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

Trigger Viewer

(4)STD v2.w3x
Variables
Initialization
initialization
wisp art
difficulty
info difficulty
vote difficulty easy
vote difficulty medium
vote difficulty hard
tally votes
easy spawning
tower selling
selling towers
leaderboard
make
quests
quests
leaking
redleaks
blueleaks
tealleaks
purpleaks
loss
levels
level to level
level type of units
spawning
creep movement red
creep movement blue
creep movement teal
creep movement purple
hints
hints
invisible
horde
air
immune
std
balls...

-TD_KING69

		
Name Type Is Array Initial Value
canvote boolean Yes true
diffeasy boolean No
diffhard boolean No
diffmedium boolean No
level integer No
leveltimer timer No
leveltimerwindow timerdialog No
levelunittype unitcode No h001
livesblue integer No 30
livespurp integer No 30
livesred integer No 30
livesteal integer No 30
setdifficulty boolean No true
voteseasy integer No
voteshard integer No
votesmedium integer No
initialization
  Events
    Time - Elapsed game time is 0.00 seconds
  Conditions
  Actions
    Game - Display to (All players) the text: Welcome to the inside of your body! Evil STDs have sent their minions into it to destroy you, and your White Blood Cell is the only thing that can stop them. Welcome to...STD!!!
    Visibility - Disable fog of war
    Visibility - Disable black mask
    Player - Set Player 1 (Red).Current gold to 75
    Player - Set Player 2 (Blue).Current gold to 75
    Player - Set Player 3 (Teal).Current gold to 75
    Player - Set Player 4 (Purple).Current gold to 75
    Player - Turn Gives bounty On for Player 5 (Yellow)
    Player Group - Remove Player 5 (Yellow) from (All players).
    Player Group - Remove Player 6 (Orange) from (All players).
    Countdown Timer - Start leveltimer as a Repeating timer that will expire in 45.00 seconds
    Countdown Timer - Create a timer window for leveltimer with title Next level
    Countdown Timer - Show (Last created timer window)
    Wait 20.00 seconds
    Game - Display to (All players) the text: Thanks to all my testers from version 1e_OnevilcornbrainsuacTheKillerEwokPsycotic205
wisp art
  Events
    Map initialization
  Conditions
  Actions
    Unit Group - Pick every unit in (Units of type Immune System) and do (Actions)
      Loop - Actions
        Special Effect - Create a special effect attached to the overhead (attachpoint) of (Picked unit) using Abilities\Spells\Human\Banish\BanishTarget.mdl
info difficulty
  Events
    Map initialization
  Conditions
  Actions
    Game - Display to (All players) the text: VOTE DIFFICULTY BEFORE LEVEL 1FOR EASY, TYPE EASYFOR MEDIUM, TYPE MEDIUMFOR HARD, TYPE HARD
vote difficulty easy
  Events
    Player - Player 1 (Red) types a chat message containing easy (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing easy (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing easy (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing easy (stringnoformat) as An exact match
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        And - All (Conditions) are true
          Conditions
            setdifficulty Equal to True
            canvote[(Player number of (Triggering player))] Equal to True
      Then - Actions
        Set VariableSet voteseasy = (voteseasy + 1)
        Game - Display to (All players) the text: ((Name of (Triggering player)) + voted for easy!)
        Set VariableSet canvote[(Player number of (Triggering player))] = False
      Else - Actions
        Do nothing
vote difficulty medium
  Events
    Player - Player 1 (Red) types a chat message containing medium (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing medium (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing medium (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing medium (stringnoformat) as An exact match
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        And - All (Conditions) are true
          Conditions
            setdifficulty Equal to True
            canvote[(Player number of (Triggering player))] Equal to True
      Then - Actions
        Set VariableSet votesmedium = (votesmedium + 1)
        Game - Display to (All players) the text: ((Name of (Triggering player)) + voted for medium!)
        Set VariableSet canvote[(Player number of (Triggering player))] = False
      Else - Actions
        Do nothing
vote difficulty hard
  Events
    Player - Player 1 (Red) types a chat message containing hard (stringnoformat) as A substring
    Player - Player 2 (Blue) types a chat message containing hard (stringnoformat) as A substring
    Player - Player 3 (Teal) types a chat message containing hard (stringnoformat) as A substring
    Player - Player 4 (Purple) types a chat message containing hard (stringnoformat) as A substring
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        And - All (Conditions) are true
          Conditions
            setdifficulty Equal to True
            canvote[(Player number of (Triggering player))] Equal to True
      Then - Actions
        Set VariableSet voteshard = (voteshard + 1)
        Game - Display to (All players) the text: ((Name of (Triggering player)) + voted for hard!)
        Set VariableSet canvote[(Player number of (Triggering player))] = False
      Else - Actions
        Do nothing
tally votes
  Events
    Time - Elapsed game time is 45.00 seconds
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (voteseasy Greater than votesmedium) and (voteseasy Greater than voteshard)
      Then - Actions
        Set VariableSet diffeasy = True
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (votesmedium Greater than voteseasy) and (votesmedium Greater than voteshard)
      Then - Actions
        Set VariableSet diffmedium = True
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (voteshard Greater than votesmedium) and (voteshard Greater than voteseasy)
      Then - Actions
        Set VariableSet diffhard = True
      Else - Actions
        Do nothing
easy spawning
  Events
    Unit - A unit enters spawnred <gen>
    Unit - A unit enters spawnblue <gen>
    Unit - A unit enters spawnteal <gen>
    Unit - A unit enters spawnpurp <gen>
  Conditions
    And - All (Conditions) are true
      Conditions
        (Owner of (Triggering unit)) Equal to Player 5 (Yellow)
        diffeasy Equal to True
  Actions
    Unit - Set life of (Triggering unit) to 40.00%
selling towers
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to Sell Tower
  Actions
    Player - Add (Point-value of (Triggering unit)) to (Owner of (Triggering unit)).Current gold
    Special Effect - Create a special effect attached to the overhead (attachpoint) of (Triggering unit) using Objects\InventoryItems\PotofGold\PotofGold.mdl
    Wait 0.75 seconds
    Unit - Remove (Triggering unit) from the game
    Special Effect - Destroy (Last created special effect)
    Game - Display to (All players matching ((Owner of (Triggering unit)) Equal to (Matching player)).) for 3.00 seconds the text: (You sold + ((Name of (Triggering unit)) + ( for + (String((Point-value of (Triggering unit)))))))
make
  Events
    Time - Elapsed game time is 0.00 seconds
  Conditions
  Actions
    Leaderboard - Create a leaderboard for (All allies of Player 1 (Red).) titled Player Lives
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Add Player 1 (Red) to (Last created leaderboard) with label ((Name of Player 1 (Red)) + Lives) and value livesred) else do (Do nothing)
    If ((Player 2 (Blue) slot status) Equal to Is playing) then do (Add Player 2 (Blue) to (Last created leaderboard) with label ((Name of Player 2 (Blue)) + Lives) and value livesblue) else do (Do nothing)
    If ((Player 3 (Teal) slot status) Equal to Is playing) then do (Add Player 3 (Teal) to (Last created leaderboard) with label ((Name of Player 3 (Teal)) + Lives) and value livesteal) else do (Do nothing)
    If ((Player 4 (Purple) slot status) Equal to Is playing) then do (Add Player 4 (Purple) to (Last created leaderboard) with label ((Name of Player 4 (Purple)) + Lives) and value livespurp) else do (Do nothing)
    Leaderboard - Add Player 6 (Orange) to (Last created leaderboard) with label Level and value level
quests
  Events
    Map initialization
  Conditions
  Actions
    Quest - Create a Required quest titled Welcome to STD v2.0! with the description Many different people are always arguing about a lot of shit, like how do bodies defend themselves from disease? Magic and spirituality? Immune system? Fuck no. To defend itself, as I have proved upon making this sweet map, the body constructs magical towers to combat the diseases. Duh!, using icon path ReplaceableTextures\CommandButtons\BTNDeathCoil.blp
    Quest - Create a Optional quest titled Level Types with the description Normal - 1,2,3,4,7,8,9,12,13,17,18,22,23,27,28,32,33,37,38,42,47,52Air - 5,10,15,20,25,30,35,40,45,48,50Horde - 6,11,16,21,26,31,36,41,46,51Immune - 14,24,34,44Invisible - 19,29,39,49STD - 43,48,53, using icon path ReplaceableTextures\CommandButtons\BTNCannibalize.blp
    Quest - Create a Optional quest titled Level Info with the description Air levels - Can't be attacked by some towers.Horde levels - Instead of the regular 20 creeps spawned, 40 are spawned in a horde level.Immune levels - Immune creeps are normal, except they can't be slowed by Cold Towers.Invisible levels - Unless you have a Seeing Eye or Telescope tower nearby, these creeps will sneak by your towers unattacked.STD - These levels have divine armor, so only God (Mind and Spear) and Satan (Fire and Rock) towers and Ultimate towers deal full damage to them., using icon path ReplaceableTextures\CommandButtons\BTNAnimateDead.blp
    Quest - Create a Required quest titled V1.0-1.8 Testers with the description e_OnevilcornbrainsuacTheKillerEwokPsycotic205, using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
redleaks
  Events
    Unit - A unit enters leakred <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 5 (Yellow)
  Actions
    Unit - Remove (Triggering unit) from the game
    Set VariableSet livesred = (livesred - 1)
    Leaderboard - Change the value for Player 1 (Red) in (Last created leaderboard) to livesred
    Leaderboard - Sort (Last created leaderboard) by Value in Descending order
    Game - Display to (All players) for 3.00 seconds the text: ((Name of Player 1 (Red)) + (RED) leaked!)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        livesred Equal to 0
      Then - Actions
        Unit Group - Pick every unit in (Units owned by Player 1 (Red).) and do (Explode (Picked unit).)
        Player - Set Player 1 (Red).Current gold to 0
        Game - Display to (All players) the text: ((Name of Player 1 (Red)) + (RED) lost! Red may still remain in the game and watch you non-n00bs.)
        Player Group - Remove Player 1 (Red) from (All players).
      Else - Actions
        Do nothing
blueleaks
  Events
    Unit - A unit enters leakblue <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 5 (Yellow)
  Actions
    Unit - Remove (Triggering unit) from the game
    Set VariableSet livesblue = (livesblue - 1)
    Leaderboard - Sort (Last created leaderboard) by Value in Descending order
    Leaderboard - Change the value for Player 2 (Blue) in (Last created leaderboard) to livesblue
    Game - Display to (All players) for 3.00 seconds the text: ((Name of Player 2 (Blue)) + (BLUE) leaked!)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        livesblue Equal to 0
      Then - Actions
        Unit Group - Pick every unit in (Units owned by Player 2 (Blue).) and do (Explode (Picked unit).)
        Player - Set Player 2 (Blue).Current gold to 0
        Game - Display to (All players) the text: ((Name of Player 2 (Blue)) + (BLUE) lost! Blue may still remain in the game and watch you non-n00bs.)
        Player Group - Remove Player 2 (Blue) from (All players).
      Else - Actions
        Do nothing
tealleaks
  Events
    Unit - A unit enters leakteal <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 5 (Yellow)
  Actions
    Unit - Remove (Triggering unit) from the game
    Set VariableSet livesteal = (livesteal - 1)
    Leaderboard - Sort (Last created leaderboard) by Value in Descending order
    Leaderboard - Change the value for Player 3 (Teal) in (Last created leaderboard) to livesteal
    Game - Display to (All players) for 3.00 seconds the text: ((Name of Player 3 (Teal)) + (TEAL) leaked!)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        livesteal Equal to 0
      Then - Actions
        Unit Group - Pick every unit in (Units owned by Player 3 (Teal).) and do (Explode (Picked unit).)
        Player - Set Player 3 (Teal).Current gold to 0
        Game - Display to (All players) the text: ((Name of Player 3 (Teal)) + (TEAL) lost! Teal may still remain in the game and watch you non-n00bs.)
        Player Group - Remove Player 3 (Teal) from (All players).
      Else - Actions
        Do nothing
purpleaks
  Events
    Unit - A unit enters leakpurp <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 5 (Yellow)
  Actions
    Unit - Remove (Triggering unit) from the game
    Set VariableSet livespurp = (livespurp - 1)
    Leaderboard - Sort (Last created leaderboard) by Value in Descending order
    Leaderboard - Change the value for Player 4 (Purple) in (Last created leaderboard) to livespurp
    Game - Display to (All players) for 3.00 seconds the text: ((Name of Player 4 (Purple)) + (PURPLE) leaked!)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        livespurp Equal to 0
      Then - Actions
        Unit Group - Pick every unit in (Units owned by Player 4 (Purple).) and do (Explode (Picked unit).)
        Player - Set Player 4 (Purple).Current gold to 0
        Game - Display to (All players) the text: ((Name of Player 4 (Purple)) + (PURPLE) lost! Purple may still remain in the game and watch you non-n00bs.)
        Player Group - Remove Player 4 (Purple) from (All players).
      Else - Actions
        Do nothing
loss
  Events
    Time - Every 5.00 seconds of game time
  Conditions
    (Number of players in (All players)) Equal to 0
  Actions
    Game - Display to (All players) the text: You suck! Stop leaking! Christ! way to fucking go, asswipe!
    Wait 5.00 seconds
    Player Group - Pick every player in (All players) and do (Defeat (Picked player) with the message: Get a tampon to stop the leakage!)
level to level
  Events
    Time - Every 5.00 seconds of game time
  Conditions
    And - All (Conditions) are true
      Conditions
        (Player 5 (Yellow) Food used) Equal to 0
        level Not equal to 0
  Actions
    Game - Display to (All players) the text: (Congrats! Level + ((String(level)) + is over!))
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        diffhard Equal to True
      Then - Actions
        Do nothing
      Else - Actions
        Player - Add ((Player 1 (Red) Current gold) / level) to Player 1 (Red).Current gold
        Player - Add ((Player 2 (Blue) Current gold) / level) to Player 2 (Blue).Current gold
        Player - Add ((Player 3 (Teal) Current gold) / level) to Player 3 (Teal).Current gold
        Player - Add ((Player 4 (Purple) Current gold) / level) to Player 1 (Red).Current gold
    Countdown Timer - Resume leveltimer
    Countdown Timer - Show (Last created timer window)
level type of units
  Events
  Conditions
  Actions
    If (level Equal to 1) then do (Set VariableSet levelunittype = Loser) else do (Do nothing)
    If (level Equal to 2) then do (Set VariableSet levelunittype = Sheeper) else do (Do nothing)
    If (level Equal to 3) then do (Set VariableSet levelunittype = Smelly Rat) else do (Do nothing)
    If (level Equal to 4) then do (Set VariableSet levelunittype = Big Loser) else do (Do nothing)
    If (level Equal to 5) then do (Set VariableSet levelunittype = Large Bird) else do (Do nothing)
    If (level Equal to 6) then do (Set VariableSet levelunittype = Fishy) else do (Do nothing)
    If (level Equal to 7) then do (Set VariableSet levelunittype = Dog) else do (Do nothing)
    If (level Equal to 8) then do (Set VariableSet levelunittype = Pig (fat dog?)) else do (Do nothing)
    If (level Equal to 9) then do (Set VariableSet levelunittype = Evil Pig (fat pinscher?)) else do (Do nothing)
    If (level Equal to 10) then do (Set VariableSet levelunittype = Gull) else do (Do nothing)
    If (level Equal to 11) then do (Set VariableSet levelunittype = Peasant) else do (Do nothing)
    If (level Equal to 12) then do (Set VariableSet levelunittype = Large Peasant) else do (Do nothing)
    If (level Equal to 13) then do (Set VariableSet levelunittype = Blue Peon) else do (Do nothing)
    If (level Equal to 14) then do (Set VariableSet levelunittype = Blue Peon (with armor!)) else do (Do nothing)
    If (level Equal to 15) then do (Set VariableSet levelunittype = Helicopters) else do (Do nothing)
    If (level Equal to 16) then do (Set VariableSet levelunittype = T-Virus Dudes) else do (Do nothing)
    If (level Equal to 17) then do (Set VariableSet levelunittype = 50 Cent) else do (Do nothing)
    If (level Equal to 18) then do (Set VariableSet levelunittype = Wanna-Be Dragons) else do (Do nothing)
    If (level Equal to 19) then do (Set VariableSet levelunittype = Wussy Ghosts) else do (Do nothing)
    If (level Equal to 20) then do (Set VariableSet levelunittype = Green Dragons) else do (Do nothing)
    If (level Equal to 21) then do (Set VariableSet levelunittype = Little Spiders) else do (Do nothing)
    If (level Equal to 22) then do (Set VariableSet levelunittype = Big Spiders) else do (Do nothing)
    If (level Equal to 23) then do (Set VariableSet levelunittype = Giant Spiders) else do (Do nothing)
    If (level Equal to 24) then do (Set VariableSet levelunittype = Really Giant Spiders) else do (Do nothing)
    If (level Equal to 25) then do (Set VariableSet levelunittype = Flying Spiders) else do (Do nothing)
    If (level Equal to 26) then do (Set VariableSet levelunittype = Orcs) else do (Do nothing)
    If (level Equal to 27) then do (Set VariableSet levelunittype = Rock-Men) else do (Do nothing)
    If (level Equal to 28) then do (Set VariableSet levelunittype = Fire-Rock-Men) else do (Do nothing)
    If (level Equal to 29) then do (Set VariableSet levelunittype = Creepy Ghosts) else do (Do nothing)
    If (level Equal to 30) then do (Set VariableSet levelunittype = Flying...Sheep) else do (Do nothing)
    If (level Equal to 31) then do (Set VariableSet levelunittype = Purple People) else do (Do nothing)
    If (level Equal to 32) then do (Set VariableSet levelunittype = Purple People Eaters) else do (Do nothing)
    If (level Equal to 33) then do (Set VariableSet levelunittype = Your Mom) else do (Do nothing)
    If (level Equal to 34) then do (Set VariableSet levelunittype = Doom Guards) else do (Do nothing)
    If (level Equal to 35) then do (Set VariableSet levelunittype = Chimmunists) else do (Do nothing)
    If (level Equal to 36) then do (Set VariableSet levelunittype = Mini Pandas (Storm)) else do (Do nothing)
    If (level Equal to 37) then do (Set VariableSet levelunittype = Goblin Machines) else do (Do nothing)
    If (level Equal to 38) then do (Set VariableSet levelunittype = Snakes) else do (Do nothing)
    If (level Equal to 39) then do (Set VariableSet levelunittype = Scary Ghosts) else do (Do nothing)
    If (level Equal to 40) then do (Set VariableSet levelunittype = Rainclouds) else do (Do nothing)
    If (level Equal to 41) then do (Set VariableSet levelunittype = Mini Pandas (Earth)) else do (Do nothing)
    If (level Equal to 42) then do (Set VariableSet levelunittype = People on the Dr. Phil Show) else do (Do nothing)
    If (level Equal to 43) then do (Set VariableSet levelunittype = STD ---> Crabs) else do (Do nothing)
    If (level Equal to 44) then do (Set VariableSet levelunittype = McDonald's Customers) else do (Do nothing)
    If (level Equal to 45) then do (Set VariableSet levelunittype = Red Dragons) else do (Do nothing)
    If (level Equal to 46) then do (Set VariableSet levelunittype = Mini Pandas (Fire)) else do (Do nothing)
    If (level Equal to 47) then do (Set VariableSet levelunittype = Big Pandas) else do (Do nothing)
    If (level Equal to 48) then do (Set VariableSet levelunittype = STD ---> Herpes) else do (Do nothing)
    If (level Equal to 49) then do (Set VariableSet levelunittype = Terrifying Ghosts) else do (Do nothing)
    If (level Equal to 50) then do (Set VariableSet levelunittype = Black Dragons) else do (Do nothing)
    If (level Equal to 51) then do (Set VariableSet levelunittype = US Army) else do (Do nothing)
    If (level Equal to 52) then do (Set VariableSet levelunittype = Cast of Independance day) else do (Do nothing)
    If (level Equal to 53) then do (Set VariableSet levelunittype = STD ---> AIDS) else do (Do nothing)
spawning
  Events
    Time - leveltimer expires
  Conditions
  Actions
    Countdown Timer - Pause leveltimer
    Countdown Timer - Hide (Last created timer window)
    Set VariableSet setdifficulty = False
    Set VariableSet level = (level + 1)
    If (level Equal to 1) then do (Display to (All players) for 8.00 seconds the text: You may no longer vote for difficulty.) else do (Do nothing)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        And - All (Conditions) are true
          Conditions
            level Equal to 1
            diffeasy Equal to True
      Then - Actions
        Game - Display to (All players) the text: Difficulty is set to: easy
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        And - All (Conditions) are true
          Conditions
            level Equal to 1
            diffmedium Equal to True
      Then - Actions
        Game - Display to (All players) the text: Difficulty is set to: medium
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        And - All (Conditions) are true
          Conditions
            level Equal to 1
            diffhard Equal to True
      Then - Actions
        Game - Display to (All players) the text: Difficulty is set to: hard
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        And - All (Conditions) are true
          Conditions
            level Equal to 1
            diffeasy Equal to False
            diffmedium Equal to False
            diffhard Equal to False
      Then - Actions
        Game - Display to (All players) the text: Difficulty is set to: medium
      Else - Actions
        Do nothing
    Leaderboard - Change the value for Player 6 (Orange) in (Last created leaderboard) to level
    Leaderboard - Sort (Last created leaderboard) by Value in Descending order
    Trigger - Run level_type_of_units <gen> (ignoring conditions)
    Game - Display to (All players) for 10.00 seconds the text: (Here comes level + (String(level)))
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 1 (Red) slot status) Equal to Is playing
        livesred Greater than 0
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Or - Any (Conditions) are true
              Conditions
                level Equal to 6
                level Equal to 11
                level Equal to 16
                level Equal to 21
                level Equal to 26
                level Equal to 31
                level Equal to 36
                level Equal to 41
                level Equal to 46
                level Equal to 51
          Then - Actions
            Unit - Create 40.levelunittype for Player 5 (Yellow) at (Center of spawnred <gen>) facing Default building facing degrees
          Else - Actions
            Unit - Create 20.levelunittype for Player 5 (Yellow) at (Center of spawnred <gen>) facing Default building facing degrees
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 2 (Blue) slot status) Equal to Is playing
        livesblue Greater than 0
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Or - Any (Conditions) are true
              Conditions
                level Equal to 6
                level Equal to 11
                level Equal to 16
                level Equal to 21
                level Equal to 26
                level Equal to 31
                level Equal to 36
                level Equal to 41
                level Equal to 46
                level Equal to 51
          Then - Actions
            Unit - Create 40.levelunittype for Player 5 (Yellow) at (Center of spawnblue <gen>) facing Default building facing degrees
          Else - Actions
            Unit - Create 20.levelunittype for Player 5 (Yellow) at (Center of spawnblue <gen>) facing Default building facing degrees
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 3 (Teal) slot status) Equal to Is playing
        livesteal Greater than 0
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Or - Any (Conditions) are true
              Conditions
                level Equal to 6
                level Equal to 11
                level Equal to 16
                level Equal to 21
                level Equal to 26
                level Equal to 31
                level Equal to 36
                level Equal to 41
                level Equal to 46
                level Equal to 51
          Then - Actions
            Unit - Create 40.levelunittype for Player 5 (Yellow) at (Center of spawnteal <gen>) facing Default building facing degrees
          Else - Actions
            Unit - Create 20.levelunittype for Player 5 (Yellow) at (Center of spawnteal <gen>) facing Default building facing degrees
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 4 (Purple) slot status) Equal to Is playing
        livespurp Greater than 0
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Or - Any (Conditions) are true
              Conditions
                level Equal to 6
                level Equal to 11
                level Equal to 16
                level Equal to 21
                level Equal to 26
                level Equal to 31
                level Equal to 36
                level Equal to 41
                level Equal to 46
                level Equal to 51
          Then - Actions
            Unit - Create 40.levelunittype for Player 5 (Yellow) at (Center of spawnpurp <gen>) facing Default building facing degrees
          Else - Actions
            Unit - Create 20.levelunittype for Player 5 (Yellow) at (Center of spawnpurp <gen>) facing Default building facing degrees
      Else - Actions
        Do nothing
creep movement red
  Events
    Unit - A unit enters spawnred <gen>
    Unit - A unit enters helpred <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 5 (Yellow)
  Actions
    Unit - Order (Triggering unit) to Move To.(Center of leakred <gen>)
creep movement blue
  Events
    Unit - A unit enters spawnblue <gen>
    Unit - A unit enters helpblue <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 5 (Yellow)
  Actions
    Unit - Order (Triggering unit) to Move To.(Center of leakblue <gen>)
creep movement teal
  Events
    Unit - A unit enters spawnteal <gen>
    Unit - A unit enters helpteal <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 5 (Yellow)
  Actions
    Unit - Order (Triggering unit) to Move To.(Center of leakteal <gen>)
creep movement purple
  Events
    Unit - A unit enters spawnpurp <gen>
    Unit - A unit enters leakpurp <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 5 (Yellow)
  Actions
    Unit - Order (Triggering unit) to Move To.(Center of leakpurp <gen>)
hints
  Events
    Map initialization
  Conditions
  Actions
    Wait 35.00 seconds
    Game - Display to (All players) the text: Hint 1:The extra damage shown on the Fast Tower's damage only affects air units.
    Wait 30.00 seconds
    Game - Display to (All players) the text: Hint 2: Upgrading Cold Towers gives them larger and larger splash.
    Wait 30.00 seconds
    Game - Display to (All players) the text: Hint 3: Use the Fast Towers' and Anti-Air Towers power against flying creeps a lot--air levels are much harder than others.
    Wait 30.00 seconds
    Game - Display to (All players) the text: Hint 4: To combat the later STD levels well, you should upgrade your towers to their Ultimate forms so they have chaos damage!
    Wait 30.00 seconds
    Game - Display to (All players) the text: Hint 5: Remember when angry at n00bs, they're probably so damn stupid they aren't reading what you're saying anyway. That's my experience with n00bs at least :D
    Wait 30.00 seconds
    Game - Display to (All players) the text: Hint 6: The first invisible level is 19. Don't put a bunch of Seeing Eyes or Telescope Towers in the same area, because one shows all invisible units close to it. Spread your invisible-seeing towers out all over your maze.
    Wait 30.00 seconds
    Game - Display to (All players) the text: Hint 7: To see when air, invisible, horde, immune and std levels when occur, type -air/invisible/horde/immune/std
    Wait 30.00 seconds
    Game - Display to (All players) the text: Tip 8: The more gold you have at the end of a level, the more end level gold you receive. This doesn't apply if difficulty is hard. To learn fully about the difficulty levels, go to Info (F9)
    Wait 30.00 seconds
    Game - Display to (All players) for 45.00 seconds the text: See Info (F9) for details regarding level type.
    Wait 15.00 seconds
    Trigger - Run (This trigger) (ignoring conditions)
invisible
  Events
    Player - Player 1 (Red) types a chat message containing -invis (stringnoformat) as An exact match
    Player - Player 1 (Red) types a chat message containing -invisible (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -invis (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -invisible (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -invis (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -invisible (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -invis (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -invisible (stringnoformat) as An exact match
  Conditions
  Actions
    Game - Display to (All players) the text: Invisible levels are 19,29,39,49Invisible creeps can be seen and attacked only if you have a Seeing Eye or Telescope Tower close by.
horde
  Events
    Player - Player 1 (Red) types a chat message containing -horde (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -horde (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -horde (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -horde (stringnoformat) as An exact match
  Conditions
  Actions
    Game - Display to (All players) the text: Horde levels are 6,11,16,21,26,31,36,41,46,51Horde levels are very weak, but 40 units spawn that level, not 20.
air
  Events
    Player - Player 1 (Red) types a chat message containing -air (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -air (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -air (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -air (stringnoformat) as An exact match
  Conditions
  Actions
    Game - Display to (All players) the text: Air levels are 5,10,15,20,25,30,35,40,45,48,50Air levels can only be hit by some towers, and can't be hit by others.
immune
  Events
    Player - Player 1 (Red) types a chat message containing -immune (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -immune (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -immune (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -immune (stringnoformat) as An exact match
  Conditions
  Actions
    Game - Display to (All players) the text: Immune levels are 14,24,34,44Immune levels can't be slowed down by cold towers.
std
  Events
    Player - Player 1 (Red) types a chat message containing -std (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -std (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -std (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -std (stringnoformat) as An exact match
  Conditions
  Actions
    Game - Display to (All players) the text: STD levels are 43,48,53STD levels take only 5% damage from all towers except towers with Chaos damage. Every Ultimate Tower (very high form of almost all towers) has Chaos damage, so make sure you get many of those before level 43, which shouldn't be hard.