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Trigger Viewer

Settlers 1.0.w3x
Variables
Initialization
Map Initialization
Remove Summon Dummy
Quests
Default Land Creation
Premade Land Creation 1
Premade Land Creation 2
Balanced Land Creation
Balanced Land Terran Select
Random Land Creation
Create Field
Create Forest
Create Manawell
Create Mine
Create Plain
Create Barrens
Create Onyxia
Change Base Tilseset
Create Land Text
Custom Land Creation
Custom Land Spawn
Custom Land Change
Custom Land Value Down
Custom Land Value Up
Custom Land Value Set
Custom Land Change Onyxia
Custom Ports Spawn
Custom Ports Change
Custom Ports Disable
Custom Ports Rotate
Custom Land End
Ports
Spawn Ports
Claim Port
Host Menu
Host Menu Initializing
Host Menu Start
Host Menu Victory Points
Host Menu Board
Host Menu House Rules 1
Host Menu House Rules 2
Host Menu House Rules Info
Host Menu Turn Timer
Host Menu End
Host Menu Confirm
Game Setup
First Settlement Marker
First Settlement Claimed
First Roads
Pick Capitals 1
Pick Capitals 2
Game Start
Walls
Resource Roll
Turn Start 1
Turn Start 2
Resource Roll 1
Resource Roll 2
Resource Roll 3
Resource Payout
Trading
Trading Start
Inland Offer 1
Inland Offer 2
Inland Demand
Inland Accept
Inland Tradeblock
Inland Cancel
Offshore Abilities
Offshore Trade Grain
Offshore Trade Lumber
Offshore Trade Mana Crystals
Offshore Trade Meat
Offshore Trade Stone
Offshore Dialog
Offshore Button
Building Construction
Construction Start
Road Cast
Road Cast Free
Establish Village
Upgrade City
Night Elf UnRoot
Establish Settlement Safety net
test walls
Developments
Development Research
Use Expansion
Use Goblin Marketing 1
Use Goblin Marketing 2
Use Quest Giver
Use Road Work
Use Motherlode 1
Use Motherlode 2
Use Motherlode 3
Lock Items
Unlock Items
Game Mechanics
Stats Window
Stats Update
Gamestate Return
Game Over
VictoryDefeat Screen
Victory Fireworks
Road Quest Ability
Road Quest Confirm
Leave/Turn Timer
Setup Leave
Setup Leave Defeat
Player Leave
Player Remove
Player Timer Expire
Votekick
AFK Return
Onyxia
Lair
You spin my whelp right round right round
Onyxia Discard 1
Onyxia Discard 2
Onyxia Ability
Onyxia Move
Onyxia Dialog End
Onyxia Steal Resources
Onyxia FYIAH
Timer Discard P1
Timer Discard P2
Timer Discard P3
Timer Discard P4
-commands
Map View
Zoom View
Clear log
Road Quest Auto DISABLED
AutoRoad Quest Initiate
AutoRoad Quest Origin
AutoRoad Quest Origin Junction
AutoRoad Quest Loop
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
Ability_Temp1 abilcode No
Ability_Temp2 abilcode No
Boolean_Heroes boolean No
Boolean_Houserules boolean Yes
Boolean_ItemLocked boolean No
Boolean_RoadQuest boolean No
Boolean_Temp1 boolean No
Boolean_TurnTimer boolean No
booleantestonyxia boolean No
Dialog_DiscardHalf dialog Yes
Dialog_GoblinMarketing dialog No
Dialog_HostMenu dialog No
Dialog_InlandAccept dialog No
Dialog_InlandDemand dialog No
Dialog_InlandOffer dialog No
Dialog_Motherlode dialog Yes
Dialog_Offshore dialog No
Dialog_Onyxia dialog No
DialogButton_DiscardGrains button Yes
DialogButton_DiscardLumber button Yes
DialogButton_DiscardMana button Yes
DialogButton_DiscardMeat button Yes
DialogButton_DiscardStone button Yes
DialogButton_GoblinMarketing button Yes
DialogButton_HostMenu button Yes
DialogButton_InlandAccept button Yes
DialogButton_InlandDemand button Yes
DialogButton_InlandOffer button Yes
DialogButton_Motherlode button Yes
DialogButton_Offshore button Yes
DialogButton_Onyxia button Yes
FloatingText_ResourceMarkers texttag Yes
FloatingText_RoadQuest texttag No
Ftxt_HarborCustom texttag Yes
Ftxt_Roll1 texttag No
Ftxt_Roll2 texttag No
Group_Harbor group Yes
Group_HarborCustom group Yes
Group_Lair group No
Group_ResourceMarkers group Yes
Group_RestrictedMarkers group Yes
Group_RoadBuilders group Yes
Group_RoadBuildersRestricted group Yes
Group_RoadQuestIncluded group No
Group_Settlements group Yes
Group_SettlementsSafetyNet group No
Group_Temp1 group No
Group_TradeRoute group Yes
Group_TradeRouteTemporary group No
Integer_BalancedLand integer Yes
Integer_CustomPortDirection integer Yes
Integer_Discard integer Yes
Integer_Expansions integer Yes
Integer_FirstSettlements integer No
Integer_FreeRoads integer No
Integer_Gamestate integer No
Integer_HarborDirection integer No
Integer_Heroes integer Yes
Integer_HostMenu integer No
Integer_Improvements integer Yes
Integer_InlandDemand integer Yes
Integer_InlandOffer integer Yes
Integer_Motherlode integer No
Integer_Offshore integer No
Integer_OffshorePrice integer No
Integer_OnyxiaLandNumber integer No 0
Integer_ResourceGrain integer Yes
Integer_ResourceLumber integer Yes
Integer_ResourceManaCrystals integer Yes
Integer_ResourceMeat integer Yes
Integer_ResourceStone integer Yes
Integer_RoadQuestCount integer No
Integer_RoadQuestResult integer Yes
Integer_Roll1 integer No
Integer_Roll2 integer No
Integer_Roll3 integer No
Integer_RollResult integer No
Integer_ValueResourceMarker integer Yes 7
Integer_VictoryPoints integer Yes
Integer_VictoryPointsMax integer No 10
IntegerA_Temp1 integer No
IntegerA_Temp2 integer No
IntegerA_Temp3 integer No
ItemType_Development itemcode Yes
ItemType_DevelopmentLocked itemcode Yes
ItemType_Temp1 itemcode No
ItemType_Temp2 itemcode No
Lightning_Roadquest lightning Yes
Multiboard_Resources multiboard Yes
Player_Active player No
Player_HeroQuestWinner player No
Player_Host player No
Player_Inland player No
Player_RoadQuestWinner player No
Player_Setup player Yes
Player_Temp1 player No
Player_Winner player No
PlayerGroup_AFK force No
PlayerGroup_Discard force No
PlayerGroup_Harbours force Yes
PlayerGroup_LeadWinner force No
PlayerGroup_Start force No
PlayerGroup_Temp1 force No
PlayerGroup_Tradeblock force No
PlayerGroup_User force No
PlayerGroup_Votekick force Yes
Point_Onyxia location No
Point_Roll location No
Point_Temp1 location No
Point_Temp2 location No
Point_Temp3 location No
Point_Whelp location No
Real_LairAngle real Yes
Real_LairDistance real Yes
Real_OnyxiaFire real No
Real_Temp1 real No
Real_Whelp real No
Sound_Hero sound No
Sound_Roll sound No
String_Colors string Yes
String_CustomBoard string No Board - |c0000FF00Premade 1 (Default)|r
String_InlandDemand string Yes
String_InlandDemandTotal string No
String_InlandOffer string Yes
String_InlandOfferTotal string No
String_Offshore string No
String_Rules string No
String_Temp1 string No
Terrain_1 terraintype No
Timer_Discard timer Yes
Timer_Fireworks timer No
Timer_GameOver timer No
Timer_SettlementSafetyNet timer No
Timer_SetupLeave timer No
Timer_Turn timer No
TimerWindow_TurnTimer timerdialog No
Unit_Capitals unit Yes
Unit_CustomResource unit Yes
Unit_Lair unit Yes
Unit_OnyxiaAttack unit No
Unit_RoadQuestInventory unit No
Unit_Temp1 unit No
Unit_Temp2 unit No
Unit_Whelp unit No
Unit_Whelppoint unit No
UnitType_Temp1 unitcode No
UnitType_Temp2 unitcode No
XBoolean_RQcountcompare boolean Yes
XBoolean_RQroad boolean No
XGroup_RQunchecked group No
XInteger_RQcount integer Yes
XInteger_RQcountcompare integer Yes
XInteger_RQjunctions integer No
XInteger_RQnetworktotal integer No
XInteger_RQoriginjunction integer No
XInteger_RQorigintotal integer Yes
XInteger_RQrecord integer No
XUnit_RQjunction unit Yes
XUnit_RQorigin unit No
XUnit_RQoriginjunction unit Yes
|c00FFFF00Grain|r
|c0000FF00Lumber|r
|c006969FFMana Crystal|r
|c00FF9696Meat|r
|c007d7d7dStone|r

|c00FFFF00G|r
|c0000FF00L|r
|c006969FFMC|r
|c00FF9696M|r
|c007d7d7dS|r
Map Initialization
  Events
    Map initialization
  Conditions
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Picked player) slot status) Equal to Is playing
            (Picked player) Not equal to Player 11 (Dark Green)
          Then - Actions
            Player Group - Add (Picked player) to PlayerGroup_User
            Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across (Playable map area)
            Set IntegerA_Temp1 = 1
            For each (Integer A) from 1 to 4, do (Actions)
              Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    ((Player((Integer A))) is in PlayerGroup_User) Equal to True
                  Then - Actions
                    Set Player_Setup[IntegerA_Temp1] = (Player((Integer A)))
                    Set IntegerA_Temp1 = (IntegerA_Temp1 + 1)
                  Else - Actions
                    Do nothing
            Set Player_Host = Player_Setup[1]
          Else - Actions
            Do nothing
    Game - Set the time of day to 12
    Game - Set time of day speed to 25.00% of the default speed
    Unit Group - Pick every unit in (Units of type Crossroad Marker) and do (Actions)
      Loop - Actions
        Unit Group - Add (Picked unit) to Group_RestrictedMarkers[0]
        Unit - Change ownership of (Picked unit) to Neutral Passive and Change color
        Unit - Hide (Picked unit)
    For each (Integer A) from 1 to 4, do (Actions)
      Loop - Actions
        If ((Color of (Player((Integer A)))) Equal to Red) then do (Set String_Colors[(Integer A)] = |c00FF0303) else do (Do nothing)
        If ((Color of (Player((Integer A)))) Equal to Blue) then do (Set String_Colors[(Integer A)] = |c000042FF) else do (Do nothing)
        If ((Color of (Player((Integer A)))) Equal to Teal) then do (Set String_Colors[(Integer A)] = |c001CE6B9) else do (Do nothing)
        If ((Color of (Player((Integer A)))) Equal to Purple) then do (Set String_Colors[(Integer A)] = |c00540081) else do (Do nothing)
        If ((Color of (Player((Integer A)))) Equal to Yellow) then do (Set String_Colors[(Integer A)] = |c00FFFC01) else do (Do nothing)
        If ((Color of (Player((Integer A)))) Equal to Orange) then do (Set String_Colors[(Integer A)] = |c00fEBA0E) else do (Do nothing)
        If ((Color of (Player((Integer A)))) Equal to Green) then do (Set String_Colors[(Integer A)] = |c0020C000) else do (Do nothing)
        If ((Color of (Player((Integer A)))) Equal to Pink) then do (Set String_Colors[(Integer A)] = |c00E55BB0) else do (Do nothing)
        If ((Color of (Player((Integer A)))) Equal to Gray) then do (Set String_Colors[(Integer A)] = |c00959697) else do (Do nothing)
        If ((Color of (Player((Integer A)))) Equal to Light Blue) then do (Set String_Colors[(Integer A)] = |c007EBFF1) else do (Do nothing)
        If ((Color of (Player((Integer A)))) Equal to Dark Green) then do (Set String_Colors[(Integer A)] = |c00106246) else do (Do nothing)
        If ((Color of (Player((Integer A)))) Equal to Brown) then do (Set String_Colors[(Integer A)] = |c004E2A04) else do (Do nothing)
        If ((Color of (Player((Integer A)))) Equal to Black) then do (Set String_Colors[(Integer A)] = |c009B0000) else do (Do nothing)
        If ((Color of (Player((Integer A)))) Equal to ) then do (Set String_Colors[(Integer A)] = |c000000C3) else do (Do nothing)
        If ((Color of (Player((Integer A)))) Equal to ) then do (Set String_Colors[(Integer A)] = |c0000eaff) else do (Do nothing)
        If ((Color of (Player((Integer A)))) Equal to ) then do (Set String_Colors[(Integer A)] = |c00be00fe) else do (Do nothing)
        If ((Color of (Player((Integer A)))) Equal to ) then do (Set String_Colors[(Integer A)] = |c00ebcd87) else do (Do nothing)
        If ((Color of (Player((Integer A)))) Equal to ) then do (Set String_Colors[(Integer A)] = |c00f8a48b) else do (Do nothing)
        If ((Color of (Player((Integer A)))) Equal to ) then do (Set String_Colors[(Integer A)] = |c00bfff80) else do (Do nothing)
        If ((Color of (Player((Integer A)))) Equal to ) then do (Set String_Colors[(Integer A)] = |c00dcb9eb) else do (Do nothing)
        If ((Color of (Player((Integer A)))) Equal to ) then do (Set String_Colors[(Integer A)] = |c00282828) else do (Do nothing)
        If ((Color of (Player((Integer A)))) Equal to ) then do (Set String_Colors[(Integer A)] = |c00ebf0ff) else do (Do nothing)
        If ((Color of (Player((Integer A)))) Equal to ) then do (Set String_Colors[(Integer A)] = |c0000781e) else do (Do nothing)
        If ((Color of (Player((Integer A)))) Equal to ) then do (Set String_Colors[(Integer A)] = |c00a46f33) else do (Do nothing)
    Unit - Change color of Onyxia 0119 <gen> to
    Animation - Change Onyxia 0119 <gen>'s animation speed to 80.00% of its original speed
    Set Integer_Improvements[1] = 14
    Set Integer_Improvements[2] = 5
    Set Integer_Improvements[3] = 2
    Set Integer_Improvements[4] = 2
    Set Integer_Improvements[5] = 2
    Set ItemType_Development[1] = Expansion
    Set ItemType_Development[2] = Goblin Marketing
    Set ItemType_Development[3] = Motherlode
    Set ItemType_Development[4] = Quest Giver
    Set ItemType_Development[5] = Road Work
    Set ItemType_DevelopmentLocked[1] = Expansion - |c00FF0303[LOCKED]|r
    Set ItemType_DevelopmentLocked[2] = Goblin Marketing - |c00FF0303[LOCKED]|r
    Set ItemType_DevelopmentLocked[3] = Motherlode - |c00FF0303[LOCKED]|r
    Set ItemType_DevelopmentLocked[4] = Quest Giver - |c00FF0303[LOCKED]|r
    Set ItemType_DevelopmentLocked[5] = Road Work - |c00FF0303[LOCKED]|r
Remove Summon Dummy
  Events
    Unit - A unit enters (Playable map area)
  Conditions
    (Unit-type of (Triggering unit)) Equal to Dummy Summon Remove (Level 1)
  Actions
    Unit - Remove (Triggering unit) from the game
|c0000eaffBiggest Raid Group|r
|c00f8a48bLongest Trade Route|r
|c00bfff80Victory Points|r

|c007d7|c00FFFF00Grain|r
|c0000FF00Lumber|r
|c006969FFMana Crystal|r
|c00FF9696Meat|r
|c007d7d7dStone|r
Quests
  Events
    Map initialization
  Conditions
  Actions
    Quest - Create a Required quest titled Introduction with the description Settlers of Kalimdor is a turn-based game with the goal of amassing |c00bfff80Victory Points|r. |c00bfff80Victory Points|r are earned primarily by establishing villages and upgrading them to cities. In order to do this, you need to gather resources; |c00FFFF00Grain|r, |c0000FF00Lumber|r, |c006969FFMana Crystal|r, |c00FF9696Meat|r and |c007d7d7dStone|r., using icon path ReplaceableTextures\CommandButtons\BTNPeon.blp
    Quest - Create a Required quest titled Gathering Resources with the description Resources are gained at the start of every player's turn when they Roll for Resources. The number they roll will correspond to land tiles with the same number, which will then give payout of that land tile's specific resource to any adjacent settlement. Because the rolled number is determined by the throw of 2 dice, some land tiles have a higher rate of payout than others, with 6 and 8 being the most valuable., using icon path ReplaceableTextures\CommandButtons\BTNReturnGoods.blp
    Quest - Create a Required quest titled Trading with the description After Rolling for Resources, players may trade the resources they have for other ones; Either directly with other players, or off-shore where you may trade 4 of any 1 kind of resource for 1 of any other., using icon path ReplaceableTextures\CommandButtons\BTNGLExchange.blp
    Quest - Create a Required quest titled Construction with the description After Trading, the player moves on to construction. This is when you're able to build roads to expand your territory, and establish new settlements or upgrade your current ones to earn |c00bfff80Victory Points|r and increase your income. You may construct as much as you'd like in a single turn, so long as you have the resources for it., using icon path ReplaceableTextures\CommandButtons\BTNRepair.blp
    Quest - Create a Required quest titled Onyxia with the description If a player rolls a 7, instead of paying out resources, Onyxia will attack. Any player with 8 or more resources must discard half of what they own, then the active player moves Onyxia to a different land tile. That tile will stop paying out resources until Onyxia is moved again, and additionally, the active player will steal 1 random resource from a player with a settlement adjacent to that land tile., using icon path ReplaceableTextures\CommandButtons\BTNBlackDragon.blp
    Quest - Create a Required quest titled Ports with the description Players may claim Ports by establishing a settlement at a crossroads connected to the Port via one of its bridges. Ports offer better off-shore deals, either by allowing the player to trade 2 of a port-specific resource for 1 of their choice, or lower the exchange rate from 4:1 to 3:1 of all resources by claiming a general port., using icon path ReplaceableTextures\CommandButtons\BTNMerchant.blp
    Quest - Create a Optional quest titled -Commands with the description "-zoom" to zoom out the camera"-map" to give an overhead view of the entire map"-clear" to clear messages"-kick [Player name]" to vote to kick an AFK player (Only possible if turn timers are turned on), using icon path ReplaceableTextures\CommandButtons\BTNEngineeringUpgrade.blp
    Quest - Create a Optional quest titled Developments with the description During construction, players may also Research a Development. This gives the player a single-use item that provide a small benefit. In total, there are 25 available Developments to research shared between all players; 14 Quest Givers, 5 Expansions, 2 Motherlodes, 2 Road Works and 2 Goblin Marketing., using icon path ReplaceableTextures\CommandButtons\BTNPackBeast.blp
    Quest - Create a Optional quest titled Longest Trade Route with the description During Construction, players can use the "Connect Trade Route" at any of their crossroads to initiate establishing a trade route. The player with the |c00f8a48bLongest Trade Route|r over 5 earns 2 |c00bfff80Victory Points|r. Other players can disrupt the trade routes by establishing settlements along their way., using icon path ReplaceableTextures\CommandButtons\BTNFarSight.blp
    Quest - Create a Optional quest titled Biggest Raid Group with the description By using the Quest Giver, gained from Researching Developments, players may employ heroes. These let the player move Onyxia and steal a resource, just as if the player had rolled a 7. Addionally, the player with the most amount of heroes over 2 will claim |c0000eaffBiggest Raid Group|r, which earns them 2 |c00bfff80Victory Points|r., using icon path ReplaceableTextures\CommandButtons\BTNPebble.blp
    Quest - Create a Optional quest titled Credits with the description Settlers of Kalimdor is made by DrunkenDirt/AVeryShinyCoin, based on the board game Settlers of Catan by Klaus Teuber. Custom trading icons, and map thumbnail image made by TheAddy., using icon path ReplaceableTextures\CommandButtons\BTNSnazzyScroll.blp
Required for land creation:

Define which tile (Land #)
Define land value (IntegerA_Temp1 = #2-6, 8-12)
Run "Create [land land type of choice]"

Barrens & Onyxia does not require define land value
Create Onyxia first
Premade Land Creation 1
  Events
  Conditions
  Actions
    Set Point_Temp1 = (Center of Land_00 <gen>)
    Trigger - Run Create_Onyxia <gen> (checking conditions)
    Set Point_Temp1 = (Center of Land_01 <gen>)
    Set IntegerA_Temp1 = 10
    Trigger - Run Create_Manawell <gen> (checking conditions)
    Set Point_Temp1 = (Center of Land_02 <gen>)
    Set IntegerA_Temp1 = 2
    Trigger - Run Create_Field <gen> (checking conditions)
    Set Point_Temp1 = (Center of Land_03 <gen>)
    Set IntegerA_Temp1 = 9
    Trigger - Run Create_Forest <gen> (checking conditions)
    Set Point_Temp1 = (Center of Land_04 <gen>)
    Set IntegerA_Temp1 = 12
    Trigger - Run Create_Plain <gen> (checking conditions)
    Set Point_Temp1 = (Center of Land_05 <gen>)
    Set IntegerA_Temp1 = 6
    Trigger - Run Create_Mine <gen> (checking conditions)
    Set Point_Temp1 = (Center of Land_06 <gen>)
    Set IntegerA_Temp1 = 4
    Trigger - Run Create_Field <gen> (checking conditions)
    Set Point_Temp1 = (Center of Land_07 <gen>)
    Set IntegerA_Temp1 = 10
    Trigger - Run Create_Mine <gen> (checking conditions)
    Set Point_Temp1 = (Center of Land_08 <gen>)
    Set IntegerA_Temp1 = 9
    Trigger - Run Create_Plain <gen> (checking conditions)
    Set Point_Temp1 = (Center of Land_09 <gen>)
    Set IntegerA_Temp1 = 11
    Trigger - Run Create_Forest <gen> (checking conditions)
    Set Point_Temp1 = (Center of Land_10 <gen>)
    Set IntegerA_Temp1 = 3
    Trigger - Run Create_Forest <gen> (checking conditions)
    Set Point_Temp1 = (Center of Land_11 <gen>)
    Set IntegerA_Temp1 = 8
    Trigger - Run Create_Manawell <gen> (checking conditions)
    Set Point_Temp1 = (Center of Land_12 <gen>)
    Set IntegerA_Temp1 = 8
    Trigger - Run Create_Forest <gen> (checking conditions)
    Set Point_Temp1 = (Center of Land_13 <gen>)
    Set IntegerA_Temp1 = 3
    Trigger - Run Create_Manawell <gen> (checking conditions)
    Set Point_Temp1 = (Center of Land_14 <gen>)
    Set IntegerA_Temp1 = 4
    Trigger - Run Create_Plain <gen> (checking conditions)
    Set Point_Temp1 = (Center of Land_15 <gen>)
    Set IntegerA_Temp1 = 5
    Trigger - Run Create_Field <gen> (checking conditions)
    Set Point_Temp1 = (Center of Land_16 <gen>)
    Set IntegerA_Temp1 = 5
    Trigger - Run Create_Mine <gen> (checking conditions)
    Set Point_Temp1 = (Center of Land_17 <gen>)
    Set IntegerA_Temp1 = 6
    Trigger - Run Create_Plain <gen> (checking conditions)
    Set Point_Temp1 = (Center of Land_18 <gen>)
    Set IntegerA_Temp1 = 11
    Trigger - Run Create_Field <gen> (checking conditions)
    -------- Ports --------
    Set Point_Temp1 = (Center of Port_01 <gen>)
    Set IntegerA_Temp1 = 6
    Set Integer_HarborDirection = 4
    Trigger - Run Spawn_Ports <gen> (checking conditions)
    Set Point_Temp1 = (Center of Port_03 <gen>)
    Set IntegerA_Temp1 = 4
    Set Integer_HarborDirection = 5
    Trigger - Run Spawn_Ports <gen> (checking conditions)
    Set Point_Temp1 = (Center of Port_05 <gen>)
    Set IntegerA_Temp1 = 3
    Set Integer_HarborDirection = 5
    Trigger - Run Spawn_Ports <gen> (checking conditions)
    Set Point_Temp1 = (Center of Port_07 <gen>)
    Set IntegerA_Temp1 = 6
    Set Integer_HarborDirection = 6
    Trigger - Run Spawn_Ports <gen> (checking conditions)
    Set Point_Temp1 = (Center of Port_09 <gen>)
    Set IntegerA_Temp1 = 1
    Set Integer_HarborDirection = 1
    Trigger - Run Spawn_Ports <gen> (checking conditions)
    Set Point_Temp1 = (Center of Port_11 <gen>)
    Set IntegerA_Temp1 = 6
    Set Integer_HarborDirection = 1
    Trigger - Run Spawn_Ports <gen> (checking conditions)
    Set Point_Temp1 = (Center of Port_13 <gen>)
    Set IntegerA_Temp1 = 6
    Set Integer_HarborDirection = 2
    Trigger - Run Spawn_Ports <gen> (checking conditions)
    Set Point_Temp1 = (Center of Port_15 <gen>)
    Set IntegerA_Temp1 = 5
    Set Integer_HarborDirection = 3
    Trigger - Run Spawn_Ports <gen> (checking conditions)
    Set Point_Temp1 = (Center of Port_17 <gen>)
    Set IntegerA_Temp1 = 2
    Set Integer_HarborDirection = 3
    Trigger - Run Spawn_Ports <gen> (checking conditions)
Required for land creation:

Define which tile (Land #)
Define land value (IntegerA_Temp1 = #2-6, 8-12)
Run "Create [land land type of choice]"

Barrens & Onyxia does not require define land value
Create Onyxia first


1 |c00FFFF00Grain|r
2 |c0000FF00Lumber|r
3 |c006969FFMana Crystal|r
4 |c00FF9696Meat|r
5 |c007d7d7dStone|r
6 = General

1 = 11 o' Clock
2 = 1 o' Clock
3 = 3 o' Clock
4 = 5 o' Clock
5 = 7 o' Clock
6 = 9 o' Clock
Premade Land Creation 2
  Events
  Conditions
  Actions
    Set Point_Temp1 = (Center of Land_08 <gen>)
    Trigger - Run Create_Onyxia <gen> (checking conditions)
    Set Point_Temp1 = (Center of Land_01 <gen>)
    Set IntegerA_Temp1 = 11
    Trigger - Run Create_Forest <gen> (checking conditions)
    Set Point_Temp1 = (Center of Land_02 <gen>)
    Set IntegerA_Temp1 = 12
    Trigger - Run Create_Field <gen> (checking conditions)
    Set Point_Temp1 = (Center of Land_03 <gen>)
    Set IntegerA_Temp1 = 9
    Trigger - Run Create_Plain <gen> (checking conditions)
    Set Point_Temp1 = (Center of Land_04 <gen>)
    Set IntegerA_Temp1 = 4
    Trigger - Run Create_Mine <gen> (checking conditions)
    Set Point_Temp1 = (Center of Land_05 <gen>)
    Set IntegerA_Temp1 = 6
    Trigger - Run Create_Manawell <gen> (checking conditions)
    Set Point_Temp1 = (Center of Land_06 <gen>)
    Set IntegerA_Temp1 = 5
    Trigger - Run Create_Mine <gen> (checking conditions)
    Set Point_Temp1 = (Center of Land_07 <gen>)
    Set IntegerA_Temp1 = 10
    Trigger - Run Create_Field <gen> (checking conditions)
    Set Point_Temp1 = (Center of Land_09 <gen>)
    Set IntegerA_Temp1 = 3
    Trigger - Run Create_Forest <gen> (checking conditions)
    Set Point_Temp1 = (Center of Land_00 <gen>)
    Set IntegerA_Temp1 = 11
    Trigger - Run Create_Plain <gen> (checking conditions)
    Set Point_Temp1 = (Center of Land_10 <gen>)
    Set IntegerA_Temp1 = 4
    Trigger - Run Create_Forest <gen> (checking conditions)
    Set Point_Temp1 = (Center of Land_11 <gen>)
    Set IntegerA_Temp1 = 8
    Trigger - Run Create_Plain <gen> (checking conditions)
    Set Point_Temp1 = (Center of Land_12 <gen>)
    Set IntegerA_Temp1 = 8
    Trigger - Run Create_Mine <gen> (checking conditions)
    Set Point_Temp1 = (Center of Land_13 <gen>)
    Set IntegerA_Temp1 = 10
    Trigger - Run Create_Field <gen> (checking conditions)
    Set Point_Temp1 = (Center of Land_14 <gen>)
    Set IntegerA_Temp1 = 9
    Trigger - Run Create_Field <gen> (checking conditions)
    Set Point_Temp1 = (Center of Land_15 <gen>)
    Set IntegerA_Temp1 = 3
    Trigger - Run Create_Manawell <gen> (checking conditions)
    Set Point_Temp1 = (Center of Land_16 <gen>)
    Set IntegerA_Temp1 = 5
    Trigger - Run Create_Manawell <gen> (checking conditions)
    Set Point_Temp1 = (Center of Land_17 <gen>)
    Set IntegerA_Temp1 = 2
    Trigger - Run Create_Plain <gen> (checking conditions)
    Set Point_Temp1 = (Center of Land_18 <gen>)
    Set IntegerA_Temp1 = 6
    Trigger - Run Create_Forest <gen> (checking conditions)
    -------- Ports --------
    Set Point_Temp1 = (Center of Port_07 <gen>)
    Set IntegerA_Temp1 = 6
    Set Integer_HarborDirection = 6
    Trigger - Run Spawn_Ports <gen> (checking conditions)
    Set Point_Temp1 = (Center of Port_05 <gen>)
    Set IntegerA_Temp1 = 6
    Set Integer_HarborDirection = 5
    Trigger - Run Spawn_Ports <gen> (checking conditions)
    Set Point_Temp1 = (Center of Port_03 <gen>)
    Set IntegerA_Temp1 = 1
    Set Integer_HarborDirection = 5
    Trigger - Run Spawn_Ports <gen> (checking conditions)
    Set Point_Temp1 = (Center of Port_01 <gen>)
    Set IntegerA_Temp1 = 6
    Set Integer_HarborDirection = 4
    Trigger - Run Spawn_Ports <gen> (checking conditions)
    Set Point_Temp1 = (Center of Port_17 <gen>)
    Set IntegerA_Temp1 = 3
    Set Integer_HarborDirection = 3
    Trigger - Run Spawn_Ports <gen> (checking conditions)
    Set Point_Temp1 = (Center of Port_15 <gen>)
    Set IntegerA_Temp1 = 4
    Set Integer_HarborDirection = 3
    Trigger - Run Spawn_Ports <gen> (checking conditions)
    Set Point_Temp1 = (Center of Port_13 <gen>)
    Set IntegerA_Temp1 = 6
    Set Integer_HarborDirection = 2
    Trigger - Run Spawn_Ports <gen> (checking conditions)
    Set Point_Temp1 = (Center of Port_11 <gen>)
    Set IntegerA_Temp1 = 2
    Set Integer_HarborDirection = 1
    Trigger - Run Spawn_Ports <gen> (checking conditions)
    Set Point_Temp1 = (Center of Port_09 <gen>)
    Set IntegerA_Temp1 = 5
    Set Integer_HarborDirection = 1
    Trigger - Run Spawn_Ports <gen> (checking conditions)
1 |c00FFFF00Grain|r
2 |c0000FF00Lumber|r
3 |c006969FFMana Crystal|r
4 |c00FF9696Meat|r
5 |c007d7d7dStone|r
6 = General

1 = 11 o' Clock
2 = 1 o' Clock
3 = 3 o' Clock
4 = 5 o' Clock
5 = 7 o' Clock
6 = 9 o' Clock
Balanced Land Creation
  Events
  Conditions
  Actions
    Set Integer_BalancedLand[1] = 4
    Set Integer_BalancedLand[2] = 4
    Set Integer_BalancedLand[3] = 3
    Set Integer_BalancedLand[4] = 4
    Set Integer_BalancedLand[5] = 3
    Set IntegerA_Temp2 = 18
    Set IntegerA_Temp3 = (Random integer number between 1 and 2)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        IntegerA_Temp3 Equal to 1
      Then - Actions
        Set Point_Temp1 = (Center of Land_00 <gen>)
        Trigger - Run Create_Onyxia <gen> (checking conditions)
        Set Point_Temp1 = (Center of Land_01 <gen>)
        Set IntegerA_Temp1 = 10
        Trigger - Run Balanced_Land_Terran_Select <gen> (checking conditions)
        Set Point_Temp1 = (Center of Land_02 <gen>)
        Set IntegerA_Temp1 = 2
        Trigger - Run Balanced_Land_Terran_Select <gen> (checking conditions)
        Set Point_Temp1 = (Center of Land_03 <gen>)
        Set IntegerA_Temp1 = 9
        Trigger - Run Balanced_Land_Terran_Select <gen> (checking conditions)
        Set Point_Temp1 = (Center of Land_04 <gen>)
        Set IntegerA_Temp1 = 12
        Trigger - Run Balanced_Land_Terran_Select <gen> (checking conditions)
        Set Point_Temp1 = (Center of Land_05 <gen>)
        Set IntegerA_Temp1 = 6
        Trigger - Run Balanced_Land_Terran_Select <gen> (checking conditions)
        Set Point_Temp1 = (Center of Land_06 <gen>)
        Set IntegerA_Temp1 = 4
        Trigger - Run Balanced_Land_Terran_Select <gen> (checking conditions)
        Set Point_Temp1 = (Center of Land_07 <gen>)
        Set IntegerA_Temp1 = 10
        Trigger - Run Balanced_Land_Terran_Select <gen> (checking conditions)
        Set Point_Temp1 = (Center of Land_08 <gen>)
        Set IntegerA_Temp1 = 9
        Trigger - Run Balanced_Land_Terran_Select <gen> (checking conditions)
        Set Point_Temp1 = (Center of Land_09 <gen>)
        Set IntegerA_Temp1 = 11
        Trigger - Run Balanced_Land_Terran_Select <gen> (checking conditions)
        Set Point_Temp1 = (Center of Land_10 <gen>)
        Set IntegerA_Temp1 = 3
        Trigger - Run Balanced_Land_Terran_Select <gen> (checking conditions)
        Set Point_Temp1 = (Center of Land_11 <gen>)
        Set IntegerA_Temp1 = 8
        Trigger - Run Balanced_Land_Terran_Select <gen> (checking conditions)
        Set Point_Temp1 = (Center of Land_12 <gen>)
        Set IntegerA_Temp1 = 8
        Trigger - Run Balanced_Land_Terran_Select <gen> (checking conditions)
        Set Point_Temp1 = (Center of Land_13 <gen>)
        Set IntegerA_Temp1 = 3
        Trigger - Run Balanced_Land_Terran_Select <gen> (checking conditions)
        Set Point_Temp1 = (Center of Land_14 <gen>)
        Set IntegerA_Temp1 = 4
        Trigger - Run Balanced_Land_Terran_Select <gen> (checking conditions)
        Set Point_Temp1 = (Center of Land_15 <gen>)
        Set IntegerA_Temp1 = 5
        Trigger - Run Balanced_Land_Terran_Select <gen> (checking conditions)
        Set Point_Temp1 = (Center of Land_16 <gen>)
        Set IntegerA_Temp1 = 5
        Trigger - Run Balanced_Land_Terran_Select <gen> (checking conditions)
        Set Point_Temp1 = (Center of Land_17 <gen>)
        Set IntegerA_Temp1 = 6
        Trigger - Run Balanced_Land_Terran_Select <gen> (checking conditions)
        Set Point_Temp1 = (Center of Land_18 <gen>)
        Set IntegerA_Temp1 = 11
        Trigger - Run Balanced_Land_Terran_Select <gen> (checking conditions)
        -------- Ports --------
        Set Point_Temp1 = (Center of Port_01 <gen>)
        Set IntegerA_Temp1 = 6
        Set Integer_HarborDirection = 4
        Trigger - Run Spawn_Ports <gen> (checking conditions)
        Set Point_Temp1 = (Center of Port_03 <gen>)
        Set IntegerA_Temp1 = 4
        Set Integer_HarborDirection = 5
        Trigger - Run Spawn_Ports <gen> (checking conditions)
        Set Point_Temp1 = (Center of Port_05 <gen>)
        Set IntegerA_Temp1 = 3
        Set Integer_HarborDirection = 5
        Trigger - Run Spawn_Ports <gen> (checking conditions)
        Set Point_Temp1 = (Center of Port_07 <gen>)
        Set IntegerA_Temp1 = 6
        Set Integer_HarborDirection = 6
        Trigger - Run Spawn_Ports <gen> (checking conditions)
        Set Point_Temp1 = (Center of Port_09 <gen>)
        Set IntegerA_Temp1 = 1
        Set Integer_HarborDirection = 1
        Trigger - Run Spawn_Ports <gen> (checking conditions)
        Set Point_Temp1 = (Center of Port_11 <gen>)
        Set IntegerA_Temp1 = 6
        Set Integer_HarborDirection = 1
        Trigger - Run Spawn_Ports <gen> (checking conditions)
        Set Point_Temp1 = (Center of Port_13 <gen>)
        Set IntegerA_Temp1 = 6
        Set Integer_HarborDirection = 2
        Trigger - Run Spawn_Ports <gen> (checking conditions)
        Set Point_Temp1 = (Center of Port_15 <gen>)
        Set IntegerA_Temp1 = 5
        Set Integer_HarborDirection = 3
        Trigger - Run Spawn_Ports <gen> (checking conditions)
        Set Point_Temp1 = (Center of Port_17 <gen>)
        Set IntegerA_Temp1 = 2
        Set Integer_HarborDirection = 3
        Trigger - Run Spawn_Ports <gen> (checking conditions)
      Else - Actions
        Set Point_Temp1 = (Center of Land_08 <gen>)
        Trigger - Run Create_Onyxia <gen> (checking conditions)
        Set Point_Temp1 = (Center of Land_01 <gen>)
        Set IntegerA_Temp1 = 11
        Trigger - Run Balanced_Land_Terran_Select <gen> (checking conditions)
        Set Point_Temp1 = (Center of Land_02 <gen>)
        Set IntegerA_Temp1 = 12
        Trigger - Run Balanced_Land_Terran_Select <gen> (checking conditions)
        Set Point_Temp1 = (Center of Land_03 <gen>)
        Set IntegerA_Temp1 = 9
        Trigger - Run Balanced_Land_Terran_Select <gen> (checking conditions)
        Set Point_Temp1 = (Center of Land_04 <gen>)
        Set IntegerA_Temp1 = 4
        Trigger - Run Balanced_Land_Terran_Select <gen> (checking conditions)
        Set Point_Temp1 = (Center of Land_05 <gen>)
        Set IntegerA_Temp1 = 6
        Trigger - Run Balanced_Land_Terran_Select <gen> (checking conditions)
        Set Point_Temp1 = (Center of Land_06 <gen>)
        Set IntegerA_Temp1 = 5
        Trigger - Run Balanced_Land_Terran_Select <gen> (checking conditions)
        Set Point_Temp1 = (Center of Land_07 <gen>)
        Set IntegerA_Temp1 = 10
        Trigger - Run Balanced_Land_Terran_Select <gen> (checking conditions)
        Set Point_Temp1 = (Center of Land_09 <gen>)
        Set IntegerA_Temp1 = 3
        Trigger - Run Balanced_Land_Terran_Select <gen> (checking conditions)
        Set Point_Temp1 = (Center of Land_00 <gen>)
        Set IntegerA_Temp1 = 11
        Trigger - Run Balanced_Land_Terran_Select <gen> (checking conditions)
        Set Point_Temp1 = (Center of Land_10 <gen>)
        Set IntegerA_Temp1 = 4
        Trigger - Run Balanced_Land_Terran_Select <gen> (checking conditions)
        Set Point_Temp1 = (Center of Land_11 <gen>)
        Set IntegerA_Temp1 = 8
        Trigger - Run Balanced_Land_Terran_Select <gen> (checking conditions)
        Set Point_Temp1 = (Center of Land_12 <gen>)
        Set IntegerA_Temp1 = 8
        Trigger - Run Balanced_Land_Terran_Select <gen> (checking conditions)
        Set Point_Temp1 = (Center of Land_13 <gen>)
        Set IntegerA_Temp1 = 10
        Trigger - Run Balanced_Land_Terran_Select <gen> (checking conditions)
        Set Point_Temp1 = (Center of Land_14 <gen>)
        Set IntegerA_Temp1 = 9
        Trigger - Run Balanced_Land_Terran_Select <gen> (checking conditions)
        Set Point_Temp1 = (Center of Land_15 <gen>)
        Set IntegerA_Temp1 = 3
        Trigger - Run Balanced_Land_Terran_Select <gen> (checking conditions)
        Set Point_Temp1 = (Center of Land_16 <gen>)
        Set IntegerA_Temp1 = 5
        Trigger - Run Balanced_Land_Terran_Select <gen> (checking conditions)
        Set Point_Temp1 = (Center of Land_17 <gen>)
        Set IntegerA_Temp1 = 2
        Trigger - Run Balanced_Land_Terran_Select <gen> (checking conditions)
        Set Point_Temp1 = (Center of Land_18 <gen>)
        Set IntegerA_Temp1 = 6
        Trigger - Run Balanced_Land_Terran_Select <gen> (checking conditions)
        -------- Ports --------
        Set Point_Temp1 = (Center of Port_07 <gen>)
        Set IntegerA_Temp1 = 6
        Set Integer_HarborDirection = 6
        Trigger - Run Spawn_Ports <gen> (checking conditions)
        Set Point_Temp1 = (Center of Port_05 <gen>)
        Set IntegerA_Temp1 = 6
        Set Integer_HarborDirection = 5
        Trigger - Run Spawn_Ports <gen> (checking conditions)
        Set Point_Temp1 = (Center of Port_03 <gen>)
        Set IntegerA_Temp1 = 1
        Set Integer_HarborDirection = 5
        Trigger - Run Spawn_Ports <gen> (checking conditions)
        Set Point_Temp1 = (Center of Port_01 <gen>)
        Set IntegerA_Temp1 = 6
        Set Integer_HarborDirection = 4
        Trigger - Run Spawn_Ports <gen> (checking conditions)
        Set Point_Temp1 = (Center of Port_17 <gen>)
        Set IntegerA_Temp1 = 3
        Set Integer_HarborDirection = 3
        Trigger - Run Spawn_Ports <gen> (checking conditions)
        Set Point_Temp1 = (Center of Port_15 <gen>)
        Set IntegerA_Temp1 = 4
        Set Integer_HarborDirection = 3
        Trigger - Run Spawn_Ports <gen> (checking conditions)
        Set Point_Temp1 = (Center of Port_13 <gen>)
        Set IntegerA_Temp1 = 6
        Set Integer_HarborDirection = 2
        Trigger - Run Spawn_Ports <gen> (checking conditions)
        Set Point_Temp1 = (Center of Port_11 <gen>)
        Set IntegerA_Temp1 = 2
        Set Integer_HarborDirection = 1
        Trigger - Run Spawn_Ports <gen> (checking conditions)
        Set Point_Temp1 = (Center of Port_09 <gen>)
        Set IntegerA_Temp1 = 5
        Set Integer_HarborDirection = 1
        Trigger - Run Spawn_Ports <gen> (checking conditions)
Balanced Land Terran Select
  Events
  Conditions
  Actions
    Set IntegerA_Temp3 = (Random integer number between 1 and IntegerA_Temp2)
    Set IntegerA_Temp2 = (IntegerA_Temp2 - 1)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        IntegerA_Temp3 Less than or equal to Integer_BalancedLand[1]
      Then - Actions
        Set Integer_BalancedLand[1] = (Integer_BalancedLand[1] - 1)
        Trigger - Run Create_Field <gen> (checking conditions)
        Skip remaining actions
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        IntegerA_Temp3 Less than or equal to (Integer_BalancedLand[1] + (Integer_BalancedLand[2] + 0))
      Then - Actions
        Set Integer_BalancedLand[2] = (Integer_BalancedLand[2] - 1)
        Trigger - Run Create_Forest <gen> (checking conditions)
        Skip remaining actions
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        IntegerA_Temp3 Less than or equal to (Integer_BalancedLand[1] + (Integer_BalancedLand[2] + (Integer_BalancedLand[3] + 0)))
      Then - Actions
        Set Integer_BalancedLand[3] = (Integer_BalancedLand[3] - 1)
        Trigger - Run Create_Manawell <gen> (checking conditions)
        Skip remaining actions
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        IntegerA_Temp3 Less than or equal to (Integer_BalancedLand[1] + (Integer_BalancedLand[2] + (Integer_BalancedLand[3] + (Integer_BalancedLand[4] + 0))))
      Then - Actions
        Set Integer_BalancedLand[4] = (Integer_BalancedLand[4] - 1)
        Trigger - Run Create_Plain <gen> (checking conditions)
        Skip remaining actions
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        IntegerA_Temp3 Less than or equal to (Integer_BalancedLand[1] + (Integer_BalancedLand[2] + (Integer_BalancedLand[3] + (Integer_BalancedLand[4] + Integer_BalancedLand[5]))))
      Then - Actions
        Set Integer_BalancedLand[5] = (Integer_BalancedLand[5] - 1)
        Trigger - Run Create_Mine <gen> (checking conditions)
        Skip remaining actions
      Else - Actions
        Do nothing
Random Land Creation
  Events
  Conditions
  Actions
    Set IntegerA_Temp2 = (Random integer number between 0 and 18)
    If (IntegerA_Temp2 Equal to 0) then do (Set Point_Temp1 = (Center of Land_00 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 1) then do (Set Point_Temp1 = (Center of Land_01 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 2) then do (Set Point_Temp1 = (Center of Land_02 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 3) then do (Set Point_Temp1 = (Center of Land_03 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 4) then do (Set Point_Temp1 = (Center of Land_04 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 5) then do (Set Point_Temp1 = (Center of Land_05 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 6) then do (Set Point_Temp1 = (Center of Land_06 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 7) then do (Set Point_Temp1 = (Center of Land_07 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 8) then do (Set Point_Temp1 = (Center of Land_08 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 9) then do (Set Point_Temp1 = (Center of Land_09 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 10) then do (Set Point_Temp1 = (Center of Land_10 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 11) then do (Set Point_Temp1 = (Center of Land_11 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 12) then do (Set Point_Temp1 = (Center of Land_12 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 13) then do (Set Point_Temp1 = (Center of Land_13 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 14) then do (Set Point_Temp1 = (Center of Land_14 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 15) then do (Set Point_Temp1 = (Center of Land_15 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 16) then do (Set Point_Temp1 = (Center of Land_16 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 17) then do (Set Point_Temp1 = (Center of Land_17 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 18) then do (Set Point_Temp1 = (Center of Land_18 <gen>)) else do (Do nothing)
    Set Integer_OnyxiaLandNumber = IntegerA_Temp2
    Trigger - Run Create_Onyxia <gen> (checking conditions)
    For each (Integer A) from 0 to 18, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Integer A) Not equal to Integer_OnyxiaLandNumber
          Then - Actions
            Set IntegerA_Temp2 = (Integer A)
            If (IntegerA_Temp2 Equal to 0) then do (Set Point_Temp1 = (Center of Land_00 <gen>)) else do (Do nothing)
            If (IntegerA_Temp2 Equal to 1) then do (Set Point_Temp1 = (Center of Land_01 <gen>)) else do (Do nothing)
            If (IntegerA_Temp2 Equal to 2) then do (Set Point_Temp1 = (Center of Land_02 <gen>)) else do (Do nothing)
            If (IntegerA_Temp2 Equal to 3) then do (Set Point_Temp1 = (Center of Land_03 <gen>)) else do (Do nothing)
            If (IntegerA_Temp2 Equal to 4) then do (Set Point_Temp1 = (Center of Land_04 <gen>)) else do (Do nothing)
            If (IntegerA_Temp2 Equal to 5) then do (Set Point_Temp1 = (Center of Land_05 <gen>)) else do (Do nothing)
            If (IntegerA_Temp2 Equal to 6) then do (Set Point_Temp1 = (Center of Land_06 <gen>)) else do (Do nothing)
            If (IntegerA_Temp2 Equal to 7) then do (Set Point_Temp1 = (Center of Land_07 <gen>)) else do (Do nothing)
            If (IntegerA_Temp2 Equal to 8) then do (Set Point_Temp1 = (Center of Land_08 <gen>)) else do (Do nothing)
            If (IntegerA_Temp2 Equal to 9) then do (Set Point_Temp1 = (Center of Land_09 <gen>)) else do (Do nothing)
            If (IntegerA_Temp2 Equal to 10) then do (Set Point_Temp1 = (Center of Land_10 <gen>)) else do (Do nothing)
            If (IntegerA_Temp2 Equal to 11) then do (Set Point_Temp1 = (Center of Land_11 <gen>)) else do (Do nothing)
            If (IntegerA_Temp2 Equal to 12) then do (Set Point_Temp1 = (Center of Land_12 <gen>)) else do (Do nothing)
            If (IntegerA_Temp2 Equal to 13) then do (Set Point_Temp1 = (Center of Land_13 <gen>)) else do (Do nothing)
            If (IntegerA_Temp2 Equal to 14) then do (Set Point_Temp1 = (Center of Land_14 <gen>)) else do (Do nothing)
            If (IntegerA_Temp2 Equal to 15) then do (Set Point_Temp1 = (Center of Land_15 <gen>)) else do (Do nothing)
            If (IntegerA_Temp2 Equal to 16) then do (Set Point_Temp1 = (Center of Land_16 <gen>)) else do (Do nothing)
            If (IntegerA_Temp2 Equal to 17) then do (Set Point_Temp1 = (Center of Land_17 <gen>)) else do (Do nothing)
            If (IntegerA_Temp2 Equal to 18) then do (Set Point_Temp1 = (Center of Land_18 <gen>)) else do (Do nothing)
            Set IntegerA_Temp3 = (Random integer number between 1 and 2)
            If (IntegerA_Temp3 Equal to 1) then do (Set IntegerA_Temp1 = (Random integer number between 2 and 6)) else do (Set IntegerA_Temp1 = (Random integer number between 8 and 12))
            Set IntegerA_Temp3 = (Random integer number between 1 and 5)
            If (IntegerA_Temp3 Equal to 1) then do (Run Create_Field <gen> (checking conditions)) else do (Do nothing)
            If (IntegerA_Temp3 Equal to 2) then do (Run Create_Forest <gen> (checking conditions)) else do (Do nothing)
            If (IntegerA_Temp3 Equal to 3) then do (Run Create_Manawell <gen> (checking conditions)) else do (Do nothing)
            If (IntegerA_Temp3 Equal to 4) then do (Run Create_Mine <gen> (checking conditions)) else do (Do nothing)
            If (IntegerA_Temp3 Equal to 5) then do (Run Create_Plain <gen> (checking conditions)) else do (Do nothing)
          Else - Actions
            Do nothing
    Set IntegerA_Temp3 = (Random integer number between 1 and 2)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        IntegerA_Temp3 Equal to 1
      Then - Actions
        Set Point_Temp1 = (Center of Port_01 <gen>)
        Set IntegerA_Temp1 = 6
        Set Integer_HarborDirection = 4
        Trigger - Run Spawn_Ports <gen> (checking conditions)
        Set Point_Temp1 = (Center of Port_03 <gen>)
        Set IntegerA_Temp1 = 4
        Set Integer_HarborDirection = 5
        Trigger - Run Spawn_Ports <gen> (checking conditions)
        Set Point_Temp1 = (Center of Port_05 <gen>)
        Set IntegerA_Temp1 = 3
        Set Integer_HarborDirection = 5
        Trigger - Run Spawn_Ports <gen> (checking conditions)
        Set Point_Temp1 = (Center of Port_07 <gen>)
        Set IntegerA_Temp1 = 6
        Set Integer_HarborDirection = 6
        Trigger - Run Spawn_Ports <gen> (checking conditions)
        Set Point_Temp1 = (Center of Port_09 <gen>)
        Set IntegerA_Temp1 = 1
        Set Integer_HarborDirection = 1
        Trigger - Run Spawn_Ports <gen> (checking conditions)
        Set Point_Temp1 = (Center of Port_11 <gen>)
        Set IntegerA_Temp1 = 6
        Set Integer_HarborDirection = 1
        Trigger - Run Spawn_Ports <gen> (checking conditions)
        Set Point_Temp1 = (Center of Port_13 <gen>)
        Set IntegerA_Temp1 = 6
        Set Integer_HarborDirection = 2
        Trigger - Run Spawn_Ports <gen> (checking conditions)
        Set Point_Temp1 = (Center of Port_15 <gen>)
        Set IntegerA_Temp1 = 5
        Set Integer_HarborDirection = 3
        Trigger - Run Spawn_Ports <gen> (checking conditions)
        Set Point_Temp1 = (Center of Port_17 <gen>)
        Set IntegerA_Temp1 = 2
        Set Integer_HarborDirection = 3
        Trigger - Run Spawn_Ports <gen> (checking conditions)
      Else - Actions
        Set Point_Temp1 = (Center of Port_07 <gen>)
        Set IntegerA_Temp1 = 6
        Set Integer_HarborDirection = 6
        Trigger - Run Spawn_Ports <gen> (checking conditions)
        Set Point_Temp1 = (Center of Port_05 <gen>)
        Set IntegerA_Temp1 = 6
        Set Integer_HarborDirection = 5
        Trigger - Run Spawn_Ports <gen> (checking conditions)
        Set Point_Temp1 = (Center of Port_03 <gen>)
        Set IntegerA_Temp1 = 1
        Set Integer_HarborDirection = 5
        Trigger - Run Spawn_Ports <gen> (checking conditions)
        Set Point_Temp1 = (Center of Port_01 <gen>)
        Set IntegerA_Temp1 = 6
        Set Integer_HarborDirection = 4
        Trigger - Run Spawn_Ports <gen> (checking conditions)
        Set Point_Temp1 = (Center of Port_17 <gen>)
        Set IntegerA_Temp1 = 3
        Set Integer_HarborDirection = 3
        Trigger - Run Spawn_Ports <gen> (checking conditions)
        Set Point_Temp1 = (Center of Port_15 <gen>)
        Set IntegerA_Temp1 = 4
        Set Integer_HarborDirection = 3
        Trigger - Run Spawn_Ports <gen> (checking conditions)
        Set Point_Temp1 = (Center of Port_13 <gen>)
        Set IntegerA_Temp1 = 6
        Set Integer_HarborDirection = 2
        Trigger - Run Spawn_Ports <gen> (checking conditions)
        Set Point_Temp1 = (Center of Port_11 <gen>)
        Set IntegerA_Temp1 = 2
        Set Integer_HarborDirection = 1
        Trigger - Run Spawn_Ports <gen> (checking conditions)
        Set Point_Temp1 = (Center of Port_09 <gen>)
        Set IntegerA_Temp1 = 5
        Set Integer_HarborDirection = 1
        Trigger - Run Spawn_Ports <gen> (checking conditions)
Create Field
  Events
  Conditions
  Actions
    Unit - Create 1 Land Marker Field for Player 11 (Dark Green) at Point_Temp1 facing Default building facing degrees
    Unit Group - Add (Last created unit) to Group_ResourceMarkers[IntegerA_Temp1]
    Trigger - Run Create_Land_Text <gen> (checking conditions)
    Set Terrain_1 = Village - Crops
    Trigger - Run Change_Base_Tilseset <gen> (checking conditions)
    Set Point_Temp2 = (Point_Temp1 offset by 230.76 towards 123.69 degrees)
    Environment - Change terrain type at Point_Temp2 to Village - Dirt using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 192.00 towards 90.00 degrees)
    Environment - Change terrain type at Point_Temp2 to Village - Dirt using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 64.00 towards 90.00 degrees)
    Environment - Change terrain type at Point_Temp2 to Village - Dirt using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 344.65 towards 68.20 degrees)
    Environment - Change terrain type at Point_Temp2 to Village - Dirt using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 230.75 towards 56.31 degrees)
    Environment - Change terrain type at Point_Temp2 to Village - Dirt using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 143.00 towards 26.57 degrees)
    Environment - Change terrain type at Point_Temp2 to Village - Dirt using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 143.00 towards -26.57 degrees)
    Environment - Change terrain type at Point_Temp2 to Village - Dirt using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 320.00 towards 36.87 degrees)
    Environment - Change terrain type at Point_Temp2 to Village - Dirt using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 263.88 towards 14.04 degrees)
    Environment - Change terrain type at Point_Temp2 to Village - Dirt using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 263.88 towards -14.04 degrees)
    Environment - Change terrain type at Point_Temp2 to Village - Dirt using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 320.00 towards 90.00 degrees)
    Environment - Change terrain type at Point_Temp2 to Village - Rough Dirt using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 411.70 towards 166.91 degrees)
    Unit - Create 1 Farm Wheat for Neutral Passive at Point_Temp2 facing (Random angle) degrees
    Set Point_Temp2 = (Point_Temp1 offset by 353.35 towards 145.87 degrees)
    Unit - Create 1 Farm Wheat for Neutral Passive at Point_Temp2 facing (Random angle) degrees
    Set Point_Temp2 = (Point_Temp1 offset by 353.70 towards 123.56 degrees)
    Unit - Create 1 Farm Wheat for Neutral Passive at Point_Temp2 facing (Random angle) degrees
    Set Point_Temp2 = (Point_Temp1 offset by 434.08 towards 97.61 degrees)
    Unit - Create 1 Farm Wheat for Neutral Passive at Point_Temp2 facing (Random angle) degrees
    Set Point_Temp2 = (Point_Temp1 offset by 408.77 towards -160.79 degrees)
    Unit - Create 1 Farm Wheat for Neutral Passive at Point_Temp2 facing (Random angle) degrees
    Set Point_Temp2 = (Point_Temp1 offset by 272.72 towards -175.16 degrees)
    Unit - Create 1 Farm Wheat for Neutral Passive at Point_Temp2 facing (Random angle) degrees
    Set Point_Temp2 = (Point_Temp1 offset by 184.17 towards 158.42 degrees)
    Unit - Create 1 Farm Wheat for Neutral Passive at Point_Temp2 facing (Random angle) degrees
    Set Point_Temp2 = (Point_Temp1 offset by 373.36 towards -135.11 degrees)
    Unit - Create 1 Farm Wheat for Neutral Passive at Point_Temp2 facing (Random angle) degrees
    Set Point_Temp2 = (Point_Temp1 offset by 230.37 towards -131.70 degrees)
    Unit - Create 1 Farm Wheat for Neutral Passive at Point_Temp2 facing (Random angle) degrees
    Set Point_Temp2 = (Point_Temp1 offset by 65.03 towards -138.90 degrees)
    Unit - Create 1 Farm Wheat for Neutral Passive at Point_Temp2 facing (Random angle) degrees
    Set Point_Temp2 = (Point_Temp1 offset by 430.81 towards -109.03 degrees)
    Unit - Create 1 Farm Wheat for Neutral Passive at Point_Temp2 facing (Random angle) degrees
    Set Point_Temp2 = (Point_Temp1 offset by 300.17 towards -95.07 degrees)
    Unit - Create 1 Farm Wheat for Neutral Passive at Point_Temp2 facing (Random angle) degrees
    Set Point_Temp2 = (Point_Temp1 offset by 193.98 towards -67.34 degrees)
    Unit - Create 1 Farm Wheat for Neutral Passive at Point_Temp2 facing (Random angle) degrees
    Set Point_Temp2 = (Point_Temp1 offset by 457.74 towards -78.63 degrees)
    Unit - Create 1 Farm Wheat for Neutral Passive at Point_Temp2 facing (Random angle) degrees
    Set Point_Temp2 = (Point_Temp1 offset by 375.95 towards -57.41 degrees)
    Unit - Create 1 Farm Wheat for Neutral Passive at Point_Temp2 facing (Random angle) degrees
    Set Point_Temp2 = (Point_Temp1 offset by 383.75 towards -35.99 degrees)
    Unit - Create 1 Farm Wheat for Neutral Passive at Point_Temp2 facing (Random angle) degrees
    Set Point_Temp2 = (Point_Temp1 offset by 422.03 towards -145.47 degrees)
    Unit - Create 1 Farm Wheat for Neutral Passive at Point_Temp2 facing (Random angle) degrees
    Set Point_Temp2 = (Point_Temp1 offset by 326.73 towards -120.33 degrees)
    Unit - Create 1 Farm Hay Cart for Neutral Passive at Point_Temp2 facing 85.00 degrees
    Set Point_Temp2 = (Point_Temp1 offset by 240.56 towards 124.50 degrees)
    Unit - Create 1 Farm Hay for Neutral Passive at Point_Temp2 facing 264.50 degrees
    Set Point_Temp2 = (Point_Temp1 offset by 112.88 towards 128.16 degrees)
    Unit - Create 1 Farm Hay Clump for Neutral Passive at Point_Temp2 facing 112.93 degrees
    Set Point_Temp2 = (Point_Temp1 offset by 48.16 towards 54.08 degrees)
    Unit - Create 1 Farm Weed for Neutral Passive at Point_Temp2 facing (Random angle) degrees
    Set Point_Temp2 = (Point_Temp1 offset by 364.84 towards 84.26 degrees)
    Unit - Create 1 Farm Weed for Neutral Passive at Point_Temp2 facing (Random angle) degrees
    Set Point_Temp2 = (Point_Temp1 offset by 136.49 towards -13.89 degrees)
    Unit - Create 1 Forest Flower for Neutral Passive at Point_Temp2 facing (Random angle) degrees
    Set Point_Temp2 = (Point_Temp1 offset by 251.27 towards -2.68 degrees)
    Unit - Create 1 Plain Fence Long for Neutral Passive at Point_Temp2 facing 92.00 degrees
    Set Point_Temp2 = (Point_Temp1 offset by 246.32 towards -32.82 degrees)
    Unit - Create 1 Farm Wheelbarrow for Neutral Passive at Point_Temp2 facing 165.00 degrees
    Set Point_Temp2 = (Point_Temp1 offset by 339.12 towards 25.92 degrees)
    Unit - Create 1 Farm Wheelbarrow for Neutral Passive at Point_Temp2 facing 90.00 degrees
    Set Point_Temp2 = (Point_Temp1 offset by 186.20 towards 61.10 degrees)
    Unit - Create 1 Farm Barn for Neutral Passive at Point_Temp2 facing 176.00 degrees
    Custom script: call RemoveLocation (udg_Point_Temp2)
    Custom script: call RemoveLocation (udg_Point_Temp1)
Create Forest
  Events
  Conditions
  Actions
    Unit - Create 1 Land Marker Forest for Player 11 (Dark Green) at Point_Temp1 facing Default building facing degrees
    Unit Group - Add (Last created unit) to Group_ResourceMarkers[IntegerA_Temp1]
    Trigger - Run Create_Land_Text <gen> (checking conditions)
    Set Terrain_1 = Village - Thick Grass
    Trigger - Run Change_Base_Tilseset <gen> (checking conditions)
    Set Point_Temp2 = (Point_Temp1 offset by 320.00 towards 90.00 degrees)
    Environment - Change terrain type at Point_Temp2 to Village - Short Grass using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 192.00 towards 90.00 degrees)
    Environment - Change terrain type at Point_Temp2 to Village - Short Grass using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 64.00 towards 90.00 degrees)
    Environment - Change terrain type at Point_Temp2 to Village - Short Grass using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 64.00 towards -90.00 degrees)
    Environment - Change terrain type at Point_Temp2 to Village - Short Grass using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 192.00 towards -90.00 degrees)
    Environment - Change terrain type at Point_Temp2 to Village - Short Grass using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 143.00 towards -153.44 degrees)
    Environment - Change terrain type at Point_Temp2 to Village - Short Grass using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 143.00 towards 153.44 degrees)
    Environment - Change terrain type at Point_Temp2 to Village - Short Grass using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 230.76 towards -123.69 degrees)
    Environment - Change terrain type at Point_Temp2 to Village - Short Grass using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 344.65 towards 68.20 degrees)
    Environment - Change terrain type at Point_Temp2 to Village - Short Grass using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 143.11 towards -26.57 degrees)
    Environment - Change terrain type at Point_Temp2 to Village - Short Grass using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 143.11 towards 26.57 degrees)
    Environment - Change terrain type at Point_Temp2 to Village - Rough Dirt using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 296.22 towards -153.44 degrees)
    Destructible - Create a VTlt (destructablecode) at Point_Temp2 facing (Random angle) with scale (Random real number between 0.80 and 1.10) and variation (Random integer number between 0 and 10)
    Set Point_Temp2 = (Point_Temp1 offset by 271.53 towards 135.00 degrees)
    Destructible - Create a VTlt (destructablecode) at Point_Temp2 facing (Random angle) with scale (Random real number between 0.80 and 1.10) and variation (Random integer number between 0 and 10)
    Set Point_Temp2 = (Point_Temp1 offset by 163.11 towards -153.44 degrees)
    Destructible - Create a VTlt (destructablecode) at Point_Temp2 facing (Random angle) with scale (Random real number between 0.80 and 1.10) and variation (Random integer number between 0 and 10)
    Set Point_Temp2 = (Point_Temp1 offset by 202.39 towards 108.44 degrees)
    Destructible - Create a VTlt (destructablecode) at Point_Temp2 facing (Random angle) with scale (Random real number between 0.80 and 1.10) and variation (Random integer number between 0 and 10)
    Set Point_Temp2 = (Point_Temp1 offset by 222.39 towards -108.44 degrees)
    Destructible - Create a VTlt (destructablecode) at Point_Temp2 facing (Random angle) with scale (Random real number between 0.80 and 1.10) and variation (Random integer number between 0 and 10)
    Set Point_Temp2 = (Point_Temp1 offset by 202.39 towards 71.57 degrees)
    Destructible - Create a VTlt (destructablecode) at Point_Temp2 facing (Random angle) with scale (Random real number between 0.80 and 1.10) and variation (Random integer number between 0 and 10)
    Set Point_Temp2 = (Point_Temp1 offset by 263.88 towards -75.97 degrees)
    Destructible - Create a VTlt (destructablecode) at Point_Temp2 facing (Random angle) with scale (Random real number between 0.80 and 1.10) and variation (Random integer number between 0 and 10)
    Set Point_Temp2 = (Point_Temp1 offset by 286.22 towards -26.57 degrees)
    Destructible - Create a VTlt (destructablecode) at Point_Temp2 facing (Random angle) with scale (Random real number between 0.80 and 1.10) and variation (Random integer number between 0 and 10)
    Set Point_Temp2 = (Point_Temp1 offset by 0.00 towards 0.00 degrees)
    Destructible - Create a VTlt (destructablecode) at Point_Temp2 facing (Random angle) with scale 1.15 and variation 6
    Set Point_Temp2 = (Point_Temp1 offset by 325.12 towards -126.31 degrees)
    Unit - Create 1 Forest Stump for Neutral Passive at Point_Temp2 facing 165.80 degrees
    Set Point_Temp2 = (Point_Temp1 offset by 219.94 towards 12.47 degrees)
    Unit - Create 1 Forest Log for Neutral Passive at Point_Temp2 facing 315.00 degrees
    Set Point_Temp2 = (Point_Temp1 offset by 223.34 towards 161.87 degrees)
    Unit - Create 1 Plain Shrub for Neutral Passive at Point_Temp2 facing (Random angle) degrees
    Set Point_Temp2 = (Point_Temp1 offset by 302.84 towards 30.57 degrees)
    Unit - Create 1 Plain Shrub for Neutral Passive at Point_Temp2 facing (Random angle) degrees
    Set Point_Temp2 = (Point_Temp1 offset by 188.64 towards -17.91 degrees)
    Unit - Create 1 Plain Shrub for Neutral Passive at Point_Temp2 facing (Random angle) degrees
    Set Point_Temp2 = (Point_Temp1 offset by 327.27 towards -66.12 degrees)
    Unit - Create 1 Plain Shrub for Neutral Passive at Point_Temp2 facing (Random angle) degrees
    Set Point_Temp2 = (Point_Temp1 offset by 340.34 towards -117.83 degrees)
    Unit - Create 1 Forest Flower B for Neutral Passive at Point_Temp2 facing (Random angle) degrees
    Set Point_Temp2 = (Point_Temp1 offset by 146.10 towards 129.03 degrees)
    Unit - Create 1 Forest Flower B for Neutral Passive at Point_Temp2 facing (Random angle) degrees
    Set Point_Temp2 = (Point_Temp1 offset by 306.79 towards -40.44 degrees)
    Unit - Create 1 Forest Flower B for Neutral Passive at Point_Temp2 facing (Random angle) degrees
    Set Point_Temp2 = (Point_Temp1 offset by 93.40 towards -24.85 degrees)
    Unit - Create 1 Forest Flower for Neutral Passive at Point_Temp2 facing (Random angle) degrees
    Custom script: call RemoveLocation (udg_Point_Temp2)
    Custom script: call RemoveLocation (udg_Point_Temp1)
Create Manawell
  Events
  Conditions
  Actions
    Unit - Create 1 Land Marker Manawell for Player 11 (Dark Green) at Point_Temp1 facing Default building facing degrees
    Unit Group - Add (Last created unit) to Group_ResourceMarkers[IntegerA_Temp1]
    Trigger - Run Create_Land_Text <gen> (checking conditions)
    Set Terrain_1 = Felwood - Leaves
    Trigger - Run Change_Base_Tilseset <gen> (checking conditions)
    Set Point_Temp2 = (Point_Temp1 offset by 263.88 towards -165.96 degrees)
    Environment - Change terrain type at Point_Temp2 to Village - Rocks using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 143.11 towards -153.46 degrees)
    Environment - Change terrain type at Point_Temp2 to Village - Rocks using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 64.00 towards -90.00 degrees)
    Environment - Change terrain type at Point_Temp2 to Village - Rocks using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 143.11 towards -26.57 degrees)
    Environment - Change terrain type at Point_Temp2 to Village - Rocks using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 263.88 towards -14.04 degrees)
    Environment - Change terrain type at Point_Temp2 to Village - Rocks using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 192.00 towards -90.00 degrees)
    Environment - Change terrain type at Point_Temp2 to Village - Rocks using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 230.76 towards -56.31 degrees)
    Environment - Change terrain type at Point_Temp2 to Village - Rocks using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 143.11 towards 26.57 degrees)
    Environment - Change terrain type at Point_Temp2 to Village - Rocks using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 230.76 towards 123.69 degrees)
    Environment - Change terrain type at Point_Temp2 to Village - Rocks using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 230.76 towards 56.31 degrees)
    Environment - Change terrain type at Point_Temp2 to Village - Rocks using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 230.76 towards -123.69 degrees)
    Environment - Change terrain type at Point_Temp2 to Village - Rough Dirt using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 320.00 towards -90.00 degrees)
    Environment - Change terrain type at Point_Temp2 to Village - Rough Dirt using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 320.00 towards 36.87 degrees)
    Environment - Change terrain type at Point_Temp2 to Village - Rough Dirt using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 344.64 towards 68.20 degrees)
    Environment - Change terrain type at Point_Temp2 to Village - Rough Dirt using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 330.00 towards -126.87 degrees)
    Destructible - Create a CTtr (destructablecode) at Point_Temp2 facing (Random angle) with scale (Random real number between 0.80 and 1.10) and variation (Random integer number between 0 and 4)
    Set Point_Temp2 = (Point_Temp1 offset by 364.65 towards 111.80 degrees)
    Destructible - Create a CTtr (destructablecode) at Point_Temp2 facing (Random angle) with scale (Random real number between 0.80 and 1.10) and variation (Random integer number between 0 and 4)
    Set Point_Temp2 = (Point_Temp1 offset by 286.22 towards 63.44 degrees)
    Destructible - Create a CTtr (destructablecode) at Point_Temp2 facing (Random angle) with scale (Random real number between 0.80 and 1.10) and variation (Random integer number between 0 and 4)
    Set Point_Temp2 = (Point_Temp1 offset by 326.00 towards 11.30 degrees)
    Destructible - Create a CTtr (destructablecode) at Point_Temp2 facing (Random angle) with scale (Random real number between 0.80 and 1.10) and variation (Random integer number between 0 and 4)
    Set Point_Temp2 = (Point_Temp1 offset by 324.65 towards -26.80 degrees)
    Destructible - Create a CTtr (destructablecode) at Point_Temp2 facing (Random angle) with scale (Random real number between 0.80 and 1.10) and variation (Random integer number between 0 and 4)
    Set Point_Temp2 = (Point_Temp1 offset by 61.95 towards 115.32 degrees)
    Unit - Create 1 Manawell Fountain for Neutral Passive at Point_Temp2 facing 270.00 degrees
    Set Point_Temp2 = (Point_Temp1 offset by 190.95 towards 36.75 degrees)
    Unit - Create 1 Manawell Crystal 1 for Neutral Passive at Point_Temp2 facing 92.43 degrees
    Set Point_Temp2 = (Point_Temp1 offset by 169.07 towards -147.13 degrees)
    Unit - Create 1 Manawell Crystal 2 for Neutral Passive at Point_Temp2 facing 317.66 degrees
    Set Point_Temp2 = (Point_Temp1 offset by 211.52 towards -48.74 degrees)
    Unit - Create 1 Manawell Crystal 2 for Neutral Passive at Point_Temp2 facing 117.00 degrees
    Set Point_Temp2 = (Point_Temp1 offset by 266.09 towards 135.95 degrees)
    Unit - Create 1 Manawell Mushroom Big for Neutral Passive at Point_Temp2 facing 30.00 degrees
    Set Point_Temp2 = (Point_Temp1 offset by 330.03 towards 90.78 degrees)
    Unit - Create 1 Manawell Vines for Neutral Passive at Point_Temp2 facing 250.91 degrees
    Set Point_Temp2 = (Point_Temp1 offset by 192.00 towards 2.91 degrees)
    Unit - Create 1 Manawell Vines for Neutral Passive at Point_Temp2 facing 92.43 degrees
    Set Point_Temp2 = (Point_Temp1 offset by 361.77 towards -144.90 degrees)
    Unit - Create 1 Manawell Vines for Neutral Passive at Point_Temp2 facing 38.30 degrees
    Set Point_Temp2 = (Point_Temp1 offset by 281.56 towards -98.79 degrees)
    Unit - Create 1 Manawell Mushroom 1 for Neutral Passive at Point_Temp2 facing (Random angle) degrees
    Set Point_Temp2 = (Point_Temp1 offset by 362.73 towards -115.74 degrees)
    Unit - Create 1 Manawell Mushroom 1 for Neutral Passive at Point_Temp2 facing (Random angle) degrees
    Set Point_Temp2 = (Point_Temp1 offset by 259.50 towards -167.14 degrees)
    Unit - Create 1 Manawell Mushroom 1 for Neutral Passive at Point_Temp2 facing (Random angle) degrees
    Set Point_Temp2 = (Point_Temp1 offset by 254.66 towards -17.78 degrees)
    Unit - Create 1 Manawell Mushroom 2 for Neutral Passive at Point_Temp2 facing (Random angle) degrees
    Set Point_Temp2 = (Point_Temp1 offset by 277.35 towards -84.36 degrees)
    Unit - Create 1 Manawell Mushroom 2 for Neutral Passive at Point_Temp2 facing (Random angle) degrees
    Set Point_Temp2 = (Point_Temp1 offset by 357.13 towards -81.83 degrees)
    Unit - Create 1 Manawell Mushroom 2 for Neutral Passive at Point_Temp2 facing (Random angle) degrees
    Set Point_Temp2 = (Point_Temp1 offset by 217.34 towards 179.01 degrees)
    Unit - Create 1 Plain Shrub for Neutral Passive at Point_Temp2 facing (Random angle) degrees
    Set Point_Temp2 = (Point_Temp1 offset by 166.86 towards -93.78 degrees)
    Unit - Create 1 Plain Shrub for Neutral Passive at Point_Temp2 facing (Random angle) degrees
    Set Point_Temp2 = (Point_Temp1 offset by 336.33 towards -38.15 degrees)
    Unit - Create 1 Plain Shrub for Neutral Passive at Point_Temp2 facing (Random angle) degrees
    Set Point_Temp2 = (Point_Temp1 offset by 344.00 towards 40.90 degrees)
    Unit - Create 1 Plain Shrub for Neutral Passive at Point_Temp2 facing (Random angle) degrees
    Custom script: call RemoveLocation (udg_Point_Temp2)
    Custom script: call RemoveLocation (udg_Point_Temp1)
Create Mine
  Events
  Conditions
  Actions
    Unit - Create 1 Land Marker Mine for Player 11 (Dark Green) at Point_Temp1 facing Default building facing degrees
    Unit Group - Add (Last created unit) to Group_ResourceMarkers[IntegerA_Temp1]
    Trigger - Run Create_Land_Text <gen> (checking conditions)
    Set Terrain_1 = Village - Rocks
    Trigger - Run Change_Base_Tilseset <gen> (checking conditions)
    Set Point_Temp2 = (Point_Temp1 offset by 64.00 towards -90.00 degrees)
    Environment - Change terrain type at Point_Temp2 to Village - Rough Dirt using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 143.00 towards -153.44 degrees)
    Environment - Change terrain type at Point_Temp2 to Village - Rough Dirt using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 230.76 towards -123.69 degrees)
    Environment - Change terrain type at Point_Temp2 to Village - Rough Dirt using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 320.00 towards -90.00 degrees)
    Environment - Change terrain type at Point_Temp2 to Village - Dirt using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 230.76 towards -56.31 degrees)
    Environment - Change terrain type at Point_Temp2 to Village - Dirt using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 153.70 towards 49.29 degrees)
    Unit - Create 1 Mine Entrance for Neutral Passive at Point_Temp2 facing 270.00 degrees
    Set Point_Temp2 = (Point_Temp1 offset by 271.56 towards 53.57 degrees)
    Unit - Create 1 Mine Rocks Big for Neutral Passive at Point_Temp2 facing 181.14 degrees
    Set Point_Temp2 = (Point_Temp1 offset by 96.86 towards -2.66 degrees)
    Unit - Create 1 Mine Rocks Big for Neutral Passive at Point_Temp2 facing 30.87 degrees
    Set Point_Temp2 = (Point_Temp1 offset by 248.69 towards -23.96 degrees)
    Unit - Create 1 Mine Rocks Big for Neutral Passive at Point_Temp2 facing 110.00 degrees
    Set Point_Temp2 = (Point_Temp1 offset by 289.26 towards -95.85 degrees)
    Unit - Create 1 Plain Shrub for Neutral Passive at Point_Temp2 facing (Random angle) degrees
    Set Point_Temp2 = (Point_Temp1 offset by 276.56 towards -47.46 degrees)
    Unit - Create 1 Plain Shrub for Neutral Passive at Point_Temp2 facing (Random angle) degrees
    Set Point_Temp2 = (Point_Temp1 offset by 349.71 towards 38.62 degrees)
    Unit - Create 1 Plain Shrub for Neutral Passive at Point_Temp2 facing (Random angle) degrees
    Set Point_Temp2 = (Point_Temp1 offset by 339.60 towards 81.36 degrees)
    Unit - Create 1 Plain Shrub for Neutral Passive at Point_Temp2 facing (Random angle) degrees
    Set Point_Temp2 = (Point_Temp1 offset by 294.64 towards -6.04 degrees)
    Unit - Create 1 Plain Shrub for Neutral Passive at Point_Temp2 facing (Random angle) degrees
    Set Point_Temp2 = (Point_Temp1 offset by 264.03 towards 179.13 degrees)
    Unit - Create 1 Plain Shrub for Neutral Passive at Point_Temp2 facing (Random angle) degrees
    Set Point_Temp2 = (Point_Temp1 offset by 98.10 towards 114.87 degrees)
    Unit - Create 1 Plain Shrub for Neutral Passive at Point_Temp2 facing (Random angle) degrees
    Set Point_Temp2 = (Point_Temp1 offset by 331.73 towards 161.46 degrees)
    Unit - Create 1 Forest Flower for Neutral Passive at Point_Temp2 facing (Random angle) degrees
    Set Point_Temp2 = (Point_Temp1 offset by 359.99 towards -87.01 degrees)
    Unit - Create 1 Forest Flower for Neutral Passive at Point_Temp2 facing (Random angle) degrees
    Set Point_Temp2 = (Point_Temp1 offset by 316.94 towards -59.31 degrees)
    Unit - Create 1 Forest Flower for Neutral Passive at Point_Temp2 facing (Random angle) degrees
    Set Point_Temp2 = (Point_Temp1 offset by 77.25 towards 179.44 degrees)
    Unit - Create 1 Forest Flower B for Neutral Passive at Point_Temp2 facing (Random angle) degrees
    Set Point_Temp2 = (Point_Temp1 offset by 127.45 towards 170.63 degrees)
    Unit - Create 1 Mine Crate 2 for Neutral Passive at Point_Temp2 facing 2.56 degrees
    Set Point_Temp2 = (Point_Temp1 offset by 308.09 towards -69.73 degrees)
    Unit - Create 1 Mine Crate 2 for Neutral Passive at Point_Temp2 facing 317.86 degrees
    Set Point_Temp2 = (Point_Temp1 offset by 245.49 towards -164.89 degrees)
    Unit - Create 1 Mine Crate 1 for Neutral Passive at Point_Temp2 facing 274.70 degrees
    Set Point_Temp2 = (Point_Temp1 offset by 274.14 towards 169.17 degrees)
    Unit - Create 1 Mine Rocks Small for Neutral Passive at Point_Temp2 facing 300.00 degrees
    Set Point_Temp2 = (Point_Temp1 offset by 217.22 towards -172.79 degrees)
    Unit - Create 1 Mine Rocks Small for Neutral Passive at Point_Temp2 facing 20.00 degrees
    Set Point_Temp2 = (Point_Temp1 offset by 277.14 towards -83.32 degrees)
    Unit - Create 1 Mine Rocks Small for Neutral Passive at Point_Temp2 facing 210.00 degrees
    Set Point_Temp2 = (Point_Temp1 offset by 285.28 towards 0.80 degrees)
    Unit - Create 1 Mine Rocks Small for Neutral Passive at Point_Temp2 facing 39.07 degrees
    Set Point_Temp2 = (Point_Temp1 offset by 174.57 towards -20.98 degrees)
    Unit - Create 1 Mine Rocks Chunk 1 for Neutral Passive at Point_Temp2 facing 180.00 degrees
    Set Point_Temp2 = (Point_Temp1 offset by 266.91 towards 25.70 degrees)
    Unit - Create 1 Mine Rocks Chunk 1 for Neutral Passive at Point_Temp2 facing 323.99 degrees
    Set Point_Temp2 = (Point_Temp1 offset by 220.82 towards 145.05 degrees)
    Unit - Create 1 Mine Rocks Chunk 1 for Neutral Passive at Point_Temp2 facing 200.00 degrees
    Set Point_Temp2 = (Point_Temp1 offset by 192.88 towards -75.82 degrees)
    Unit - Create 1 Mine Rocks Chunk 2 for Neutral Passive at Point_Temp2 facing 29.00 degrees
    Set Point_Temp2 = (Point_Temp1 offset by 244.71 towards 100.95 degrees)
    Unit - Create 1 Mine Rocks Chunk 2 for Neutral Passive at Point_Temp2 facing 280.00 degrees
    Set Point_Temp2 = (Point_Temp1 offset by 116.66 towards -125.05 degrees)
    Unit - Create 1 Mine Cart for Neutral Passive at Point_Temp2 facing 350.00 degrees
    Set Point_Temp2 = (Point_Temp1 offset by 316.76 towards -114.93 degrees)
    Unit - Create 1 Mine Cart for Neutral Passive at Point_Temp2 facing 90.00 degrees
    Custom script: call RemoveLocation (udg_Point_Temp2)
    Custom script: call RemoveLocation (udg_Point_Temp1)
Create Plain
  Events
  Conditions
  Actions
    Unit - Create 1 Land Marker Plain for Player 11 (Dark Green) at Point_Temp1 facing Default building facing degrees
    Unit Group - Add (Last created unit) to Group_ResourceMarkers[IntegerA_Temp1]
    Trigger - Run Create_Land_Text <gen> (checking conditions)
    Set Terrain_1 = Village - Short Grass
    Trigger - Run Change_Base_Tilseset <gen> (checking conditions)
    Set Point_Temp2 = (Point_Temp1 offset by 320.00 towards 90.00 degrees)
    Environment - Change terrain type at Point_Temp2 to Village - Thick Grass using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 263.88 towards -165.96 degrees)
    Environment - Change terrain type at Point_Temp2 to Village - Thick Grass using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 263.88 towards 165.96 degrees)
    Environment - Change terrain type at Point_Temp2 to Village - Thick Grass using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 344.65 towards 111.80 degrees)
    Environment - Change terrain type at Point_Temp2 to Village - Thick Grass using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 320.00 towards 143.12 degrees)
    Environment - Change terrain type at Point_Temp2 to Village - Thick Grass using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 64.00 towards 90.00 degrees)
    Environment - Change terrain type at Point_Temp2 to Village - Rough Dirt using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 64.00 towards -90.00 degrees)
    Environment - Change terrain type at Point_Temp2 to Village - Rough Dirt using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 143.00 towards -26.57 degrees)
    Environment - Change terrain type at Point_Temp2 to Village - Rough Dirt using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 192.00 towards -90.00 degrees)
    Environment - Change terrain type at Point_Temp2 to Village - Dirt using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 143.00 towards -153.44 degrees)
    Environment - Change terrain type at Point_Temp2 to Village - Dirt using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 322.44 towards 88.05 degrees)
    Unit - Create 1 Plain Fence Short for Neutral Passive at Point_Temp2 facing 45.00 degrees
    Set Point_Temp2 = (Point_Temp1 offset by 285.85 towards 175.59 degrees)
    Unit - Create 1 Plain Fence Short for Neutral Passive at Point_Temp2 facing 135.00 degrees
    Set Point_Temp2 = (Point_Temp1 offset by 277.52 towards 130.30 degrees)
    Unit - Create 1 Plain Fence Long for Neutral Passive at Point_Temp2 facing 90.00 degrees
    Set Point_Temp2 = (Point_Temp1 offset by 254.43 towards -133.93 degrees)
    Unit - Create 1 Plain Fence Long for Neutral Passive at Point_Temp2 facing 0.00 degrees
    Set Point_Temp2 = (Point_Temp1 offset by 298.23 towards -75.14 degrees)
    Unit - Create 1 Plain Fence Long for Neutral Passive at Point_Temp2 facing 45.00 degrees
    Set Point_Temp2 = (Point_Temp1 offset by 246.87 towards -28.36 degrees)
    Unit - Create 1 Plain Fence Long for Neutral Passive at Point_Temp2 facing 135.00 degrees
    Set Point_Temp2 = (Point_Temp1 offset by 242.07 towards 47.51 degrees)
    Unit - Create 1 Plain Pig Farm for Neutral Passive at Point_Temp2 facing 210.00 degrees
    Set Point_Temp2 = (Point_Temp1 offset by 191.52 towards -116.43 degrees)
    Unit - Create 1 Plain Trough for Neutral Passive at Point_Temp2 facing 90.00 degrees
    Set Point_Temp2 = (Point_Temp1 offset by 346.27 towards -133.36 degrees)
    Unit - Create 1 Plain Well for Neutral Passive at Point_Temp2 facing 270.00 degrees
    Set Point_Temp2 = (Point_Temp1 offset by 336.70 towards -82.41 degrees)
    Unit - Create 1 Farm Wheelbarrow for Neutral Passive at Point_Temp2 facing 140.00 degrees
    Set Point_Temp2 = (Point_Temp1 offset by 306.39 towards -23.72 degrees)
    Unit - Create 1 Mine Crate 1 for Neutral Passive at Point_Temp2 facing 20.00 degrees
    Set Point_Temp2 = (Point_Temp1 offset by 281.46 towards 9.92 degrees)
    Unit - Create 1 Farm Hay Clump for Neutral Passive at Point_Temp2 facing 30.00 degrees
    Set Point_Temp2 = (Point_Temp1 offset by 337.22 towards -46.41 degrees)
    Unit - Create 1 Plain Shrub for Neutral Passive at Point_Temp2 facing (Random angle) degrees
    Set Point_Temp2 = (Point_Temp1 offset by 335.62 towards -60.55 degrees)
    Unit - Create 1 Plain Shrub for Neutral Passive at Point_Temp2 facing (Random angle) degrees
    Set Point_Temp2 = (Point_Temp1 offset by 319.57 towards 154.22 degrees)
    Unit - Create 1 Plain Shrub for Neutral Passive at Point_Temp2 facing (Random angle) degrees
    Set Point_Temp2 = (Point_Temp1 offset by 345.28 towards 101.78 degrees)
    Unit - Create 1 Forest Flower for Neutral Passive at Point_Temp2 facing (Random angle) degrees
    Set Point_Temp2 = (Point_Temp1 offset by 45.15 towards 127.12 degrees)
    Unit - Create 1 Plain Pig Big for Neutral Passive at Point_Temp2 facing 121.50 degrees
    Set Point_Temp2 = (Point_Temp1 offset by 190.27 towards -176.99 degrees)
    Unit - Create 1 Plain Pig Big for Neutral Passive at Point_Temp2 facing 345.00 degrees
    Set Point_Temp2 = (Point_Temp1 offset by 157.83 towards -59.33 degrees)
    Unit - Create 1 Plain Pig Smol for Neutral Passive at Point_Temp2 facing 260.00 degrees
    Set Point_Temp2 = (Point_Temp1 offset by 177.62 towards 119.89 degrees)
    Unit - Create 1 Plain Pig Smol for Neutral Passive at Point_Temp2 facing 29.00 degrees
    Set Point_Temp2 = (Point_Temp1 offset by 315.52 towards -26.14 degrees)
    Unit - Create 1 Plain Flower for Neutral Passive at Point_Temp2 facing (Random angle) degrees
    Set Point_Temp2 = (Point_Temp1 offset by 285.22 towards 82.85 degrees)
    Unit - Create 1 Plain Flower for Neutral Passive at Point_Temp2 facing (Random angle) degrees
    Set Point_Temp2 = (Point_Temp1 offset by 303.16 towards -163.72 degrees)
    Unit - Create 1 Plain Flower for Neutral Passive at Point_Temp2 facing (Random angle) degrees
    Custom script: call RemoveLocation (udg_Point_Temp2)
    Custom script: call RemoveLocation (udg_Point_Temp1)
Create Barrens
  Events
  Conditions
  Actions
    Unit - Create 1 Land Marker Barrens for Player 11 (Dark Green) at Point_Temp1 facing Default building facing degrees
    Unit Group - Add (Last created unit) to Group_ResourceMarkers[0]
    Set Terrain_1 = Barrens - Grassy Dirt
    Trigger - Run Change_Base_Tilseset <gen> (checking conditions)
    Set Point_Temp2 = (Point_Temp1 offset by 263.88 towards 165.96 degrees)
    Environment - Change terrain type at Point_Temp2 to Barrens - Dirt using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 263.88 towards -165.96 degrees)
    Environment - Change terrain type at Point_Temp2 to Barrens - Dirt using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 320.00 towards -143.13 degrees)
    Environment - Change terrain type at Point_Temp2 to Barrens - Dirt using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 230.76 towards 123.69 degrees)
    Environment - Change terrain type at Point_Temp2 to Barrens - Dirt using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 143.11 towards 153.43 degrees)
    Environment - Change terrain type at Point_Temp2 to Barrens - Dirt using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 143.11 towards -153.43 degrees)
    Environment - Change terrain type at Point_Temp2 to Barrens - Dirt using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 230.76 towards -123.69 degrees)
    Environment - Change terrain type at Point_Temp2 to Barrens - Dirt using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 344.65 towards -111.82 degrees)
    Environment - Change terrain type at Point_Temp2 to Barrens - Dirt using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 320.00 towards 90.00 degrees)
    Environment - Change terrain type at Point_Temp2 to Barrens - Dirt using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 64.00 towards -90.00 degrees)
    Environment - Change terrain type at Point_Temp2 to Barrens - Rough Dirt using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 192.00 towards -90.00 degrees)
    Environment - Change terrain type at Point_Temp2 to Barrens - Rough Dirt using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 320.00 towards -90.00 degrees)
    Environment - Change terrain type at Point_Temp2 to Barrens - Dirt using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 344.65 towards 68.20 degrees)
    Environment - Change terrain type at Point_Temp2 to Barrens - Dirt using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 230.76 towards 56.31 degrees)
    Environment - Change terrain type at Point_Temp2 to Barrens - Dirt using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 143.11 towards -26.57 degrees)
    Set Point_Temp2 = (Point_Temp1 offset by 230.76 towards -56.31 degrees)
    Environment - Change terrain type at Point_Temp2 to Barrens - Dirt using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 344.65 towards -68.20 degrees)
    Environment - Change terrain type at Point_Temp2 to Barrens - Dirt using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 320.00 towards 36.87 degrees)
    Environment - Change terrain type at Point_Temp2 to Barrens - Dirt using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 263.88 towards -14.04 degrees)
    Environment - Change terrain type at Point_Temp2 to Barrens - Dirt using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 320.00 towards -36.87 degrees)
    Environment - Change terrain type at Point_Temp2 to Barrens - Dirt using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 228.54 towards 146.02 degrees)
    Unit - Create 1 Barrens Skull for Neutral Passive at Point_Temp2 facing 16.11 degrees
    Unit - Create 1 Barrens Flies for Neutral Passive at Point_Temp2 facing 270.00 degrees
    Set Point_Temp2 = (Point_Temp1 offset by 166.82 towards -142.86 degrees)
    Unit - Create 1 Barrens Firepit for Neutral Passive at Point_Temp2 facing 116.50 degrees
    Set Point_Temp2 = (Point_Temp1 offset by 273.43 towards -61.37 degrees)
    Unit - Create 1 Barrens Bones for Neutral Passive at Point_Temp2 facing 253.80 degrees
    Set Point_Temp2 = (Point_Temp1 offset by 179.61 towards -9.78 degrees)
    Unit - Create 1 Barrens Totem for Neutral Passive at Point_Temp2 facing 271.16 degrees
    Set Point_Temp2 = (Point_Temp1 offset by 226.42 towards 64.14 degrees)
    Unit - Create 1 Barrens Flower for Neutral Passive at Point_Temp2 facing 13.69 degrees
    Set Point_Temp2 = (Point_Temp1 offset by 210.76 towards 113.69 degrees)
    Destructible - Create a BTtw (destructablecode) at Point_Temp2 facing (Random angle) with scale 1 and variation 4
    Set Point_Temp2 = (Point_Temp1 offset by 153.11 towards 26.57 degrees)
    Destructible - Create a BTtw (destructablecode) at Point_Temp2 facing (Random angle) with scale 1 and variation 5
    Custom script: call RemoveLocation (udg_Point_Temp2)
    Custom script: call RemoveLocation (udg_Point_Temp1)
Create Onyxia
  Events
    Player - Player 1 (Red) types a chat message containing dragon as An exact match
  Conditions
  Actions
    Destructible - Pick every destructible in (Playable map area) and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Destructible-type of (Picked destructible)) Equal to NTtw (destructablecode)
          Then - Actions
            Destructible - Remove (Picked destructible)
          Else - Actions
            Do nothing
    Region - Center Land_Lair <gen> on Point_Temp1
    Set Point_Onyxia = Point_Temp1
    Set Terrain_1 = Village - Dirt
    Trigger - Run Change_Base_Tilseset <gen> (checking conditions)
    Set Terrain_1 = Village - Dirt
    Trigger - Run Change_Base_Tilseset <gen> (checking conditions)
    Set Point_Temp2 = (Point_Temp1 offset by 143.00 towards -26.57 degrees)
    Environment - Change terrain type at Point_Temp2 to Dungeon - Grey Stones using variation -1 in an area of size 2 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 143.11 towards 153.44 degrees)
    Environment - Change terrain type at Point_Temp2 to Outland - Rough Dirt using variation -1 in an area of size 2 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 344.65 towards 111.80 degrees)
    Environment - Change terrain type at Point_Temp2 to Dungeon - Grey Stones using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 320.00 towards 90.00 degrees)
    Environment - Change terrain type at Point_Temp2 to Dungeon - Grey Stones using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 344.65 towards 68.20 degrees)
    Environment - Change terrain type at Point_Temp2 to Dungeon - Grey Stones using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 230.76 towards 56.31 degrees)
    Environment - Change terrain type at Point_Temp2 to Dungeon - Grey Stones using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 64.00 towards -90.00 degrees)
    Environment - Change terrain type at Point_Temp2 to Dungeon - Grey Stones using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 230.76 towards -123.69 degrees)
    Environment - Change terrain type at Point_Temp2 to Dungeon - Grey Stones using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 263.88 towards -165.96 degrees)
    Environment - Change terrain type at Point_Temp2 to Dungeon - Grey Stones using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 64.00 towards 90.00 degrees)
    Environment - Change terrain type at Point_Temp2 to Outland - Rough Dirt using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 320.00 towards -143.13 degrees)
    Environment - Change terrain type at Point_Temp2 to Outland - Rough Dirt using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 374.55 towards -109.98 degrees)
    Environment - Change terrain type at Point_Temp2 to Outland - Rough Dirt using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 352.00 towards -90.00 degrees)
    Environment - Change terrain type at Point_Temp2 to Outland - Rough Dirt using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 374.55 towards -70.02 degrees)
    Environment - Change terrain type at Point_Temp2 to Outland - Rough Dirt using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 340.17 towards -41.19 degrees)
    Environment - Change terrain type at Point_Temp2 to Outland - Rough Dirt using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 320.00 towards 36.87 degrees)
    Environment - Change terrain type at Point_Temp2 to Outland - Rough Dirt using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 362.04 towards -135.00 degrees)
    Destructible - Create a NTtw (destructablecode) at Point_Temp2 facing (Random angle) with scale 1 and variation (Random integer number between 0 and 9)
    Set Point_Temp2 = (Point_Temp1 offset by 404.77 towards -108.36 degrees)
    Destructible - Create a NTtw (destructablecode) at Point_Temp2 facing (Random angle) with scale 1 and variation (Random integer number between 0 and 9)
    Set Point_Temp2 = (Point_Temp1 offset by 373.19 towards 30.96 degrees)
    Destructible - Create a NTtw (destructablecode) at Point_Temp2 facing (Random angle) with scale 1 and variation (Random integer number between 0 and 9)
    Set Point_Temp2 = (Point_Temp1 offset by 384.00 towards 0.00 degrees)
    Destructible - Create a NTtw (destructablecode) at Point_Temp2 facing (Random angle) with scale 1 and variation (Random integer number between 0 and 9)
    For each (Integer A) from 1 to 58, do (Actions)
      Loop - Actions
        Set Point_Temp2 = (Point_Temp1 offset by Real_LairDistance[(Integer A)] towards Real_LairAngle[(Integer A)] degrees)
        Unit - Move Unit_Lair[(Integer A)] instantly to Point_Temp2
    Custom script: call RemoveLocation (udg_Point_Temp2)
    Custom script: call RemoveLocation (udg_Point_Temp1)
Change Base Tilseset
  Events
  Conditions
  Actions
    Set Point_Temp2 = (Point_Temp1 offset by 48.00 towards 90.00 degrees)
    Environment - Change terrain type at Point_Temp2 to Terrain_1 using variation -1 in an area of size 3 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 48.00 towards -90.00 degrees)
    Environment - Change terrain type at Point_Temp2 to Terrain_1 using variation -1 in an area of size 3 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 320.00 towards 90.00 degrees)
    Environment - Change terrain type at Point_Temp2 to Terrain_1 using variation -1 in an area of size 2 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 320.00 towards -90.00 degrees)
    Environment - Change terrain type at Point_Temp2 to Terrain_1 using variation -1 in an area of size 2 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 263.88 towards -165.96 degrees)
    Environment - Change terrain type at Point_Temp2 to Terrain_1 using variation -1 in an area of size 2 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 263.88 towards -14.04 degrees)
    Environment - Change terrain type at Point_Temp2 to Terrain_1 using variation -1 in an area of size 2 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 429.31 towards 153.44 degrees)
    Environment - Change terrain type at Point_Temp2 to Terrain_1 using variation -1 in an area of size 1 and shape Square
    Set Point_Temp2 = (Point_Temp1 offset by 429.31 towards 28.57 degrees)
    Environment - Change terrain type at Point_Temp2 to Terrain_1 using variation -1 in an area of size 1 and shape Square
    Custom script: call RemoveLocation (udg_Point_Temp2)
7 = Random
Create Land Text
  Events
  Conditions
  Actions
    If (IntegerA_Temp1 Equal to 2) then do (Create floating text that reads (String(IntegerA_Temp1)) at (Point_Temp1 offset by (-50.00, -50.00)) with Z offset 0, using font size 14.00, color (100%, 100%, 100%), and 0% transparency) else do (Do nothing)
    If (IntegerA_Temp1 Equal to 3) then do (Create floating text that reads (String(IntegerA_Temp1)) at (Point_Temp1 offset by (-50.00, -50.00)) with Z offset 0, using font size 17.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency) else do (Do nothing)
    If (IntegerA_Temp1 Equal to 4) then do (Create floating text that reads (String(IntegerA_Temp1)) at (Point_Temp1 offset by (-50.00, -50.00)) with Z offset 0, using font size 20.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency) else do (Do nothing)
    If (IntegerA_Temp1 Equal to 5) then do (Create floating text that reads (String(IntegerA_Temp1)) at (Point_Temp1 offset by (-50.00, -50.00)) with Z offset 0, using font size 23.00, color (100.00%, 50.00%, 50.00%), and 0.00% transparency) else do (Do nothing)
    If (IntegerA_Temp1 Equal to 6) then do (Create floating text that reads (String(IntegerA_Temp1)) at (Point_Temp1 offset by (-50.00, -50.00)) with Z offset 0, using font size 26.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency) else do (Do nothing)
    If (IntegerA_Temp1 Equal to 12) then do (Create floating text that reads (String(IntegerA_Temp1)) at (Point_Temp1 offset by (-50.00, -50.00)) with Z offset 0, using font size 14.00, color (100%, 100%, 100%), and 0% transparency) else do (Do nothing)
    If (IntegerA_Temp1 Equal to 11) then do (Create floating text that reads (String(IntegerA_Temp1)) at (Point_Temp1 offset by (-50.00, -50.00)) with Z offset 0, using font size 17.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency) else do (Do nothing)
    If (IntegerA_Temp1 Equal to 10) then do (Create floating text that reads (String(IntegerA_Temp1)) at (Point_Temp1 offset by (-50.00, -50.00)) with Z offset 0, using font size 20.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency) else do (Do nothing)
    If (IntegerA_Temp1 Equal to 9) then do (Create floating text that reads (String(IntegerA_Temp1)) at (Point_Temp1 offset by (-50.00, -50.00)) with Z offset 0, using font size 23.00, color (100.00%, 50.00%, 50.00%), and 0.00% transparency) else do (Do nothing)
    If (IntegerA_Temp1 Equal to 8) then do (Create floating text that reads (String(IntegerA_Temp1)) at (Point_Temp1 offset by (-50.00, -50.00)) with Z offset 0, using font size 26.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency) else do (Do nothing)
    If (IntegerA_Temp1 Equal to 7) then do (Create floating text that reads Random|n value at (Point_Temp1 offset by (-50.00, -50.00)) with Z offset 0, using font size 9.00, color (100%, 100%, 100%), and 0% transparency) else do (Do nothing)
    If ((Land_00 <gen> contains Point_Temp1) Equal to True) then do (Set FloatingText_ResourceMarkers[0] = (Last created floating text)) else do (Do nothing)
    If ((Land_01 <gen> contains Point_Temp1) Equal to True) then do (Set FloatingText_ResourceMarkers[1] = (Last created floating text)) else do (Do nothing)
    If ((Land_02 <gen> contains Point_Temp1) Equal to True) then do (Set FloatingText_ResourceMarkers[2] = (Last created floating text)) else do (Do nothing)
    If ((Land_03 <gen> contains Point_Temp1) Equal to True) then do (Set FloatingText_ResourceMarkers[3] = (Last created floating text)) else do (Do nothing)
    If ((Land_04 <gen> contains Point_Temp1) Equal to True) then do (Set FloatingText_ResourceMarkers[4] = (Last created floating text)) else do (Do nothing)
    If ((Land_05 <gen> contains Point_Temp1) Equal to True) then do (Set FloatingText_ResourceMarkers[5] = (Last created floating text)) else do (Do nothing)
    If ((Land_06 <gen> contains Point_Temp1) Equal to True) then do (Set FloatingText_ResourceMarkers[6] = (Last created floating text)) else do (Do nothing)
    If ((Land_07 <gen> contains Point_Temp1) Equal to True) then do (Set FloatingText_ResourceMarkers[7] = (Last created floating text)) else do (Do nothing)
    If ((Land_08 <gen> contains Point_Temp1) Equal to True) then do (Set FloatingText_ResourceMarkers[8] = (Last created floating text)) else do (Do nothing)
    If ((Land_09 <gen> contains Point_Temp1) Equal to True) then do (Set FloatingText_ResourceMarkers[9] = (Last created floating text)) else do (Do nothing)
    If ((Land_10 <gen> contains Point_Temp1) Equal to True) then do (Set FloatingText_ResourceMarkers[10] = (Last created floating text)) else do (Do nothing)
    If ((Land_11 <gen> contains Point_Temp1) Equal to True) then do (Set FloatingText_ResourceMarkers[11] = (Last created floating text)) else do (Do nothing)
    If ((Land_12 <gen> contains Point_Temp1) Equal to True) then do (Set FloatingText_ResourceMarkers[12] = (Last created floating text)) else do (Do nothing)
    If ((Land_13 <gen> contains Point_Temp1) Equal to True) then do (Set FloatingText_ResourceMarkers[13] = (Last created floating text)) else do (Do nothing)
    If ((Land_14 <gen> contains Point_Temp1) Equal to True) then do (Set FloatingText_ResourceMarkers[14] = (Last created floating text)) else do (Do nothing)
    If ((Land_15 <gen> contains Point_Temp1) Equal to True) then do (Set FloatingText_ResourceMarkers[15] = (Last created floating text)) else do (Do nothing)
    If ((Land_16 <gen> contains Point_Temp1) Equal to True) then do (Set FloatingText_ResourceMarkers[16] = (Last created floating text)) else do (Do nothing)
    If ((Land_17 <gen> contains Point_Temp1) Equal to True) then do (Set FloatingText_ResourceMarkers[17] = (Last created floating text)) else do (Do nothing)
    If ((Land_18 <gen> contains Point_Temp1) Equal to True) then do (Set FloatingText_ResourceMarkers[18] = (Last created floating text)) else do (Do nothing)
    If ((Land_00 <gen> contains Point_Temp1) Equal to True) then do (Set Integer_ValueResourceMarker[0] = IntegerA_Temp1) else do (Do nothing)
    If ((Land_01 <gen> contains Point_Temp1) Equal to True) then do (Set Integer_ValueResourceMarker[1] = IntegerA_Temp1) else do (Do nothing)
    If ((Land_02 <gen> contains Point_Temp1) Equal to True) then do (Set Integer_ValueResourceMarker[2] = IntegerA_Temp1) else do (Do nothing)
    If ((Land_03 <gen> contains Point_Temp1) Equal to True) then do (Set Integer_ValueResourceMarker[3] = IntegerA_Temp1) else do (Do nothing)
    If ((Land_04 <gen> contains Point_Temp1) Equal to True) then do (Set Integer_ValueResourceMarker[4] = IntegerA_Temp1) else do (Do nothing)
    If ((Land_05 <gen> contains Point_Temp1) Equal to True) then do (Set Integer_ValueResourceMarker[5] = IntegerA_Temp1) else do (Do nothing)
    If ((Land_06 <gen> contains Point_Temp1) Equal to True) then do (Set Integer_ValueResourceMarker[6] = IntegerA_Temp1) else do (Do nothing)
    If ((Land_07 <gen> contains Point_Temp1) Equal to True) then do (Set Integer_ValueResourceMarker[7] = IntegerA_Temp1) else do (Do nothing)
    If ((Land_08 <gen> contains Point_Temp1) Equal to True) then do (Set Integer_ValueResourceMarker[8] = IntegerA_Temp1) else do (Do nothing)
    If ((Land_09 <gen> contains Point_Temp1) Equal to True) then do (Set Integer_ValueResourceMarker[9] = IntegerA_Temp1) else do (Do nothing)
    If ((Land_10 <gen> contains Point_Temp1) Equal to True) then do (Set Integer_ValueResourceMarker[10] = IntegerA_Temp1) else do (Do nothing)
    If ((Land_11 <gen> contains Point_Temp1) Equal to True) then do (Set Integer_ValueResourceMarker[11] = IntegerA_Temp1) else do (Do nothing)
    If ((Land_12 <gen> contains Point_Temp1) Equal to True) then do (Set Integer_ValueResourceMarker[12] = IntegerA_Temp1) else do (Do nothing)
    If ((Land_13 <gen> contains Point_Temp1) Equal to True) then do (Set Integer_ValueResourceMarker[13] = IntegerA_Temp1) else do (Do nothing)
    If ((Land_14 <gen> contains Point_Temp1) Equal to True) then do (Set Integer_ValueResourceMarker[14] = IntegerA_Temp1) else do (Do nothing)
    If ((Land_15 <gen> contains Point_Temp1) Equal to True) then do (Set Integer_ValueResourceMarker[15] = IntegerA_Temp1) else do (Do nothing)
    If ((Land_16 <gen> contains Point_Temp1) Equal to True) then do (Set Integer_ValueResourceMarker[16] = IntegerA_Temp1) else do (Do nothing)
    If ((Land_17 <gen> contains Point_Temp1) Equal to True) then do (Set Integer_ValueResourceMarker[17] = IntegerA_Temp1) else do (Do nothing)
    If ((Land_18 <gen> contains Point_Temp1) Equal to True) then do (Set Integer_ValueResourceMarker[18] = IntegerA_Temp1) else do (Do nothing)
1 = 11 o' Clock
2 = 1 o' Clock
3 = 3 o' Clock
4 = 5 o' Clock
5 = 7 o' Clock
6 = 9 o' Clock
Custom Land Spawn
  Events
  Conditions
  Actions
    Set Point_Temp1 = (Position of Crossroad Marker 0033 <gen>)
    Unit - Create 1 Big Red Shiny Button for Player_Host at Point_Temp1 facing Default building facing degrees
    Set IntegerA_Temp1 = 7
    Set Point_Temp1 = (Center of Land_00 <gen>)
    Trigger - Run Create_Onyxia <gen> (checking conditions)
    Set Point_Temp1 = (Center of Land_01 <gen>)
    Unit - Create 1 Land: Random (Custom Land) for Player_Host at Point_Temp1 facing Default building facing degrees
    Set Unit_CustomResource[1] = (Last created unit)
    Trigger - Run Create_Land_Text <gen> (checking conditions)
    Set Point_Temp1 = (Center of Land_02 <gen>)
    Unit - Create 1 Land: Random (Custom Land) for Player_Host at Point_Temp1 facing Default building facing degrees
    Set Unit_CustomResource[2] = (Last created unit)
    Trigger - Run Create_Land_Text <gen> (checking conditions)
    Set Point_Temp1 = (Center of Land_03 <gen>)
    Unit - Create 1 Land: Random (Custom Land) for Player_Host at Point_Temp1 facing Default building facing degrees
    Set Unit_CustomResource[3] = (Last created unit)
    Trigger - Run Create_Land_Text <gen> (checking conditions)
    Set Point_Temp1 = (Center of Land_04 <gen>)
    Unit - Create 1 Land: Random (Custom Land) for Player_Host at Point_Temp1 facing Default building facing degrees
    Set Unit_CustomResource[4] = (Last created unit)
    Trigger - Run Create_Land_Text <gen> (checking conditions)
    Set Point_Temp1 = (Center of Land_05 <gen>)
    Unit - Create 1 Land: Random (Custom Land) for Player_Host at Point_Temp1 facing Default building facing degrees
    Set Unit_CustomResource[5] = (Last created unit)
    Trigger - Run Create_Land_Text <gen> (checking conditions)
    Set Point_Temp1 = (Center of Land_06 <gen>)
    Unit - Create 1 Land: Random (Custom Land) for Player_Host at Point_Temp1 facing Default building facing degrees
    Set Unit_CustomResource[6] = (Last created unit)
    Trigger - Run Create_Land_Text <gen> (checking conditions)
    Set Point_Temp1 = (Center of Land_07 <gen>)
    Unit - Create 1 Land: Random (Custom Land) for Player_Host at Point_Temp1 facing Default building facing degrees
    Set Unit_CustomResource[7] = (Last created unit)
    Trigger - Run Create_Land_Text <gen> (checking conditions)
    Set Point_Temp1 = (Center of Land_08 <gen>)
    Unit - Create 1 Land: Random (Custom Land) for Player_Host at Point_Temp1 facing Default building facing degrees
    Set Unit_CustomResource[8] = (Last created unit)
    Trigger - Run Create_Land_Text <gen> (checking conditions)
    Set Point_Temp1 = (Center of Land_09 <gen>)
    Unit - Create 1 Land: Random (Custom Land) for Player_Host at Point_Temp1 facing Default building facing degrees
    Set Unit_CustomResource[9] = (Last created unit)
    Trigger - Run Create_Land_Text <gen> (checking conditions)
    Set Point_Temp1 = (Center of Land_10 <gen>)
    Unit - Create 1 Land: Random (Custom Land) for Player_Host at Point_Temp1 facing Default building facing degrees
    Set Unit_CustomResource[10] = (Last created unit)
    Trigger - Run Create_Land_Text <gen> (checking conditions)
    Set Point_Temp1 = (Center of Land_11 <gen>)
    Unit - Create 1 Land: Random (Custom Land) for Player_Host at Point_Temp1 facing Default building facing degrees
    Set Unit_CustomResource[11] = (Last created unit)
    Trigger - Run Create_Land_Text <gen> (checking conditions)
    Set Point_Temp1 = (Center of Land_12 <gen>)
    Unit - Create 1 Land: Random (Custom Land) for Player_Host at Point_Temp1 facing Default building facing degrees
    Set Unit_CustomResource[12] = (Last created unit)
    Trigger - Run Create_Land_Text <gen> (checking conditions)
    Set Point_Temp1 = (Center of Land_13 <gen>)
    Unit - Create 1 Land: Random (Custom Land) for Player_Host at Point_Temp1 facing Default building facing degrees
    Set Unit_CustomResource[13] = (Last created unit)
    Trigger - Run Create_Land_Text <gen> (checking conditions)
    Set Point_Temp1 = (Center of Land_14 <gen>)
    Unit - Create 1 Land: Random (Custom Land) for Player_Host at Point_Temp1 facing Default building facing degrees
    Set Unit_CustomResource[14] = (Last created unit)
    Trigger - Run Create_Land_Text <gen> (checking conditions)
    Set Point_Temp1 = (Center of Land_15 <gen>)
    Unit - Create 1 Land: Random (Custom Land) for Player_Host at Point_Temp1 facing Default building facing degrees
    Set Unit_CustomResource[15] = (Last created unit)
    Trigger - Run Create_Land_Text <gen> (checking conditions)
    Set Point_Temp1 = (Center of Land_16 <gen>)
    Unit - Create 1 Land: Random (Custom Land) for Player_Host at Point_Temp1 facing Default building facing degrees
    Set Unit_CustomResource[16] = (Last created unit)
    Trigger - Run Create_Land_Text <gen> (checking conditions)
    Set Point_Temp1 = (Center of Land_17 <gen>)
    Unit - Create 1 Land: Random (Custom Land) for Player_Host at Point_Temp1 facing Default building facing degrees
    Set Unit_CustomResource[17] = (Last created unit)
    Trigger - Run Create_Land_Text <gen> (checking conditions)
    Set Point_Temp1 = (Center of Land_18 <gen>)
    Unit - Create 1 Land: Random (Custom Land) for Player_Host at Point_Temp1 facing Default building facing degrees
    Set Unit_CustomResource[18] = (Last created unit)
    Trigger - Run Create_Land_Text <gen> (checking conditions)
    -------- Ports --------
    Set IntegerA_Temp1 = 0
    Set Point_Temp1 = (Center of Port_01 <gen>)
    Set IntegerA_Temp1 = (IntegerA_Temp1 + 1)
    Set Integer_HarborDirection = 4
    Set Integer_CustomPortDirection[IntegerA_Temp1] = Integer_HarborDirection
    Trigger - Run Custom_Ports_Spawn <gen> (checking conditions)
    Set Point_Temp1 = (Center of Port_02 <gen>)
    Set IntegerA_Temp1 = (IntegerA_Temp1 + 1)
    Set Integer_HarborDirection = 4
    Set Integer_CustomPortDirection[IntegerA_Temp1] = Integer_HarborDirection
    Trigger - Run Custom_Ports_Spawn <gen> (checking conditions)
    Set Point_Temp1 = (Center of Port_03 <gen>)
    Set IntegerA_Temp1 = (IntegerA_Temp1 + 1)
    Set Integer_HarborDirection = 4
    Set Integer_CustomPortDirection[IntegerA_Temp1] = Integer_HarborDirection
    Trigger - Run Custom_Ports_Spawn <gen> (checking conditions)
    Set Point_Temp1 = (Center of Port_04 <gen>)
    Set IntegerA_Temp1 = (IntegerA_Temp1 + 1)
    Set Integer_HarborDirection = 5
    Set Integer_CustomPortDirection[IntegerA_Temp1] = Integer_HarborDirection
    Trigger - Run Custom_Ports_Spawn <gen> (checking conditions)
    Set Point_Temp1 = (Center of Port_05 <gen>)
    Set IntegerA_Temp1 = (IntegerA_Temp1 + 1)
    Set Integer_HarborDirection = 5
    Set Integer_CustomPortDirection[IntegerA_Temp1] = Integer_HarborDirection
    Trigger - Run Custom_Ports_Spawn <gen> (checking conditions)
    Set Point_Temp1 = (Center of Port_06 <gen>)
    Set IntegerA_Temp1 = (IntegerA_Temp1 + 1)
    Set Integer_HarborDirection = 5
    Set Integer_CustomPortDirection[IntegerA_Temp1] = Integer_HarborDirection
    Trigger - Run Custom_Ports_Spawn <gen> (checking conditions)
    Set Point_Temp1 = (Center of Port_07 <gen>)
    Set IntegerA_Temp1 = (IntegerA_Temp1 + 1)
    Set Integer_HarborDirection = 6
    Set Integer_CustomPortDirection[IntegerA_Temp1] = Integer_HarborDirection
    Trigger - Run Custom_Ports_Spawn <gen> (checking conditions)
    Set Point_Temp1 = (Center of Port_08 <gen>)
    Set IntegerA_Temp1 = (IntegerA_Temp1 + 1)
    Set Integer_HarborDirection = 1
    Set Integer_CustomPortDirection[IntegerA_Temp1] = Integer_HarborDirection
    Trigger - Run Custom_Ports_Spawn <gen> (checking conditions)
    Set Point_Temp1 = (Center of Port_09 <gen>)
    Set IntegerA_Temp1 = (IntegerA_Temp1 + 1)
    Set Integer_HarborDirection = 1
    Set Integer_CustomPortDirection[IntegerA_Temp1] = Integer_HarborDirection
    Trigger - Run Custom_Ports_Spawn <gen> (checking conditions)
    Set Point_Temp1 = (Center of Port_10 <gen>)
    Set IntegerA_Temp1 = (IntegerA_Temp1 + 1)
    Set Integer_HarborDirection = 1
    Set Integer_CustomPortDirection[IntegerA_Temp1] = Integer_HarborDirection
    Trigger - Run Custom_Ports_Spawn <gen> (checking conditions)
    Set Point_Temp1 = (Center of Port_11 <gen>)
    Set IntegerA_Temp1 = (IntegerA_Temp1 + 1)
    Set Integer_HarborDirection = 1
    Set Integer_CustomPortDirection[IntegerA_Temp1] = Integer_HarborDirection
    Trigger - Run Custom_Ports_Spawn <gen> (checking conditions)
    Set Point_Temp1 = (Center of Port_12 <gen>)
    Set IntegerA_Temp1 = (IntegerA_Temp1 + 1)
    Set Integer_HarborDirection = 1
    Set Integer_CustomPortDirection[IntegerA_Temp1] = Integer_HarborDirection
    Trigger - Run Custom_Ports_Spawn <gen> (checking conditions)
    Set Point_Temp1 = (Center of Port_13 <gen>)
    Set IntegerA_Temp1 = (IntegerA_Temp1 + 1)
    Set Integer_HarborDirection = 2
    Set Integer_CustomPortDirection[IntegerA_Temp1] = Integer_HarborDirection
    Trigger - Run Custom_Ports_Spawn <gen> (checking conditions)
    Set Point_Temp1 = (Center of Port_14 <gen>)
    Set IntegerA_Temp1 = (IntegerA_Temp1 + 1)
    Set Integer_HarborDirection = 2
    Set Integer_CustomPortDirection[IntegerA_Temp1] = Integer_HarborDirection
    Trigger - Run Custom_Ports_Spawn <gen> (checking conditions)
    Set Point_Temp1 = (Center of Port_15 <gen>)
    Set IntegerA_Temp1 = (IntegerA_Temp1 + 1)
    Set Integer_HarborDirection = 2
    Set Integer_CustomPortDirection[IntegerA_Temp1] = Integer_HarborDirection
    Trigger - Run Custom_Ports_Spawn <gen> (checking conditions)
    Set Point_Temp1 = (Center of Port_16 <gen>)
    Set IntegerA_Temp1 = (IntegerA_Temp1 + 1)
    Set Integer_HarborDirection = 3
    Set Integer_CustomPortDirection[IntegerA_Temp1] = Integer_HarborDirection
    Trigger - Run Custom_Ports_Spawn <gen> (checking conditions)
    Set Point_Temp1 = (Center of Port_17 <gen>)
    Set IntegerA_Temp1 = (IntegerA_Temp1 + 1)
    Set Integer_HarborDirection = 3
    Set Integer_CustomPortDirection[IntegerA_Temp1] = Integer_HarborDirection
    Trigger - Run Custom_Ports_Spawn <gen> (checking conditions)
    Set Point_Temp1 = (Center of Port_18 <gen>)
    Set IntegerA_Temp1 = (IntegerA_Temp1 + 1)
    Set Integer_HarborDirection = 3
    Set Integer_CustomPortDirection[IntegerA_Temp1] = Integer_HarborDirection
    Trigger - Run Custom_Ports_Spawn <gen> (checking conditions)
Custom Land Change
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Ability being cast) Equal to Custom Land: Barrens
        (Ability being cast) Equal to Custom Land: Grain
        (Ability being cast) Equal to Custom Land: Lumber
        (Ability being cast) Equal to Custom Land: Mana Crystal
        (Ability being cast) Equal to Custom Land: Meat
        (Ability being cast) Equal to Custom Land: Random
        (Ability being cast) Equal to Custom Land: Stone
  Actions
    Player Group - Pick every player in PlayerGroup_Temp1 and do (Remove (Picked player) from PlayerGroup_Temp1)
    For each (Integer A) from 1 to 4, do (Actions)
      Loop - Actions
        If (((Triggering unit) is in (Units currently selected by (Player((Integer A))))) Equal to True) then do (Add (Player((Integer A))) to PlayerGroup_Temp1) else do (Do nothing)
    For each (Integer A) from 0 to 18, do (Actions)
      Loop - Actions
        If ((Triggering unit) Equal to Unit_CustomResource[(Integer A)]) then do (Set IntegerA_Temp1 = (Integer A)) else do (Do nothing)
    Unit - Remove (Triggering unit) from the game
    If (IntegerA_Temp1 Equal to 0) then do (Set Point_Temp1 = (Center of Land_00 <gen>)) else do (Do nothing)
    If (IntegerA_Temp1 Equal to 1) then do (Set Point_Temp1 = (Center of Land_01 <gen>)) else do (Do nothing)
    If (IntegerA_Temp1 Equal to 2) then do (Set Point_Temp1 = (Center of Land_02 <gen>)) else do (Do nothing)
    If (IntegerA_Temp1 Equal to 3) then do (Set Point_Temp1 = (Center of Land_03 <gen>)) else do (Do nothing)
    If (IntegerA_Temp1 Equal to 4) then do (Set Point_Temp1 = (Center of Land_04 <gen>)) else do (Do nothing)
    If (IntegerA_Temp1 Equal to 5) then do (Set Point_Temp1 = (Center of Land_05 <gen>)) else do (Do nothing)
    If (IntegerA_Temp1 Equal to 6) then do (Set Point_Temp1 = (Center of Land_06 <gen>)) else do (Do nothing)
    If (IntegerA_Temp1 Equal to 7) then do (Set Point_Temp1 = (Center of Land_07 <gen>)) else do (Do nothing)
    If (IntegerA_Temp1 Equal to 8) then do (Set Point_Temp1 = (Center of Land_08 <gen>)) else do (Do nothing)
    If (IntegerA_Temp1 Equal to 9) then do (Set Point_Temp1 = (Center of Land_09 <gen>)) else do (Do nothing)
    If (IntegerA_Temp1 Equal to 10) then do (Set Point_Temp1 = (Center of Land_10 <gen>)) else do (Do nothing)
    If (IntegerA_Temp1 Equal to 11) then do (Set Point_Temp1 = (Center of Land_11 <gen>)) else do (Do nothing)
    If (IntegerA_Temp1 Equal to 12) then do (Set Point_Temp1 = (Center of Land_12 <gen>)) else do (Do nothing)
    If (IntegerA_Temp1 Equal to 13) then do (Set Point_Temp1 = (Center of Land_13 <gen>)) else do (Do nothing)
    If (IntegerA_Temp1 Equal to 14) then do (Set Point_Temp1 = (Center of Land_14 <gen>)) else do (Do nothing)
    If (IntegerA_Temp1 Equal to 15) then do (Set Point_Temp1 = (Center of Land_15 <gen>)) else do (Do nothing)
    If (IntegerA_Temp1 Equal to 16) then do (Set Point_Temp1 = (Center of Land_16 <gen>)) else do (Do nothing)
    If (IntegerA_Temp1 Equal to 17) then do (Set Point_Temp1 = (Center of Land_17 <gen>)) else do (Do nothing)
    If (IntegerA_Temp1 Equal to 18) then do (Set Point_Temp1 = (Center of Land_18 <gen>)) else do (Do nothing)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ability being cast) Equal to Custom Land: Barrens
      Then - Actions
        Unit - Create 1 Land: Barrens (Custom Land) for Player_Host at Point_Temp1 facing Default building facing degrees
        Set Terrain_1 = Barrens - Grassy Dirt
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ability being cast) Equal to Custom Land: Grain
      Then - Actions
        Unit - Create 1 Land: Field (Custom Land) for Player_Host at Point_Temp1 facing Default building facing degrees
        Set Terrain_1 = Village - Crops
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ability being cast) Equal to Custom Land: Lumber
      Then - Actions
        Unit - Create 1 Land: Forest (Custom Land) for Player_Host at Point_Temp1 facing Default building facing degrees
        Set Terrain_1 = Village - Thick Grass
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ability being cast) Equal to Custom Land: Mana Crystal
      Then - Actions
        Unit - Create 1 Land: Manawell (Custom Land) for Player_Host at Point_Temp1 facing Default building facing degrees
        Set Terrain_1 = Felwood - Leaves
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ability being cast) Equal to Custom Land: Meat
      Then - Actions
        Unit - Create 1 Land: Plains (Custom Land) for Player_Host at Point_Temp1 facing Default building facing degrees
        Set Terrain_1 = Village - Short Grass
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ability being cast) Equal to Custom Land: Random
      Then - Actions
        Unit - Create 1 Land: Random (Custom Land) for Player_Host at Point_Temp1 facing Default building facing degrees
        Set Terrain_1 = Village - Dirt
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ability being cast) Equal to Custom Land: Stone
      Then - Actions
        Unit - Create 1 Land: Mine (Custom Land) for Player_Host at Point_Temp1 facing Default building facing degrees
        Set Terrain_1 = Village - Rocks
      Else - Actions
        Do nothing
    Player Group - Pick every player in PlayerGroup_Temp1 and do (Add (Last created unit) to selection for (Picked player))
    Set Unit_CustomResource[IntegerA_Temp1] = (Last created unit)
    Trigger - Run Change_Base_Tilseset <gen> (checking conditions)
    Custom script: call RemoveLocation (udg_Point_Temp1)
Custom Land Value Down
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Value Down
  Actions
    Unit - Remove Value Down from (Triggering unit)
    Unit - Add Value Down to (Triggering unit)
    For each (Integer A) from 0 to 18, do (Actions)
      Loop - Actions
        If ((Triggering unit) Equal to Unit_CustomResource[(Integer A)]) then do (Set IntegerA_Temp2 = (Integer A)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 0) then do (Set Point_Temp1 = (Center of Land_00 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 1) then do (Set Point_Temp1 = (Center of Land_01 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 2) then do (Set Point_Temp1 = (Center of Land_02 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 3) then do (Set Point_Temp1 = (Center of Land_03 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 4) then do (Set Point_Temp1 = (Center of Land_04 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 5) then do (Set Point_Temp1 = (Center of Land_05 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 6) then do (Set Point_Temp1 = (Center of Land_06 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 7) then do (Set Point_Temp1 = (Center of Land_07 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 8) then do (Set Point_Temp1 = (Center of Land_08 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 9) then do (Set Point_Temp1 = (Center of Land_09 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 10) then do (Set Point_Temp1 = (Center of Land_10 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 11) then do (Set Point_Temp1 = (Center of Land_11 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 12) then do (Set Point_Temp1 = (Center of Land_12 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 13) then do (Set Point_Temp1 = (Center of Land_13 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 14) then do (Set Point_Temp1 = (Center of Land_14 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 15) then do (Set Point_Temp1 = (Center of Land_15 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 16) then do (Set Point_Temp1 = (Center of Land_16 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 17) then do (Set Point_Temp1 = (Center of Land_17 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 18) then do (Set Point_Temp1 = (Center of Land_18 <gen>)) else do (Do nothing)
    Floating Text - Destroy FloatingText_ResourceMarkers[IntegerA_Temp2]
    Set IntegerA_Temp1 = (Integer_ValueResourceMarker[IntegerA_Temp2] - 1)
    If (IntegerA_Temp1 Less than or equal to 1) then do (Set IntegerA_Temp1 = 12) else do (Do nothing)
    Trigger - Run Create_Land_Text <gen> (checking conditions)
    Custom script: call RemoveLocation (udg_Point_Temp1)
Custom Land Value Up
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Value Up
  Actions
    Unit - Remove Value Up from (Triggering unit)
    Unit - Add Value Up to (Triggering unit)
    For each (Integer A) from 0 to 18, do (Actions)
      Loop - Actions
        If ((Triggering unit) Equal to Unit_CustomResource[(Integer A)]) then do (Set IntegerA_Temp2 = (Integer A)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 0) then do (Set Point_Temp1 = (Center of Land_00 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 1) then do (Set Point_Temp1 = (Center of Land_01 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 2) then do (Set Point_Temp1 = (Center of Land_02 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 3) then do (Set Point_Temp1 = (Center of Land_03 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 4) then do (Set Point_Temp1 = (Center of Land_04 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 5) then do (Set Point_Temp1 = (Center of Land_05 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 6) then do (Set Point_Temp1 = (Center of Land_06 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 7) then do (Set Point_Temp1 = (Center of Land_07 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 8) then do (Set Point_Temp1 = (Center of Land_08 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 9) then do (Set Point_Temp1 = (Center of Land_09 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 10) then do (Set Point_Temp1 = (Center of Land_10 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 11) then do (Set Point_Temp1 = (Center of Land_11 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 12) then do (Set Point_Temp1 = (Center of Land_12 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 13) then do (Set Point_Temp1 = (Center of Land_13 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 14) then do (Set Point_Temp1 = (Center of Land_14 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 15) then do (Set Point_Temp1 = (Center of Land_15 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 16) then do (Set Point_Temp1 = (Center of Land_16 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 17) then do (Set Point_Temp1 = (Center of Land_17 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 18) then do (Set Point_Temp1 = (Center of Land_18 <gen>)) else do (Do nothing)
    Floating Text - Destroy FloatingText_ResourceMarkers[IntegerA_Temp2]
    Set IntegerA_Temp1 = (Integer_ValueResourceMarker[IntegerA_Temp2] + 1)
    If (IntegerA_Temp1 Greater than or equal to 13) then do (Set IntegerA_Temp1 = 2) else do (Do nothing)
    Trigger - Run Create_Land_Text <gen> (checking conditions)
    Custom script: call RemoveLocation (udg_Point_Temp1)
Custom Land Value Set
  Events
    Player - Player 1 (Red) types a chat message containing -set as A substring
    Player - Player 2 (Blue) types a chat message containing -set as A substring
    Player - Player 3 (Teal) types a chat message containing -set as A substring
    Player - Player 4 (Purple) types a chat message containing -set as A substring
  Conditions
    (Triggering player) Equal to Player_Host
  Actions
    Set String_Temp1 = (Substring((Entered chat string), 6, 11))
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            String_Temp1 Equal to 2
            String_Temp1 Equal to 3
            String_Temp1 Equal to 4
            String_Temp1 Equal to 5
            String_Temp1 Equal to 6
            String_Temp1 Equal to 7
            String_Temp1 Equal to 8
            String_Temp1 Equal to 9
            String_Temp1 Equal to 10
            String_Temp1 Equal to 11
            String_Temp1 Equal to 12
            String_Temp1 Equal to random
      Then - Actions
        Set Group_Temp1 = (Units currently selected by (Triggering player))
        Unit Group - Pick every unit in Group_Temp1 and do (Actions)
          Loop - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                String_Temp1 Equal to random
              Then - Actions
                For each (Integer A) from 0 to 18, do (Actions)
                  Loop - Actions
                    If ((Picked unit) Equal to Unit_CustomResource[(Integer A)]) then do (Set IntegerA_Temp2 = (Integer A)) else do (Do nothing)
                If (IntegerA_Temp2 Equal to 0) then do (Set Point_Temp1 = (Center of Land_00 <gen>)) else do (Do nothing)
                If (IntegerA_Temp2 Equal to 1) then do (Set Point_Temp1 = (Center of Land_01 <gen>)) else do (Do nothing)
                If (IntegerA_Temp2 Equal to 2) then do (Set Point_Temp1 = (Center of Land_02 <gen>)) else do (Do nothing)
                If (IntegerA_Temp2 Equal to 3) then do (Set Point_Temp1 = (Center of Land_03 <gen>)) else do (Do nothing)
                If (IntegerA_Temp2 Equal to 4) then do (Set Point_Temp1 = (Center of Land_04 <gen>)) else do (Do nothing)
                If (IntegerA_Temp2 Equal to 5) then do (Set Point_Temp1 = (Center of Land_05 <gen>)) else do (Do nothing)
                If (IntegerA_Temp2 Equal to 6) then do (Set Point_Temp1 = (Center of Land_06 <gen>)) else do (Do nothing)
                If (IntegerA_Temp2 Equal to 7) then do (Set Point_Temp1 = (Center of Land_07 <gen>)) else do (Do nothing)
                If (IntegerA_Temp2 Equal to 8) then do (Set Point_Temp1 = (Center of Land_08 <gen>)) else do (Do nothing)
                If (IntegerA_Temp2 Equal to 9) then do (Set Point_Temp1 = (Center of Land_09 <gen>)) else do (Do nothing)
                If (IntegerA_Temp2 Equal to 10) then do (Set Point_Temp1 = (Center of Land_10 <gen>)) else do (Do nothing)
                If (IntegerA_Temp2 Equal to 11) then do (Set Point_Temp1 = (Center of Land_11 <gen>)) else do (Do nothing)
                If (IntegerA_Temp2 Equal to 12) then do (Set Point_Temp1 = (Center of Land_12 <gen>)) else do (Do nothing)
                If (IntegerA_Temp2 Equal to 13) then do (Set Point_Temp1 = (Center of Land_13 <gen>)) else do (Do nothing)
                If (IntegerA_Temp2 Equal to 14) then do (Set Point_Temp1 = (Center of Land_14 <gen>)) else do (Do nothing)
                If (IntegerA_Temp2 Equal to 15) then do (Set Point_Temp1 = (Center of Land_15 <gen>)) else do (Do nothing)
                If (IntegerA_Temp2 Equal to 16) then do (Set Point_Temp1 = (Center of Land_16 <gen>)) else do (Do nothing)
                If (IntegerA_Temp2 Equal to 17) then do (Set Point_Temp1 = (Center of Land_17 <gen>)) else do (Do nothing)
                If (IntegerA_Temp2 Equal to 18) then do (Set Point_Temp1 = (Center of Land_18 <gen>)) else do (Do nothing)
                Floating Text - Destroy FloatingText_ResourceMarkers[IntegerA_Temp2]
                Set IntegerA_Temp1 = 7
                Trigger - Run Create_Land_Text <gen> (checking conditions)
              Else - Actions
                For each (Integer A) from 0 to 18, do (Actions)
                  Loop - Actions
                    If ((Picked unit) Equal to Unit_CustomResource[(Integer A)]) then do (Set IntegerA_Temp2 = (Integer A)) else do (Do nothing)
                If (IntegerA_Temp2 Equal to 0) then do (Set Point_Temp1 = (Center of Land_00 <gen>)) else do (Do nothing)
                If (IntegerA_Temp2 Equal to 1) then do (Set Point_Temp1 = (Center of Land_01 <gen>)) else do (Do nothing)
                If (IntegerA_Temp2 Equal to 2) then do (Set Point_Temp1 = (Center of Land_02 <gen>)) else do (Do nothing)
                If (IntegerA_Temp2 Equal to 3) then do (Set Point_Temp1 = (Center of Land_03 <gen>)) else do (Do nothing)
                If (IntegerA_Temp2 Equal to 4) then do (Set Point_Temp1 = (Center of Land_04 <gen>)) else do (Do nothing)
                If (IntegerA_Temp2 Equal to 5) then do (Set Point_Temp1 = (Center of Land_05 <gen>)) else do (Do nothing)
                If (IntegerA_Temp2 Equal to 6) then do (Set Point_Temp1 = (Center of Land_06 <gen>)) else do (Do nothing)
                If (IntegerA_Temp2 Equal to 7) then do (Set Point_Temp1 = (Center of Land_07 <gen>)) else do (Do nothing)
                If (IntegerA_Temp2 Equal to 8) then do (Set Point_Temp1 = (Center of Land_08 <gen>)) else do (Do nothing)
                If (IntegerA_Temp2 Equal to 9) then do (Set Point_Temp1 = (Center of Land_09 <gen>)) else do (Do nothing)
                If (IntegerA_Temp2 Equal to 10) then do (Set Point_Temp1 = (Center of Land_10 <gen>)) else do (Do nothing)
                If (IntegerA_Temp2 Equal to 11) then do (Set Point_Temp1 = (Center of Land_11 <gen>)) else do (Do nothing)
                If (IntegerA_Temp2 Equal to 12) then do (Set Point_Temp1 = (Center of Land_12 <gen>)) else do (Do nothing)
                If (IntegerA_Temp2 Equal to 13) then do (Set Point_Temp1 = (Center of Land_13 <gen>)) else do (Do nothing)
                If (IntegerA_Temp2 Equal to 14) then do (Set Point_Temp1 = (Center of Land_14 <gen>)) else do (Do nothing)
                If (IntegerA_Temp2 Equal to 15) then do (Set Point_Temp1 = (Center of Land_15 <gen>)) else do (Do nothing)
                If (IntegerA_Temp2 Equal to 16) then do (Set Point_Temp1 = (Center of Land_16 <gen>)) else do (Do nothing)
                If (IntegerA_Temp2 Equal to 17) then do (Set Point_Temp1 = (Center of Land_17 <gen>)) else do (Do nothing)
                If (IntegerA_Temp2 Equal to 18) then do (Set Point_Temp1 = (Center of Land_18 <gen>)) else do (Do nothing)
                Floating Text - Destroy FloatingText_ResourceMarkers[IntegerA_Temp2]
                Set IntegerA_Temp1 = (Integer(String_Temp1))
                Trigger - Run Create_Land_Text <gen> (checking conditions)
        Custom script: call RemoveLocation (udg_Point_Temp1)
        Custom script: call DestroyGroup (udg_Group_Temp1)
      Else - Actions
        Do nothing
Custom Land Change Onyxia
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Custom Land: Lair
  Actions
    For each (Integer A) from 0 to 18, do (Actions)
      Loop - Actions
        If ((Triggering unit) Equal to Unit_CustomResource[(Integer A)]) then do (Set IntegerA_Temp2 = (Integer A)) else do (Do nothing)
    Floating Text - Destroy FloatingText_ResourceMarkers[IntegerA_Temp2]
    Set Point_Temp3 = (Center of Land_Lair <gen>)
    Set Integer_ValueResourceMarker[Integer_OnyxiaLandNumber] = Integer_ValueResourceMarker[IntegerA_Temp2]
    Set IntegerA_Temp1 = Integer_ValueResourceMarker[IntegerA_Temp2]
    Set Point_Temp1 = Point_Temp3
    Trigger - Run Create_Land_Text <gen> (checking conditions)
    If (IntegerA_Temp2 Equal to 0) then do (Set Point_Temp1 = (Center of Land_00 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 1) then do (Set Point_Temp1 = (Center of Land_01 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 2) then do (Set Point_Temp1 = (Center of Land_02 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 3) then do (Set Point_Temp1 = (Center of Land_03 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 4) then do (Set Point_Temp1 = (Center of Land_04 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 5) then do (Set Point_Temp1 = (Center of Land_05 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 6) then do (Set Point_Temp1 = (Center of Land_06 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 7) then do (Set Point_Temp1 = (Center of Land_07 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 8) then do (Set Point_Temp1 = (Center of Land_08 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 9) then do (Set Point_Temp1 = (Center of Land_09 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 10) then do (Set Point_Temp1 = (Center of Land_10 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 11) then do (Set Point_Temp1 = (Center of Land_11 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 12) then do (Set Point_Temp1 = (Center of Land_12 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 13) then do (Set Point_Temp1 = (Center of Land_13 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 14) then do (Set Point_Temp1 = (Center of Land_14 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 15) then do (Set Point_Temp1 = (Center of Land_15 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 16) then do (Set Point_Temp1 = (Center of Land_16 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 17) then do (Set Point_Temp1 = (Center of Land_17 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 18) then do (Set Point_Temp1 = (Center of Land_18 <gen>)) else do (Do nothing)
    Set UnitType_Temp1 = (Unit-type of (Triggering unit))
    Unit - Remove (Triggering unit) from the game
    Trigger - Run Create_Onyxia <gen> (checking conditions)
    Unit - Create 1 UnitType_Temp1 for Player_Host at Point_Temp3 facing Default building facing degrees
    Set Unit_CustomResource[Integer_OnyxiaLandNumber] = (Last created unit)
    Set Integer_OnyxiaLandNumber = IntegerA_Temp2
    If (UnitType_Temp1 Equal to Land: Barrens (Custom Land)) then do (Set Terrain_1 = Barrens - Grassy Dirt) else do (Do nothing)
    If (UnitType_Temp1 Equal to Land: Field (Custom Land)) then do (Set Terrain_1 = Village - Crops) else do (Do nothing)
    If (UnitType_Temp1 Equal to Land: Forest (Custom Land)) then do (Set Terrain_1 = Village - Thick Grass) else do (Do nothing)
    If (UnitType_Temp1 Equal to Land: Manawell (Custom Land)) then do (Set Terrain_1 = Felwood - Leaves) else do (Do nothing)
    If (UnitType_Temp1 Equal to Land: Mine (Custom Land)) then do (Set Terrain_1 = Village - Rocks) else do (Do nothing)
    If (UnitType_Temp1 Equal to Land: Plains (Custom Land)) then do (Set Terrain_1 = Village - Short Grass) else do (Do nothing)
    If (UnitType_Temp1 Equal to Land: Random (Custom Land)) then do (Set Terrain_1 = Village - Dirt) else do (Do nothing)
    Set Point_Temp1 = Point_Temp3
    Trigger - Run Change_Base_Tilseset <gen> (checking conditions)
    Custom script: call RemoveLocation (udg_Point_Temp1)
    Custom script: call RemoveLocation (udg_Point_Temp2)
    Custom script: call RemoveLocation (udg_Point_Temp3)
1 = 11 o' Clock
2 = 1 o' Clock
3 = 3 o' Clock
4 = 5 o' Clock
5 = 7 o' Clock
6 = 9 o' Clock

Custom Ports Spawn
  Events
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Integer_HarborDirection Equal to 1
      Then - Actions
        Unit - Create 1 Port Location for Player_Host at (Point_Temp1 offset by 153.11 towards 116.57 degrees) facing 270.00 degrees
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Integer_HarborDirection Equal to 2
      Then - Actions
        Unit - Create 1 Port Location for Player_Host at (Point_Temp1 offset by 153.11 towards 63.44 degrees) facing 210.00 degrees
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Integer_HarborDirection Equal to 3
      Then - Actions
        Unit - Create 1 Port Location for Player_Host at (Point_Temp1 offset by 202.00 towards 0.00 degrees) facing 150.00 degrees
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Integer_HarborDirection Equal to 4
      Then - Actions
        Unit - Create 1 Port Location for Player_Host at (Point_Temp1 offset by 153.11 towards -63.44 degrees) facing 90.00 degrees
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Integer_HarborDirection Equal to 5
      Then - Actions
        Unit - Create 1 Port Location for Player_Host at (Point_Temp1 offset by 153.11 towards -116.57 degrees) facing 30.00 degrees
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Integer_HarborDirection Equal to 6
      Then - Actions
        Unit - Create 1 Port Location for Player_Host at (Point_Temp1 offset by 202.00 towards 180.00 degrees) facing 330.00 degrees
      Else - Actions
    Unit Group - Add (Last created unit) to Group_HarborCustom[IntegerA_Temp1]
    Animation - Change (Last created unit)'s vertex coloring to (100%, 100%, 100%) with 60.00% transparency
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            IntegerA_Temp1 Equal to 2
            IntegerA_Temp1 Equal to 3
            IntegerA_Temp1 Equal to 5
            IntegerA_Temp1 Equal to 6
            IntegerA_Temp1 Equal to 8
            IntegerA_Temp1 Equal to 9
            IntegerA_Temp1 Equal to 11
            IntegerA_Temp1 Equal to 12
            IntegerA_Temp1 Equal to 14
            IntegerA_Temp1 Equal to 15
            IntegerA_Temp1 Equal to 17
            IntegerA_Temp1 Equal to 18
      Then - Actions
        Unit - Add Rotate Port to (Last created unit)
      Else - Actions
        Do nothing
    Custom script: call RemoveLocation (udg_Point_Temp1)
Custom Ports Change
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Ability being cast) Equal to Port General
        (Ability being cast) Equal to Port Grain
        (Ability being cast) Equal to Port Lumber
        (Ability being cast) Equal to Port Mana Crystal
        (Ability being cast) Equal to Port Meat
        (Ability being cast) Equal to Port Stone
  Actions
    Player Group - Pick every player in PlayerGroup_Temp1 and do (Remove (Picked player) from PlayerGroup_Temp1)
    For each (Integer A) from 1 to 4, do (Actions)
      Loop - Actions
        If (((Triggering unit) is in (Units currently selected by (Player((Integer A))))) Equal to True) then do (Add (Player((Integer A))) to PlayerGroup_Temp1) else do (Do nothing)
    Set Ability_Temp1 = (Ability being cast)
    For each (Integer A) from 1 to 18, do (Actions)
      Loop - Actions
        If (((Triggering unit) is in Group_HarborCustom[(Integer A)]) Equal to True) then do (Set IntegerA_Temp2 = (Integer A)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 1) then do (Set Point_Temp1 = (Center of Port_01 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 2) then do (Set Point_Temp1 = (Center of Port_02 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 3) then do (Set Point_Temp1 = (Center of Port_03 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 4) then do (Set Point_Temp1 = (Center of Port_04 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 5) then do (Set Point_Temp1 = (Center of Port_05 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 6) then do (Set Point_Temp1 = (Center of Port_06 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 7) then do (Set Point_Temp1 = (Center of Port_07 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 8) then do (Set Point_Temp1 = (Center of Port_08 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 9) then do (Set Point_Temp1 = (Center of Port_09 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 10) then do (Set Point_Temp1 = (Center of Port_10 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 11) then do (Set Point_Temp1 = (Center of Port_11 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 12) then do (Set Point_Temp1 = (Center of Port_12 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 13) then do (Set Point_Temp1 = (Center of Port_13 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 14) then do (Set Point_Temp1 = (Center of Port_14 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 15) then do (Set Point_Temp1 = (Center of Port_15 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 16) then do (Set Point_Temp1 = (Center of Port_16 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 17) then do (Set Point_Temp1 = (Center of Port_17 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 18) then do (Set Point_Temp1 = (Center of Port_18 <gen>)) else do (Do nothing)
    Set Integer_HarborDirection = Integer_CustomPortDirection[IntegerA_Temp2]
    If (Ability_Temp1 Equal to Port Grain) then do (Set IntegerA_Temp1 = 1) else do (Do nothing)
    If (Ability_Temp1 Equal to Port Lumber) then do (Set IntegerA_Temp1 = 2) else do (Do nothing)
    If (Ability_Temp1 Equal to Port Mana Crystal) then do (Set IntegerA_Temp1 = 3) else do (Do nothing)
    If (Ability_Temp1 Equal to Port Meat) then do (Set IntegerA_Temp1 = 4) else do (Do nothing)
    If (Ability_Temp1 Equal to Port Stone) then do (Set IntegerA_Temp1 = 5) else do (Do nothing)
    If (Ability_Temp1 Equal to Port General) then do (Set IntegerA_Temp1 = 6) else do (Do nothing)
    Unit Group - Pick every unit in Group_HarborCustom[IntegerA_Temp2] and do (Remove (Picked unit) from the game)
    Floating Text - Destroy Ftxt_HarborCustom[IntegerA_Temp2]
    Trigger - Run Spawn_Ports <gen> (checking conditions)
    Unit Group - Pick every unit in Group_HarborCustom[IntegerA_Temp2] and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Unit-type of (Picked unit)) Equal to Port
          Then - Actions
            Unit - Change ownership of (Picked unit) to Player_Host and Change color
            If (Ability_Temp1 Equal to Port Grain) then do (Remove Port Grain from (Picked unit)) else do (Do nothing)
            If (Ability_Temp1 Equal to Port Lumber) then do (Remove Port Lumber from (Picked unit)) else do (Do nothing)
            If (Ability_Temp1 Equal to Port Mana Crystal) then do (Remove Port Mana Crystal from (Picked unit)) else do (Do nothing)
            If (Ability_Temp1 Equal to Port Meat) then do (Remove Port Meat from (Picked unit)) else do (Do nothing)
            If (Ability_Temp1 Equal to Port Stone) then do (Remove Port Stone from (Picked unit)) else do (Do nothing)
            If (Ability_Temp1 Equal to Port General) then do (Remove Port General from (Picked unit)) else do (Do nothing)
            Player Group - Pick every player in PlayerGroup_Temp1 and do (Add (Picked unit) to selection for (Picked player))
          Else - Actions
            Do nothing
Custom Ports Disable
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Port Disable
  Actions
    Player Group - Pick every player in PlayerGroup_Temp1 and do (Remove (Picked player) from PlayerGroup_Temp1)
    For each (Integer A) from 1 to 4, do (Actions)
      Loop - Actions
        If (((Triggering unit) is in (Units currently selected by (Player((Integer A))))) Equal to True) then do (Add (Player((Integer A))) to PlayerGroup_Temp1) else do (Do nothing)
    Set Ability_Temp1 = (Ability being cast)
    For each (Integer A) from 1 to 18, do (Actions)
      Loop - Actions
        If (((Triggering unit) is in Group_HarborCustom[(Integer A)]) Equal to True) then do (Set IntegerA_Temp1 = (Integer A)) else do (Do nothing)
    If (IntegerA_Temp1 Equal to 1) then do (Set Point_Temp1 = (Center of Port_01 <gen>)) else do (Do nothing)
    If (IntegerA_Temp1 Equal to 2) then do (Set Point_Temp1 = (Center of Port_02 <gen>)) else do (Do nothing)
    If (IntegerA_Temp1 Equal to 3) then do (Set Point_Temp1 = (Center of Port_03 <gen>)) else do (Do nothing)
    If (IntegerA_Temp1 Equal to 4) then do (Set Point_Temp1 = (Center of Port_04 <gen>)) else do (Do nothing)
    If (IntegerA_Temp1 Equal to 5) then do (Set Point_Temp1 = (Center of Port_05 <gen>)) else do (Do nothing)
    If (IntegerA_Temp1 Equal to 6) then do (Set Point_Temp1 = (Center of Port_06 <gen>)) else do (Do nothing)
    If (IntegerA_Temp1 Equal to 7) then do (Set Point_Temp1 = (Center of Port_07 <gen>)) else do (Do nothing)
    If (IntegerA_Temp1 Equal to 8) then do (Set Point_Temp1 = (Center of Port_08 <gen>)) else do (Do nothing)
    If (IntegerA_Temp1 Equal to 9) then do (Set Point_Temp1 = (Center of Port_09 <gen>)) else do (Do nothing)
    If (IntegerA_Temp1 Equal to 10) then do (Set Point_Temp1 = (Center of Port_10 <gen>)) else do (Do nothing)
    If (IntegerA_Temp1 Equal to 11) then do (Set Point_Temp1 = (Center of Port_11 <gen>)) else do (Do nothing)
    If (IntegerA_Temp1 Equal to 12) then do (Set Point_Temp1 = (Center of Port_12 <gen>)) else do (Do nothing)
    If (IntegerA_Temp1 Equal to 13) then do (Set Point_Temp1 = (Center of Port_13 <gen>)) else do (Do nothing)
    If (IntegerA_Temp1 Equal to 14) then do (Set Point_Temp1 = (Center of Port_14 <gen>)) else do (Do nothing)
    If (IntegerA_Temp1 Equal to 15) then do (Set Point_Temp1 = (Center of Port_15 <gen>)) else do (Do nothing)
    If (IntegerA_Temp1 Equal to 16) then do (Set Point_Temp1 = (Center of Port_16 <gen>)) else do (Do nothing)
    If (IntegerA_Temp1 Equal to 17) then do (Set Point_Temp1 = (Center of Port_17 <gen>)) else do (Do nothing)
    If (IntegerA_Temp1 Equal to 18) then do (Set Point_Temp1 = (Center of Port_18 <gen>)) else do (Do nothing)
    Set Integer_HarborDirection = Integer_CustomPortDirection[IntegerA_Temp1]
    Unit Group - Pick every unit in Group_HarborCustom[IntegerA_Temp1] and do (Remove (Picked unit) from the game)
    Floating Text - Destroy Ftxt_HarborCustom[IntegerA_Temp1]
    Trigger - Run Custom_Ports_Spawn <gen> (checking conditions)
    Player Group - Pick every player in PlayerGroup_Temp1 and do (Add (Last created unit) to selection for (Picked player))
1 = 11 o' Clock
2 = 1 o' Clock
3 = 3 o' Clock
4 = 5 o' Clock
5 = 7 o' Clock
6 = 9 o' Clock
Custom Ports Rotate
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Rotate Port
  Actions
    Set Ability_Temp1 = (Ability being cast)
    Set UnitType_Temp1 = (Unit-type of (Triggering unit))
    Player Group - Pick every player in PlayerGroup_Temp1 and do (Remove (Picked player) from PlayerGroup_Temp1)
    For each (Integer A) from 1 to 4, do (Actions)
      Loop - Actions
        If (((Triggering unit) is in (Units currently selected by (Player((Integer A))))) Equal to True) then do (Add (Player((Integer A))) to PlayerGroup_Temp1) else do (Do nothing)
    For each (Integer A) from 1 to 18, do (Actions)
      Loop - Actions
        If (((Triggering unit) is in Group_HarborCustom[(Integer A)]) Equal to True) then do (Set IntegerA_Temp2 = (Integer A)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 1) then do (Set Point_Temp1 = (Center of Port_01 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 2) then do (Set Point_Temp1 = (Center of Port_02 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 3) then do (Set Point_Temp1 = (Center of Port_03 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 4) then do (Set Point_Temp1 = (Center of Port_04 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 5) then do (Set Point_Temp1 = (Center of Port_05 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 6) then do (Set Point_Temp1 = (Center of Port_06 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 7) then do (Set Point_Temp1 = (Center of Port_07 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 8) then do (Set Point_Temp1 = (Center of Port_08 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 9) then do (Set Point_Temp1 = (Center of Port_09 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 10) then do (Set Point_Temp1 = (Center of Port_10 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 11) then do (Set Point_Temp1 = (Center of Port_11 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 12) then do (Set Point_Temp1 = (Center of Port_12 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 13) then do (Set Point_Temp1 = (Center of Port_13 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 14) then do (Set Point_Temp1 = (Center of Port_14 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 15) then do (Set Point_Temp1 = (Center of Port_15 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 16) then do (Set Point_Temp1 = (Center of Port_16 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 17) then do (Set Point_Temp1 = (Center of Port_17 <gen>)) else do (Do nothing)
    If (IntegerA_Temp2 Equal to 18) then do (Set Point_Temp1 = (Center of Port_18 <gen>)) else do (Do nothing)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            IntegerA_Temp2 Equal to 2
            IntegerA_Temp2 Equal to 3
      Then - Actions
        If (Integer_CustomPortDirection[IntegerA_Temp2] Equal to 4) then do (Set Integer_CustomPortDirection[IntegerA_Temp2] = 5) else do (Set Integer_CustomPortDirection[IntegerA_Temp2] = 4)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            IntegerA_Temp2 Equal to 5
            IntegerA_Temp2 Equal to 6
      Then - Actions
        If (Integer_CustomPortDirection[IntegerA_Temp2] Equal to 5) then do (Set Integer_CustomPortDirection[IntegerA_Temp2] = 6) else do (Set Integer_CustomPortDirection[IntegerA_Temp2] = 5)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            IntegerA_Temp2 Equal to 8
            IntegerA_Temp2 Equal to 9
      Then - Actions
        If (Integer_CustomPortDirection[IntegerA_Temp2] Equal to 6) then do (Set Integer_CustomPortDirection[IntegerA_Temp2] = 1) else do (Set Integer_CustomPortDirection[IntegerA_Temp2] = 6)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            IntegerA_Temp2 Equal to 11
            IntegerA_Temp2 Equal to 12
      Then - Actions
        If (Integer_CustomPortDirection[IntegerA_Temp2] Equal to 1) then do (Set Integer_CustomPortDirection[IntegerA_Temp2] = 2) else do (Set Integer_CustomPortDirection[IntegerA_Temp2] = 1)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            IntegerA_Temp2 Equal to 14
            IntegerA_Temp2 Equal to 15
      Then - Actions
        If (Integer_CustomPortDirection[IntegerA_Temp2] Equal to 2) then do (Set Integer_CustomPortDirection[IntegerA_Temp2] = 3) else do (Set Integer_CustomPortDirection[IntegerA_Temp2] = 2)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            IntegerA_Temp2 Equal to 17
            IntegerA_Temp2 Equal to 18
      Then - Actions
        If (Integer_CustomPortDirection[IntegerA_Temp2] Equal to 3) then do (Set Integer_CustomPortDirection[IntegerA_Temp2] = 4) else do (Set Integer_CustomPortDirection[IntegerA_Temp2] = 3)
      Else - Actions
        Do nothing
    Set Integer_HarborDirection = Integer_CustomPortDirection[IntegerA_Temp2]
    Unit Group - Pick every unit in Group_HarborCustom[IntegerA_Temp2] and do (Remove (Picked unit) from the game)
    Floating Text - Destroy Ftxt_HarborCustom[IntegerA_Temp2]
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        UnitType_Temp1 Equal to Port Location
      Then - Actions
        Set IntegerA_Temp1 = IntegerA_Temp2
        Trigger - Run Custom_Ports_Spawn <gen> (checking conditions)
        Player Group - Pick every player in PlayerGroup_Temp1 and do (Add (Last created unit) to selection for (Picked player))
      Else - Actions
        If (Ability_Temp1 Equal to Port Grain) then do (Set IntegerA_Temp1 = 1) else do (Do nothing)
        If (Ability_Temp1 Equal to Port Lumber) then do (Set IntegerA_Temp1 = 2) else do (Do nothing)
        If (Ability_Temp1 Equal to Port Mana Crystal) then do (Set IntegerA_Temp1 = 3) else do (Do nothing)
        If (Ability_Temp1 Equal to Port Meat) then do (Set IntegerA_Temp1 = 4) else do (Do nothing)
        If (Ability_Temp1 Equal to Port Stone) then do (Set IntegerA_Temp1 = 5) else do (Do nothing)
        If (Ability_Temp1 Equal to Port General) then do (Set IntegerA_Temp1 = 6) else do (Do nothing)
        Trigger - Run Spawn_Ports <gen> (checking conditions)
        Unit Group - Pick every unit in Group_HarborCustom[IntegerA_Temp2] and do (Actions)
          Loop - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Unit-type of (Picked unit)) Equal to Port
              Then - Actions
                Unit - Change ownership of (Picked unit) to Player_Host and Change color
                If (((Picked unit) is in Group_Harbor[1]) Equal to True) then do (Remove Port Grain from (Picked unit)) else do (Do nothing)
                If (((Picked unit) is in Group_Harbor[2]) Equal to True) then do (Remove Port Lumber from (Picked unit)) else do (Do nothing)
                If (((Picked unit) is in Group_Harbor[3]) Equal to True) then do (Remove Port Mana Crystal from (Picked unit)) else do (Do nothing)
                If (((Picked unit) is in Group_Harbor[4]) Equal to True) then do (Remove Port Meat from (Picked unit)) else do (Do nothing)
                If (((Picked unit) is in Group_Harbor[5]) Equal to True) then do (Remove Port Stone from (Picked unit)) else do (Do nothing)
                If (((Picked unit) is in Group_Harbor[6]) Equal to True) then do (Remove Port General from (Picked unit)) else do (Do nothing)
                Player Group - Pick every player in PlayerGroup_Temp1 and do (Add (Picked unit) to selection for (Picked player))
              Else - Actions
                Do nothing
    Custom script: call DestroyGroup (udg_Group_Temp1)
Custom Land End
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Big Red Shiny Button
  Actions
    Set Group_Temp1 = (Units owned by Player_Host)
    Unit Group - Pick every unit in Group_Temp1 and do (Actions)
      Loop - Actions
        Unit - Change ownership of (Picked unit) to Player 11 (Dark Green) and Retain color
    Unit - Remove Big Red Shiny Button from (Triggering unit)
    Sound - Play GoblinZeppelinPissed3 <gen>
    Wait 2.00 seconds
    Sound - Play Lever <gen>
    Unit - Change color of (Triggering unit) to
    Animation - Change (Triggering unit) flying height to 0.00 at 0.10
    Wait 0.50 seconds
    Cinematic - Fade out and back in over 4.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.90 seconds
    Set Group_Temp1 = (Units of type Port Location)
    Unit Group - Pick every unit in Group_Temp1 and do (Actions)
      Loop - Actions
        Unit - Remove (Picked unit) from the game
    Set Group_Temp1 = (Units in (Playable map area) owned by Player 11 (Dark Green))
    Unit - Remove (Triggering unit) from the game
    Unit Group - Pick every unit in Group_Temp1 and do (Actions)
      Loop - Actions
        For each (Integer A) from 0 to 18, do (Actions)
          Loop - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Picked unit) Equal to Unit_CustomResource[(Integer A)]
              Then - Actions
                Set IntegerA_Temp2 = (Integer A)
                If (IntegerA_Temp2 Equal to 0) then do (Set Point_Temp1 = (Center of Land_00 <gen>)) else do (Do nothing)
                If (IntegerA_Temp2 Equal to 1) then do (Set Point_Temp1 = (Center of Land_01 <gen>)) else do (Do nothing)
                If (IntegerA_Temp2 Equal to 2) then do (Set Point_Temp1 = (Center of Land_02 <gen>)) else do (Do nothing)
                If (IntegerA_Temp2 Equal to 3) then do (Set Point_Temp1 = (Center of Land_03 <gen>)) else do (Do nothing)
                If (IntegerA_Temp2 Equal to 4) then do (Set Point_Temp1 = (Center of Land_04 <gen>)) else do (Do nothing)
                If (IntegerA_Temp2 Equal to 5) then do (Set Point_Temp1 = (Center of Land_05 <gen>)) else do (Do nothing)
                If (IntegerA_Temp2 Equal to 6) then do (Set Point_Temp1 = (Center of Land_06 <gen>)) else do (Do nothing)
                If (IntegerA_Temp2 Equal to 7) then do (Set Point_Temp1 = (Center of Land_07 <gen>)) else do (Do nothing)
                If (IntegerA_Temp2 Equal to 8) then do (Set Point_Temp1 = (Center of Land_08 <gen>)) else do (Do nothing)
                If (IntegerA_Temp2 Equal to 9) then do (Set Point_Temp1 = (Center of Land_09 <gen>)) else do (Do nothing)
                If (IntegerA_Temp2 Equal to 10) then do (Set Point_Temp1 = (Center of Land_10 <gen>)) else do (Do nothing)
                If (IntegerA_Temp2 Equal to 11) then do (Set Point_Temp1 = (Center of Land_11 <gen>)) else do (Do nothing)
                If (IntegerA_Temp2 Equal to 12) then do (Set Point_Temp1 = (Center of Land_12 <gen>)) else do (Do nothing)
                If (IntegerA_Temp2 Equal to 13) then do (Set Point_Temp1 = (Center of Land_13 <gen>)) else do (Do nothing)
                If (IntegerA_Temp2 Equal to 14) then do (Set Point_Temp1 = (Center of Land_14 <gen>)) else do (Do nothing)
                If (IntegerA_Temp2 Equal to 15) then do (Set Point_Temp1 = (Center of Land_15 <gen>)) else do (Do nothing)
                If (IntegerA_Temp2 Equal to 16) then do (Set Point_Temp1 = (Center of Land_16 <gen>)) else do (Do nothing)
                If (IntegerA_Temp2 Equal to 17) then do (Set Point_Temp1 = (Center of Land_17 <gen>)) else do (Do nothing)
                If (IntegerA_Temp2 Equal to 18) then do (Set Point_Temp1 = (Center of Land_18 <gen>)) else do (Do nothing)
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    Integer_ValueResourceMarker[IntegerA_Temp2] Equal to 7
                  Then - Actions
                    Set IntegerA_Temp3 = (Random integer number between 1 and 2)
                    If (IntegerA_Temp3 Equal to 1) then do (Set IntegerA_Temp1 = (Random integer number between 2 and 6)) else do (Set IntegerA_Temp1 = (Random integer number between 8 and 12))
                  Else - Actions
                    Set IntegerA_Temp1 = Integer_ValueResourceMarker[(Integer A)]
                Floating Text - Destroy FloatingText_ResourceMarkers[IntegerA_Temp2]
                Set UnitType_Temp1 = (Unit-type of (Picked unit))
                Unit - Remove (Picked unit) from the game
                If (UnitType_Temp1 Equal to Land: Field (Custom Land)) then do (Run Create_Field <gen> (checking conditions)) else do (Do nothing)
                If (UnitType_Temp1 Equal to Land: Forest (Custom Land)) then do (Run Create_Forest <gen> (checking conditions)) else do (Do nothing)
                If (UnitType_Temp1 Equal to Land: Manawell (Custom Land)) then do (Run Create_Manawell <gen> (checking conditions)) else do (Do nothing)
                If (UnitType_Temp1 Equal to Land: Mine (Custom Land)) then do (Run Create_Mine <gen> (checking conditions)) else do (Do nothing)
                If (UnitType_Temp1 Equal to Land: Plains (Custom Land)) then do (Run Create_Plain <gen> (checking conditions)) else do (Do nothing)
                If (UnitType_Temp1 Equal to Land: Barrens (Custom Land)) then do (Run Create_Barrens <gen> (checking conditions)) else do (Do nothing)
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    UnitType_Temp1 Equal to Land: Random (Custom Land)
                  Then - Actions
                    Set IntegerA_Temp3 = (Random integer number between 1 and 5)
                    If (IntegerA_Temp3 Equal to 1) then do (Run Create_Field <gen> (checking conditions)) else do (Do nothing)
                    If (IntegerA_Temp3 Equal to 2) then do (Run Create_Forest <gen> (checking conditions)) else do (Do nothing)
                    If (IntegerA_Temp3 Equal to 3) then do (Run Create_Manawell <gen> (checking conditions)) else do (Do nothing)
                    If (IntegerA_Temp3 Equal to 4) then do (Run Create_Mine <gen> (checking conditions)) else do (Do nothing)
                    If (IntegerA_Temp3 Equal to 5) then do (Run Create_Plain <gen> (checking conditions)) else do (Do nothing)
                  Else - Actions
                    Do nothing
              Else - Actions
                Do nothing
    Custom script: call DestroyGroup (udg_Group_Temp1)
    Trigger - Run Stats_Window <gen> (ignoring conditions)
    Trigger - Run First_Settlement_Marker <gen> (ignoring conditions)
1 = 11 o' Clock
2 = 1 o' Clock
3 = 3 o' Clock
4 = 5 o' Clock
5 = 7 o' Clock
6 = 9 o' Clock

|c00FFFF00Grain|r
|c0000FF00Lumber|r
|c006969FFMana Crystal|r
|c00FF9696Meat|r
|c007d7d7dStone|r
Spawn Ports
  Events
  Conditions
  Actions
    If (IntegerA_Temp1 Equal to 1) then do (Set UnitType_Temp1 = Cargo Grains) else do (Do nothing)
    If (IntegerA_Temp1 Equal to 2) then do (Set UnitType_Temp1 = Cargo Lumber) else do (Do nothing)
    If (IntegerA_Temp1 Equal to 3) then do (Set UnitType_Temp1 = Cargo Mana Crystal) else do (Do nothing)
    If (IntegerA_Temp1 Equal to 4) then do (Set UnitType_Temp1 = Cargo Meat) else do (Do nothing)
    If (IntegerA_Temp1 Equal to 5) then do (Set UnitType_Temp1 = Cargo Stone) else do (Do nothing)
    If (IntegerA_Temp1 Equal to 6) then do (Set UnitType_Temp1 = Cargo General) else do (Do nothing)
    If (IntegerA_Temp1 Equal to 1) then do (Set String_Temp1 = |c00FFFF00Grain|r|n 2:1) else do (Do nothing)
    If (IntegerA_Temp1 Equal to 2) then do (Set String_Temp1 = |c0000FF00Lumber|r|n 2:1) else do (Do nothing)
    If (IntegerA_Temp1 Equal to 3) then do (Set String_Temp1 = |c006969FFMana|nCrystal|r|n 2:1) else do (Do nothing)
    If (IntegerA_Temp1 Equal to 4) then do (Set String_Temp1 = |c00FF9696Meat|r|n 2:1) else do (Do nothing)
    If (IntegerA_Temp1 Equal to 5) then do (Set String_Temp1 = |c007d7d7dStone|r|n 2:1) else do (Do nothing)
    If (IntegerA_Temp1 Equal to 6) then do (Set String_Temp1 = 3 : 1) else do (Do nothing)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Integer_HarborDirection Equal to 1
      Then - Actions
        Unit - Create 1 Port for Player 11 (Dark Green) at (Point_Temp1 offset by 153.11 towards 116.57 degrees) facing 270.00 degrees
        Unit Group - Add (Last created unit) to Group_Harbor[IntegerA_Temp1]
        Unit Group - Add (Last created unit) to Group_HarborCustom[IntegerA_Temp2]
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Or - Any (Conditions) are true
              Conditions
                IntegerA_Temp2 Equal to 2
                IntegerA_Temp2 Equal to 3
                IntegerA_Temp2 Equal to 5
                IntegerA_Temp2 Equal to 6
                IntegerA_Temp2 Equal to 8
                IntegerA_Temp2 Equal to 9
                IntegerA_Temp2 Equal to 11
                IntegerA_Temp2 Equal to 12
                IntegerA_Temp2 Equal to 14
                IntegerA_Temp2 Equal to 15
                IntegerA_Temp2 Equal to 17
                IntegerA_Temp2 Equal to 18
          Then - Actions
            Unit - Add Rotate Port to (Last created unit)
          Else - Actions
            Do nothing
        Floating Text - Create floating text that reads String_Temp1 at (Position of (Last created unit)) with Z offset 0, using font size 12.00, color (100%, 100%, 100%), and 0% transparency
        Set Ftxt_HarborCustom[IntegerA_Temp2] = (Last created floating text)
        Unit - Create 1 Pier for Player 11 (Dark Green) at (Point_Temp1 offset by 320.00 towards 90.00 degrees) facing 90.00 degrees
        Unit Group - Add (Last created unit) to Group_HarborCustom[IntegerA_Temp2]
        Unit - Create 1 Pier for Player 11 (Dark Green) at (Point_Temp1 offset by 320.00 towards 143.13 degrees) facing 155.00 degrees
        Unit Group - Add (Last created unit) to Group_HarborCustom[IntegerA_Temp2]
        Unit - Create 1 UnitType_Temp1 for Player 11 (Dark Green) at (Point_Temp1 offset by 370.00 towards 105.00 degrees) facing 5.00 degrees
        Unit Group - Add (Last created unit) to Group_HarborCustom[IntegerA_Temp2]
        Unit - Create 1 UnitType_Temp1 for Player 11 (Dark Green) at (Point_Temp1 offset by 370.00 towards 130.00 degrees) facing 55.00 degrees
        Unit Group - Add (Last created unit) to Group_HarborCustom[IntegerA_Temp2]
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Integer_HarborDirection Equal to 2
      Then - Actions
        Unit - Create 1 Port for Player 11 (Dark Green) at (Point_Temp1 offset by 153.11 towards 63.44 degrees) facing 210.00 degrees
        Unit Group - Add (Last created unit) to Group_Harbor[IntegerA_Temp1]
        Unit Group - Add (Last created unit) to Group_HarborCustom[IntegerA_Temp2]
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Or - Any (Conditions) are true
              Conditions
                IntegerA_Temp2 Equal to 2
                IntegerA_Temp2 Equal to 3
                IntegerA_Temp2 Equal to 5
                IntegerA_Temp2 Equal to 6
                IntegerA_Temp2 Equal to 8
                IntegerA_Temp2 Equal to 9
                IntegerA_Temp2 Equal to 11
                IntegerA_Temp2 Equal to 12
                IntegerA_Temp2 Equal to 14
                IntegerA_Temp2 Equal to 15
                IntegerA_Temp2 Equal to 17
                IntegerA_Temp2 Equal to 18
          Then - Actions
            Unit - Add Rotate Port to (Last created unit)
          Else - Actions
            Do nothing
        Floating Text - Create floating text that reads String_Temp1 at (Position of (Last created unit)) with Z offset 0, using font size 12.00, color (100%, 100%, 100%), and 0% transparency
        Set Ftxt_HarborCustom[IntegerA_Temp2] = (Last created floating text)
        Unit - Create 1 Pier for Player 11 (Dark Green) at (Point_Temp1 offset by 320.00 towards 90.00 degrees) facing 90.00 degrees
        Unit Group - Add (Last created unit) to Group_HarborCustom[IntegerA_Temp2]
        Unit - Create 1 Pier for Player 11 (Dark Green) at (Point_Temp1 offset by 320.00 towards 36.87 degrees) facing 35.00 degrees
        Unit Group - Add (Last created unit) to Group_HarborCustom[IntegerA_Temp2]
        Unit - Create 1 UnitType_Temp1 for Player 11 (Dark Green) at (Point_Temp1 offset by 370.00 towards 75.00 degrees) facing 355.00 degrees
        Unit Group - Add (Last created unit) to Group_HarborCustom[IntegerA_Temp2]
        Unit - Create 1 UnitType_Temp1 for Player 11 (Dark Green) at (Point_Temp1 offset by 370.00 towards 50.00 degrees) facing 125.00 degrees
        Unit Group - Add (Last created unit) to Group_HarborCustom[IntegerA_Temp2]
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Integer_HarborDirection Equal to 3
      Then - Actions
        Unit - Create 1 Port for Player 11 (Dark Green) at (Point_Temp1 offset by 202.00 towards 0.00 degrees) facing 150.00 degrees
        Unit Group - Add (Last created unit) to Group_Harbor[IntegerA_Temp1]
        Unit Group - Add (Last created unit) to Group_HarborCustom[IntegerA_Temp2]
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Or - Any (Conditions) are true
              Conditions
                IntegerA_Temp2 Equal to 2
                IntegerA_Temp2 Equal to 3
                IntegerA_Temp2 Equal to 5
                IntegerA_Temp2 Equal to 6
                IntegerA_Temp2 Equal to 8
                IntegerA_Temp2 Equal to 9
                IntegerA_Temp2 Equal to 11
                IntegerA_Temp2 Equal to 12
                IntegerA_Temp2 Equal to 14
                IntegerA_Temp2 Equal to 15
                IntegerA_Temp2 Equal to 17
                IntegerA_Temp2 Equal to 18
          Then - Actions
            Unit - Add Rotate Port to (Last created unit)
          Else - Actions
            Do nothing
        Floating Text - Create floating text that reads String_Temp1 at (Position of (Last created unit)) with Z offset 0, using font size 12.00, color (100%, 100%, 100%), and 0% transparency
        Set Ftxt_HarborCustom[IntegerA_Temp2] = (Last created floating text)
        Unit - Create 1 Pier for Player 11 (Dark Green) at (Point_Temp1 offset by 320.00 towards 36.87 degrees) facing 35.00 degrees
        Unit Group - Add (Last created unit) to Group_HarborCustom[IntegerA_Temp2]
        Unit - Create 1 Pier for Player 11 (Dark Green) at (Point_Temp1 offset by 320.00 towards -36.87 degrees) facing 325.00 degrees
        Unit Group - Add (Last created unit) to Group_HarborCustom[IntegerA_Temp2]
        Unit - Create 1 UnitType_Temp1 for Player 11 (Dark Green) at (Point_Temp1 offset by 390.00 towards 24.00 degrees) facing 305.00 degrees
        Unit Group - Add (Last created unit) to Group_HarborCustom[IntegerA_Temp2]
        Unit - Create 1 UnitType_Temp1 for Player 11 (Dark Green) at (Point_Temp1 offset by 390.00 towards 336.00 degrees) facing 235.00 degrees
        Unit Group - Add (Last created unit) to Group_HarborCustom[IntegerA_Temp2]
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Integer_HarborDirection Equal to 4
      Then - Actions
        Unit - Create 1 Port for Player 11 (Dark Green) at (Point_Temp1 offset by 153.11 towards -63.44 degrees) facing 90.00 degrees
        Unit Group - Add (Last created unit) to Group_Harbor[IntegerA_Temp1]
        Unit Group - Add (Last created unit) to Group_HarborCustom[IntegerA_Temp2]
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Or - Any (Conditions) are true
              Conditions
                IntegerA_Temp2 Equal to 2
                IntegerA_Temp2 Equal to 3
                IntegerA_Temp2 Equal to 5
                IntegerA_Temp2 Equal to 6
                IntegerA_Temp2 Equal to 8
                IntegerA_Temp2 Equal to 9
                IntegerA_Temp2 Equal to 11
                IntegerA_Temp2 Equal to 12
                IntegerA_Temp2 Equal to 14
                IntegerA_Temp2 Equal to 15
                IntegerA_Temp2 Equal to 17
                IntegerA_Temp2 Equal to 18
          Then - Actions
            Unit - Add Rotate Port to (Last created unit)
          Else - Actions
            Do nothing
        Floating Text - Create floating text that reads String_Temp1 at (Position of (Last created unit)) with Z offset 0, using font size 12.00, color (100%, 100%, 100%), and 0% transparency
        Set Ftxt_HarborCustom[IntegerA_Temp2] = (Last created floating text)
        Unit - Create 1 Pier for Player 11 (Dark Green) at (Point_Temp1 offset by 320.00 towards -36.87 degrees) facing 325.00 degrees
        Unit Group - Add (Last created unit) to Group_HarborCustom[IntegerA_Temp2]
        Unit - Create 1 Pier for Player 11 (Dark Green) at (Point_Temp1 offset by 320.00 towards -90.00 degrees) facing 270.00 degrees
        Unit Group - Add (Last created unit) to Group_HarborCustom[IntegerA_Temp2]
        Unit - Create 1 UnitType_Temp1 for Player 11 (Dark Green) at (Point_Temp1 offset by 370.00 towards -80.00 degrees) facing 5.00 degrees
        Unit Group - Add (Last created unit) to Group_HarborCustom[IntegerA_Temp2]
        Unit - Create 1 UnitType_Temp1 for Player 11 (Dark Green) at (Point_Temp1 offset by 370.00 towards -50.00 degrees) facing 55.00 degrees
        Unit Group - Add (Last created unit) to Group_HarborCustom[IntegerA_Temp2]
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Integer_HarborDirection Equal to 5
      Then - Actions
        Unit - Create 1 Port for Player 11 (Dark Green) at (Point_Temp1 offset by 153.11 towards -116.57 degrees) facing 30.00 degrees
        Unit Group - Add (Last created unit) to Group_Harbor[IntegerA_Temp1]
        Unit Group - Add (Last created unit) to Group_HarborCustom[IntegerA_Temp2]
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Or - Any (Conditions) are true
              Conditions
                IntegerA_Temp2 Equal to 2
                IntegerA_Temp2 Equal to 3
                IntegerA_Temp2 Equal to 5
                IntegerA_Temp2 Equal to 6
                IntegerA_Temp2 Equal to 8
                IntegerA_Temp2 Equal to 9
                IntegerA_Temp2 Equal to 11
                IntegerA_Temp2 Equal to 12
                IntegerA_Temp2 Equal to 14
                IntegerA_Temp2 Equal to 15
                IntegerA_Temp2 Equal to 17
                IntegerA_Temp2 Equal to 18
          Then - Actions
            Unit - Add Rotate Port to (Last created unit)
          Else - Actions
            Do nothing
        Floating Text - Create floating text that reads String_Temp1 at (Position of (Last created unit)) with Z offset 0, using font size 12.00, color (100%, 100%, 100%), and 0% transparency
        Se