Time - Every 75.00 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Camp1 Equal to True
      Then - Actions
        Set VariableSet loc = (Center of Campregion1 <gen>)
        Unit - Create 1.SiegeCampAttacks for Player 12 (Brown) at loc facing Default building facing degrees
        Unit - Create 1.Kamikaze for Player 12 (Brown) at loc facing Default building facing degrees
        Custom script: call RemoveLocation(udg_loc)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Camp2 Equal to True
      Then - Actions
        Set VariableSet loc = (Center of Campregion2 <gen>)
        Unit - Create 1.SiegeCampAttacks for Player 12 (Brown) at loc facing Default building facing degrees
        Unit - Create 1.Kamikaze for Player 12 (Brown) at loc facing Default building facing degrees
        Custom script: call RemoveLocation(udg_loc)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Camp3 Equal to True
      Then - Actions
        Set VariableSet loc = (Center of Campregion3 <gen>)
        Unit - Create 1.SiegeCampAttacks for Player 12 (Brown) at loc facing Default building facing degrees
        Unit - Create 1.Kamikaze for Player 12 (Brown) at loc facing Default building facing degrees
        Custom script: call RemoveLocation(udg_loc)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Camp4 Equal to True
      Then - Actions
        Set VariableSet loc = (Center of Campregion4 <gen>)
        Unit - Create 1.SiegeCampAttacks for Player 12 (Brown) at loc facing Default building facing degrees
        Unit - Create 1.Kamikaze for Player 12 (Brown) at loc facing Default building facing degrees
        Custom script: call RemoveLocation(udg_loc)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Camp5 Equal to True
      Then - Actions
        Set VariableSet loc = (Center of Campregion5 <gen>)
        Unit - Create 1.SiegeCampAttacks for Player 12 (Brown) at loc facing Default building facing degrees
        Unit - Create 1.Kamikaze for Player 12 (Brown) at loc facing Default building facing degrees
        Custom script: call RemoveLocation(udg_loc)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Camp6 Equal to True
      Then - Actions
        Set VariableSet loc = (Center of Campregion6 <gen>)
        Unit - Create 1.SiegeCampAttacks for Player 12 (Brown) at loc facing Default building facing degrees
        Unit - Create 1.Kamikaze for Player 12 (Brown) at loc facing Default building facing degrees
        Custom script: call RemoveLocation(udg_loc)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Camp7 Equal to True
      Then - Actions
        Set VariableSet loc = (Center of Campregion7 <gen>)
        Unit - Create 1.SiegeCampAttacks for Player 12 (Brown) at loc facing Default building facing degrees
        Unit - Create 1.Kamikaze for Player 12 (Brown) at loc facing Default building facing degrees
        Custom script: call RemoveLocation(udg_loc)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Camp8 Equal to True
      Then - Actions
        Set VariableSet loc = (Center of Campregion8 <gen>)
        Unit - Create 1.SiegeCampAttacks for Player 12 (Brown) at loc facing Default building facing degrees
        Unit - Create 1.Kamikaze for Player 12 (Brown) at loc facing Default building facing degrees
        Custom script: call RemoveLocation(udg_loc)
      Else - Actions
WEATHER
  Events
    Time - Every 300.00 seconds of game time
  Conditions
  Actions
    Environment - Remove (Last created weather effect)
    Set VariableSet Weather = (Random integer number between 1 and 7)
    If (Weather Equal to 1) then do (Create at (Playable map area) the weather effect Lordaeron Rain (Heavy)) else do (Do nothing)
    If (Weather Equal to 2) then do (Create at (Playable map area) the weather effect Northrend Snow (Light)) else do (Do nothing)
    If (Weather Equal to 3) then do (Create at (Playable map area) the weather effect Ashenvale Rain (Light)) else do (Do nothing)
    If (Weather Equal to 4) then do (Create at (Playable map area) the weather effect Northrend Snow (Light)) else do (Do nothing)
    If (Weather Equal to 5) then do (Remove (Last created weather effect)) else do (Do nothing)
    If (Weather Equal to 6) then do (Create at (Playable map area) the weather effect Ashenvale Rain (Heavy)) else do (Do nothing)
    If (Weather Equal to 7) then do (Create at (Playable map area) the weather effect Lordaeron Rain (Heavy)) else do (Do nothing)
    Environment - Turn (Last created weather effect) On
Wall
  Events
    Unit - A unit Begins casting an ability
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Triggering unit)) Equal to Barricade
        (Unit-type of (Triggering unit)) Equal to Bronze Plated Wall
        (Unit-type of (Triggering unit)) Equal to Concrete Wall
        (Unit-type of (Triggering unit)) Equal to Concrete Wall
        (Unit-type of (Triggering unit)) Equal to Steel Wall
        (Unit-type of (Triggering unit)) Equal to Fortified Wall
        (Unit-type of (Triggering unit)) Equal to Fortified Wall
        (Unit-type of (Triggering unit)) Equal to Small Stone Wall
        (Unit-type of (Triggering unit)) Equal to Small Stone Wall
        (Unit-type of (Triggering unit)) Equal to Small Wall
        (Unit-type of (Triggering unit)) Equal to Stone Wall
        (Unit-type of (Triggering unit)) Equal to Wooden Wall
  Actions
    Custom script: set bj_wantDestroyGroup = true
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to Barricade
      Then - Actions
        Unit - Replace (Triggering unit) with a Barricade (Deact) using The old unit's relative life and mana
        Selection - Add (Last replaced unit) to selection for (Owner of (Triggering unit))
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to Bronze Plated Wall
      Then - Actions
        Unit - Replace (Triggering unit) with a Bronze Plated Wall (Deact) using The old unit's relative life and mana
        Selection - Add (Last replaced unit) to selection for (Owner of (Triggering unit))
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to Concrete Wall
      Then - Actions
        Unit - Replace (Triggering unit) with a Concrete Wall (Deact) using The old unit's relative life and mana
        Selection - Add (Last replaced unit) to selection for (Owner of (Triggering unit))
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to Concrete Wall
      Then - Actions
        Unit - Replace (Triggering unit) with a Concrete Wall (Deact) using The old unit's relative life and mana
        Selection - Add (Last replaced unit) to selection for (Owner of (Triggering unit))
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to Steel Wall
      Then - Actions
        Unit - Replace (Triggering unit) with a Steel Wall (Deact) using The old unit's relative life and mana
        Selection - Add (Last replaced unit) to selection for (Owner of (Triggering unit))
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to Fortified Wall
      Then - Actions
        Unit - Replace (Triggering unit) with a Fortified Wall (Deact) using The old unit's relative life and mana
        Selection - Add (Last replaced unit) to selection for (Owner of (Triggering unit))
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to Fortified Wall
      Then - Actions
        Unit - Replace (Triggering unit) with a Fortified Wall (Deact) using The old unit's relative life and mana
        Selection - Add (Last replaced unit) to selection for (Owner of (Triggering unit))
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to Small Stone Wall
      Then - Actions
        Unit - Replace (Triggering unit) with a Small Stone Wall (Deact) using The old unit's relative life and mana
        Selection - Add (Last replaced unit) to selection for (Owner of (Triggering unit))
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to Small Stone Wall
      Then - Actions
        Unit - Replace (Triggering unit) with a Small Stone Wall (Deact) using The old unit's relative life and mana
        Selection - Add (Last replaced unit) to selection for (Owner of (Triggering unit))
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to Small Wall
      Then - Actions
        Unit - Replace (Triggering unit) with a Small Wall (Deact) using The old unit's relative life and mana
        Selection - Add (Last replaced unit) to selection for (Owner of (Triggering unit))
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to Stone Wall
      Then - Actions
        Unit - Replace (Triggering unit) with a Stone Wall (Deact) using The old unit's relative life and mana
        Selection - Add (Last replaced unit) to selection for (Owner of (Triggering unit))
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to Wooden Wall
      Then - Actions
        Unit - Replace (Triggering unit) with a Wooden Wall (Deact) using The old unit's relative life and mana
        Selection - Add (Last replaced unit) to selection for (Owner of (Triggering unit))
      Else - Actions
        Do nothing
Choose Your Epoch
  Events
  Conditions
  Actions
    Dialog - Clear Maxage
    Dialog - Change the title of Maxage to Choose Your Max Epoch
    Dialog - Create a dialog button for Maxage labelled No Limit
    Set VariableSet Maxage1[0] = (Last created dialog Button)
    Dialog - Create a dialog button for Maxage labelled Iron Age
    Set VariableSet Maxage1[1] = (Last created dialog Button)
    Dialog - Create a dialog button for Maxage labelled Castle Age
    Set VariableSet Maxage1[2] = (Last created dialog Button)
    Dialog - Create a dialog button for Maxage labelled Industrial Age
    Set VariableSet Maxage1[3] = (Last created dialog Button)
    Dialog - Create a dialog button for Maxage labelled Modern Age
    Set VariableSet Maxage1[4] = (Last created dialog Button)
    Dialog - Show Maxage for Player 1 (Red)
Epoch Dialog
  Events
    Dialog - A dialog button is clicked for Maxage
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Clicked dialog button) Equal to Maxage1[1]
      Then - Actions
        Player Group - Pick every player in (All players) and do (Actions)
          Loop - Actions
            Player - Make Dark Age Capital Unavailable for training/construction by (Picked player)
            Player - Make Renaissance Age Capital Available for training/construction by (Picked player)
            Player - Make WWI Era Capital Available for training/construction by (Picked player)
            Player - Make Digital Age Capital Available for training/construction by (Picked player)
            Player - Make Greater Cursed Village (VI) Unavailable for training/construction by (Picked player)
            Player - Make Halls of the Dead (IX) Available for training/construction by (Picked player)
            Player - Make Black Citadel (X) Available for training/construction by (Picked player)
            Player - Make Frozen Throne (XIII) Available for training/construction by (Picked player)
        Wait 1.00 seconds
        Sound - Play ClanInvitation <gen>
        Game - Display to (All players) the text: The max epoch has been set to: Iron Age
        Game - Display to (All players) the text: Red type -repick within 300 seconds of game start time to reset limit
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Clicked dialog button) Equal to Maxage1[3]
      Then - Actions
        Player Group - Pick every player in (All players) and do (Actions)
          Loop - Actions
            Player - Make Dark Age Capital Available for training/construction by (Picked player)
            Player - Make Renaissance Age Capital Available for training/construction by (Picked player)
            Player - Make WWI Era Capital Unavailable for training/construction by (Picked player)
            Player - Make Digital Age Capital Available for training/construction by (Picked player)
            Player - Make Greater Cursed Village (VI) Available for training/construction by (Picked player)
            Player - Make Halls of the Dead (IX) Available for training/construction by (Picked player)
            Player - Make Black Citadel (X) Unavailable for training/construction by (Picked player)
            Player - Make Frozen Throne (XIII) Available for training/construction by (Picked player)
        Wait 1.00 seconds
        Sound - Play ClanInvitation <gen>
        Game - Display to (All players) the text: The max epoch has been set to: Industrial Age
        Game - Display to (All players) the text: Red type -repick within 300 seconds of game start time to reset limit
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Clicked dialog button) Equal to Maxage1[0]
      Then - Actions
        Wait 1.00 seconds
        Player Group - Pick every player in (All players) and do (Actions)
          Loop - Actions
            Player - Make Dark Age Capital Available for training/construction by (Picked player)
            Player - Make Renaissance Age Capital Available for training/construction by (Picked player)
            Player - Make WWI Era Capital Available for training/construction by (Picked player)
            Player - Make Digital Age Capital Available for training/construction by (Picked player)
            Player - Make Greater Cursed Village (VI) Available for training/construction by (Picked player)
            Player - Make Halls of the Dead (IX) Available for training/construction by (Picked player)
            Player - Make Black Citadel (X) Available for training/construction by (Picked player)
            Player - Make Frozen Throne (XIII) Available for training/construction by (Picked player)
        Sound - Play ClanInvitation <gen>
        Game - Display to (All players) the text: All Epochs are available!
        Game - Display to (All players) the text: Red type -repick within 300 seconds of game start time to reset limit
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Clicked dialog button) Equal to Maxage1[2]
      Then - Actions
        Player Group - Pick every player in (All players) and do (Actions)
          Loop - Actions
            Player - Make Dark Age Capital Available for training/construction by (Picked player)
            Player - Make Renaissance Age Capital Unavailable for training/construction by (Picked player)
            Player - Make WWI Era Capital Available for training/construction by (Picked player)
            Player - Make Digital Age Capital Available for training/construction by (Picked player)
            Player - Make Greater Cursed Village (VI) Available for training/construction by (Picked player)
            Player - Make Halls of the Dead (IX) Unavailable for training/construction by (Picked player)
            Player - Make Black Citadel (X) Available for training/construction by (Picked player)
            Player - Make Frozen Throne (XIII) Available for training/construction by (Picked player)
        Wait 1.00 seconds
        Sound - Play ClanInvitation <gen>
        Game - Display to (All players) the text: The max epoch has been set to: Castle Age
        Game - Display to (All players) the text: Red type -repick within 300 seconds of game start time to reset limit
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Clicked dialog button) Equal to Maxage1[4]
      Then - Actions
        Player Group - Pick every player in (All players) and do (Actions)
          Loop - Actions
            Player - Make Dark Age Capital Available for training/construction by (Picked player)
            Player - Make Renaissance Age Capital Available for training/construction by (Picked player)
            Player - Make WWI Era Capital Available for training/construction by (Picked player)
            Player - Make Digital Age Capital Unavailable for training/construction by (Picked player)
            Player - Make Greater Cursed Village (VI) Available for training/construction by (Picked player)
            Player - Make Halls of the Dead (IX) Available for training/construction by (Picked player)
            Player - Make Black Citadel (X) Available for training/construction by (Picked player)
            Player - Make Frozen Throne (XIII) Unavailable for training/construction by (Picked player)
        Wait 1.00 seconds
        Sound - Play ClanInvitation <gen>
        Game - Display to (All players) the text: The max epoch has been set to: Modern Age
        Game - Display to (All players) the text: Red type -repick within 300 seconds of game start time to reset limit
      Else - Actions
        Do nothing
No Repick Epoch
  Events
    Player - Player 1 (Red) types a chat message containing -repick (stringnoformat) as An exact match
  Conditions
  Actions
    Game - Display to (All players) the text: Max Epoch can no longer be repicked!
Creeps onoff
  Events
    Player - Player 1 (Red) types a chat message containing -creep (stringnoformat) as An exact match
  Conditions
    E1 Equal to 1
  Actions
    Dialog - Clear CreepSpawn
    Dialog - Change the title of CreepSpawn to Spawn Neutral Hostile Creeps?
    Dialog - Create a dialog button for CreepSpawn labelled Yes
    Set VariableSet YesNo[0] = (Last created dialog Button)
    Dialog - Create a dialog button for CreepSpawn labelled No
    Set VariableSet YesNo[1] = (Last created dialog Button)
    Dialog - Show CreepSpawn for Player 1 (Red)
Zombies onoff
  Events
    Player - Player 1 (Red) types a chat message containing -zombie (stringnoformat) as An exact match
  Conditions
    E1 Equal to 1
  Actions
    Dialog - Clear ZombieSpawn
    Dialog - Change the title of ZombieSpawn to Spawn Zombies?
    Dialog - Create a dialog button for ZombieSpawn labelled Yes
    Set VariableSet YesNo[0] = (Last created dialog Button)
    Dialog - Create a dialog button for ZombieSpawn labelled No
    Set VariableSet YesNo[1] = (Last created dialog Button)
    Dialog - Show ZombieSpawn for Player 1 (Red)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ZombieStartDifficulty Equal to True
      Then - Actions
        Sound - Stop music After fading
        Set VariableSet WeakAttacks = |cff595900Pin Worm|r (Level 1)
        Set VariableSet MediumAttacks = |cffdf7000Beetle|r (Level 1)
        Set VariableSet HeavyAttacks = |cffffff00Pa|r|cffff8000radise|r|cff800000 |r|cffff0000Lost|r (Level 1)
        Set VariableSet SiegeAttacks = |cffffff00Pa|r|cffff8000radise|r|cff800000 |r|cffff0000Lost|r (Level 1)
        Set VariableSet heroattacks = |cff800000Burrower|r (Level 1)
        Sound - Play NightElf1 <gen>
      Else - Actions
CreepSpawn Dialogue
  Events
    Dialog - A dialog button is clicked for CreepSpawn
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Clicked dialog button) Equal to YesNo[0]
      Then - Actions
        Trigger - Turn on Creeptest <gen>
        Trigger - Turn on Creeptest_Copy <gen>
        Trigger - Turn on Creeptest_Copy_Copy <gen>
        Trigger - Turn on Creeptest_Copy_Copy_Copy <gen>
        Trigger - Turn on Creeptest_Copy_Copy_Copy_Copy <gen>
        Game - Display to (All players) the text: Creep Spawn is Now ON
        Set VariableSet multicreeps = 1
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Clicked dialog button) Equal to YesNo[1]
      Then - Actions
        Game - Display to (All players) the text: Creep Spawn is Now OFF
        Trigger - Turn off Creeptest <gen>
        Trigger - Turn off Creeptest_Copy <gen>
        Trigger - Turn off Creeptest_Copy_Copy <gen>
        Trigger - Turn off Creeptest_Copy_Copy_Copy <gen>
        Trigger - Turn off Creeptest_Copy_Copy_Copy_Copy <gen>
        Trigger - Turn off Swarm <gen>
        Set VariableSet multicreeps = 0
      Else - Actions
        Do nothing
Zombie Dialogue
  Events
    Dialog - A dialog button is clicked for ZombieSpawn
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Clicked dialog button) Equal to YesNo[0]
      Then - Actions
        Trigger - Turn on Creeptest <gen>
        Trigger - Turn on Creeptest_Copy <gen>
        Trigger - Turn on Creeptest_Copy_Copy <gen>
        Trigger - Turn on Creeptest_Copy_Copy_Copy <gen>
        Trigger - Turn on Creeptest_Copy_Copy_Copy_Copy <gen>
        Trigger - Turn on Swarm <gen>
        Trigger - Turn on Creep_Camps <gen>
        Trigger - Turn on Creep_Camps_Death <gen>
        Trigger - Turn on Creep_Camp_Spawn <gen>
        Trigger - Turn on Creep_Camp_Secondary_Spawn <gen>
        Game - Display to (All players) the text: The Undead have risen!
        Set VariableSet multicreeps = 1
        Set VariableSet ZombieMode = True
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Clicked dialog button) Equal to YesNo[1]
      Then - Actions
        Game - Display to (All players) the text: Zombies will no longer spawn.
        Trigger - Turn off Creeptest <gen>
        Trigger - Turn off Creeptest_Copy <gen>
        Trigger - Turn off Creeptest_Copy_Copy <gen>
        Trigger - Turn off Creeptest_Copy_Copy_Copy <gen>
        Trigger - Turn off Creeptest_Copy_Copy_Copy_Copy <gen>
        Trigger - Turn off Swarm <gen>
        Trigger - Turn off Creep_Camps <gen>
        Trigger - Turn off Creep_Camps_Death <gen>
        Trigger - Turn off Creep_Camp_Spawn <gen>
        Trigger - Turn off Creep_Camp_Secondary_Spawn <gen>
        Set VariableSet multicreeps = 0
        Set VariableSet ZombieMode = False
      Else - Actions
        Do nothing
Repicking Age
  Events
    Player - Player 1 (Red) types a chat message containing -repick (stringnoformat) as An exact match
  Conditions
  Actions
    Trigger - Run Choose_Your_Epoch <gen> (checking conditions)
No repick
  Events
    Time - Elapsed game time is 300.00 seconds
  Conditions
  Actions
    Trigger - Turn off Repicking_Age <gen>
    Trigger - Turn on No_Repick_Epoch <gen>
    Trigger - Turn off No_repick_Copy <gen>
    Sound - Play UpkeepRing <gen>
    Game - Display to (All players) the text: Max Age repicks is now disabled!
No repick Copy
  Events
    Unit - A unit Finishes an upgrade
    Unit - A unit Finishes construction
  Conditions
    (Unit-type of (Triggering unit)) Equal to Iron Age Capital
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn off Repicking_Age <gen>
    Trigger - Turn off No_repick <gen>
    Trigger - Turn on No_Repick_Epoch <gen>
    Sound - Play UpkeepRing <gen>
    Game - Display to (All players) the text: Max Age repicks is now disabled!
Default melee game initialization for all players
Player Select
  Events
    Map initialization
  Conditions
  Actions
    Unit - Order DummyGrenade 0033 <gen> to Patrol To.(Center of Region_031 <gen>)
    Unit - Order DummyGrenade 0031 <gen> to Patrol To.(Center of Region_032 <gen>)
    Unit - Order DummyGrenade 0078 <gen> to Patrol To.(Center of Campregion1 <gen>)
    Unit - Order DummyGrenade 0079 <gen> to Patrol To.(Center of Campregion2 <gen>)
    Unit - Order DummyGrenade 0080 <gen> to Patrol To.(Center of Campregion3 <gen>)
    Unit - Order DummyGrenade 0081 <gen> to Patrol To.(Center of Campregion4 <gen>)
    Unit - Order DummyGrenade 0082 <gen> to Patrol To.(Center of Campregion5 <gen>)
    Unit - Order DummyGrenade 0083 <gen> to Patrol To.(Center of Campregion6 <gen>)
    Unit - Order DummyGrenade 0084 <gen> to Patrol To.(Center of Campregion7 <gen>)
    Unit - Order DummyGrenade 0085 <gen> to Patrol To.(Center of Campregion8 <gen>)
    Environment - Set sky to Lordaeron Fall Sky
    Set VariableSet Player_Colors[1] = |c00ff0000
    Set VariableSet Player_Colors[2] = |c000000ff
    Set VariableSet Player_Colors[3] = |c0000ffff
    Set VariableSet Player_Colors[4] = |c00800080
    Set VariableSet Player_Colors[5] = |c00ffff00
    Set VariableSet Player_Colors[6] = |c00ff8000
    Set VariableSet Player_Colors[7] = |c0000ff00
    Set VariableSet Player_Colors[8] = |c00ff00ff
    Set VariableSet Player_Colors[9] = |cff959697
    Set VariableSet Player_Colors[10] = |cff9e99f9
    Set VariableSet Player_Colors[11] = |cff008040
    Set VariableSet Player_Colors[12] = |cff793d00
    Set VariableSet PlayerColor[1] = red
    Set VariableSet PlayerColor[2] = blue
    Set VariableSet PlayerColor[3] = teal
    Set VariableSet PlayerColor[4] = purple
    Set VariableSet PlayerColor[5] = yellow
    Set VariableSet PlayerColor[6] = orange
    Set VariableSet PlayerColor[7] = green
    Set VariableSet PlayerColor[8] = pink
    Set VariableSet PlayerColor[9] = gray
    Set VariableSet PlayerColor[10] = light blue
    Set VariableSet PlayerColor[11] = dark green
    Set VariableSet PlayerColor[12] = brown
    Quest - Flash the quest dialog button
    Quest - Create a Required quest titled General Map Info with the description MAP OVERVIEW~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~The goal is to destroy all your opponents' capitals while protecting your own. If your capital falls, your civilization will be defeated and you will go into observer mode., using icon path ReplaceableTextures\CommandButtons\BTNTranquility.blp
    Quest - Create a Required quest titled Commands with the description *******BASIC COMMANDS******Game Modes~~~~~~~~~~~~-creep Starts normal suvival mode-zombie Starts Zombie SurvivalALLIANCES~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~-ally color (allied with full vision)-ally all-peace color (neutral without vision)-peace all-unally color -unally allOther Basic Commands~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~-name to change your name-creep to toggle creep spawn on and offFor camera options:-zoom-roll-rotate-height-angle-default (restores back to default view)-panda/-name Pandaria for mystery effects , using icon path ReplaceableTextures\CommandButtons\BTNVolcano.blp
    Quest - Create a Required quest titled 1P Commands with the description SINGLE PLAYER COMMANDS-increase (increases spawn by 1)-decrease (decreases spawn by 1)-diff 1 through diff 11 to adjust difficulty of mobs-lock (keeps mobs at the same strength)-unlock (change mobs back to standard spawn in the next difficulty increase), using icon path ReplaceableTextures\CommandButtons\BTNSpecialUnit.blp
    For each (Integer A) from 1 to 12, do (Actions)
      Loop - Actions
        Player - Set (Player((Integer A))).Current gold to 300
        Player - Set (Player((Integer A))).Current lumber to 300
        Player - Make Ninja Panda Unavailable for training/construction by (Player((Integer A)))
        Player - Make Large Marketplace Unavailable for training/construction by (Player((Integer A)))
        Player - Make Bazaar Unavailable for training/construction by (Player((Integer A)))
        Player - Make Textile Factory Unavailable for training/construction by (Player((Integer A)))
        Player - Make Oil Rig Unavailable for training/construction by (Player((Integer A)))
        Player - Make Anti-Matter Generator Unavailable for training/construction by (Player((Integer A)))
        Player - Make Anti-Matter Generator II Unavailable for training/construction by (Player((Integer A)))
        Player - Make Anti-Matter Generator III Unavailable for training/construction by (Player((Integer A)))
        Player - Set the current research level of Rorb (techcode) to 1 for (Player((Integer A)))
    Cinematic - Turn cinematic mode On for (All players)
    Cinematic - Fade out over 0.00 seconds using texture Black Mask and color (100.00%, 100.00%, 100.00%) with 0% transparency
    Sound - Stop music After fading
    Sound - Play Mainscreen <gen>
    Wait 3.00 game-time seconds
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Camera - .Apply. gg_cam_Camera_001 for (Picked player) over 0 seconds
        Camera - Rotate camera 360.00 degrees around (Center of Camera <gen>) for (Picked player) over 15.00 seconds
    Cinematic - Fade in over 2.00 seconds using texture Black Mask and color (100.00%, 100.00%, 100.00%) with 0.00% transparency
    Sound - Play SecretFound <gen>
    Game - Display to (All players) for 20.00 seconds the text: Welcome to Rise of Civilizations!
    Wait 3.00 game-time seconds
    Game - Display to (All players) for 20.00 seconds the text: Choose a good location and try to take control points early on. |cffff0000Build and protect your Capital at all costs! If it dies your empire falls!!! |r In order to ally or unally, type in -ally color or -unally color
    Wait 5.00 game-time seconds
    Game - Display to (All players) for 20.00 seconds the text: FOOD is only available through upgrading townhalls/control points
    Wait 5.00 game-time seconds
    Game - Display to (All players) for 20.00 seconds the text: For additional information and commands, check the Quest Menu.
    Cinematic - Fade out over 1.00 seconds using texture Black Mask and color (100.00%, 100.00%, 100.00%) with 0% transparency
    Wait 3.00 game-time seconds
    Cinematic - Fade in over 4.00 seconds using texture Black Mask and color (100.00%, 100.00%, 100.00%) with 0.00% transparency
    Camera - Pan camera for Player 2 (Blue) to (Center of Start1 <gen>) over 0 seconds
    Camera - Pan camera for Player 3 (Teal) to (Center of Start1 <gen>) over 0 seconds
    Camera - Pan camera for Player 4 (Purple) to (Center of Start1 <gen>) over 0 seconds
    Camera - Pan camera for Player 1 (Red) to (Center of Start1 <gen>) over 0 seconds
    Camera - Pan camera for Player 5 (Yellow) to (Center of Start1 <gen>) over 0 seconds
    Camera - Pan camera for Player 6 (Orange) to (Center of Start2 <gen>) over 0 seconds
    Camera - Pan camera for Player 7 (Green) to (Center of Start2 <gen>) over 0 seconds
    Camera - Pan camera for Player 8 (Pink) to (Center of Start2 <gen>) over 0 seconds
    Camera - Pan camera for Player 9 (Gray) to (Center of Start2 <gen>) over 0 seconds
    Camera - Pan camera for Player 10 (Light Blue) to (Center of Start2 <gen>) over 0 seconds
    Camera - Pan camera for Player 11 (Dark Green) to (Center of Start2 <gen>) over 0 seconds
    Camera - Pan camera for Player 12 (Brown) to (Center of Start2 <gen>) over 0 seconds
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Camera - Set (Picked player)'s camera Distance to target to 3000.00 over 0.00 seconds
        Camera - Set (Picked player)'s camera Height Offset to 1.00 over 0.00 seconds
        Camera - Set (Picked player)'s camera Rotation to 90.00 over 0.00 seconds
        Camera - Set (Picked player)'s camera Roll to 0.00 over 0.00 seconds
        Camera - Set (Picked player)'s camera Angle of attack to 304.00 over 0.00 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    Sound - Play Rescue <gen>
    Wait 1.00 game-time seconds
    For each (Integer A) from 1 to 12, do (Actions)
      Loop - Actions
        Player - Make Player 1 (Red) treat (Player((Integer A))) as an Enemy
        Player - Make Player 2 (Blue) treat (Player((Integer A))) as an Enemy
        Player - Make Player 3 (Teal) treat (Player((Integer A))) as an Enemy
        Player - Make Player 4 (Purple) treat (Player((Integer A))) as an Enemy
        Player - Make Player 5 (Yellow) treat (Player((Integer A))) as an Enemy
        Player - Make Player 6 (Orange) treat (Player((Integer A))) as an Enemy
        Player - Make Player 7 (Green) treat (Player((Integer A))) as an Enemy
        Player - Make Player 8 (Pink) treat (Player((Integer A))) as an Enemy
        Player - Make Player 9 (Gray) treat (Player((Integer A))) as an Enemy
        Player - Make Player 10 (Light Blue) treat (Player((Integer A))) as an Enemy
        Player - Make Player 11 (Dark Green) treat (Player((Integer A))) as an Enemy
        Player - Make Player 12 (Brown) treat (Player((Integer A))) as an Enemy
    For each (Integer A) from 1 to 12, do (Actions)
      Loop - Actions
        Player - Turn Gives bounty On for (Player((Integer A)))
    Trigger - Run Choose_Your_Epoch <gen> (checking conditions)
    Trigger - Run TargetPlayer <gen> (checking conditions)
TIMER
  Events
    Time - Elapsed game time is 20.00 seconds
  Conditions
  Actions
    Countdown Timer - Start TIMER as a Repeating timer that will expire in 10.00 seconds
    Countdown Timer - Start TIMER as a Repeating timer that will expire in 10.00 seconds
    Countdown Timer - Create a timer window for TIMER with title Income in:
    Countdown Timer - Show (Last created timer window)
    Trigger - Turn on Marketplace <gen>
MapReveal
  Events
    Time - Elapsed game time is 0.50 seconds
  Conditions
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Camera - Set (Picked player)'s camera Distance to target to 3000.00 over 0 seconds
        Player - Limit training of Alexander the Great to 1 for (Picked player)
        Player - Limit training of Eric the Red to 1 for (Picked player)
        Player - Limit training of Frontiersman to 1 for (Picked player)
        Player - Limit training of Leonardo Da Vinci to 1 for (Picked player)
        Player - Limit training of Mark VIII to 1 for (Picked player)
        Player - Limit training of Warchief to 1 for (Picked player)
        Player - Limit training of Spear Master to 1 for (Picked player)
        Player - Limit training of Richard the Lionhearted to 1 for (Picked player)
        Player - Limit training of Ragnarok, Mechanical Demigod to 1 for (Picked player)
        Player - Limit training of The Great Granary to 1 for (Picked player)
        Player - Limit training of The Silk Road to 1 for (Picked player)
        Player - Make Mini Panda Unavailable for training/construction by (Picked player)
        Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Mine_1 <gen>
        Visibility - Disable (Last created visibility modifier)
        Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Mine2 <gen>
        Visibility - Disable (Last created visibility modifier)
        Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Mine3 <gen>
        Visibility - Disable (Last created visibility modifier)
        Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Mine4 <gen>
        Visibility - Disable (Last created visibility modifier)
        Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Mine5 <gen>
        Visibility - Disable (Last created visibility modifier)
        Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Mine6 <gen>
        Visibility - Disable (Last created visibility modifier)
        Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Mine7 <gen>
        Visibility - Disable (Last created visibility modifier)
        Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Mine8 <gen>
        Visibility - Disable (Last created visibility modifier)
        Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Mine9 <gen>
        Visibility - Disable (Last created visibility modifier)
        Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Mine10 <gen>
        Visibility - Disable (Last created visibility modifier)
        Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Mine11 <gen>
        Visibility - Disable (Last created visibility modifier)
        Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Mine12 <gen>
        Visibility - Disable (Last created visibility modifier)
        Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Mine13 <gen>
        Visibility - Disable (Last created visibility modifier)
        Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Mine14 <gen>
        Visibility - Disable (Last created visibility modifier)
        Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Mine15 <gen>
        Visibility - Disable (Last created visibility modifier)
        Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Mine16 <gen>
        Visibility - Disable (Last created visibility modifier)
        Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Mine17 <gen>
        Visibility - Disable (Last created visibility modifier)
        Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Mine18 <gen>
        Visibility - Disable (Last created visibility modifier)
        Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Mine19 <gen>
        Visibility - Disable (Last created visibility modifier)
        Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Mine20 <gen>
        Visibility - Disable (Last created visibility modifier)
        Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Mine21 <gen>
        Visibility - Disable (Last created visibility modifier)
        Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Mine22 <gen>
        Visibility - Disable (Last created visibility modifier)
        Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Mine_23 <gen>
        Visibility - Disable (Last created visibility modifier)
Players
  Events
    Time - Elapsed game time is 2.00 seconds
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (E1 + (E2 + (E3 + (E4 + (E6 + (E7 + (E8 + (E9 + (E10 + (E11 + (E12 + E5))))))))))) Greater than 1
  Actions
    Trigger - Turn off Creeptest <gen>
    Trigger - Turn off Creeptest_Copy <gen>
    Trigger - Turn off Creeptest_Copy_Copy <gen>
    Trigger - Turn off Creeptest_Copy_Copy_Copy <gen>
    Trigger - Turn off Creeptest_Copy_Copy_Copy_Copy <gen>
    Trigger - Turn off SinglePlayer_Defeat <gen>
    Trigger - Turn on VictoryRed <gen>
    Trigger - Turn on VictoryBlue <gen>
    Trigger - Turn on VictoryTeal <gen>
    Trigger - Turn on VictoryPurple <gen>
    Trigger - Turn on VictoryYellow <gen>
    Trigger - Turn on VictoryOJ <gen>
    Trigger - Turn on VictoryGreen <gen>
    Trigger - Turn on VictoryPink <gen>
    Trigger - Turn on VictoryGray <gen>
    Trigger - Turn on VictoryLightBlue <gen>
    Trigger - Turn on VictoryDarkGreen <gen>
    Trigger - Turn off Fix4 <gen>
Player Slots
  Events
    Time - Elapsed game time is 1.00 seconds
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 1 (Red) controller) Equal to Computer
      Then - Actions
        Custom script: set bj_wantDestroyGroup = true
        Unit Group - Pick every unit in (Units owned by Player 1 (Red).) and do (Remove (Picked unit) from the game)
        Set VariableSet E1 = 0
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 1 (Red) slot status) Not equal to Is playing
      Then - Actions
        Custom script: set bj_wantDestroyGroup = true
        Unit Group - Pick every unit in (Units owned by Player 1 (Red).) and do (Remove (Picked unit) from the game)
        Set VariableSet E1 = 0
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 2 (Blue) slot status) Not equal to Is playing
      Then - Actions
        Custom script: set bj_wantDestroyGroup = true
        Unit Group - Pick every unit in (Units owned by Player 2 (Blue).) and do (Remove (Picked unit) from the game)
        Set VariableSet E2 = 0
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 2 (Blue) controller) Equal to Computer
      Then - Actions
        Custom script: set bj_wantDestroyGroup = true
        Unit Group - Pick every unit in (Units owned by Player 2 (Blue).) and do (Remove (Picked unit) from the game)
        Set VariableSet E2 = 0
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 3 (Teal) slot status) Not equal to Is playing
      Then - Actions
        Custom script: set bj_wantDestroyGroup = true
        Unit Group - Pick every unit in (Units owned by Player 3 (Teal).) and do (Remove (Picked unit) from the game)
        Set VariableSet E3 = 0
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 3 (Teal) controller) Equal to Computer
      Then - Actions
        Custom script: set bj_wantDestroyGroup = true
        Unit Group - Pick every unit in (Units owned by Player 3 (Teal).) and do (Remove (Picked unit) from the game)
        Set VariableSet E3 = 0
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 4 (Purple) slot status) Not equal to Is playing
      Then - Actions
        Custom script: set bj_wantDestroyGroup = true
        Unit Group - Pick every unit in (Units owned by Player 4 (Purple).) and do (Remove (Picked unit) from the game)
        Set VariableSet E4 = 0
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 4 (Purple) controller) Equal to Computer
      Then - Actions
        Custom script: set bj_wantDestroyGroup = true
        Unit Group - Pick every unit in (Units owned by Player 4 (Purple).) and do (Remove (Picked unit) from the game)
        Set VariableSet E4 = 0
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 5 (Yellow) controller) Equal to Computer
      Then - Actions
        Custom script: set bj_wantDestroyGroup = true
        Unit Group - Pick every unit in (Units owned by Player 5 (Yellow).) and do (Remove (Picked unit) from the game)
        Set VariableSet E5 = 0
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 5 (Yellow) slot status) Not equal to Is playing
      Then - Actions
        Custom script: set bj_wantDestroyGroup = true
        Unit Group - Pick every unit in (Units owned by Player 5 (Yellow).) and do (Remove (Picked unit) from the game)
        Set VariableSet E5 = 0
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 6 (Orange) slot status) Not equal to Is playing
      Then - Actions
        Custom script: set bj_wantDestroyGroup = true
        Unit Group - Pick every unit in (Units owned by Player 6 (Orange).) and do (Remove (Picked unit) from the game)
        Set VariableSet E6 = 0
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 6 (Orange) controller) Equal to Computer
      Then - Actions
        Custom script: set bj_wantDestroyGroup = true
        Unit Group - Pick every unit in (Units owned by Player 6 (Orange).) and do (Remove (Picked unit) from the game)
        Set VariableSet E6 = 0
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 7 (Green) slot status) Not equal to Is playing
      Then - Actions
        Custom script: set bj_wantDestroyGroup = true
        Unit Group - Pick every unit in (Units owned by Player 7 (Green).) and do (Remove (Picked unit) from the game)
        Set VariableSet E7 = 0
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 7 (Green) controller) Equal to Computer
      Then - Actions
        Custom script: set bj_wantDestroyGroup = true
        Unit Group - Pick every unit in (Units owned by Player 7 (Green).) and do (Remove (Picked unit) from the game)
        Set VariableSet E7 = 0
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 8 (Pink) slot status) Not equal to Is playing
      Then - Actions
        Custom script: set bj_wantDestroyGroup = true
        Unit Group - Pick every unit in (Units owned by Player 8 (Pink).) and do (Remove (Picked unit) from the game)
        Set VariableSet E8 = 0
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 8 (Pink) controller) Equal to Computer
      Then - Actions
        Custom script: set bj_wantDestroyGroup = true
        Unit Group - Pick every unit in (Units owned by Player 8 (Pink).) and do (Remove (Picked unit) from the game)
        Set VariableSet E8 = 0
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 9 (Gray) slot status) Not equal to Is playing
      Then - Actions
        Custom script: set bj_wantDestroyGroup = true
        Unit Group - Pick every unit in (Units owned by Player 9 (Gray).) and do (Remove (Picked unit) from the game)
        Set VariableSet E9 = 0
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 9 (Gray) controller) Equal to Computer
      Then - Actions
        Custom script: set bj_wantDestroyGroup = true
        Unit Group - Pick every unit in (Units owned by Player 9 (Gray).) and do (Remove (Picked unit) from the game)
        Set VariableSet E9 = 0
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 10 (Light Blue) controller) Equal to Computer
      Then - Actions
        Custom script: set bj_wantDestroyGroup = true
        Unit Group - Pick every unit in (Units owned by Player 10 (Light Blue).) and do (Remove (Picked unit) from the game)
        Set VariableSet E10 = 0
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 10 (Light Blue) slot status) Not equal to Is playing
      Then - Actions
        Custom script: set bj_wantDestroyGroup = true
        Unit Group - Pick every unit in (Units owned by Player 10 (Light Blue).) and do (Remove (Picked unit) from the game)
        Set VariableSet E10 = 0
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 11 (Dark Green) controller) Equal to Computer
      Then - Actions
        Custom script: set bj_wantDestroyGroup = true
        Unit Group - Pick every unit in (Units owned by Player 11 (Dark Green).) and do (Remove (Picked unit) from the game)
        Set VariableSet E11 = 0
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 11 (Dark Green) slot status) Not equal to Is playing
      Then - Actions
        Custom script: set bj_wantDestroyGroup = true
        Unit Group - Pick every unit in (Units owned by Player 11 (Dark Green).) and do (Remove (Picked unit) from the game)
        Set VariableSet E11 = 0
      Else - Actions
    Wait 1.00 game-time seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (E1 + (E2 + (E3 + (E4 + (E6 + (E7 + (E8 + (E9 + (E10 + (E11 + (E12 + E5))))))))))) Less than or equal to 1
      Then - Actions
        Wait 20.00 game-time seconds
        Game - Display to (All players) the text: ****************************************************************************No other players detected! Now initializing single player mode!****************************************************************************
        Wait 5.00 game-time seconds
        Game - Display to (All players) the text: Type in -increase/-decrease to adjust mob spawn by 1
      Else - Actions
WallRemover
  Events
    Unit - A unit Dies
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Triggering unit)) Equal to Small Wall
        (Unit-type of (Triggering unit)) Equal to Washington Monument
        (Unit-type of (Triggering unit)) Equal to Wooden Wall
        (Unit-type of (Triggering unit)) Equal to Bronze Plated Wall
        (Unit-type of (Triggering unit)) Equal to Small Stone Wall
        (Unit-type of (Triggering unit)) Equal to Stone Wall
        (Unit-type of (Triggering unit)) Equal to Fortified Wall
        (Unit-type of (Triggering unit)) Equal to Watch Tower
        (Unit-type of (Triggering unit)) Equal to Walls of Heaven
        (Unit-type of (Triggering unit)) Equal to Dark Nether Wall
        (Unit-type of (Triggering unit)) Equal to |cff800080Academy|r
        (Unit-type of (Triggering unit)) Equal to Medieval City
        (Unit-type of (Triggering unit)) Equal to |cff800080University|r
        (Unit-type of (Triggering unit)) Equal to Armored Lumbermill
        (Unit-type of (Triggering unit)) Equal to Armored Lumbermill
        (Unit-type of (Triggering unit)) Equal to The Great Pyramid
        (Unit-type of (Triggering unit)) Equal to The Great Pyramid (Completed)
        (Unit-type of (Triggering unit)) Equal to The Tower of Babel
        (Unit-type of (Triggering unit)) Equal to The Great Bombard
        (Unit-type of (Triggering unit)) Equal to The Tower of Babel (Complete)
        (Unit-type of (Triggering unit)) Equal to The Vatican
        (Unit-type of (Triggering unit)) Equal to The Vatican (Complete)
        (Unit-type of (Triggering unit)) Equal to Explosive
        (Unit-type of (Triggering unit)) Equal to Apocalytic Age (Evil) Capital
        (Unit-type of (Triggering unit)) Equal to Tank Hunter
        (Unit-type of (Triggering unit)) Equal to Oil Rig
        (Unit-type of (Triggering unit)) Equal to Anti-Matter Generator
        (Unit-type of (Triggering unit)) Equal to Tomb of Mausolus (Completed)
        (Unit-type of (Triggering unit)) Equal to The Statue of Zeus (Completed)
        (Unit-type of (Triggering unit)) Equal to The Fountain of Youth (Completed)
        (Unit-type of (Triggering unit)) Equal to Supply Warehouse
  Actions
    Unit - Remove (Triggering unit) from the game
    Set VariableSet Wallremoverlocation = (Position of (Triggering unit))
    Special Effect - Create a special effect at Wallremoverlocation using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
    Custom script: call RemoveLocation (udg_Wallremoverlocation)
    Special Effect - Destroy (Last created special effect)
Pandaremover
  Events
    Unit - A unit Dies
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Triggering unit)) Equal to Shaolin Monk
        (Unit-type of (Triggering unit)) Equal to Shaolin Monk
        (Unit-type of (Triggering unit)) Equal to Shaolin Monk
  Actions
    Unit - Remove (Triggering unit) from the game
    Set VariableSet Wallremoverlocation = (Position of (Triggering unit))
    Special Effect - Create a special effect at Wallremoverlocation using Objects\Spawnmodels\Human\HumanLargeDeathExplode\HumanLargeDeathExplode.mdl
    Custom script: call RemoveLocation (udg_Wallremoverlocation)
    Special Effect - Destroy (Last created special effect)
Advancement
  Events
    Unit - A unit Finishes an upgrade
  Conditions
    (Unit-type of (Triggering unit)) Equal to Castle Age Capital
  Actions
    Sound - Play ClanInvitation <gen>
    Game - Display to (All players) for 30 seconds the text: (Name of (Owner of (Triggering unit)))
    Game - Display to (All players) for 30 seconds the text: is the first one to reach the Castle Age. Don't fall too far behind in tech!
    Trigger - Turn off (This trigger)
    Trigger - Turn on Advancement_Copy <gen>
Advancement Copy
  Events
    Unit - A unit Finishes an upgrade
  Conditions
    (Unit-type of (Triggering unit)) Equal to WWI Era Capital
  Actions
    Sound - Play CreepAggroWhat1 <gen>
    Game - Display to (All players) for 30 seconds the text: (Name of (Owner of (Triggering unit)))
    Game - Display to (All players) for 30 seconds the text: is the first one to reach WW1 era!
    Trigger - Turn off (This trigger)
    Trigger - Turn on Advancement_Copy_Copy <gen>
    Sound - Play RVS_MMenu_3rd <gen>
Advancement Copy Copy
  Events
    Unit - A unit Finishes an upgrade
  Conditions
    (Unit-type of (Triggering unit)) Equal to Nano Age Capital
  Actions
    Sound - Play CreepAggroWhat1 <gen>
    Game - Display to (All players) for 30 seconds the text: (Name of (Triggering player))
    Game - Display to (All players) for 30 seconds the text: is the first one to reach the Nano Age!
    Trigger - Turn off (This trigger)
Marketplace
  Events
    Time - Every 10.00 seconds of game time
  Conditions
  Actions
    Player - Add ((AmountofGoldP1 x NumberofFruitStandsP1) x MarketWonder1) to Player 1 (Red).Current gold
    Player - Add ((AmountofGoldP2 x NumberofFruitStandsP2) x MarketWonder2) to Player 2 (Blue).Current gold
    Player - Add ((AmountofGoldP3 x NumberofFruitStandsP3) x MarketWonder3) to Player 3 (Teal).Current gold
    Player - Add ((AmountofGoldP4 x NumberofFruitStandsP4) x MarketWonder4) to Player 4 (Purple).Current gold
    Player - Add ((AmountofGoldP5 x NumberofFruitStandsP5) x MarketWonder5) to Player 5 (Yellow).Current gold
    Player - Add ((AmountofGoldP6 x NumberofFruitStandsP6) x MarketWonder6) to Player 6 (Orange).Current gold
    Player - Add ((AmountofGoldP7 x NumberofFruitStandsP7) x MarketWonder7) to Player 7 (Green).Current gold
    Player - Add ((AmountofGoldP8 x NumberofFruitStandsP8) x MarketWonder8) to Player 8 (Pink).Current gold
    Player - Add ((AmountofGoldP9 x NumberofFruitStandsP9) x MarketWonder9) to Player 9 (Gray).Current gold
    Player - Add ((AmountofGoldP10 x NumberofFruitStandsP10) x MarketWonder10) to Player 10 (Light Blue).Current gold
    Player - Add ((AmountofGoldP11 x NumberofFruitStandsP11) x MarketWonder11) to Player 11 (Dark Green).Current gold
    Player - Add ((AmountofGoldP12 x NumberofFruitStandsP12) x MarketWonder12) to Player 12 (Brown).Current gold
    Set VariableSet IncomeP1 = ((AmountofGoldP1 x NumberofFruitStandsP1) x MarketWonder1)
    Set VariableSet IncomeP2 = ((AmountofGoldP2 x NumberofFruitStandsP2) x MarketWonder2)
    Set VariableSet IncomeP3 = ((AmountofGoldP3 x NumberofFruitStandsP3) x MarketWonder3)
    Set VariableSet IncomeP4 = ((AmountofGoldP4 x NumberofFruitStandsP4) x MarketWonder4)
    Set VariableSet IncomeP5 = ((AmountofGoldP5 x NumberofFruitStandsP5) x MarketWonder5)
    Set VariableSet IncomeP6 = ((AmountofGoldP6 x NumberofFruitStandsP6) x MarketWonder6)
    Set VariableSet IncomeP7 = ((AmountofGoldP7 x NumberofFruitStandsP7) x MarketWonder7)
    Set VariableSet IncomeP8 = ((AmountofGoldP8 x NumberofFruitStandsP8) x MarketWonder8)
    Set VariableSet IncomeP9 = ((AmountofGoldP9 x NumberofFruitStandsP9) x MarketWonder9)
    Set VariableSet IncomeP10 = ((AmountofGoldP10 x NumberofFruitStandsP10) x MarketWonder10)
    Set VariableSet IncomeP11 = ((AmountofGoldP11 x NumberofFruitStandsP11) x MarketWonder11)
    Set VariableSet IncomeP12 = ((AmountofGoldP12 x NumberofFruitStandsP12) x MarketWonder12)
    Leaderboard - Change the value for Player 1 (Red) in (Leaderboard of Player 1 (Red)) to IncomeP1
    Leaderboard - Show (Last created leaderboard)
    Leaderboard - Change the value for Player 2 (Blue) in (Leaderboard of Player 2 (Blue)) to IncomeP2
    Leaderboard - Show (Last created leaderboard)
    Leaderboard - Change the value for Player 3 (Teal) in (Leaderboard of Player 3 (Teal)) to IncomeP3
    Leaderboard - Show (Last created leaderboard)
    Leaderboard - Change the value for Player 4 (Purple) in (Leaderboard of Player 4 (Purple)) to IncomeP4
    Leaderboard - Show (Last created leaderboard)
    Leaderboard - Change the value for Player 5 (Yellow) in (Leaderboard of Player 5 (Yellow)) to IncomeP5
    Leaderboard - Show (Last created leaderboard)
    Leaderboard - Change the value for Player 6 (Orange) in (Leaderboard of Player 6 (Orange)) to IncomeP6
    Leaderboard - Show (Last created leaderboard)
    Leaderboard - Change the value for Player 7 (Green) in (Leaderboard of Player 7 (Green)) to IncomeP7
    Leaderboard - Show (Last created leaderboard)
    Leaderboard - Change the value for Player 8 (Pink) in (Leaderboard of Player 8 (Pink)) to IncomeP8
    Leaderboard - Show (Last created leaderboard)
    Leaderboard - Change the value for Player 9 (Gray) in (Leaderboard of Player 9 (Gray)) to IncomeP9
    Leaderboard - Show (Last created leaderboard)
    Leaderboard - Change the value for Player 10 (Light Blue) in (Leaderboard of Player 10 (Light Blue)) to IncomeP10
    Leaderboard - Show (Last created leaderboard)
    Leaderboard - Change the value for Player 11 (Dark Green) in (Leaderboard of Player 11 (Dark Green)) to IncomeP11
    Leaderboard - Show (Last created leaderboard)
    Leaderboard - Change the value for Player 12 (Brown) in (Leaderboard of Player 12 (Brown)) to IncomeP12
    Leaderboard - Show (Last created leaderboard)
FruitStandadd
  Events
    Unit - A unit Finishes construction
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Constructed structure)) Equal to Large Marketplace
        (Unit-type of (Constructed structure)) Equal to Marketplace
        (Unit-type of (Constructed structure)) Equal to Bazaar
        (Unit-type of (Constructed structure)) Equal to Textile Factory
        (Unit-type of (Constructed structure)) Equal to Oil Rig
        (Unit-type of (Constructed structure)) Equal to Anti-Matter Generator
        (Unit-type of (Triggering unit)) Equal to Anti-Matter Generator II
        (Unit-type of (Triggering unit)) Equal to Anti-Matter Generator III
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Triggering unit)) Equal to Player 1 (Red)
      Then - Actions
        Set VariableSet NumberofFruitStandsP1 = (NumberofFruitStandsP1 + 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Triggering unit)) Equal to Player 2 (Blue)
      Then - Actions
        Set VariableSet NumberofFruitStandsP2 = (NumberofFruitStandsP2 + 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Triggering unit)) Equal to Player 3 (Teal)
      Then - Actions
        Set VariableSet NumberofFruitStandsP3 = (NumberofFruitStandsP3 + 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Triggering unit)) Equal to Player 4 (Purple)
      Then - Actions
        Set VariableSet NumberofFruitStandsP4 = (NumberofFruitStandsP4 + 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Triggering unit)) Equal to Player 5 (Yellow)
      Then - Actions
        Set VariableSet NumberofFruitStandsP5 = (NumberofFruitStandsP5 + 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Triggering unit)) Equal to Player 6 (Orange)
      Then - Actions
        Set VariableSet NumberofFruitStandsP6 = (NumberofFruitStandsP6 + 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Triggering unit)) Equal to Player 7 (Green)
      Then - Actions
        Set VariableSet NumberofFruitStandsP7 = (NumberofFruitStandsP7 + 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Triggering unit)) Equal to Player 8 (Pink)
      Then - Actions
        Set VariableSet NumberofFruitStandsP8 = (NumberofFruitStandsP8 + 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Triggering unit)) Equal to Player 9 (Gray)
      Then - Actions
        Set VariableSet NumberofFruitStandsP9 = (NumberofFruitStandsP9 + 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
      Then - Actions
        Set VariableSet NumberofFruitStandsP10 = (NumberofFruitStandsP10 + 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
      Then - Actions
        Set VariableSet NumberofFruitStandsP11 = (NumberofFruitStandsP11 + 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Triggering unit)) Equal to Player 12 (Brown)
      Then - Actions
        Set VariableSet NumberofFruitStandsP12 = (NumberofFruitStandsP12 + 1)
      Else - Actions
FruitStandSubtract
  Events
    Unit - A unit Dies
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Triggering unit)) Equal to Marketplace
        (Unit-type of (Triggering unit)) Equal to Large Marketplace
        (Unit-type of (Triggering unit)) Equal to Bazaar
        (Unit-type of (Triggering unit)) Equal to Textile Factory
        (Unit-type of (Triggering unit)) Equal to Oil Rig
        (Unit-type of (Triggering unit)) Equal to Anti-Matter Generator
        (Unit-type of (Triggering unit)) Equal to Anti-Matter Generator II
        (Unit-type of (Triggering unit)) Equal to Anti-Matter Generator III
        (Unit-type of (Triggering unit)) Equal to Ancient City
        (Unit-type of (Triggering unit)) Equal to Control Point
        (Unit-type of (Triggering unit)) Equal to Medieval City
        (Unit-type of (Triggering unit)) Equal to Industrial City
        (Unit-type of (Triggering unit)) Equal to Metropolis
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Triggering unit)) Equal to Player 1 (Red)
      Then - Actions
        Set VariableSet NumberofFruitStandsP1 = (NumberofFruitStandsP1 - 1)
        Player - Add (0 - IncomeP1) to Player 1 (Red).Current gold
        Game - Display to (All players) the text: ((Name of (Triggering player)) + (( has lost + (String(IncomeP1))) + ( gold due to the destruction of the + (Name of (Triggering unit)))))
        Unit - Remove (Triggering unit) from the game
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Triggering unit)) Equal to Player 2 (Blue)
      Then - Actions
        Set VariableSet NumberofFruitStandsP2 = (NumberofFruitStandsP2 - 1)
        Player - Add (0 - IncomeP2) to Player 2 (Blue).Current gold
        Game - Display to (All players) the text: ((Name of (Triggering player)) + (( has lost + (String(IncomeP2))) + ( gold due to the destruction of the + (Name of (Triggering unit)))))
        Unit - Remove (Triggering unit) from the game
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Triggering unit)) Equal to Player 3 (Teal)
      Then - Actions
        Set VariableSet NumberofFruitStandsP3 = (NumberofFruitStandsP3 - 1)
        Player - Add (0 - IncomeP3) to Player 3 (Teal).Current gold
        Game - Display to (All players) the text: ((Name of (Triggering player)) + (( has lost + (String(IncomeP3))) + ( gold due to the destruction of the + (Name of (Triggering unit)))))
        Unit - Remove (Triggering unit) from the game
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Triggering unit)) Equal to Player 4 (Purple)
      Then - Actions
        Set VariableSet NumberofFruitStandsP4 = (NumberofFruitStandsP4 - 1)
        Player - Add (0 - IncomeP4) to Player 4 (Purple).Current gold
        Game - Display to (All players) the text: ((Name of (Triggering player)) + (( has lost + (String(IncomeP4))) + ( gold due to the destruction of the + (Name of (Triggering unit)))))
        Unit - Remove (Triggering unit) from the game
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Triggering unit)) Equal to Player 5 (Yellow)
      Then - Actions
        Set VariableSet NumberofFruitStandsP5 = (NumberofFruitStandsP5 - 1)
        Unit - Remove (Triggering unit) from the game
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Triggering unit)) Equal to Player 6 (Orange)
      Then - Actions
        Set VariableSet NumberofFruitStandsP6 = (NumberofFruitStandsP6 - 1)
        Player - Add (0 - IncomeP6) to Player 6 (Orange).Current gold
        Game - Display to (All players) the text: ((Name of (Triggering player)) + (( has lost + (String(IncomeP6))) + ( gold due to the destruction of the + (Name of (Triggering unit)))))
        Unit - Remove (Triggering unit) from the game
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Triggering unit)) Equal to Player 7 (Green)
      Then - Actions
        Set VariableSet NumberofFruitStandsP7 = (NumberofFruitStandsP7 - 1)
        Player - Add (0 - IncomeP7) to Player 7 (Green).Current gold
        Game - Display to (All players) the text: ((Name of (Triggering player)) + (( has lost + (String(IncomeP7))) + ( gold due to the destruction of the + (Name of (Triggering unit)))))
        Unit - Remove (Triggering unit) from the game
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Triggering unit)) Equal to Player 8 (Pink)
      Then - Actions
        Set VariableSet NumberofFruitStandsP8 = (NumberofFruitStandsP8 - 1)
        Player - Add (0 - IncomeP8) to Player 8 (Pink).Current gold
        Game - Display to (All players) the text: ((Name of (Triggering player)) + (( has lost + (String(IncomeP8))) + ( gold due to the destruction of the + (Name of (Triggering unit)))))
        Unit - Remove (Triggering unit) from the game
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Triggering unit)) Equal to Player 9 (Gray)
      Then - Actions
        Set VariableSet NumberofFruitStandsP9 = (NumberofFruitStandsP9 - 1)
        Unit - Remove (Triggering unit) from the game
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
      Then - Actions
        Set VariableSet NumberofFruitStandsP10 = (NumberofFruitStandsP10 - 1)
        Unit - Remove (Triggering unit) from the game
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
      Then - Actions
        Set VariableSet NumberofFruitStandsP11 = (NumberofFruitStandsP11 - 1)
        Unit - Remove (Triggering unit) from the game
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Triggering unit)) Equal to Player 12 (Brown)
      Then - Actions
        Set VariableSet NumberofFruitStandsP12 = (NumberofFruitStandsP12 - 1)
        Unit - Remove (Triggering unit) from the game
      Else - Actions
FruitStandUpgrade
  Events
    Unit - A unit Finishes research
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Triggering unit)) Equal to Marketplace
        (Unit-type of (Triggering unit)) Equal to Large Marketplace
        (Unit-type of (Triggering unit)) Equal to Bazaar
        (Unit-type of (Triggering unit)) Equal to Textile Factory
        (Unit-type of (Triggering unit)) Equal to Oil Rig
        (Unit-type of (Triggering unit)) Equal to Anti-Matter Generator
        (Unit-type of (Triggering unit)) Equal to Anti-Matter Generator II
        (Unit-type of (Triggering unit)) Equal to Anti-Matter Generator III
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R012 (techcode)
      Then - Actions
        Player - Make Large Marketplace Available for training/construction by (Owner of (Triggering unit))
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R013 (techcode)
      Then - Actions
        Player - Make Large Marketplace Unavailable for training/construction by (Owner of (Triggering unit))
        Player - Make Bazaar Available for training/construction by (Owner of (Triggering unit))
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R014 (techcode)
      Then - Actions
        Player - Make Bazaar Unavailable for training/construction by (Owner of (Triggering unit))
        Player - Make Textile Factory Available for training/construction by (Owner of (Triggering unit))
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R015 (techcode)
      Then - Actions
        Player - Make Textile Factory Unavailable for training/construction by (Owner of (Triggering unit))
        Player - Make Oil Rig Available for training/construction by (Owner of (Triggering unit))
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R016 (techcode)
      Then - Actions
        Player - Make Oil Rig Unavailable for training/construction by (Owner of (Triggering unit))
        Player - Make Anti-Matter Generator Available for training/construction by (Owner of (Triggering unit))
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R001 (techcode)
      Then - Actions
        Player - Make Anti-Matter Generator Unavailable for training/construction by (Owner of (Triggering unit))
        Player - Make Anti-Matter Generator II Available for training/construction by (Owner of (Triggering unit))
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R017 (techcode)
      Then - Actions
        Player - Make Anti-Matter Generator II Unavailable for training/construction by (Owner of (Triggering unit))
        Player - Make Anti-Matter Generator III Available for training/construction by (Owner of (Triggering unit))
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Triggering unit)) Equal to Player 1 (Red)
      Then - Actions
        Set VariableSet AmountofGoldP1 = (AmountofGoldP1 + 10)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Triggering unit)) Equal to Player 2 (Blue)
      Then - Actions
        Set VariableSet AmountofGoldP2 = (AmountofGoldP2 + 10)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Triggering unit)) Equal to Player 3 (Teal)
      Then - Actions
        Set VariableSet AmountofGoldP3 = (AmountofGoldP3 + 10)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Triggering unit)) Equal to Player 4 (Purple)
      Then - Actions
        Set VariableSet AmountofGoldP4 = (AmountofGoldP4 + 10)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Triggering unit)) Equal to Player 5 (Yellow)
      Then - Actions
        Set VariableSet AmountofGoldP5 = (AmountofGoldP5 + 10)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Triggering unit)) Equal to Player 6 (Orange)
      Then - Actions
        Set VariableSet AmountofGoldP6 = (AmountofGoldP6 + 10)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Triggering unit)) Equal to Player 7 (Green)
      Then - Actions
        Set VariableSet AmountofGoldP7 = (AmountofGoldP7 + 10)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Triggering unit)) Equal to Player 8 (Pink)
      Then - Actions
        Set VariableSet AmountofGoldP8 = (AmountofGoldP8 + 10)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Triggering unit)) Equal to Player 9 (Gray)
      Then - Actions
        Set VariableSet AmountofGoldP9 = (AmountofGoldP9 + 10)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
      Then - Actions
        Set VariableSet AmountofGoldP10 = (AmountofGoldP10 + 10)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
      Then - Actions
        Set VariableSet AmountofGoldP11 = (AmountofGoldP11 + 10)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Triggering unit)) Equal to Player 12 (Brown)
      Then - Actions
        Set VariableSet AmountofGoldP12 = (AmountofGoldP12 + 10)
      Else - Actions
DEFEAT p1
  Events
    Unit - A unit owned by Player 1 (Red).Dies
  Conditions
    ((Triggering unit) is A town-hall-type unit) Equal to True
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Owner of (Killing unit)) Equal to (Owner of (Triggering unit))) or ((Owner of (Killing unit)) Not equal to (Owner of (Triggering unit)))
      Then - Actions
        Sound - Play SorceressPissed2 <gen>
        Set VariableSet MarketWonder1 = 0
        Set VariableSet E1 = 0
        Trigger - Turn on unitremoval1 <gen>
        Custom script: set bj_wantDestroyGroup = true
        Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 1 (Red)) and do (Explode (Picked unit).)
        Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 1 (Red)) and do (Explode (Picked unit).)
        Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 1 (Red)) and do (Explode (Picked unit).)
        Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 1 (Red)) and do (Explode (Picked unit).)
        Game - Display to (All players) the text: Red has been Defeated!
        Player Group - Pick every player in (All players) and do (Make (Picked player) treat Player 1 (Red) as an Neutral)
        Player Group - Pick every player in (All players) and do (Make Player 1 (Red) treat (Picked player) as an Neutral)
        Wait 1.50 seconds
        Trigger - Turn off (This trigger)
        Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across (Playable map area)
        Player Group - Remove (Owner of (Triggering unit)) from PotentialTarget.
        Set VariableSet NumWeakatks = (NumWeakatks - 1)
        Set VariableSet NumMediumatks = (NumMediumatks - 1)
      Else - Actions
DEFEAT P2
  Events
    Unit - A unit owned by Player 2 (Blue).Dies
  Conditions
    ((Triggering unit) is A town-hall-type unit) Equal to True
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Owner of (Killing unit)) Equal to (Owner of (Triggering unit))) or ((Owner of (Killing unit)) Not equal to (Owner of (Triggering unit)))
      Then - Actions
        Set VariableSet MarketWonder2 = 0
        Sound - Play MuradinTaunt1 <gen>
        Trigger - Turn on unitremoval2 <gen>
        Custom script: set bj_wantDestroyGroup = true
        Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 2 (Blue)) and do (Explode (Picked unit).)
        Custom script: set bj_wantDestroyGroup = true
        Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 2 (Blue)) and do (Explode (Picked unit).)
        Custom script: set bj_wantDestroyGroup = true
        Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 2 (Blue)) and do (Explode (Picked unit).)
        Custom script: set bj_wantDestroyGroup = true
        Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 2 (Blue)) and do (Explode (Picked unit).)
        Game - Display to (All players) the text: Blue has been Defeated!
        Player Group - Pick every player in (All players) and do (Make (Picked player) treat Player 2 (Blue) as an Neutral)
        Player Group - Pick every player in (All players) and do (Make Player 2 (Blue) treat (Picked player) as an Neutral)
        Set VariableSet E2 = 0
        Wait 1.50 seconds
        Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across (Playable map area)
        Trigger - Turn off (This trigger)
        Player Group - Remove (Owner of (Triggering unit)) from PotentialTarget.
        Set VariableSet NumWeakatks = (NumWeakatks - 1)
        Set VariableSet NumMediumatks = (NumMediumatks - 1)
      Else - Actions
DEFEAT P3
  Events
    Unit - A unit owned by Player 3 (Teal).Dies
  Conditions
    ((Triggering unit) is A town-hall-type unit) Equal to True
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Owner of (Killing unit)) Equal to (Owner of (Triggering unit))) or ((Owner of (Killing unit)) Not equal to (Owner of (Triggering unit)))
      Then - Actions
        Set VariableSet MarketWonder3 = 0
        Sound - Play SorceressPissed2 <gen>
        Trigger - Turn on unitremoval3 <gen>
        Set VariableSet E3 = 0
        Custom script: set bj_wantDestroyGroup = true
        Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 3 (Teal)) and do (Explode (Picked unit).)
        Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 3 (Teal)) and do (Explode (Picked unit).)
        Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 3 (Teal)) and do (Explode (Picked unit).)
        Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 3 (Teal)) and do (Explode (Picked unit).)
        Game - Display to (All players) the text: Teal has been Defeated!
        Player Group - Pick every player in (All players) and do (Make (Picked player) treat Player 3 (Teal) as an Neutral)
        Player Group - Pick every player in (All players) and do (Make Player 3 (Teal) treat (Picked player) as an Neutral)
        Wait 1.50 seconds
        Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across (Playable map area)
        Trigger - Turn off (This trigger)
        Player Group - Remove (Owner of (Triggering unit)) from PotentialTarget.
        Set VariableSet NumWeakatks = (NumWeakatks - 1)
        Set VariableSet NumMediumatks = (NumMediumatks - 1)
      Else - Actions
DEFEAT P4
  Events
    Unit - A unit owned by Player 4 (Purple).Dies
  Conditions
    ((Triggering unit) is A town-hall-type unit) Equal to True
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Owner of (Killing unit)) Equal to (Owner of (Triggering unit))) or ((Owner of (Killing unit)) Not equal to (Owner of (Triggering unit)))
      Then - Actions
        Set VariableSet MarketWonder4 = 0
        Sound - Play MuradinTaunt1 <gen>
        Set VariableSet E4 = 0
        Trigger - Turn on unitremoval4 <gen>
        Custom script: set bj_wantDestroyGroup = true
        Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 4 (Purple)) and do (Explode (Picked unit).)
        Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 4 (Purple)) and do (Explode (Picked unit).)
        Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 4 (Purple)) and do (Explode (Picked unit).)
        Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 4 (Purple)) and do (Explode (Picked unit).)
        Game - Display to (All players) the text: Purple has been Defeated!
        Player Group - Pick every player in (All players) and do (Make (Picked player) treat Player 4 (Purple) as an Neutral)
        Player Group - Pick every player in (All players) and do (Make Player 4 (Purple) treat (Picked player) as an Neutral)
        Wait 1.50 seconds
        Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility across (Playable map area)
        Trigger - Turn off (This trigger)
        Player Group - Remove (Owner of (Triggering unit)) from PotentialTarget.
        Set VariableSet NumWeakatks = (NumWeakatks - 1)
        Set VariableSet NumMediumatks = (NumMediumatks - 1)
      Else - Actions
DEFEAT P5
  Events
    Unit - A unit owned by Player 5 (Yellow).Dies
  Conditions
    ((Triggering unit) is A town-hall-type unit) Equal to True
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Owner of (Killing unit)) Equal to (Owner of (Triggering unit))) or ((Owner of (Killing unit)) Not equal to (Owner of (Triggering unit)))
      Then - Actions
        Sound - Play SorceressPissed2 <gen>
        Set VariableSet MarketWonder5 = 0
        Set VariableSet E5 = 0
        Trigger - Turn on unitremoval5 <gen>
        Custom script: set bj_wantDestroyGroup = true
        Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 5 (Yellow)) and do (Explode (Picked unit).)
        Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 5 (Yellow)) and do (Explode (Picked unit).)
        Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 5 (Yellow)) and do (Explode (Picked unit).)
        Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 5 (Yellow)) and do (Explode (Picked unit).)
        Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 5 (Yellow)) and do (Explode (Picked unit).)
        Game - Display to (All players) the text: Yellow has been Defeated!
        Player Group - Pick every player in (All players) and do (Make (Picked player) treat Player 5 (Yellow) as an Neutral)
        Player Group - Pick every player in (All players) and do (Make Player 5 (Yellow) treat (Picked player) as an Neutral)
        Wait 1.50 seconds
        Trigger - Turn off (This trigger)
        Visibility - Create an initially Enabled visibility modifier for Player 5 (Yellow) emitting Visibility across (Playable map area)
        Player Group - Remove (Owner of (Triggering unit)) from PotentialTarget.
        Set VariableSet NumWeakatks = (NumWeakatks - 1)
        Set VariableSet NumMediumatks = (NumMediumatks - 1)
      Else - Actions
DEFEAT p6
  Events
    Unit - A unit owned by Player 6 (Orange).Dies
  Conditions
    ((Triggering unit) is A town-hall-type unit) Equal to True
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Owner of (Killing unit)) Equal to (Owner of (Triggering unit))) or ((Owner of (Killing unit)) Not equal to (Owner of (Triggering unit)))
      Then - Actions
        Set VariableSet MarketWonder6 = 0
        Sound - Play SorceressPissed2 <gen>
        Set VariableSet E6 = 0
        Trigger - Turn on unitremoval6 <gen>
        Custom script: set bj_wantDestroyGroup = true
        Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 6 (Orange)) and do (Explode (Picked unit).)
        Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 6 (Orange)) and do (Explode (Picked unit).)
        Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 6 (Orange)) and do (Explode (Picked unit).)
        Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 6 (Orange)) and do (Explode (Picked unit).)
        Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 6 (Orange)) and do (Explode (Picked unit).)
        Game - Display to (All players) the text: Orange has been Defeated!
        Player Group - Pick every player in (All players) and do (Make (Picked player) treat Player 6 (Orange) as an Neutral)
        Player Group - Pick every player in (All players) and do (Make Player 6 (Orange) treat (Picked player) as an Neutral)
        Wait 1.50 seconds
        Visibility - Create an initially Enabled visibility modifier for Player 6 (Orange) emitting Visibility across (Playable map area)
        Trigger - Turn off (This trigger)
        Player Group - Remove (Owner of (Triggering unit)) from PotentialTarget.
        Set VariableSet NumWeakatks = (NumWeakatks - 1)
        Set VariableSet NumMediumatks = (NumMediumatks - 1)
      Else - Actions
DEFEAT p7
  Events
    Unit - A unit owned by Player 7 (Green).Dies
  Conditions
    ((Triggering unit) is A town-hall-type unit) Equal to True
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Owner of (Killing unit)) Equal to (Owner of (Triggering unit))) or ((Owner of (Killing unit)) Not equal to (Owner of (Triggering unit)))
      Then - Actions
        Sound - Play MuradinTaunt1 <gen>
        Set VariableSet MarketWonder7 = 0
        Set VariableSet E7 = 0
        Trigger - Turn on unitremoval7 <gen>
        Custom script: set bj_wantDestroyGroup = true
        Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 7 (Green)) and do (Explode (Picked unit).)
        Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 7 (Green)) and do (Explode (Picked unit).)
        Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 7 (Green)) and do (Explode (Picked unit).)
        Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 7 (Green)) and do (Explode (Picked unit).)
        Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 7 (Green)) and do (Explode (Picked unit).)
        Game - Displ