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Trigger Viewer

Snowstorm TD 2.00 Final Version.w3x
Variables
Stuff
Set Up
Leaderboard Setup
Next Level
Victory
Loose Life
Loose Life 2
Loose Life 3
Loose Life 4
Defeat
Defeat 2
Defeat 3
Defeat 4
Dialog
Dialog 2
Air Check
Armor Check
Sell Tower
Player Leave
Player Leave 2
Player Leave 3
Player Leave 4
Archer Replace
Choose Race
Choose Archer
Choose Archer 2
Choose Archer 3
Choose Archer 4
Choose Warrior
Choose Warrior 2
Choose Warrior 3
Choose Warrior 4
Choose Winter
Choose Winter 2
Choose Winter 3
Choose Winter 4
Choose Demon
Choose Demon 2
Choose Demon 3
Choose Demon 4
Choose Outland
Choose Outland 2
Choose Outland 3
Choose Outland 4
Choose Sea
Choose Sea 2
Choose Sea 3
Choose Sea 4
Choose Difficulty
Choose Very Easy
Choose Very Easy 2
Choose Very Easy 3
Choose Very Easy 4
Choose Easy
Choose Easy 2
Choose Easy 3
Choose Easy 4
Choose Normal
Choose Normal 2
Choose Normal 3
Choose Normal 4
Choose Hard
Choose Hard 2
Choose Hard 3
Choose Hard 4
Choose Very Hard
Choose Very Hard 2
Choose Very Hard 3
Choose Very Hard 4
Choose Impossible
Choose Impossible 2
Choose Impossible 3
Choose Impossible 4
Levels
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Level 10
Level 11
Level 12
Level 13
Level 14
Level 15
Level 16
Level 17
Level 18
Level 19
Level 20
Level 21
Level 22
Level 23
Level 24
Level 25
Level 26
Level 27
Level 28
Level 29
Level 30
Moving
Player 1
Move
Move 2
Move 9
Move 10
Move 11
Move 12
Move 13
Player 2
Move2
Move2 8
Move2 9
Move2 10
Move2 11
Move2 12
Move2 13
Player 3
Move3
Move3 8
Move3 9
Move3 10
Move3 11
Move3 12
Move3 13
Player 4
Move4
Move4 8
Move4 9
Move4 10
Move4 11
Move4 12
Move4 13

		
Name Type Is Array Initial Value
BlueStartPoint location No
BonusGold integer No 10
BuilderDialog dialog No
ChooseDifficulty button Yes
ChooseRace button Yes
Defeated integer No
Defeated2 integer No
Defeated3 integer No
Defeated4 integer No
DifficultyDialog dialog No
Level integer No
Level2 unitcode No h005
Lives integer No 20
Lives2 integer No 20
Lives3 integer No 20
Lives4 integer No 20
LivesLeaderBoard integer Yes 20
Next_Level trigger No
PurpleStartPoint location No
RedStartPoint location No
TealStartPoint location No
Timer timer No
Set Up
  Events
    Time - Elapsed game time is 0.00 seconds
  Conditions
  Actions
    Quest - Create a Required quest titled |cff0080FFInfo for Noobs with the description |cff0080FFHello all TD players and welcome to Apdat's map Snowstorm TD. You are probably reading this becouse its the first time you play this map. In the beginning you choose a race in the dialog (That you have already done). Then you pick a difficulty between Very Easy and Impossible. Then you start building towers to defend the portals at the end of your area. The first level of units will spawn after 30 secounds. The units will walk to the bottom of your area and enter the end. If they do you loose a life. If you loose all your lives, you loose. To win you must complete all 30 levels. Good Luck!, using icon path ReplaceableTextures\CommandButtons\BTNSelectHeroOn.blp
    Quest - Create a Required quest titled |cff0080FFNews/Bug Fixes with the description |cff0080FF In 1.60 : Fixed the major leaderboard bug. Fixed some minor bugs.|n In 1.65: Fixed Defeat bug.|n In 1.75: Added Sea Race, balanced a few towers, added Anti Air Towers.|n In 1.85: Changed Archer race to new towers instead of units with items.|n In 2.00: Added difficultys, fixed defeated player creep spawn bug. Added -armor command, balanced various towers and fixed small bugs., using icon path ReplaceableTextures\PassiveButtons\PASBTNFlyingMachineTrueSight.blp
    Quest - Create a Optional quest titled |cff0080FFCredits with the description |cff0080FFWP_King: For ideas and testing.|n iDeus: For being the greatest Archer player in this maps history.|n Soet.Poet: For testing and hosting this map.|n Soet.Renskav: For Ideas and testing|nEveryone else for playing this map., using icon path ReplaceableTextures\CommandButtons\BTNCloudOfFog.blp
    Set VariableSet Next_Level = Level_1 <gen>
    Countdown Timer - Start Timer as a One-shot timer that will expire in 30.00 seconds
    Countdown Timer - Create a timer window for (Last started timer) with title First Level In :
    Game - Display to (All players) for 15.00 seconds the text: |cff0080FFWelcome to Apdat's map Snowstorm TD, Press F9 for Info and more. Good Luck!
    Game - Display to (All players) for 10.00 seconds the text: |cff00FF00The creepspawn is being pinged on your minimap.
    Cinematic - Ping minimap for (All players) at (Center of Spawn <gen>) for 10.00 seconds
    Cinematic - Ping minimap for (All players) at (Center of Spawn_2 <gen>) for 10.00 seconds
    Cinematic - Ping minimap for (All players) at (Center of Spawn_3 <gen>) for 10.00 seconds
    Cinematic - Ping minimap for (All players) at (Center of Spawn_4 <gen>) for 10.00 seconds
    Player - Turn Gives bounty On for Player 12 (Brown)
    Player - Set Player 1 (Red).Current gold to 50
    Player - Set Player 2 (Blue).Current gold to 50
    Player - Set Player 3 (Teal).Current gold to 50
    Player - Set Player 4 (Purple).Current gold to 50
    Visibility - Disable fog of war
    Visibility - Disable black mask
    Wait 30.00 seconds
    Countdown Timer - Destroy (Last created timer window)
    Trigger - Run Next_Level (checking conditions)
    Wait 2 seconds
    Trigger - Turn on Next_Level <gen>
Leaderboard Setup
  Events
    Time - Elapsed game time is 10.00 seconds
  Conditions
  Actions
    Leaderboard - Create a leaderboard for (All players) titled |cff0080FFSnowstorm TD | Lives
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 1 (Red) slot status) Equal to Is playing
      Then - Actions
        Leaderboard - Add Player 1 (Red) to (Last created leaderboard) with label (Name of Player 1 (Red)) and value Lives
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 2 (Blue) slot status) Equal to Is playing
      Then - Actions
        Leaderboard - Add Player 2 (Blue) to (Last created leaderboard) with label (Name of Player 2 (Blue)) and value Lives2
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 3 (Teal) slot status) Equal to Is playing
      Then - Actions
        Leaderboard - Add Player 3 (Teal) to (Last created leaderboard) with label (Name of Player 3 (Teal)) and value Lives3
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 4 (Purple) slot status) Equal to Is playing
      Then - Actions
        Leaderboard - Add Player 4 (Purple) to (Last created leaderboard) with label (Name of Player 4 (Purple)) and value Lives4
      Else - Actions
    Leaderboard - Add Player 10 (Light Blue) to (Last created leaderboard) with label Level and value Level
    Leaderboard - Change the color of all labels for (Last created leaderboard) to (0.00%, 100.00%, 0.00%) with 0% transparency
    Leaderboard - Show (Last created leaderboard)
Next Level
  Events
    Player - Player 12 (Brown)'s Food used becomes Less than or equal to 0.00
  Conditions
  Actions
    Sound - Play GoodJob <gen>
    Player - Add BonusGold to Player 1 (Red).Current gold
    Player - Add BonusGold to Player 2 (Blue).Current gold
    Player - Add BonusGold to Player 3 (Teal).Current gold
    Player - Add BonusGold to Player 4 (Purple).Current gold
    Game - Display to (All players) for 10.00 seconds the text: ((|cff00FF00You got|r + (String(BonusGold))) + |cff00FF00extra gold for finishing the level!)
    Set VariableSet BonusGold = (BonusGold + 4)
    Countdown Timer - Start Timer as a One-shot timer that will expire in 20.00 seconds
    Countdown Timer - Create a timer window for (Last started timer) with title Next Level In :
    Wait 20.00 seconds
    Trigger - Run Next_Level (checking conditions)
    Countdown Timer - Destroy (Last created timer window)
Victory
  Events
    Player - Player 12 (Brown)'s Food used becomes Less than or equal to 0.00
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Level Equal to 30
      Then - Actions
        Trigger - Turn off Next_Level
        Trigger - Turn off Level_30 <gen>
        Sound - Play QuestCompleted <gen>
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Defeated Equal to 1
          Then - Actions
            Game - Defeat Player 1 (Red) with the message: You Loose!
          Else - Actions
            Game - Victory Player 1 (Red) (Show dialogs, Show scores)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Defeated2 Equal to 1
          Then - Actions
            Game - Defeat Player 2 (Blue) with the message: You Loose!
          Else - Actions
            Game - Victory Player 2 (Blue) (Show dialogs, Show scores)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Defeated3 Equal to 1
          Then - Actions
            Game - Defeat Player 3 (Teal) with the message: You Loose!
          Else - Actions
            Game - Victory Player 3 (Teal) (Show dialogs, Show scores)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Defeated4 Equal to 1
          Then - Actions
            Game - Defeat Player 4 (Purple) with the message: You Loose!
          Else - Actions
            Game - Victory Player 4 (Purple) (Show dialogs, Show scores)
      Else - Actions
Loose Life
  Events
    Unit - A unit enters End <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Remove (Entering unit) from the game
    Sound - Play Hint <gen>
    Set VariableSet Lives = (Lives - 1)
    Leaderboard - Change the value for Player 1 (Red) in (Last created leaderboard) to Lives
    Game - Display to Player Group - Player 1 (Red) for 10.00 seconds the text: (|cffFF0000Warning : |r + ((String(Lives)) + |cffFF0000Lives Left!))
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Lives Less than or equal to 0
      Then - Actions
        Trigger - Run Defeat <gen> (checking conditions)
        Trigger - Turn off (This trigger)
      Else - Actions
Loose Life 2
  Events
    Unit - A unit enters End2 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Remove (Entering unit) from the game
    Sound - Play Hint <gen>
    Set VariableSet Lives2 = (Lives2 - 1)
    Leaderboard - Change the value for Player 2 (Blue) in (Last created leaderboard) to Lives2
    Game - Display to Player Group - Player 2 (Blue) for 10.00 seconds the text: (|cffFF0000Warning : |r + ((String(Lives2)) + |cffFF0000Lives Left!))
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Lives2 Less than or equal to 0
      Then - Actions
        Trigger - Run Defeat_2 <gen> (checking conditions)
        Trigger - Turn off (This trigger)
      Else - Actions
Loose Life 3
  Events
    Unit - A unit enters End_3 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Remove (Entering unit) from the game
    Sound - Play Hint <gen>
    Set VariableSet Lives3 = (Lives3 - 1)
    Leaderboard - Change the value for Player 3 (Teal) in (Last created leaderboard) to Lives3
    Game - Display to Player Group - Player 3 (Teal) for 10.00 seconds the text: (|cffFF0000Warning : |r + ((String(Lives3)) + |cffFF0000Lives Left!))
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Lives3 Less than or equal to 0
      Then - Actions
        Trigger - Run Defeat_3 <gen> (checking conditions)
        Trigger - Turn off (This trigger)
      Else - Actions
Loose Life 4
  Events
    Unit - A unit enters End4 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Remove (Entering unit) from the game
    Sound - Play Hint <gen>
    Set VariableSet Lives4 = (Lives4 - 1)
    Leaderboard - Change the value for Player 4 (Purple) in (Last created leaderboard) to Lives4
    Game - Display to Player Group - Player 4 (Purple) for 10.00 seconds the text: (|cffFF0000Warning : |r + ((String(Lives4)) + |cffFF0000Lives Left!))
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Lives4 Less than or equal to 0
      Then - Actions
        Trigger - Run Defeat_4 <gen> (checking conditions)
        Trigger - Turn off (This trigger)
      Else - Actions
Defeat
  Events
  Conditions
  Actions
    Game - Display to Player Group - Player 1 (Red) for 10.00 seconds the text: |cff0080FFYou have lost, you may stay and watch other players.
    Leaderboard - Change the label for Player 1 (Red) in (Last created leaderboard) to Defeated!
    Set VariableSet Defeated = 1
    Unit Group - Pick every unit in (Units in Player_1_Area <gen>) and do (Remove (Picked unit) from the game)
    Trigger - Turn off (This trigger)
Defeat 2
  Events
  Conditions
  Actions
    Game - Display to Player Group - Player 2 (Blue) for 10.00 seconds the text: |cff0080FFYou have lost, you may stay and watch other players.
    Leaderboard - Change the label for Player 2 (Blue) in (Last created leaderboard) to Defeated!
    Set VariableSet Defeated2 = 1
    Unit Group - Pick every unit in (Units in Player_2_Area <gen>) and do (Remove (Picked unit) from the game)
    Trigger - Turn off (This trigger)
Defeat 3
  Events
  Conditions
  Actions
    Game - Display to Player Group - Player 3 (Teal) for 10.00 seconds the text: |cff0080FFYou have lost, you may stay and watch other players.
    Leaderboard - Change the label for Player 3 (Teal) in (Last created leaderboard) to Defeated!
    Set VariableSet Defeated3 = 1
    Unit Group - Pick every unit in (Units in Player_3_Area <gen>) and do (Remove (Picked unit) from the game)
    Trigger - Turn off (This trigger)
Defeat 4
  Events
  Conditions
  Actions
    Game - Display to Player Group - Player 4 (Purple) for 10.00 seconds the text: |cff0080FFYou have lost, you may stay and watch other players.
    Leaderboard - Change the label for Player 4 (Purple) in (Last created leaderboard) to Defeated!
    Set VariableSet Defeated4 = 1
    Unit Group - Pick every unit in (Units in Player_4_Area <gen>) and do (Remove (Picked unit) from the game)
    Trigger - Turn off (This trigger)
Dialog
  Events
    Time - Elapsed game time is 1.00 seconds
  Conditions
  Actions
    Dialog - Clear BuilderDialog
    Dialog - Change the title of BuilderDialog to Choose A Builder
    Dialog - Create a dialog button for BuilderDialog labelled |cff0080FFWinter
    Set VariableSet ChooseRace[1] = (Last created dialog Button)
    Dialog - Create a dialog button for BuilderDialog labelled |cffB00000Demon
    Set VariableSet ChooseRace[2] = (Last created dialog Button)
    Dialog - Create a dialog button for BuilderDialog labelled |cffF1D950Archer
    Set VariableSet ChooseRace[3] = (Last created dialog Button)
    Dialog - Create a dialog button for BuilderDialog labelled |cff0000A0Warrior
    Set VariableSet ChooseRace[4] = (Last created dialog Button)
    Dialog - Create a dialog button for BuilderDialog labelled |cffFF8000Outland
    Set VariableSet ChooseRace[5] = (Last created dialog Button)
    Dialog - Create a dialog button for BuilderDialog labelled |cff06E6B4Sea
    Set VariableSet ChooseRace[6] = (Last created dialog Button)
    Dialog - Show BuilderDialog for Player 1 (Red)
    Dialog - Show BuilderDialog for Player 2 (Blue)
    Dialog - Show BuilderDialog for Player 3 (Teal)
    Dialog - Show BuilderDialog for Player 4 (Purple)
Dialog 2
  Events
    Time - Elapsed game time is 1.00 seconds
  Conditions
  Actions
    Dialog - Clear DifficultyDialog
    Dialog - Change the title of DifficultyDialog to Choose a Difficulty
    Dialog - Create a dialog button for DifficultyDialog labelled |cff00FF00Very Easy (50 Lives)
    Set VariableSet ChooseDifficulty[1] = (Last created dialog Button)
    Dialog - Create a dialog button for DifficultyDialog labelled |cff00B300Easy (40 Lives)
    Set VariableSet ChooseDifficulty[2] = (Last created dialog Button)
    Dialog - Create a dialog button for DifficultyDialog labelled |cffFFFF00Normal (30 Lives)
    Set VariableSet ChooseDifficulty[3] = (Last created dialog Button)
    Dialog - Create a dialog button for DifficultyDialog labelled |cffFF0000Hard (20 Lives)
    Set VariableSet ChooseDifficulty[4] = (Last created dialog Button)
    Dialog - Create a dialog button for DifficultyDialog labelled |cffB00000Very Hard (10 Lives)
    Set VariableSet ChooseDifficulty[5] = (Last created dialog Button)
    Dialog - Create a dialog button for DifficultyDialog labelled |cff800003Impossible (1 Life)
    Set VariableSet ChooseDifficulty[6] = (Last created dialog Button)
Air Check
  Events
    Player - Player 1 (Red) types a chat message containing -Air (stringnoformat) as A substring
    Player - Player 2 (Blue) types a chat message containing -Air (stringnoformat) as A substring
    Player - Player 3 (Teal) types a chat message containing -Air (stringnoformat) as A substring
    Player - Player 4 (Purple) types a chat message containing -Air (stringnoformat) as A substring
  Conditions
  Actions
    Game - Display to (All players) for 10.00 seconds the text: |cff0080C0Air levels are: 5, 10, 15, 20, 25 and 30
Armor Check
  Events
    Player - Player 1 (Red) types a chat message containing -armor (stringnoformat) as A substring
    Player - Player 2 (Blue) types a chat message containing -armor (stringnoformat) as A substring
    Player - Player 3 (Teal) types a chat message containing -armor (stringnoformat) as A substring
    Player - Player 4 (Purple) types a chat message containing -armor (stringnoformat) as A substring
  Conditions
  Actions
    Game - Display to (All players) for 10.00 seconds the text: |cff0080C0Armor types:Unarmored: Level 1 - 5Small: Level 6 - 10Medium: Level 11 - 15Large: Level 16 - 20Fortified: Level 21 - 25Hero: Level 26 - 30
Sell Tower
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to Sell
  Actions
    Unit - Remove (Casting unit) from the game
    Special Effect - Create a special effect at (Position of (Casting unit)) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
    Special Effect - Destroy (Last created special effect)
    Player - Add (Point-value of (Casting unit)) to (Owner of (Casting unit)).Current gold
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Casting unit)) Equal to Player 1 (Red)
      Then - Actions
        Game - Display to Player Group - Player 1 (Red) for 5.00 seconds the text: ((|cff0080FF + You) + ( |cff0080FFSold a|r + ((Name of (Casting unit)) + ( |cff0080FFFor|r + ((String((Point-value of (Casting unit)))) + Gold!)))))
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Casting unit)) Equal to Player 2 (Blue)
      Then - Actions
        Game - Display to Player Group - Player 2 (Blue) for 5.00 seconds the text: ((|cff0080FF + You) + ( |cff0080FFSold a|r + ((Name of (Casting unit)) + ( |cff0080FFFor|r + ((String((Point-value of (Casting unit)))) + Gold!)))))
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Casting unit)) Equal to Player 3 (Teal)
      Then - Actions
        Game - Display to Player Group - Player 3 (Teal) for 5.00 seconds the text: ((|cff0080FF + You) + ( |cff0080FFSold a|r + ((Name of (Casting unit)) + ( |cff0080FFFor|r + ((String((Point-value of (Casting unit)))) + Gold!)))))
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Casting unit)) Equal to Player 4 (Purple)
      Then - Actions
        Game - Display to Player Group - Player 4 (Purple) for 5.00 seconds the text: ((|cff0080FF + You) + ( |cff0080FFSold a|r + ((Name of (Casting unit)) + ( |cff0080FFFor|r + ((String((Point-value of (Casting unit)))) + Gold!)))))
      Else - Actions
Player Leave
  Events
    Player - Player 1 (Red) leaves the game
  Conditions
  Actions
    Game - Display to (All players) for 10.00 seconds the text: ((Name of Player 1 (Red)) + Has Left The Game!)
    Leaderboard - Change the label for Player 1 (Red) in (Last created leaderboard) to Leaver[Noob]
    Unit Group - Pick every unit in (Units in Player_1_Area <gen>) and do (Remove (Picked unit) from the game)
Player Leave 2
  Events
    Player - Player 2 (Blue) leaves the game
  Conditions
  Actions
    Game - Display to (All players) for 10.00 seconds the text: ((Name of Player 2 (Blue)) + Has Left The Game!)
    Leaderboard - Change the label for Player 2 (Blue) in (Last created leaderboard) to Leaver[Noob]
    Unit Group - Pick every unit in (Units in Player_2_Area <gen>) and do (Remove (Picked unit) from the game)
Player Leave 3
  Events
    Player - Player 3 (Teal) leaves the game
  Conditions
  Actions
    Game - Display to (All players) for 10.00 seconds the text: ((Name of Player 3 (Teal)) + Has Left The Game!)
    Leaderboard - Change the label for Player 3 (Teal) in (Last created leaderboard) to Leaver[Noob]
    Unit Group - Pick every unit in (Units in Player_3_Area <gen>) and do (Remove (Picked unit) from the game)
Player Leave 4
  Events
    Player - Player 4 (Purple) leaves the game
  Conditions
  Actions
    Game - Display to (All players) for 10.00 seconds the text: ((Name of Player 4 (Purple)) + Has Left The Game!)
    Leaderboard - Change the label for Player 4 (Purple) in (Last created leaderboard) to Leaver[Noob]
    Unit Group - Pick every unit in (Units in Player_4_Area <gen>) and do (Remove (Picked unit) from the game)
Archer Replace
  Events
    Unit - A unit Acquires an item
  Conditions
    (Unit-type of (Hero manipulating item)) Equal to Archer
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Item-type of (Item being manipulated)) Equal to Bow
      Then - Actions
        Unit - Replace (Hero manipulating item) with a Archer (With Bow) using The old unit's relative life and mana
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Item-type of (Item being manipulated)) Equal to Venom Bow
      Then - Actions
        Unit - Replace (Hero manipulating item) with a Archer (With Venom Bow) using The old unit's relative life and mana
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Item-type of (Item being manipulated)) Equal to Bow Of Speed
      Then - Actions
        Unit - Replace (Hero manipulating item) with a Archer (With Bow Of Speed) using The old unit's relative life and mana
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Item-type of (Item being manipulated)) Equal to Bow Of Light
      Then - Actions
        Unit - Replace (Hero manipulating item) with a Archer (With Bow Of Light) using The old unit's relative life and mana
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Item-type of (Item being manipulated)) Equal to Advanced Bow
      Then - Actions
        Unit - Replace (Hero manipulating item) with a Archer (With Advanced Bow) using The old unit's relative life and mana
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Item-type of (Item being manipulated)) Equal to Bow Of War
      Then - Actions
        Unit - Replace (Hero manipulating item) with a Archer (With Bow Of War) using The old unit's relative life and mana
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Item-type of (Item being manipulated)) Equal to Shadow Bow
      Then - Actions
        Unit - Replace (Hero manipulating item) with a Archer (With Shadow Bow) using The old unit's relative life and mana
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Item-type of (Item being manipulated)) Equal to Multi Bow
      Then - Actions
        Unit - Replace (Hero manipulating item) with a Archer (With Multibow) using The old unit's relative life and mana
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Item-type of (Item being manipulated)) Equal to Bow Of Pain
      Then - Actions
        Unit - Replace (Hero manipulating item) with a Archer (With Bow Of Pain) using The old unit's relative life and mana
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Item-type of (Item being manipulated)) Equal to Bow Of Chaos
      Then - Actions
        Unit - Replace (Hero manipulating item) with a Archer (With Bow Of Chaos) using The old unit's relative life and mana
      Else - Actions
Choose Archer
  Events
    Dialog - A dialog button is clicked for BuilderDialog
  Conditions
    (Triggering player) Equal to Player 1 (Red)
    (Clicked dialog button) Equal to ChooseRace[3]
  Actions
    Set VariableSet RedStartPoint = (Center of Start <gen>)
    Unit - Create 1.Archer Builder for Player 1 (Red) at RedStartPoint facing 270.00 degrees
    Custom script: call RemoveLocation (udg_RedStartPoint)
    Game - Display to (All players) for 10.00 seconds the text: ((Name of Player 1 (Red)) + |cffFFFF91Picked|r Archer!)
    Game - Display to Player Group - Player 1 (Red) the text: |cffFFFF91You have selected the Archer race. Archer race only got one tower but you can build a Bow Shop to buy new bows for your Archer.
    Player - Add 1 to Player 1 (Red).Current lumber
    Dialog - Show DifficultyDialog for Player 1 (Red)
Choose Archer 2
  Events
    Dialog - A dialog button is clicked for BuilderDialog
  Conditions
    (Triggering player) Equal to Player 2 (Blue)
    (Clicked dialog button) Equal to ChooseRace[3]
  Actions
    Set VariableSet BlueStartPoint = (Center of Start_2 <gen>)
    Unit - Create 1.Archer Builder for Player 2 (Blue) at BlueStartPoint facing 270.00 degrees
    Custom script: call RemoveLocation (udg_BlueStartPoint)
    Game - Display to (All players) for 10.00 seconds the text: ((Name of Player 2 (Blue)) + |cffFFFF91Picked|r Archer!)
    Game - Display to Player Group - Player 2 (Blue) the text: |cffFFFF91You have selected the Archer race. Archer race only got one tower but you can build a Bow Shop to buy new bows for your Archer.
    Player - Add 1 to Player 2 (Blue).Current lumber
    Dialog - Show DifficultyDialog for Player 2 (Blue)
Choose Archer 3
  Events
    Dialog - A dialog button is clicked for BuilderDialog
  Conditions
    (Triggering player) Equal to Player 3 (Teal)
    (Clicked dialog button) Equal to ChooseRace[3]
  Actions
    Set VariableSet TealStartPoint = (Center of Start_3 <gen>)
    Unit - Create 1.Archer Builder for Player 3 (Teal) at TealStartPoint facing 270.00 degrees
    Custom script: call RemoveLocation (udg_TealStartPoint)
    Game - Display to (All players) for 10.00 seconds the text: ((Name of Player 3 (Teal)) + |cffFFFF91Picked|r Archer!)
    Game - Display to Player Group - Player 3 (Teal) the text: |cffFFFF91You have selected the Archer race. Archer race only got one tower but you can build a Bow Shop to buy new bows for your Archer.
    Player - Add 1 to Player 3 (Teal).Current lumber
    Dialog - Show DifficultyDialog for Player 3 (Teal)
Choose Archer 4
  Events
    Dialog - A dialog button is clicked for BuilderDialog
  Conditions
    (Triggering player) Equal to Player 4 (Purple)
    (Clicked dialog button) Equal to ChooseRace[3]
  Actions
    Set VariableSet PurpleStartPoint = (Center of Start_4 <gen>)
    Unit - Create 1.Archer Builder for Player 4 (Purple) at PurpleStartPoint facing 270.00 degrees
    Custom script: call RemoveLocation (udg_PurpleStartPoint)
    Game - Display to (All players) for 10.00 seconds the text: ((Name of Player 4 (Purple)) + |cffFFFF91Picked|r Archer!)
    Game - Display to Player Group - Player 4 (Purple) the text: |cffFFFF91You have selected the Archer race. Archer race only got one tower but you can build a Bow Shop to buy new bows for your Archer.
    Player - Add 1 to Player 4 (Purple).Current lumber
    Dialog - Show DifficultyDialog for Player 4 (Purple)
Choose Warrior
  Events
    Dialog - A dialog button is clicked for BuilderDialog
  Conditions
    (Triggering player) Equal to Player 1 (Red)
    (Clicked dialog button) Equal to ChooseRace[4]
  Actions
    Set VariableSet RedStartPoint = (Center of Start <gen>)
    Unit - Create 1.Warriors Spirit for Player 1 (Red) at RedStartPoint facing 270.00 degrees
    Custom script: call RemoveLocation (udg_RedStartPoint)
    Game - Display to (All players) for 10.00 seconds the text: ((Name of Player 1 (Red)) + |cff0000A0Picked|r Warrior!)
    Dialog - Show DifficultyDialog for Player 1 (Red)
Choose Warrior 2
  Events
    Dialog - A dialog button is clicked for BuilderDialog
  Conditions
    (Triggering player) Equal to Player 2 (Blue)
    (Clicked dialog button) Equal to ChooseRace[4]
  Actions
    Set VariableSet BlueStartPoint = (Center of Start_2 <gen>)
    Unit - Create 1.Warriors Spirit for Player 2 (Blue) at BlueStartPoint facing 270.00 degrees
    Custom script: call RemoveLocation (udg_BlueStartPoint)
    Game - Display to (All players) for 10.00 seconds the text: ((Name of Player 2 (Blue)) + |cff0000A0Picked|r Warrior!)
    Dialog - Show DifficultyDialog for Player 2 (Blue)
Choose Warrior 3
  Events
    Dialog - A dialog button is clicked for BuilderDialog
  Conditions
    (Triggering player) Equal to Player 3 (Teal)
    (Clicked dialog button) Equal to ChooseRace[4]
  Actions
    Set VariableSet TealStartPoint = (Center of Start_3 <gen>)
    Unit - Create 1.Warriors Spirit for Player 3 (Teal) at TealStartPoint facing 270.00 degrees
    Custom script: call RemoveLocation (udg_TealStartPoint)
    Game - Display to (All players) for 10.00 seconds the text: ((Name of Player 3 (Teal)) + |cff0000A0Picked|r Warrior!)
    Dialog - Show DifficultyDialog for Player 3 (Teal)
Choose Warrior 4
  Events
    Dialog - A dialog button is clicked for BuilderDialog
  Conditions
    (Triggering player) Equal to Player 4 (Purple)
    (Clicked dialog button) Equal to ChooseRace[4]
  Actions
    Set VariableSet PurpleStartPoint = (Center of Start_4 <gen>)
    Unit - Create 1.Warriors Spirit for Player 4 (Purple) at PurpleStartPoint facing 270.00 degrees
    Custom script: call RemoveLocation (udg_PurpleStartPoint)
    Game - Display to (All players) for 10.00 seconds the text: ((Name of Player 4 (Purple)) + |cff0000A0Picked|r Warrior!)
    Dialog - Show DifficultyDialog for Player 4 (Purple)
Choose Winter
  Events
    Dialog - A dialog button is clicked for BuilderDialog
  Conditions
    (Triggering player) Equal to Player 1 (Red)
    (Clicked dialog button) Equal to ChooseRace[1]
  Actions
    Set VariableSet RedStartPoint = (Center of Start <gen>)
    Unit - Create 1.Winter Builder for Player 1 (Red) at RedStartPoint facing 270.00 degrees
    Custom script: call RemoveLocation (udg_RedStartPoint)
    Game - Display to (All players) for 10.00 seconds the text: ((Name of Player 1 (Red)) + |cff0080FFPicked|r Winter!)
    Dialog - Show DifficultyDialog for Player 1 (Red)
Choose Winter 2
  Events
    Dialog - A dialog button is clicked for BuilderDialog
  Conditions
    (Triggering player) Equal to Player 2 (Blue)
    (Clicked dialog button) Equal to ChooseRace[1]
  Actions
    Set VariableSet BlueStartPoint = (Center of Start_2 <gen>)
    Unit - Create 1.Winter Builder for Player 2 (Blue) at BlueStartPoint facing 270.00 degrees
    Custom script: call RemoveLocation (udg_BlueStartPoint)
    Game - Display to (All players) for 10.00 seconds the text: ((Name of Player 2 (Blue)) + |cff0080FFPicked|r Winter!)
    Dialog - Show DifficultyDialog for Player 2 (Blue)
Choose Winter 3
  Events
    Dialog - A dialog button is clicked for BuilderDialog
  Conditions
    (Triggering player) Equal to Player 3 (Teal)
    (Clicked dialog button) Equal to ChooseRace[1]
  Actions
    Set VariableSet TealStartPoint = (Center of Start_3 <gen>)
    Unit - Create 1.Winter Builder for Player 3 (Teal) at TealStartPoint facing 270.00 degrees
    Custom script: call RemoveLocation (udg_TealStartPoint)
    Game - Display to (All players) for 10.00 seconds the text: ((Name of Player 3 (Teal)) + |cff0080FFPicked|r Winter!)
    Dialog - Show DifficultyDialog for Player 3 (Teal)
Choose Winter 4
  Events
    Dialog - A dialog button is clicked for BuilderDialog
  Conditions
    (Triggering player) Equal to Player 4 (Purple)
    (Clicked dialog button) Equal to ChooseRace[1]
  Actions
    Set VariableSet PurpleStartPoint = (Center of Start_4 <gen>)
    Unit - Create 1.Winter Builder for Player 4 (Purple) at PurpleStartPoint facing 270.00 degrees
    Custom script: call RemoveLocation (udg_PurpleStartPoint)
    Game - Display to (All players) for 10.00 seconds the text: ((Name of Player 4 (Purple)) + |cff0080FFPicked|r Winter!)
    Dialog - Show DifficultyDialog for Player 4 (Purple)
Choose Demon
  Events
    Dialog - A dialog button is clicked for BuilderDialog
  Conditions
    (Triggering player) Equal to Player 1 (Red)
    (Clicked dialog button) Equal to ChooseRace[2]
  Actions
    Set VariableSet RedStartPoint = (Center of Start <gen>)
    Unit - Create 1.Demon Builder for Player 1 (Red) at RedStartPoint facing 270.00 degrees
    Custom script: call RemoveLocation (udg_RedStartPoint)
    Game - Display to (All players) for 10.00 seconds the text: ((Name of Player 1 (Red)) + |cffB00000Picked|r Demon!)
    Dialog - Show DifficultyDialog for Player 1 (Red)
Choose Demon 2
  Events
    Dialog - A dialog button is clicked for BuilderDialog
  Conditions
    (Triggering player) Equal to Player 2 (Blue)
    (Clicked dialog button) Equal to ChooseRace[2]
  Actions
    Set VariableSet BlueStartPoint = (Center of Start_2 <gen>)
    Unit - Create 1.Demon Builder for Player 2 (Blue) at BlueStartPoint facing 270.00 degrees
    Custom script: call RemoveLocation (udg_BlueStartPoint)
    Game - Display to (All players) for 10.00 seconds the text: ((Name of Player 2 (Blue)) + |cffB00000Picked|r Demon!)
    Dialog - Show DifficultyDialog for Player 2 (Blue)
Choose Demon 3
  Events
    Dialog - A dialog button is clicked for BuilderDialog
  Conditions
    (Triggering player) Equal to Player 3 (Teal)
    (Clicked dialog button) Equal to ChooseRace[2]
  Actions
    Set VariableSet TealStartPoint = (Center of Start_3 <gen>)
    Unit - Create 1.Demon Builder for Player 3 (Teal) at TealStartPoint facing 270.00 degrees
    Custom script: call RemoveLocation (udg_TealStartPoint)
    Game - Display to (All players) for 10.00 seconds the text: ((Name of Player 3 (Teal)) + |cffB00000Picked|r Demon!)
    Dialog - Show DifficultyDialog for Player 3 (Teal)
Choose Demon 4
  Events
    Dialog - A dialog button is clicked for BuilderDialog
  Conditions
    (Triggering player) Equal to Player 4 (Purple)
    (Clicked dialog button) Equal to ChooseRace[2]
  Actions
    Set VariableSet PurpleStartPoint = (Center of Start_4 <gen>)
    Unit - Create 1.Demon Builder for Player 4 (Purple) at PurpleStartPoint facing 270.00 degrees
    Custom script: call RemoveLocation (udg_PurpleStartPoint)
    Game - Display to (All players) for 10.00 seconds the text: ((Name of Player 4 (Purple)) + |cffB00000Picked|r Demon!)
    Dialog - Show DifficultyDialog for Player 4 (Purple)
Choose Outland
  Events
    Dialog - A dialog button is clicked for BuilderDialog
  Conditions
    (Triggering player) Equal to Player 1 (Red)
    (Clicked dialog button) Equal to ChooseRace[5]
  Actions
    Set VariableSet RedStartPoint = (Center of Start <gen>)
    Unit - Create 1.Outland Builder for Player 1 (Red) at RedStartPoint facing 270.00 degrees
    Custom script: call RemoveLocation (udg_RedStartPoint)
    Game - Display to (All players) for 10.00 seconds the text: ((Name of Player 1 (Red)) + |cffFF8000Picked|r Outland!)
Choose Outland 2
  Events
    Dialog - A dialog button is clicked for BuilderDialog
  Conditions
    (Triggering player) Equal to Player 2 (Blue)
    (Clicked dialog button) Equal to ChooseRace[5]
  Actions
    Set VariableSet BlueStartPoint = (Center of Start_2 <gen>)
    Unit - Create 1.Outland Builder for Player 2 (Blue) at BlueStartPoint facing 270.00 degrees
    Custom script: call RemoveLocation (udg_BlueStartPoint)
    Game - Display to (All players) for 10.00 seconds the text: ((Name of Player 2 (Blue)) + |cffFF8000Picked|r Outland!)
    Dialog - Show DifficultyDialog for Player 2 (Blue)
Choose Outland 3
  Events
    Dialog - A dialog button is clicked for BuilderDialog
  Conditions
    (Triggering player) Equal to Player 3 (Teal)
    (Clicked dialog button) Equal to ChooseRace[5]
  Actions
    Set VariableSet TealStartPoint = (Center of Start_3 <gen>)
    Unit - Create 1.Outland Builder for Player 3 (Teal) at TealStartPoint facing 270.00 degrees
    Custom script: call RemoveLocation (udg_TealStartPoint)
    Game - Display to (All players) for 10.00 seconds the text: ((Name of Player 3 (Teal)) + |cffFF8000Picked|r Outland!)
    Dialog - Show DifficultyDialog for Player 3 (Teal)
Choose Outland 4
  Events
    Dialog - A dialog button is clicked for BuilderDialog
  Conditions
    (Triggering player) Equal to Player 4 (Purple)
    (Clicked dialog button) Equal to ChooseRace[5]
  Actions
    Set VariableSet PurpleStartPoint = (Center of Start_4 <gen>)
    Unit - Create 1.Outland Builder for Player 4 (Purple) at PurpleStartPoint facing 270.00 degrees
    Custom script: call RemoveLocation (udg_PurpleStartPoint)
    Game - Display to (All players) for 10.00 seconds the text: ((Name of Player 4 (Purple)) + |cffFF8000Picked|r Outland!)
    Dialog - Show DifficultyDialog for Player 4 (Purple)
Choose Sea
  Events
    Dialog - A dialog button is clicked for BuilderDialog
  Conditions
    (Triggering player) Equal to Player 1 (Red)
    (Clicked dialog button) Equal to ChooseRace[6]
  Actions
    Set VariableSet RedStartPoint = (Center of Start <gen>)
    Unit - Create 1.Sea Builder for Player 1 (Red) at RedStartPoint facing 270.00 degrees
    Custom script: call RemoveLocation (udg_RedStartPoint)
    Game - Display to (All players) for 10.00 seconds the text: ((Name of Player 1 (Red)) + |cff06E6B4Picked|r Sea!)
    Dialog - Show DifficultyDialog for Player 1 (Red)
Choose Sea 2
  Events
    Dialog - A dialog button is clicked for BuilderDialog
  Conditions
    (Triggering player) Equal to Player 2 (Blue)
    (Clicked dialog button) Equal to ChooseRace[6]
  Actions
    Set VariableSet BlueStartPoint = (Center of Start_2 <gen>)
    Unit - Create 1.Sea Builder for Player 2 (Blue) at BlueStartPoint facing 270.00 degrees
    Custom script: call RemoveLocation (udg_BlueStartPoint)
    Game - Display to (All players) for 10.00 seconds the text: ((Name of Player 2 (Blue)) + |cff06E6B4Picked|r Sea!)
    Dialog - Show DifficultyDialog for Player 2 (Blue)
Choose Sea 3
  Events
    Dialog - A dialog button is clicked for BuilderDialog
  Conditions
    (Triggering player) Equal to Player 3 (Teal)
    (Clicked dialog button) Equal to ChooseRace[6]
  Actions
    Set VariableSet TealStartPoint = (Center of Start_3 <gen>)
    Unit - Create 1.Sea Builder for Player 3 (Teal) at TealStartPoint facing 270.00 degrees
    Custom script: call RemoveLocation (udg_TealStartPoint)
    Game - Display to (All players) for 10.00 seconds the text: ((Name of Player 3 (Teal)) + |cff06E6B4Picked|r Sea!)
    Dialog - Show DifficultyDialog for Player 3 (Teal)
Choose Sea 4
  Events
    Dialog - A dialog button is clicked for BuilderDialog
  Conditions
    (Triggering player) Equal to Player 4 (Purple)
    (Clicked dialog button) Equal to ChooseRace[6]
  Actions
    Set VariableSet PurpleStartPoint = (Center of Start_4 <gen>)
    Unit - Create 1.Sea Builder for Player 4 (Purple) at PurpleStartPoint facing 270.00 degrees
    Custom script: call RemoveLocation (udg_PurpleStartPoint)
    Game - Display to (All players) for 10.00 seconds the text: ((Name of Player 4 (Purple)) + |cff06E6B4Picked|r Sea!)
    Dialog - Show DifficultyDialog for Player 4 (Purple)
Choose Very Easy
  Events
    Dialog - A dialog button is clicked for DifficultyDialog
  Conditions
    (Triggering player) Equal to Player 1 (Red)
    (Clicked dialog button) Equal to ChooseDifficulty[1]
  Actions
    Game - Display to (All players) for 10.00 seconds the text: ((Name of Player 1 (Red)) + chose |cff00FF00Very Easy|r)
    Leaderboard - Change the value for Player 1 (Red) in (Last created leaderboard) to 50
    Set VariableSet Lives = 50
Choose Very Easy 2
  Events
    Dialog - A dialog button is clicked for DifficultyDialog
  Conditions
    (Triggering player) Equal to Player 2 (Blue)
    (Clicked dialog button) Equal to ChooseDifficulty[1]
  Actions
    Game - Display to (All players) for 10.00 seconds the text: ((Name of Player 2 (Blue)) + chose |cff00FF00Very Easy|r)
    Leaderboard - Change the value for Player 2 (Blue) in (Last created leaderboard) to 50
    Set VariableSet Lives2 = 50
Choose Very Easy 3
  Events
    Dialog - A dialog button is clicked for DifficultyDialog
  Conditions
    (Triggering player) Equal to Player 3 (Teal)
    (Clicked dialog button) Equal to ChooseDifficulty[1]
  Actions
    Game - Display to (All players) for 10.00 seconds the text: ((Name of Player 3 (Teal)) + chose |cff00FF00Very Easy|r)
    Leaderboard - Change the value for Player 2 (Blue) in (Last created leaderboard) to 50
    Set VariableSet Lives3 = 50
Choose Very Easy 4
  Events
    Dialog - A dialog button is clicked for DifficultyDialog
  Conditions
    (Triggering player) Equal to Player 4 (Purple)
    (Clicked dialog button) Equal to ChooseDifficulty[1]
  Actions
    Game - Display to (All players) for 10.00 seconds the text: ((Name of Player 4 (Purple)) + chose |cff00FF00Very Easy|r)
    Leaderboard - Change the value for Player 2 (Blue) in (Last created leaderboard) to 50
    Set VariableSet Lives4 = 50
Choose Easy
  Events
    Dialog - A dialog button is clicked for DifficultyDialog
  Conditions
    (Triggering player) Equal to Player 1 (Red)
    (Clicked dialog button) Equal to ChooseDifficulty[2]
  Actions
    Game - Display to (All players) for 10.00 seconds the text: ((Name of Player 1 (Red)) + chose |cff00B300Easy|r)
    Leaderboard - Change the value for Player 1 (Red) in (Last created leaderboard) to 40
    Set VariableSet Lives = 40
Choose Easy 2
  Events
    Dialog - A dialog button is clicked for DifficultyDialog
  Conditions
    (Triggering player) Equal to Player 2 (Blue)
    (Clicked dialog button) Equal to ChooseDifficulty[2]
  Actions
    Game - Display to (All players) for 10.00 seconds the text: ((Name of Player 2 (Blue)) + chose |cff00B300Easy|r)
    Leaderboard - Change the value for Player 2 (Blue) in (Last created leaderboard) to 40
    Set VariableSet Lives2 = 40
Choose Easy 3
  Events
    Dialog - A dialog button is clicked for DifficultyDialog
  Conditions
    (Triggering player) Equal to Player 3 (Teal)
    (Clicked dialog button) Equal to ChooseDifficulty[2]
  Actions
    Game - Display to (All players) for 10.00 seconds the text: ((Name of Player 3 (Teal)) + chose |cff00B300Easy|r)
    Leaderboard - Change the value for Player 3 (Teal) in (Last created leaderboard) to 40
    Set VariableSet Lives3 = 40
Choose Easy 4
  Events
    Dialog - A dialog button is clicked for DifficultyDialog
  Conditions
    (Triggering player) Equal to Player 4 (Purple)
    (Clicked dialog button) Equal to ChooseDifficulty[2]
  Actions
    Game - Display to (All players) for 10.00 seconds the text: ((Name of Player 4 (Purple)) + chose |cff00B300Easy|r)
    Leaderboard - Change the value for Player 4 (Purple) in (Last created leaderboard) to 40
    Set VariableSet Lives4 = 40
Choose Normal
  Events
    Dialog - A dialog button is clicked for DifficultyDialog
  Conditions
    (Triggering player) Equal to Player 1 (Red)
    (Clicked dialog button) Equal to ChooseDifficulty[3]
  Actions
    Game - Display to (All players) for 10.00 seconds the text: ((Name of Player 1 (Red)) + chose |cffFFFF00Normal|r)
    Leaderboard - Change the value for Player 1 (Red) in (Last created leaderboard) to 30
    Set VariableSet Lives = 30
Choose Normal 2
  Events
    Dialog - A dialog button is clicked for DifficultyDialog
  Conditions
    (Triggering player) Equal to Player 2 (Blue)
    (Clicked dialog button) Equal to ChooseDifficulty[3]
  Actions
    Game - Display to (All players) for 10.00 seconds the text: ((Name of Player 2 (Blue)) + chose |cffFFFF00Normal|r)
    Leaderboard - Change the value for Player 2 (Blue) in (Last created leaderboard) to 30
    Set VariableSet Lives2 = 30
Choose Normal 3
  Events
    Dialog - A dialog button is clicked for DifficultyDialog
  Conditions
    (Triggering player) Equal to Player 3 (Teal)
    (Clicked dialog button) Equal to ChooseDifficulty[3]
  Actions
    Game - Display to (All players) for 10.00 seconds the text: ((Name of Player 3 (Teal)) + chose |cffFFFF00Normal|r)
    Leaderboard - Change the value for Player 3 (Teal) in (Last created leaderboard) to 30
    Set VariableSet Lives3 = 30
Choose Normal 4
  Events
    Dialog - A dialog button is clicked for DifficultyDialog
  Conditions
    (Triggering player) Equal to Player 4 (Purple)
    (Clicked dialog button) Equal to ChooseDifficulty[3]
  Actions
    Game - Display to (All players) for 10.00 seconds the text: ((Name of Player 4 (Purple)) + chose |cffFFFF00Normal|r)
    Leaderboard - Change the value for Player 4 (Purple) in (Last created leaderboard) to 30
    Set VariableSet Lives4 = 30
Choose Hard
  Events
    Dialog - A dialog button is clicked for DifficultyDialog
  Conditions
    (Triggering player) Equal to Player 1 (Red)
    (Clicked dialog button) Equal to ChooseDifficulty[4]
  Actions
    Game - Display to (All players) for 10.00 seconds the text: ((Name of Player 1 (Red)) + chose |cffFF0000Hard|r)
    Leaderboard - Change the value for Player 1 (Red) in (Last created leaderboard) to 20
    Set VariableSet Lives = 20
Choose Hard 2
  Events
    Dialog - A dialog button is clicked for DifficultyDialog
  Conditions
    (Triggering player) Equal to Player 2 (Blue)
    (Clicked dialog button) Equal to ChooseDifficulty[4]
  Actions
    Game - Display to (All players) for 10.00 seconds the text: ((Name of Player 2 (Blue)) + chose |cffFF0000Hard|r)
    Leaderboard - Change the value for Player 2 (Blue) in (Last created leaderboard) to 20
    Set VariableSet Lives2 = 20
Choose Hard 3
  Events
    Dialog - A dialog button is clicked for DifficultyDialog
  Conditions
    (Triggering player) Equal to Player 3 (Teal)
    (Clicked dialog button) Equal to ChooseDifficulty[4]
  Actions
    Game - Display to (All players) for 10.00 seconds the text: ((Name of Player 3 (Teal)) + chose |cffFF0000Hard|r)
    Leaderboard - Change the value for Player 3 (Teal) in (Last created leaderboard) to 20
    Set VariableSet Lives3 = 20
Choose Hard 4
  Events
    Dialog - A dialog button is clicked for DifficultyDialog
  Conditions
    (Triggering player) Equal to Player 4 (Purple)
    (Clicked dialog button) Equal to ChooseDifficulty[4]
  Actions
    Game - Display to (All players) for 10.00 seconds the text: ((Name of Player 4 (Purple)) + chose |cffFF0000Hard|r)
    Leaderboard - Change the value for Player 4 (Purple) in (Last created leaderboard) to 20
    Set VariableSet Lives4 = 20
Choose Very Hard
  Events
    Dialog - A dialog button is clicked for DifficultyDialog
  Conditions
    (Triggering player) Equal to Player 1 (Red)
    (Clicked dialog button) Equal to ChooseDifficulty[5]
  Actions
    Game - Display to (All players) for 10.00 seconds the text: ((Name of Player 1 (Red)) + chose |cffB00000Very Hard|r)
    Leaderboard - Change the value for Player 1 (Red) in (Last created leaderboard) to 10
    Set VariableSet Lives = 10
Choose Very Hard 2
  Events
    Dialog - A dialog button is clicked for DifficultyDialog
  Conditions
    (Triggering player) Equal to Player 2 (Blue)
    (Clicked dialog button) Equal to ChooseDifficulty[5]
  Actions
    Game - Display to (All players) for 10.00 seconds the text: ((Name of Player 2 (Blue)) + chose |cffB00000Very Hard|r)
    Leaderboard - Change the value for Player 2 (Blue) in (Last created leaderboard) to 10
    Set VariableSet Lives2 = 10
Choose Very Hard 3
  Events
    Dialog - A dialog button is clicked for DifficultyDialog
  Conditions
    (Triggering player) Equal to Player 3 (Teal)
    (Clicked dialog button) Equal to ChooseDifficulty[5]
  Actions
    Game - Display to (All players) for 10.00 seconds the text: ((Name of Player 3 (Teal)) + chose |cffB00000Very Hard|r)
    Leaderboard - Change the value for Player 3 (Teal) in (Last created leaderboard) to 10
    Set VariableSet Lives3 = 10
Choose Very Hard 4
  Events
    Dialog - A dialog button is clicked for DifficultyDialog
  Conditions
    (Triggering player) Equal to Player 4 (Purple)
    (Clicked dialog button) Equal to ChooseDifficulty[5]
  Actions
    Game - Display to (All players) for 10.00 seconds the text: ((Name of Player 4 (Purple)) + chose |cffB00000Very Hard|r)
    Leaderboard - Change the value for Player 4 (Purple) in (Last created leaderboard) to 10
    Set VariableSet Lives4 = 10
Choose Impossible
  Events
    Dialog - A dialog button is clicked for DifficultyDialog
  Conditions
    (Triggering player) Equal to Player 1 (Red)
    (Clicked dialog button) Equal to ChooseDifficulty[6]
  Actions
    Game - Display to (All players) for 10.00 seconds the text: ((Name of Player 1 (Red)) + chose |cff800003Impossible|r)
    Leaderboard - Change the value for Player 1 (Red) in (Last created leaderboard) to 1
    Set VariableSet Lives = 1
Choose Impossible 2
  Events
    Dialog - A dialog button is clicked for DifficultyDialog
  Conditions
    (Triggering player) Equal to Player 2 (Blue)
    (Clicked dialog button) Equal to ChooseDifficulty[6]
  Actions
    Game - Display to (All players) for 10.00 seconds the text: ((Name of Player 2 (Blue)) + chose |cff800003Impossible|r)
    Leaderboard - Change the value for Player 2 (Blue) in (Last created leaderboard) to 1
    Set VariableSet Lives2 = 1
Choose Impossible 3
  Events
    Dialog - A dialog button is clicked for DifficultyDialog
  Conditions
    (Triggering player) Equal to Player 3 (Teal)
    (Clicked dialog button) Equal to ChooseDifficulty[6]
  Actions
    Game - Display to (All players) for 10.00 seconds the text: ((Name of Player 3 (Teal)) + chose |cff800003Impossible|r)
    Leaderboard - Change the value for Player 3 (Teal) in (Last created leaderboard) to 1
    Set VariableSet Lives3 = 1
Choose Impossible 4
  Events
    Dialog - A dialog button is clicked for DifficultyDialog
  Conditions
    (Triggering player) Equal to Player 4 (Purple)
    (Clicked dialog button) Equal to ChooseDifficulty[6]
  Actions
    Game - Display to (All players) for 10.00 seconds the text: ((Name of Player 4 (Purple)) + chose |cff800003Impossible|r)
    Leaderboard - Change the value for Player 4 (Purple) in (Last created leaderboard) to 1
    Set VariableSet Lives4 = 1
Level 1
  Events
  Conditions
  Actions
    Set VariableSet Level = (Level + 1)
    Set VariableSet Next_Level = Level_2 <gen>
    Leaderboard - Change the value for Player 10 (Light Blue) in (Last created leaderboard) to Level
    Game - Display to (All players) for 10.00 seconds the text: |cff0080FFLevel 1 - Bandits
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 1 (Red) controller) Equal to User
            (Player 1 (Red) slot status) Equal to Is playing
            Defeated Not equal to 1
          Then - Actions
            Unit - Create 1.Level 1 - Bandit for Player 12 (Brown) at (Center of Spawn <gen>) facing 270.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move <gen>)
            Wait 0.20 seconds
          Else - Actions
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 2 (Blue) controller) Equal to User
            (Player 2 (Blue) slot status) Equal to Is playing
            Defeated2 Not equal to 1
          Then - Actions
            Unit - Create 1.Level 1 - Bandit for Player 12 (Brown) at (Center of Spawn_2 <gen>) facing 270.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move_2_1 <gen>)
            Wait 0.20 seconds
          Else - Actions
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 3 (Teal) controller) Equal to User
            (Player 3 (Teal) slot status) Equal to Is playing
            Defeated3 Not equal to 1
          Then - Actions
            Unit - Create 1.Level 1 - Bandit for Player 12 (Brown) at (Center of Spawn_3 <gen>) facing 90.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move3_1 <gen>)
            Wait 0.20 seconds
          Else - Actions
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 4 (Purple) controller) Equal to User
            (Player 4 (Purple) slot status) Equal to Is playing
            Defeated4 Not equal to 1
          Then - Actions
            Unit - Create 1.Level 1 - Bandit for Player 12 (Brown) at (Center of Spawn_4 <gen>) facing 90.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move4_1 <gen>)
            Wait 0.20 seconds
          Else - Actions
Level 2
  Events
  Conditions
  Actions
    Set VariableSet Level = (Level + 1)
    Set VariableSet Next_Level = Level_3 <gen>
    Leaderboard - Change the value for Player 10 (Light Blue) in (Last created leaderboard) to Level
    Game - Display to (All players) for 10.00 seconds the text: |cff0080FFLevel 2 - Brigands
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 1 (Red) controller) Equal to User
            (Player 1 (Red) slot status) Equal to Is playing
            Defeated Not equal to 1
          Then - Actions
            Unit - Create 1.Level 2 - Brigand for Player 12 (Brown) at (Center of Spawn <gen>) facing 270.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move <gen>)
            Wait 0.20 seconds
          Else - Actions
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 2 (Blue) controller) Equal to User
            (Player 2 (Blue) slot status) Equal to Is playing
            Defeated2 Not equal to 1
          Then - Actions
            Unit - Create 1.Level 2 - Brigand for Player 12 (Brown) at (Center of Spawn_2 <gen>) facing 270.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move_2_1 <gen>)
            Wait 0.20 seconds
          Else - Actions
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 3 (Teal) controller) Equal to User
            (Player 3 (Teal) slot status) Equal to Is playing
            Defeated3 Not equal to 1
          Then - Actions
            Unit - Create 1.Level 2 - Brigand for Player 12 (Brown) at (Center of Spawn_3 <gen>) facing 90.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move3_1 <gen>)
            Wait 0.20 seconds
          Else - Actions
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 4 (Purple) controller) Equal to User
            (Player 4 (Purple) slot status) Equal to Is playing
            Defeated4 Not equal to 1
          Then - Actions
            Unit - Create 1.Level 2 - Brigand for Player 12 (Brown) at (Center of Spawn_4 <gen>) facing 90.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move4_1 <gen>)
            Wait 0.20 seconds
          Else - Actions
Level 3
  Events
  Conditions
  Actions
    Set VariableSet Level = (Level + 1)
    Set VariableSet Next_Level = Level_4 <gen>
    Leaderboard - Change the value for Player 10 (Light Blue) in (Last created leaderboard) to Level
    Game - Display to (All players) for 10.00 seconds the text: |cff0080FFLevel 3 - Bandit Lords
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 1 (Red) controller) Equal to User
            (Player 1 (Red) slot status) Equal to Is playing
            Defeated Not equal to 1
          Then - Actions
            Unit - Create 1.Level 3 - Bandit Lord for Player 12 (Brown) at (Center of Spawn <gen>) facing 270.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move <gen>)
            Wait 0.20 seconds
          Else - Actions
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 2 (Blue) controller) Equal to User
            (Player 2 (Blue) slot status) Equal to Is playing
            Defeated2 Not equal to 1
          Then - Actions
            Unit - Create 1.Level 3 - Bandit Lord for Player 12 (Brown) at (Center of Spawn_2 <gen>) facing 270.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move_2_1 <gen>)
            Wait 0.20 seconds
          Else - Actions
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 3 (Teal) controller) Equal to User
            (Player 3 (Teal) slot status) Equal to Is playing
            Defeated3 Not equal to 1
          Then - Actions
            Unit - Create 1.Level 3 - Bandit Lord for Player 12 (Brown) at (Center of Spawn_3 <gen>) facing 90.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move3_1 <gen>)
            Wait 0.20 seconds
          Else - Actions
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 4 (Purple) controller) Equal to User
            (Player 4 (Purple) slot status) Equal to Is playing
            Defeated4 Not equal to 1
          Then - Actions
            Unit - Create 1.Level 3 - Bandit Lord for Player 12 (Brown) at (Center of Spawn_4 <gen>) facing 90.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move4_1 <gen>)
            Wait 0.20 seconds
          Else - Actions
Level 4
  Events
  Conditions
  Actions
    Set VariableSet Level = (Level + 1)
    Set VariableSet Next_Level = Level_5 <gen>
    Leaderboard - Change the value for Player 10 (Light Blue) in (Last created leaderboard) to Level
    Game - Display to (All players) for 10.00 seconds the text: |cff0080FFLevel 4 - Satyrs
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 1 (Red) controller) Equal to User
            (Player 1 (Red) slot status) Equal to Is playing
            Defeated Not equal to 1
          Then - Actions
            Unit - Create 1.Level 4 - Satyr for Player 12 (Brown) at (Center of Spawn <gen>) facing 270.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move <gen>)
            Wait 0.20 seconds
          Else - Actions
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 2 (Blue) controller) Equal to User
            (Player 2 (Blue) slot status) Equal to Is playing
            Defeated2 Not equal to 1
          Then - Actions
            Unit - Create 1.Level 4 - Satyr for Player 12 (Brown) at (Center of Spawn_2 <gen>) facing 270.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move_2_1 <gen>)
            Wait 0.20 seconds
          Else - Actions
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 3 (Teal) controller) Equal to User
            (Player 3 (Teal) slot status) Equal to Is playing
            Defeated3 Not equal to 1
          Then - Actions
            Unit - Create 1.Level 4 - Satyr for Player 12 (Brown) at (Center of Spawn_3 <gen>) facing 90.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move3_1 <gen>)
            Wait 0.20 seconds
          Else - Actions
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 4 (Purple) controller) Equal to User
            (Player 4 (Purple) slot status) Equal to Is playing
            Defeated4 Not equal to 1
          Then - Actions
            Unit - Create 1.Level 4 - Satyr for Player 12 (Brown) at (Center of Spawn_4 <gen>) facing 90.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move4_1 <gen>)
            Wait 0.20 seconds
          Else - Actions
Level 5
  Events
  Conditions
  Actions
    Set VariableSet Level = (Level + 1)
    Set VariableSet Next_Level = Level_6 <gen>
    Leaderboard - Change the value for Player 10 (Light Blue) in (Last created leaderboard) to Level
    Game - Display to (All players) for 10.00 seconds the text: |cff0080FFLevel 5 - Hawks
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 1 (Red) controller) Equal to User
            (Player 1 (Red) slot status) Equal to Is playing
            Defeated Not equal to 1
          Then - Actions
            Unit - Create 1.Level 5 - Hawk for Player 12 (Brown) at (Center of Spawn <gen>) facing 270.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move <gen>)
            Wait 0.20 seconds
          Else - Actions
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 2 (Blue) controller) Equal to User
            (Player 2 (Blue) slot status) Equal to Is playing
            Defeated2 Not equal to 1
          Then - Actions
            Unit - Create 1.Level 5 - Hawk for Player 12 (Brown) at (Center of Spawn_2 <gen>) facing 270.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move_2_1 <gen>)
            Wait 0.20 seconds
          Else - Actions
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 3 (Teal) controller) Equal to User
            (Player 3 (Teal) slot status) Equal to Is playing
            Defeated3 Not equal to 1
          Then - Actions
            Unit - Create 1.Level 5 - Hawk for Player 12 (Brown) at (Center of Spawn_3 <gen>) facing 90.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move3_1 <gen>)
            Wait 0.20 seconds
          Else - Actions
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 4 (Purple) controller) Equal to User
            (Player 4 (Purple) slot status) Equal to Is playing
            Defeated4 Not equal to 1
          Then - Actions
            Unit - Create 1.Level 5 - Hawk for Player 12 (Brown) at (Center of Spawn_4 <gen>) facing 90.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move4_1 <gen>)
            Wait 0.20 seconds
          Else - Actions
Level 6
  Events
  Conditions
  Actions
    Set VariableSet Level = (Level + 1)
    Set VariableSet Next_Level = Level_7 <gen>
    Leaderboard - Change the value for Player 10 (Light Blue) in (Last created leaderboard) to Level
    Game - Display to (All players) for 5.00 seconds the text: |cff0080FFBounty has been increased!
    Game - Display to (All players) for 10.00 seconds the text: |cff0080FFLevel 6 - Dranaeis
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 1 (Red) controller) Equal to User
            (Player 1 (Red) slot status) Equal to Is playing
            Defeated Not equal to 1
          Then - Actions
            Unit - Create 1.Level 6 - Dranaei for Player 12 (Brown) at (Center of Spawn <gen>) facing 270.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move <gen>)
            Wait 0.20 seconds
          Else - Actions
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 2 (Blue) controller) Equal to User
            (Player 2 (Blue) slot status) Equal to Is playing
            Defeated2 Not equal to 1
          Then - Actions
            Unit - Create 1.Level 6 - Dranaei for Player 12 (Brown) at (Center of Spawn_2 <gen>) facing 270.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move_2_1 <gen>)
            Wait 0.20 seconds
          Else - Actions
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 3 (Teal) controller) Equal to User
            (Player 3 (Teal) slot status) Equal to Is playing
            Defeated3 Not equal to 1
          Then - Actions
            Unit - Create 1.Level 6 - Dranaei for Player 12 (Brown) at (Center of Spawn_3 <gen>) facing 90.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move3_1 <gen>)
            Wait 0.20 seconds
          Else - Actions
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 4 (Purple) controller) Equal to User
            (Player 4 (Purple) slot status) Equal to Is playing
            Defeated4 Not equal to 1
          Then - Actions
            Unit - Create 1.Level 6 - Dranaei for Player 12 (Brown) at (Center of Spawn_4 <gen>) facing 90.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move4_1 <gen>)
            Wait 0.20 seconds
          Else - Actions
Level 7
  Events
  Conditions
  Actions
    Set VariableSet Level = (Level + 1)
    Set VariableSet Next_Level = Level_8 <gen>
    Leaderboard - Change the value for Player 10 (Light Blue) in (Last created leaderboard) to Level
    Game - Display to (All players) for 10.00 seconds the text: |cff0080FFLevel 7 - Fel Guards
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 1 (Red) controller) Equal to User
            (Player 1 (Red) slot status) Equal to Is playing
            Defeated Not equal to 1
          Then - Actions
            Unit - Create 1.Level 7 - Fel Guard for Player 12 (Brown) at (Center of Spawn <gen>) facing 270.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move <gen>)
            Wait 0.20 seconds
          Else - Actions
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 2 (Blue) controller) Equal to User
            (Player 2 (Blue) slot status) Equal to Is playing
            Defeated2 Not equal to 1
          Then - Actions
            Unit - Create 1.Level 7 - Fel Guard for Player 12 (Brown) at (Center of Spawn_2 <gen>) facing 270.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move_2_1 <gen>)
            Wait 0.20 seconds
          Else - Actions
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 3 (Teal) controller) Equal to User
            (Player 3 (Teal) slot status) Equal to Is playing
            Defeated3 Not equal to 1
          Then - Actions
            Unit - Create 1.Level 7 - Fel Guard for Player 12 (Brown) at (Center of Spawn_3 <gen>) facing 90.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move3_1 <gen>)
            Wait 0.20 seconds
          Else - Actions
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 4 (Purple) controller) Equal to User
            (Player 4 (Purple) slot status) Equal to Is playing
            Defeated4 Not equal to 1
          Then - Actions
            Unit - Create 1.Level 7 - Fel Guard for Player 12 (Brown) at (Center of Spawn_4 <gen>) facing 90.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move4_1 <gen>)
            Wait 0.20 seconds
          Else - Actions
Level 8
  Events
  Conditions
  Actions
    Set VariableSet Level = (Level + 1)
    Set VariableSet Next_Level = Level_9 <gen>
    Leaderboard - Change the value for Player 10 (Light Blue) in (Last created leaderboard) to Level
    Game - Display to (All players) for 10.00 seconds the text: |cff0080FFLevel 8 - Spiders
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 1 (Red) controller) Equal to User
            (Player 1 (Red) slot status) Equal to Is playing
            Defeated Not equal to 1
          Then - Actions
            Unit - Create 1.Level 8 - Spider for Player 12 (Brown) at (Center of Spawn <gen>) facing 270.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move <gen>)
            Wait 0.20 seconds
          Else - Actions
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 2 (Blue) controller) Equal to User
            (Player 2 (Blue) slot status) Equal to Is playing
            Defeated2 Not equal to 1
          Then - Actions
            Unit - Create 1.Level 8 - Spider for Player 12 (Brown) at (Center of Spawn_2 <gen>) facing 270.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move_2_1 <gen>)
            Wait 0.20 seconds
          Else - Actions
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 3 (Teal) controller) Equal to User
            (Player 3 (Teal) slot status) Equal to Is playing
            Defeated3 Not equal to 1
          Then - Actions
            Unit - Create 1.Level 8 - Spider for Player 12 (Brown) at (Center of Spawn_3 <gen>) facing 90.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move3_1 <gen>)
            Wait 0.20 seconds
          Else - Actions
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 4 (Purple) controller) Equal to User
            (Player 4 (Purple) slot status) Equal to Is playing
            Defeated4 Not equal to 1
          Then - Actions
            Unit - Create 1.Level 8 - Spider for Player 12 (Brown) at (Center of Spawn_4 <gen>) facing 90.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move4_1 <gen>)
            Wait 0.20 seconds
          Else - Actions
Level 9
  Events
  Conditions
  Actions
    Set VariableSet Level = (Level + 1)
    Set VariableSet Next_Level = Level_10 <gen>
    Leaderboard - Change the value for Player 10 (Light Blue) in (Last created leaderboard) to Level
    Game - Display to (All players) for 10.00 seconds the text: |cff0080FFLevel 9 - Wolves
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 1 (Red) controller) Equal to User
            (Player 1 (Red) slot status) Equal to Is playing
            Defeated Not equal to 1
          Then - Actions
            Unit - Create 1.Level 9 - Wolf for Player 12 (Brown) at (Center of Spawn <gen>) facing 270.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move <gen>)
            Wait 0.20 seconds
          Else - Actions
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 2 (Blue) controller) Equal to User
            (Player 2 (Blue) slot status) Equal to Is playing
            Defeated2 Not equal to 1
          Then - Actions
            Unit - Create 1.Level 9 - Wolf for Player 12 (Brown) at (Center of Spawn_2 <gen>) facing 270.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move_2_1 <gen>)
            Wait 0.20 seconds
          Else - Actions
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 3 (Teal) controller) Equal to User
            (Player 3 (Teal) slot status) Equal to Is playing
            Defeated3 Not equal to 1
          Then - Actions
            Unit - Create 1.Level 9 - Wolf for Player 12 (Brown) at (Center of Spawn_3 <gen>) facing 90.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move3_1 <gen>)
            Wait 0.20 seconds
          Else - Actions
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 4 (Purple) controller) Equal to User
            (Player 4 (Purple) slot status) Equal to Is playing
            Defeated4 Not equal to 1
          Then - Actions
            Unit - Create 1.Level 9 - Wolf for Player 12 (Brown) at (Center of Spawn_4 <gen>) facing 90.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move4_1 <gen>)
            Wait 0.20 seconds
          Else - Actions
Level 10
  Events
  Conditions
  Actions
    Set VariableSet Level = (Level + 1)
    Set VariableSet Next_Level = Level_11 <gen>
    Leaderboard - Change the value for Player 10 (Light Blue) in (Last created leaderboard) to Level
    Game - Display to (All players) for 10.00 seconds the text: |cff0080FFLevel 10 - Baby Dragons
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 1 (Red) controller) Equal to User
            (Player 1 (Red) slot status) Equal to Is playing
            Defeated Not equal to 1
          Then - Actions
            Unit - Create 1.Level 10 - Baby Dragon for Player 12 (Brown) at (Center of Spawn <gen>) facing 270.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move <gen>)
            Wait 0.20 seconds
          Else - Actions
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 2 (Blue) controller) Equal to User
            (Player 2 (Blue) slot status) Equal to Is playing
            Defeated2 Not equal to 1
          Then - Actions
            Unit - Create 1.Level 10 - Baby Dragon for Player 12 (Brown) at (Center of Spawn_2 <gen>) facing 270.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move_2_1 <gen>)
            Wait 0.20 seconds
          Else - Actions
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 3 (Teal) controller) Equal to User
            (Player 3 (Teal) slot status) Equal to Is playing
            Defeated3 Not equal to 1
          Then - Actions
            Unit - Create 1.Level 10 - Baby Dragon for Player 12 (Brown) at (Center of Spawn_3 <gen>) facing 90.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move3_1 <gen>)
            Wait 0.20 seconds
          Else - Actions
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 4 (Purple) controller) Equal to User
            (Player 4 (Purple) slot status) Equal to Is playing
            Defeated4 Not equal to 1
          Then - Actions
            Unit - Create 1.Level 10 - Baby Dragon for Player 12 (Brown) at (Center of Spawn_4 <gen>) facing 90.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move4_1 <gen>)
            Wait 0.20 seconds
          Else - Actions
Level 11
  Events
  Conditions
  Actions
    Set VariableSet Level = (Level + 1)
    Set VariableSet Next_Level = Level_12 <gen>
    Leaderboard - Change the value for Player 10 (Light Blue) in (Last created leaderboard) to Level
    Game - Display to (All players) for 5.00 seconds the text: |cff0080FFBounty has been increased!
    Game - Display to (All players) for 10.00 seconds the text: |cff0080FFLevel 11 - Turtles
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 1 (Red) controller) Equal to User
            (Player 1 (Red) slot status) Equal to Is playing
            Defeated Not equal to 1
          Then - Actions
            Unit - Create 1.Level 11 - Turtle for Player 12 (Brown) at (Center of Spawn <gen>) facing 270.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move <gen>)
            Wait 0.20 seconds
          Else - Actions
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 2 (Blue) controller) Equal to User
            (Player 2 (Blue) slot status) Equal to Is playing
            Defeated2 Not equal to 1
          Then - Actions
            Unit - Create 1.Level 11 - Turtle for Player 12 (Brown) at (Center of Spawn_2 <gen>) facing 270.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move_2_1 <gen>)
            Wait 0.20 seconds
          Else - Actions
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 3 (Teal) controller) Equal to User
            (Player 3 (Teal) slot status) Equal to Is playing
            Defeated3 Not equal to 1
          Then - Actions
            Unit - Create 1.Level 11 - Turtle for Player 12 (Brown) at (Center of Spawn_3 <gen>) facing 90.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move3_1 <gen>)
            Wait 0.20 seconds
          Else - Actions
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 4 (Purple) controller) Equal to User
            (Player 4 (Purple) slot status) Equal to Is playing
            Defeated4 Not equal to 1
          Then - Actions
            Unit - Create 1.Level 11 - Turtle for Player 12 (Brown) at (Center of Spawn_4 <gen>) facing 90.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move4_1 <gen>)
            Wait 0.20 seconds
          Else - Actions
Level 12
  Events
  Conditions
  Actions
    Set VariableSet Level = (Level + 1)
    Set VariableSet Next_Level = Level_13 <gen>
    Leaderboard - Change the value for Player 10 (Light Blue) in (Last created leaderboard) to Level
    Game - Display to (All players) for 10.00 seconds the text: |cff0080FFLevel 12 - Stormreavers
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 1 (Red) controller) Equal to User
            (Player 1 (Red) slot status) Equal to Is playing
            Defeated Not equal to 1
          Then - Actions
            Unit - Create 1.Level 12 - Stormreaver for Player 12 (Brown) at (Center of Spawn <gen>) facing 270.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move <gen>)
            Wait 0.20 seconds
          Else - Actions
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 2 (Blue) controller) Equal to User
            (Player 2 (Blue) slot status) Equal to Is playing
            Defeated2 Not equal to 1
          Then - Actions
            Unit - Create 1.Level 12 - Stormreaver for Player 12 (Brown) at (Center of Spawn_2 <gen>) facing 270.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move_2_1 <gen>)
            Wait 0.20 seconds
          Else - Actions
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 3 (Teal) controller) Equal to User
            (Player 3 (Teal) slot status) Equal to Is playing
            Defeated3 Not equal to 1
          Then - Actions
            Unit - Create 1.Level 12 - Stormreaver for Player 12 (Brown) at (Center of Spawn_3 <gen>) facing 90.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move3_1 <gen>)
            Wait 0.20 seconds
          Else - Actions
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 4 (Purple) controller) Equal to User
            (Player 4 (Purple) slot status) Equal to Is playing
            Defeated4 Not equal to 1
          Then - Actions
            Unit - Create 1.Level 12 - Stormreaver for Player 12 (Brown) at (Center of Spawn_4 <gen>) facing 90.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move4_1 <gen>)
            Wait 0.20 seconds
          Else - Actions
Level 13
  Events
  Conditions
  Actions
    Set VariableSet Level = (Level + 1)
    Set VariableSet Next_Level = Level_14 <gen>
    Leaderboard - Change the value for Player 10 (Light Blue) in (Last created leaderboard) to Level
    Game - Display to (All players) for 10.00 seconds the text: |cff0080FFLevel 13 - Druids
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 1 (Red) controller) Equal to User
            (Player 1 (Red) slot status) Equal to Is playing
            Defeated Not equal to 1
          Then - Actions
            Unit - Create 1.Level 13 - Druid for Player 12 (Brown) at (Center of Spawn <gen>) facing 270.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move <gen>)
            Wait 0.20 seconds
          Else - Actions
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 2 (Blue) controller) Equal to User
            (Player 2 (Blue) slot status) Equal to Is playing
            Defeated2 Not equal to 1
          Then - Actions
            Unit - Create 1.Level 13 - Druid for Player 12 (Brown) at (Center of Spawn_2 <gen>) facing 270.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move_2_1 <gen>)
            Wait 0.20 seconds
          Else - Actions
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 3 (Teal) controller) Equal to User
            (Player 3 (Teal) slot status) Equal to Is playing
            Defeated3 Not equal to 1
          Then - Actions
            Unit - Create 1.Level 13 - Druid for Player 12 (Brown) at (Center of Spawn_3 <gen>) facing 90.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move3_1 <gen>)
            Wait 0.20 seconds
          Else - Actions
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 4 (Purple) controller) Equal to User
            (Player 4 (Purple) slot status) Equal to Is playing
            Defeated4 Not equal to 1
          Then - Actions
            Unit - Create 1.Level 13 - Druid for Player 12 (Brown) at (Center of Spawn_4 <gen>) facing 90.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move4_1 <gen>)
            Wait 0.20 seconds
          Else - Actions
Level 14
  Events
  Conditions
  Actions
    Set VariableSet Level = (Level + 1)
    Set VariableSet Next_Level = Level_15 <gen>
    Leaderboard - Change the value for Player 10 (Light Blue) in (Last created leaderboard) to Level
    Game - Display to (All players) for 10.00 seconds the text: |cff0080FFLevel 14 - Spirits
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 1 (Red) controller) Equal to User
            (Player 1 (Red) slot status) Equal to Is playing
            Defeated Not equal to 1
          Then - Actions
            Unit - Create 1.Level 14 - Spirit for Player 12 (Brown) at (Center of Spawn <gen>) facing 270.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move <gen>)
            Wait 0.20 seconds
          Else - Actions
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 2 (Blue) controller) Equal to User
            (Player 2 (Blue) slot status) Equal to Is playing
            Defeated2 Not equal to 1
          Then - Actions
            Unit - Create 1.Level 14 - Spirit for Player 12 (Brown) at (Center of Spawn_2 <gen>) facing 270.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move_2_1 <gen>)
            Wait 0.20 seconds
          Else - Actions
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 3 (Teal) controller) Equal to User
            (Player 3 (Teal) slot status) Equal to Is playing
            Defeated3 Not equal to 1
          Then - Actions
            Unit - Create 1.Level 14 - Spirit for Player 12 (Brown) at (Center of Spawn_3 <gen>) facing 90.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move3_1 <gen>)
            Wait 0.20 seconds
          Else - Actions
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 4 (Purple) controller) Equal to User
            (Player 4 (Purple) slot status) Equal to Is playing
            Defeated4 Not equal to 1
          Then - Actions
            Unit - Create 1.Level 14 - Spirit for Player 12 (Brown) at (Center of Spawn_4 <gen>) facing 90.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move4_1 <gen>)
            Wait 0.20 seconds
          Else - Actions
Level 15
  Events
  Conditions
  Actions
    Set VariableSet Level = (Level + 1)
    Set VariableSet Next_Level = Level_16 <gen>
    Leaderboard - Change the value for Player 10 (Light Blue) in (Last created leaderboard) to Level
    Game - Display to (All players) for 10.00 seconds the text: |cff0080FFLevel 15 - Chimaeras
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 1 (Red) controller) Equal to User
            (Player 1 (Red) slot status) Equal to Is playing
            Defeated Not equal to 1
          Then - Actions
            Unit - Create 1.Level 15 - Chimaera for Player 12 (Brown) at (Center of Spawn <gen>) facing 270.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move <gen>)
            Wait 0.20 seconds
          Else - Actions
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 2 (Blue) controller) Equal to User
            (Player 2 (Blue) slot status) Equal to Is playing
            Defeated2 Not equal to 1
          Then - Actions
            Unit - Create 1.Level 15 - Chimaera for Player 12 (Brown) at (Center of Spawn_2 <gen>) facing 270.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move_2_1 <gen>)
            Wait 0.20 seconds
          Else - Actions
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 3 (Teal) controller) Equal to User
            (Player 3 (Teal) slot status) Equal to Is playing
            Defeated3 Not equal to 1
          Then - Actions
            Unit - Create 1.Level 15 - Chimaera for Player 12 (Brown) at (Center of Spawn_3 <gen>) facing 90.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move3_1 <gen>)
            Wait 0.20 seconds
          Else - Actions
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 4 (Purple) controller) Equal to User
            (Player 4 (Purple) slot status) Equal to Is playing
            Defeated4 Not equal to 1
          Then - Actions
            Unit - Create 1.Level 15 - Chimaera for Player 12 (Brown) at (Center of Spawn_4 <gen>) facing 90.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move4_1 <gen>)
            Wait 0.20 seconds
          Else - Actions
Level 16
  Events
  Conditions
  Actions
    Set VariableSet Level = (Level + 1)
    Set VariableSet Next_Level = Level_17 <gen>
    Leaderboard - Change the value for Player 10 (Light Blue) in (Last created leaderboard) to Level
    Game - Display to (All players) for 5.00 seconds the text: |cff0080FFBounty has been increased!
    Game - Display to (All players) for 10.00 seconds the text: |cff0080FFLevel 16 - Battle Golems
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 1 (Red) controller) Equal to User
            (Player 1 (Red) slot status) Equal to Is playing
            Defeated Not equal to 1
          Then - Actions
            Unit - Create 1.Level 16 - Battle Golem for Player 12 (Brown) at (Center of Spawn <gen>) facing 270.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move <gen>)
            Wait 0.20 seconds
          Else - Actions
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 2 (Blue) controller) Equal to User
            (Player 2 (Blue) slot status) Equal to Is playing
            Defeated2 Not equal to 1
          Then - Actions
            Unit - Create 1.Level 16 - Battle Golem for Player 12 (Brown) at (Center of Spawn_2 <gen>) facing 270.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move_2_1 <gen>)
            Wait 0.20 seconds
          Else - Actions
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 3 (Teal) controller) Equal to User
            (Player 3 (Teal) slot status) Equal to Is playing
            Defeated3 Not equal to 1
          Then - Actions
            Unit - Create 1.Level 16 - Battle Golem for Player 12 (Brown) at (Center of Spawn_3 <gen>) facing 90.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move3_1 <gen>)
            Wait 0.20 seconds
          Else - Actions
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 4 (Purple) controller) Equal to User
            (Player 4 (Purple) slot status) Equal to Is playing
            Defeated4 Not equal to 1
          Then - Actions
            Unit - Create 1.Level 16 - Battle Golem for Player 12 (Brown) at (Center of Spawn_4 <gen>) facing 90.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move4_1 <gen>)
            Wait 0.20 seconds
          Else - Actions
Level 17
  Events
  Conditions
  Actions
    Set VariableSet Level = (Level + 1)
    Set VariableSet Next_Level = Level_18 <gen>
    Leaderboard - Change the value for Player 10 (Light Blue) in (Last created leaderboard) to Level
    Game - Display to (All players) for 10.00 seconds the text: |cff0080FFLevel 17 - Evil Trees
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 1 (Red) controller) Equal to User
            (Player 1 (Red) slot status) Equal to Is playing
            Defeated Not equal to 1
          Then - Actions
            Unit - Create 1.Level 17 - Evil Tree for Player 12 (Brown) at (Center of Spawn <gen>) facing 270.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move <gen>)
            Wait 0.20 seconds
          Else - Actions
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 2 (Blue) controller) Equal to User
            (Player 2 (Blue) slot status) Equal to Is playing
            Defeated2 Not equal to 1
          Then - Actions
            Unit - Create 1.Level 17 - Evil Tree for Player 12 (Brown) at (Center of Spawn_2 <gen>) facing 270.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move_2_1 <gen>)
            Wait 0.20 seconds
          Else - Actions
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 3 (Teal) controller) Equal to User
            (Player 3 (Teal) slot status) Equal to Is playing
            Defeated3 Not equal to 1
          Then - Actions
            Unit - Create 1.Level 17 - Evil Tree for Player 12 (Brown) at (Center of Spawn_3 <gen>) facing 90.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move3_1 <gen>)
            Wait 0.20 seconds
          Else - Actions
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 4 (Purple) controller) Equal to User
            (Player 4 (Purple) slot status) Equal to Is playing
            Defeated4 Not equal to 1
          Then - Actions
            Unit - Create 1.Level 17 - Evil Tree for Player 12 (Brown) at (Center of Spawn_4 <gen>) facing 90.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move4_1 <gen>)
            Wait 0.20 seconds
          Else - Actions
Level 18
  Events
  Conditions
  Actions
    Set VariableSet Level = (Level + 1)
    Set VariableSet Next_Level = Level_19 <gen>
    Leaderboard - Change the value for Player 10 (Light Blue) in (Last created leaderboard) to Level
    Game - Display to (All players) for 10.00 seconds the text: |cff0080FFLevel 18 - Blue Zombies
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 1 (Red) controller) Equal to User
            (Player 1 (Red) slot status) Equal to Is playing
            Defeated Not equal to 1
          Then - Actions
            Unit - Create 1.Level 18 - Blue Zombie for Player 12 (Brown) at (Center of Spawn <gen>) facing 270.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move <gen>)
            Wait 0.20 seconds
          Else - Actions
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 2 (Blue) controller) Equal to User
            (Player 2 (Blue) slot status) Equal to Is playing
            Defeated2 Not equal to 1
          Then - Actions
            Unit - Create 1.Level 18 - Blue Zombie for Player 12 (Brown) at (Center of Spawn_2 <gen>) facing 270.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move_2_1 <gen>)
            Wait 0.20 seconds
          Else - Actions
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 3 (Teal) controller) Equal to User
            (Player 3 (Teal) slot status) Equal to Is playing
            Defeated3 Not equal to 1
          Then - Actions
            Unit - Create 1.Level 18 - Blue Zombie for Player 12 (Brown) at (Center of Spawn_3 <gen>) facing 90.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move3_1 <gen>)
            Wait 0.20 seconds
          Else - Actions
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 4 (Purple) controller) Equal to User
            (Player 4 (Purple) slot status) Equal to Is playing
            Defeated4 Not equal to 1
          Then - Actions
            Unit - Create 1.Level 18 - Blue Zombie for Player 12 (Brown) at (Center of Spawn_4 <gen>) facing 90.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move4_1 <gen>)
            Wait 0.20 seconds
          Else - Actions
Level 19
  Events
  Conditions
  Actions
    Set VariableSet Level = (Level + 1)
    Set VariableSet Next_Level = Level_20 <gen>
    Leaderboard - Change the value for Player 10 (Light Blue) in (Last created leaderboard) to Level
    Game - Display to (All players) for 10.00 seconds the text: |cff0080FFLevel 19 - Shadow Trolls
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 1 (Red) controller) Equal to User
            (Player 1 (Red) slot status) Equal to Is playing
            Defeated Not equal to 1
          Then - Actions
            Unit - Create 1.Level 19 - Shadow Troll for Player 12 (Brown) at (Center of Spawn <gen>) facing 270.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move <gen>)
            Wait 0.20 seconds
          Else - Actions
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 2 (Blue) controller) Equal to User
            (Player 2 (Blue) slot status) Equal to Is playing
            Defeated2 Not equal to 1
          Then - Actions
            Unit - Create 1.Level 19 - Shadow Troll for Player 12 (Brown) at (Center of Spawn_2 <gen>) facing 270.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move_2_1 <gen>)
            Wait 0.20 seconds
          Else - Actions
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 3 (Teal) controller) Equal to User
            (Player 3 (Teal) slot status) Equal to Is playing
            Defeated3 Not equal to 1
          Then - Actions
            Unit - Create 1.Level 19 - Shadow Troll for Player 12 (Brown) at (Center of Spawn_3 <gen>) facing 90.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move3_1 <gen>)
            Wait 0.20 seconds
          Else - Actions
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 4 (Purple) controller) Equal to User
            (Player 4 (Purple) slot status) Equal to Is playing
            Defeated4 Not equal to 1
          Then - Actions
            Unit - Create 1.Level 19 - Shadow Troll for Player 12 (Brown) at (Center of Spawn_4 <gen>) facing 90.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move4_1 <gen>)
            Wait 0.20 seconds
          Else - Actions
Level 20
  Events
  Conditions
  Actions
    Set VariableSet Level = (Level + 1)
    Set VariableSet Next_Level = Level_21 <gen>
    Leaderboard - Change the value for Player 10 (Light Blue) in (Last created leaderboard) to Level
    Game - Display to (All players) for 10.00 seconds the text: |cff0080FFLevel 20 - Couatls
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 1 (Red) controller) Equal to User
            (Player 1 (Red) slot status) Equal to Is playing
            Defeated Not equal to 1
          Then - Actions
            Unit - Create 1.Level 20 - Couatl for Player 12 (Brown) at (Center of Spawn <gen>) facing 270.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move <gen>)
            Wait 0.20 seconds
          Else - Actions
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 2 (Blue) controller) Equal to User
            (Player 2 (Blue) slot status) Equal to Is playing
            Defeated2 Not equal to 1
          Then - Actions
            Unit - Create 1.Level 20 - Couatl for Player 12 (Brown) at (Center of Spawn_2 <gen>) facing 270.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move_2_1 <gen>)
            Wait 0.20 seconds
          Else - Actions
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 3 (Teal) controller) Equal to User
            (Player 3 (Teal) slot status) Equal to Is playing
            Defeated3 Not equal to 1
          Then - Actions
            Unit - Create 1.Level 20 - Couatl for Player 12 (Brown) at (Center of Spawn_3 <gen>) facing 90.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move3_1 <gen>)
            Wait 0.20 seconds
          Else - Actions
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 4 (Purple) controller) Equal to User
            (Player 4 (Purple) slot status) Equal to Is playing
            Defeated4 Not equal to 1
          Then - Actions
            Unit - Create 1.Level 20 - Couatl for Player 12 (Brown) at (Center of Spawn_4 <gen>) facing 90.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move4_1 <gen>)
            Wait 0.20 seconds
          Else - Actions
Level 21
  Events
  Conditions
  Actions
    Set VariableSet Level = (Level + 1)
    Set VariableSet Next_Level = Level_22 <gen>
    Leaderboard - Change the value for Player 10 (Light Blue) in (Last created leaderboard) to Level
    Game - Display to (All players) for 10.00 seconds the text: |cff0080FFLevel 21 - Angry Grunts
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 1 (Red) controller) Equal to User
            (Player 1 (Red) slot status) Equal to Is playing
            Defeated Not equal to 1
          Then - Actions
            Unit - Create 1.Level 21 - Angry Grunt for Player 12 (Brown) at (Center of Spawn <gen>) facing 270.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move <gen>)
            Wait 0.20 seconds
          Else - Actions
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 2 (Blue) controller) Equal to User
            (Player 2 (Blue) slot status) Equal to Is playing
            Defeated2 Not equal to 1
          Then - Actions
            Unit - Create 1.Level 21 - Angry Grunt for Player 12 (Brown) at (Center of Spawn_2 <gen>) facing 270.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move_2_1 <gen>)
            Wait 0.20 seconds
          Else - Actions
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 3 (Teal) controller) Equal to User
            (Player 3 (Teal) slot status) Equal to Is playing
            Defeated3 Not equal to 1
          Then - Actions
            Unit - Create 1.Level 21 - Angry Grunt for Player 12 (Brown) at (Center of Spawn_3 <gen>) facing 90.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move3_1 <gen>)
            Wait 0.20 seconds
          Else - Actions
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 4 (Purple) controller) Equal to User
            (Player 4 (Purple) slot status) Equal to Is playing
            Defeated4 Not equal to 1
          Then - Actions
            Unit - Create 1.Level 21 - Angry Grunt for Player 12 (Brown) at (Center of Spawn_4 <gen>) facing 90.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move4_1 <gen>)
            Wait 0.20 seconds
          Else - Actions
Level 22
  Events
  Conditions
  Actions
    Set VariableSet Level = (Level + 1)
    Set VariableSet Next_Level = Level_23 <gen>
    Leaderboard - Change the value for Player 10 (Light Blue) in (Last created leaderboard) to Level
    Game - Display to (All players) for 10.00 seconds the text: |cff0080FFLevel 22 - Felhounds
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 1 (Red) controller) Equal to User
            (Player 1 (Red) slot status) Equal to Is playing
            Defeated Not equal to 1
          Then - Actions
            Unit - Create 1.Level 22 - Felhound for Player 12 (Brown) at (Center of Spawn <gen>) facing 270.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move <gen>)
            Wait 0.20 seconds
          Else - Actions
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 2 (Blue) controller) Equal to User
            (Player 2 (Blue) slot status) Equal to Is playing
            Defeated2 Not equal to 1
          Then - Actions
            Unit - Create 1.Level 22 - Felhound for Player 12 (Brown) at (Center of Spawn_2 <gen>) facing 270.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move_2_1 <gen>)
            Wait 0.20 seconds
          Else - Actions
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 3 (Teal) controller) Equal to User
            (Player 3 (Teal) slot status) Equal to Is playing
            Defeated3 Not equal to 1
          Then - Actions
            Unit - Create 1.Level 22 - Felhound for Player 12 (Brown) at (Center of Spawn_3 <gen>) facing 90.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move3_1 <gen>)
            Wait 0.20 seconds
          Else - Actions
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 4 (Purple) controller) Equal to User
            (Player 4 (Purple) slot status) Equal to Is playing
            Defeated4 Not equal to 1
          Then - Actions
            Unit - Create 1.Level 22 - Felhound for Player 12 (Brown) at (Center of Spawn_4 <gen>) facing 90.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move4_1 <gen>)
            Wait 0.20 seconds
          Else - Actions
Level 23
  Events
  Conditions
  Actions
    Set VariableSet Level = (Level + 1)
    Set VariableSet Next_Level = Level_24 <gen>
    Leaderboard - Change the value for Player 10 (Light Blue) in (Last created leaderboard) to Level
    Game - Display to (All players) for 10.00 seconds the text: |cff0080FFLevel 23 - Fat Guys
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 1 (Red) controller) Equal to User
            (Player 1 (Red) slot status) Equal to Is playing
            Defeated Not equal to 1
          Then - Actions
            Unit - Create 1.Level 23 - Fat Guy for Player 12 (Brown) at (Center of Spawn <gen>) facing 270.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move <gen>)
            Wait 0.20 seconds
          Else - Actions
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 2 (Blue) controller) Equal to User
            (Player 2 (Blue) slot status) Equal to Is playing
            Defeated2 Not equal to 1
          Then - Actions
            Unit - Create 1.Level 23 - Fat Guy for Player 12 (Brown) at (Center of Spawn_2 <gen>) facing 270.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move_2_1 <gen>)
            Wait 0.20 seconds
          Else - Actions
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 3 (Teal) controller) Equal to User
            (Player 3 (Teal) slot status) Equal to Is playing
            Defeated3 Not equal to 1
          Then - Actions
            Unit - Create 1.Level 23 - Fat Guy for Player 12 (Brown) at (Center of Spawn_3 <gen>) facing 90.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move3_1 <gen>)
            Wait 0.20 seconds
          Else - Actions
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 4 (Purple) controller) Equal to User
            (Player 4 (Purple) slot status) Equal to Is playing
            Defeated4 Not equal to 1
          Then - Actions
            Unit - Create 1.Level 23 - Fat Guy for Player 12 (Brown) at (Center of Spawn_4 <gen>) facing 90.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move4_1 <gen>)
            Wait 0.20 seconds
          Else - Actions
Level 24
  Events
  Conditions
  Actions
    Set VariableSet Level = (Level + 1)
    Set VariableSet Next_Level = Level_25 <gen>
    Leaderboard - Change the value for Player 10 (Light Blue) in (Last created leaderboard) to Level
    Game - Display to (All players) for 10.00 seconds the text: |cff0080FFLevel 24 - Gorillas
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 1 (Red) controller) Equal to User
            (Player 1 (Red) slot status) Equal to Is playing
            Defeated Not equal to 1
          Then - Actions
            Unit - Create 1.Level 24 - Gorilla for Player 12 (Brown) at (Center of Spawn <gen>) facing 270.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move <gen>)
            Wait 0.20 seconds
          Else - Actions
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 2 (Blue) controller) Equal to User
            (Player 2 (Blue) slot status) Equal to Is playing
            Defeated2 Not equal to 1
          Then - Actions
            Unit - Create 1.Level 24 - Gorilla for Player 12 (Brown) at (Center of Spawn_2 <gen>) facing 270.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move_2_1 <gen>)
            Wait 0.20 seconds
          Else - Actions
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 3 (Teal) controller) Equal to User
            (Player 3 (Teal) slot status) Equal to Is playing
            Defeated3 Not equal to 1
          Then - Actions
            Unit - Create 1.Level 24 - Gorilla for Player 12 (Brown) at (Center of Spawn_3 <gen>) facing 90.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move3_1 <gen>)
            Wait 0.20 seconds
          Else - Actions
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 4 (Purple) controller) Equal to User
            (Player 4 (Purple) slot status) Equal to Is playing
            Defeated4 Not equal to 1
          Then - Actions
            Unit - Create 1.Level 24 - Gorilla for Player 12 (Brown) at (Center of Spawn_4 <gen>) facing 90.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move4_1 <gen>)
            Wait 0.20 seconds
          Else - Actions
Level 25
  Events
  Conditions
  Actions
    Set VariableSet Level = (Level + 1)
    Set VariableSet Next_Level = Level_26 <gen>
    Leaderboard - Change the value for Player 10 (Light Blue) in (Last created leaderboard) to Level
    Game - Display to (All players) for 10.00 seconds the text: |cff0080FFLevel 25 - Harpies
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 1 (Red) controller) Equal to User
            (Player 1 (Red) slot status) Equal to Is playing
            Defeated Not equal to 1
          Then - Actions
            Unit - Create 1.Level 25 - Harpy for Player 12 (Brown) at (Center of Spawn <gen>) facing 270.00 degrees
            Unit - Order (Last created unit) to Move To.(Center of Move <gen>)
            Wait 0.20 seconds