1. Are you planning to upload your awesome map to Hive? Please review the rules here.
    Dismiss Notice
  2. Updated Resource Submission Rules: All model & skin resource submissions must now include an in-game screenshot. This is to help speed up the moderation process and to show how the model and/or texture looks like from the in-game camera.
    Dismiss Notice
  3. DID YOU KNOW - That you can unlock new rank icons by posting on the forums or winning contests? Click here to customize your rank or read our User Rank Policy to see a list of ranks that you can unlock. Have you won a contest and still havn't received your rank award? Then please contact the administration.
    Dismiss Notice
  4. We have recently started the 16th edition of the Mini Mapping Contest. The theme is mini RPG. Do check it out and have fun.
    Dismiss Notice
  5. Dismiss Notice
  6. Choose your ride to damnation in the 5th Special Effect Contest Poll.
    Dismiss Notice
  7. The winners of the 13th Techtree Contest have been announced!
    Dismiss Notice
  8. 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

Sunken Ruin's Strike v10.6.w3x
Variables
Initialization
Melee Initialization
Players
Setup Players
Run Cumputer Player 1
Run Cumputer Player 2
Run Cumputer Player 3
Setup Enemy
Run Cumputer Enemy 1
Run Cumputer Enemy 2
Run Cumputer Enemy 3
Change
Change Time Limit
Change P1
Change P2
Change P3
Change P4
Change P5
Change P6
Spells
Wataer Blast
Water Spirit
Disasters
Tornados
Boss Fights
Spawn

		
Name Type Is Array Initial Value
Change timer No
Default melee game initialization for all players
Melee Initialization
  Events
    Map initialization
  Conditions
  Actions
    Melee Game - Use melee time of day (for all players)
    Melee Game - Limit Heroes to 1 per Hero-type (for all players)
    Melee Game - Give trained Heroes a Scroll of Town Portal (for all players)
    Melee Game - Set starting resources (for all players)
    Melee Game - Enforce victory/defeat conditions (for all players)
    Trigger - Run Setup_Players <gen> (checking conditions)
    Trigger - Run Setup_Enemy <gen> (checking conditions)
    Wait 5.00 seconds
    Game - Display to (All players) the text: |cffffcc00Hit:|r There are hiden Items all over the map, here is a tip: Ship-Crates
Setup Players
  Events
  Conditions
  Actions
    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
        Unit Group - Pick every unit in (Units in Creeps_4 <gen> owned by Neutral Hostile) and do (Actions)
          Loop - Actions
            Unit - Remove (Picked unit) from the game
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Race of Player 1 (Red)) Equal to Human
          Then - Actions
            Unit - Create 1.Elvane Town Hall for Player 1 (Red) at (Player 1 (Red) start location) facing Default building facing degrees
            Unit - Create 5.High Elf Worker for Player 1 (Red) at (Center of Workers_4 <gen>) facing Default building facing degrees
            Player - Limit training of Archmage (Custom) to 1 for Player 1 (Red)
            Player - Limit training of High Archer to 1 for Player 1 (Red)
            Player - Limit training of Arch Mage to 1 for Player 1 (Red)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Race of Player 1 (Red)) Equal to Orc
          Then - Actions
            Melee Game - Create Orc starting units for Player 1 (Red) at (Player 1 (Red) start location) (Include Heroes)
            Player - Limit training of Fel Blademaster to 1 for Player 1 (Red)
            Player - Limit training of Warlock to 1 for Player 1 (Red)
            Player - Limit training of Orc Warlord to 1 for Player 1 (Red)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Race of Player 1 (Red)) Equal to Undead
          Then - Actions
            Unit - Create 1.Nerubian Tomb for Player 1 (Red) at (Player 1 (Red) start location) facing Default building facing degrees
            Unit - Create 5.Fiend for Player 1 (Red) at (Center of Workers_4 <gen>) facing Default building facing degrees
            Player - Limit training of Vampire Spider to 1 for Player 1 (Red)
            Player - Limit training of Crypt Lord (Custom) to 1 for Player 1 (Red)
            Player - Limit training of Nerubian Lord to 1 for Player 1 (Red)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Race of Player 1 (Red)) Equal to Night Elf
          Then - Actions
            Melee Game - Create Night Elf starting units for Player 1 (Red) at (Player 1 (Red) start location) (Include Heroes)
          Else - Actions
      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
      Then - Actions
        Unit Group - Pick every unit in (Units in Creeps_6 <gen> owned by Neutral Hostile) and do (Actions)
          Loop - Actions
            Unit - Remove (Picked unit) from the game
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Race of Player 2 (Blue)) Equal to Human
          Then - Actions
            Unit - Create 1.Elvane Town Hall for Player 2 (Blue) at (Player 2 (Blue) start location) facing Default building facing degrees
            Unit - Create 5.High Elf Worker for Player 2 (Blue) at (Center of Workers_5 <gen>) facing Default building facing degrees
            Player - Limit training of Archmage (Custom) to 1 for Player 2 (Blue)
            Player - Limit training of High Archer to 1 for Player 2 (Blue)
            Player - Limit training of Arch Mage to 1 for Player 2 (Blue)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Race of Player 2 (Blue)) Equal to Orc
          Then - Actions
            Unit - Create 1.Fel Great Hall for Player 2 (Blue) at (Player 2 (Blue) start location) facing Default building facing degrees
            Unit - Create 5.Fel Peon for Player 2 (Blue) at (Center of Workers_5 <gen>) facing Default building facing degrees
            Player - Limit training of Fel Blademaster to 1 for Player 2 (Blue)
            Player - Limit training of Warlock to 1 for Player 2 (Blue)
            Player - Limit training of Orc Warlord to 1 for Player 2 (Blue)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Race of Player 2 (Blue)) Equal to Undead
          Then - Actions
            Melee Game - Create Undead starting units for Player 2 (Blue) at (Player 2 (Blue) start location) (Include Heroes)
            Player - Limit training of Vampire Spider to 1 for Player 2 (Blue)
            Player - Limit training of Crypt Lord (Custom) to 1 for Player 2 (Blue)
            Player - Limit training of Nerubian Lord to 1 for Player 2 (Blue)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Race of Player 2 (Blue)) Equal to Night Elf
          Then - Actions
            Melee Game - Create Night Elf starting units for Player 2 (Blue) at (Player 2 (Blue) start location) (Include Heroes)
          Else - Actions
      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
      Then - Actions
        Unit Group - Pick every unit in (Units in Creeps_5 <gen> owned by Neutral Hostile) and do (Actions)
          Loop - Actions
            Unit - Remove (Picked unit) from the game
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Race of Player 3 (Teal)) Equal to Human
          Then - Actions
            Melee Game - Create Human starting units for Player 3 (Teal) at (Player 3 (Teal) start location) (Include Heroes)
            Player - Limit training of Archmage (Custom) to 1 for Player 3 (Teal)
            Player - Limit training of High Archer to 1 for Player 3 (Teal)
            Player - Limit training of Arch Mage to 1 for Player 3 (Teal)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Race of Player 3 (Teal)) Equal to Orc
          Then - Actions
            Unit - Create 1.Fel Great Hall for Player 3 (Teal) at (Player 3 (Teal) start location) facing Default building facing degrees
            Unit - Create 5.Fel Peon for Player 3 (Teal) at (Center of Workers_6 <gen>) facing Default building facing degrees
            Player - Limit training of Fel Blademaster to 1 for Player 3 (Teal)
            Player - Limit training of Warlock to 1 for Player 3 (Teal)
            Player - Limit training of Orc Warlord to 1 for Player 3 (Teal)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Race of Player 3 (Teal)) Equal to Undead
          Then - Actions
            Unit - Create 1.Nerubian Tomb for Player 3 (Teal) at (Player 3 (Teal) start location) facing Default building facing degrees
            Unit - Create 5.Fiend for Player 3 (Teal) at (Center of Workers_6 <gen>) facing Default building facing degrees
            Player - Limit training of Vampire Spider to 1 for Player 3 (Teal)
            Player - Limit training of Crypt Lord (Custom) to 1 for Player 3 (Teal)
            Player - Limit training of Nerubian Lord to 1 for Player 3 (Teal)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Race of Player 3 (Teal)) Equal to Night Elf
          Then - Actions
            Melee Game - Create Night Elf starting units for Player 3 (Teal) at (Player 3 (Teal) start location) (Include Heroes)
          Else - Actions
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 1 (Red) controller) Equal to Computer
      Then - Actions
        Trigger - Run Run_Cumputer_Player_1 <gen> (checking conditions)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 2 (Blue) controller) Equal to Computer
      Then - Actions
        Trigger - Run Run_Cumputer_Player_2 <gen> (checking conditions)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 3 (Teal) controller) Equal to Computer
      Then - Actions
        Trigger - Run Run_Cumputer_Player_3 <gen> (checking conditions)
      Else - Actions
        Do nothing
Run Cumputer Player 1
  Events
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Race of Player 1 (Red)) Equal to Human
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Melee AI of Player 1 (Red)) Equal to Insane AI
          Then - Actions
            AI - Start melee AI script for Player 1 (Red): war3mapImported\High Elves (Hard).ai (aiscript)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Melee AI of Player 1 (Red)) Equal to Normal AI
          Then - Actions
            AI - Start melee AI script for Player 1 (Red): war3mapImported\High Elves (Normal).ai (aiscript)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Melee AI of Player 1 (Red)) Equal to Easy AI
          Then - Actions
            AI - Start melee AI script for Player 1 (Red): war3mapImported\High Elves (Easy).ai (aiscript)
          Else - Actions
      Else - Actions
    If ((Race of Player 1 (Red)) Equal to Orc) then do (Start melee AI script for Player 1 (Red): orc.ai (aiscript)) else do (Do nothing)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Race of Player 1 (Red)) Equal to Undead
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Melee AI of Player 1 (Red)) Equal to Insane AI
          Then - Actions
            AI - Start melee AI script for Player 1 (Red): war3mapImported\Nerubians (Hard).ai (aiscript)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Melee AI of Player 1 (Red)) Equal to Normal AI
          Then - Actions
            AI - Start melee AI script for Player 1 (Red): war3mapImported\Nerubians (Normal).ai (aiscript)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Melee AI of Player 1 (Red)) Equal to Easy AI
          Then - Actions
            AI - Start melee AI script for Player 1 (Red): war3mapImported\Nerubians (Easy).ai (aiscript)
          Else - Actions
      Else - Actions
    If ((Race of Player 1 (Red)) Equal to Night Elf) then do (Start melee AI script for Player 1 (Red): elf.ai (aiscript)) else do (Do nothing)
Run Cumputer Player 2
  Events
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Race of Player 2 (Blue)) Equal to Human
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Melee AI of Player 2 (Blue)) Equal to Insane AI
          Then - Actions
            AI - Start melee AI script for Player 2 (Blue): war3mapImported\High Elves (Hard).ai (aiscript)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Melee AI of Player 2 (Blue)) Equal to Normal AI
          Then - Actions
            AI - Start melee AI script for Player 2 (Blue): war3mapImported\High Elves (Normal).ai (aiscript)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Melee AI of Player 2 (Blue)) Equal to Easy AI
          Then - Actions
            AI - Start melee AI script for Player 2 (Blue): war3mapImported\High Elves (Easy).ai (aiscript)
          Else - Actions
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Race of Player 2 (Blue)) Equal to Orc
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Melee AI of Player 2 (Blue)) Equal to Insane AI
          Then - Actions
            AI - Start melee AI script for Player 2 (Blue): war3mapImported\Fel Orcs (Hard).ai (aiscript)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Melee AI of Player 2 (Blue)) Equal to Normal AI
          Then - Actions
            AI - Start melee AI script for Player 2 (Blue): war3mapImported\Fel Orcs (Normal).ai (aiscript)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Melee AI of Player 2 (Blue)) Equal to Easy AI
          Then - Actions
            AI - Start melee AI script for Player 2 (Blue): war3mapImported\Fel Orcs (Easy).ai (aiscript)
          Else - Actions
      Else - Actions
    If ((Race of Player 2 (Blue)) Equal to Undead) then do (Start melee AI script for Player 2 (Blue): undead.ai (aiscript)) else do (Do nothing)
    If ((Race of Player 2 (Blue)) Equal to Night Elf) then do (Start melee AI script for Player 2 (Blue): elf.ai (aiscript)) else do (Do nothing)
Run Cumputer Player 3
  Events
  Conditions
  Actions
    If ((Race of Player 3 (Teal)) Equal to Human) then do (Start melee AI script for Player 3 (Teal): human.ai (aiscript)) else do (Do nothing)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Race of Player 3 (Teal)) Equal to Orc
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Melee AI of Player 3 (Teal)) Equal to Insane AI
          Then - Actions
            AI - Start melee AI script for Player 3 (Teal): war3mapImported\Fel Orcs (Hard).ai (aiscript)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Melee AI of Player 3 (Teal)) Equal to Normal AI
          Then - Actions
            AI - Start melee AI script for Player 3 (Teal): war3mapImported\Fel Orcs (Normal).ai (aiscript)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Melee AI of Player 3 (Teal)) Equal to Easy AI
          Then - Actions
            AI - Start melee AI script for Player 3 (Teal): war3mapImported\Fel Orcs (Easy).ai (aiscript)
          Else - Actions
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Race of Player 3 (Teal)) Equal to Undead
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Melee AI of Player 3 (Teal)) Equal to Insane AI
          Then - Actions
            AI - Start melee AI script for Player 3 (Teal): war3mapImported\Nerubians (Hard).ai (aiscript)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Melee AI of Player 3 (Teal)) Equal to Normal AI
          Then - Actions
            AI - Start melee AI script for Player 3 (Teal): war3mapImported\Nerubians (Normal).ai (aiscript)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Melee AI of Player 3 (Teal)) Equal to Easy AI
          Then - Actions
            AI - Start melee AI script for Player 3 (Teal): war3mapImported\Nerubians (Easy).ai (aiscript)
          Else - Actions
      Else - Actions
    If ((Race of Player 3 (Teal)) Equal to Night Elf) then do (Start melee AI script for Player 3 (Teal): elf.ai (aiscript)) else do (Do nothing)
Setup Enemy
  Events
  Conditions
  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
        Unit Group - Pick every unit in (Units in Creeps_1 <gen> owned by Neutral Hostile) and do (Actions)
          Loop - Actions
            Unit - Remove (Picked unit) from the game
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Race of Player 4 (Purple)) Equal to Human
          Then - Actions
            Unit - Create 1.Turtle Pool for Player 4 (Purple) at (Center of Enemy_1 <gen>) facing Default building facing degrees
            Unit - Create 5.Turtle Worker for Player 4 (Purple) at (Center of Workers_1 <gen>) facing Default building facing degrees
            Player - Limit training of Mur'gul Mage to 1 for Player 4 (Purple)
            Player - Limit training of Dragon Turtle to 1 for Player 4 (Purple)
            Player - Limit training of Cursed Hatchling to 1 for Player 4 (Purple)
            Player - Limit training of Turtle Leader to 1 for Player 4 (Purple)
            Player - Limit training of Mur'gul Chieftain to 1 for Player 4 (Purple)
            Player - Limit training of Voodoo Mage to 1 for Player 4 (Purple)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Race of Player 4 (Purple)) Equal to Orc
          Then - Actions
            Unit - Create 1.Naga Temple for Player 4 (Purple) at (Center of Enemy_1 <gen>) facing Default building facing degrees
            Unit - Create 5.Naga Worker for Player 4 (Purple) at (Center of Workers_1 <gen>) facing Default building facing degrees
            Player - Limit training of Naga Sea Witch (Naga) to 1 for Player 4 (Purple)
            Player - Limit training of Naga Siren to 1 for Player 4 (Purple)
            Player - Limit training of Siren Hunter to 1 for Player 4 (Purple)
            Player - Limit training of Crab General to 1 for Player 4 (Purple)
            Player - Limit training of Makrura to 1 for Player 4 (Purple)
            Player - Limit training of Home Kepper to 1 for Player 4 (Purple)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Race of Player 4 (Purple)) Equal to Undead
          Then - Actions
            Unit - Create 1.Bone Workshop for Player 4 (Purple) at (Center of Enemy_1 <gen>) facing Default building facing degrees
            Unit - Create 5.Undead Orc Worker for Player 4 (Purple) at (Center of Workers_1 <gen>) facing Default building facing degrees
            Player - Limit training of Death Kinght (Costum) to 1 for Player 4 (Purple)
            Player - Limit training of Lich (Costum) to 1 for Player 4 (Purple)
            Player - Limit training of Dark Ranger (Costum) to 1 for Player 4 (Purple)
            Player - Limit training of Flesh Monster to 1 for Player 4 (Purple)
            Player - Limit training of Arch Acolyte to 1 for Player 4 (Purple)
            Player - Limit training of Banisher to 1 for Player 4 (Purple)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Race of Player 4 (Purple)) Equal to Night Elf
          Then - Actions
            Unit - Create 1.Tree of Jungles for Player 4 (Purple) at (Center of Enemy_1 <gen>) facing Default building facing degrees
            Unit - Create 5.Jungle Worker for Player 4 (Purple) at (Center of Workers_1 <gen>) facing Default building facing degrees
            Player - Limit training of Keeper of the Grove to 1 for Player 4 (Purple)
            Player - Limit training of Shadow to 1 for Player 4 (Purple)
            Player - Limit training of Lord Revenant to 1 for Player 4 (Purple)
            Player - Limit training of Jungle Queen to 1 for Player 4 (Purple)
            Player - Limit training of Priestess of the Moon (Custom) to 1 for Player 4 (Purple)
            Player - Limit training of Jungle Assassin to 1 for Player 4 (Purple)
          Else - Actions
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 5 (Yellow) slot status) Equal to Is playing
      Then - Actions
        Unit Group - Pick every unit in (Units in Creeps_2 <gen> owned by Neutral Hostile) and do (Actions)
          Loop - Actions
            Unit - Remove (Picked unit) from the game
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Race of Player 5 (Yellow)) Equal to Human
          Then - Actions
            Unit - Create 1.Mur'gul Temple for Player 5 (Yellow) at (Center of Enemy_2 <gen>) facing Default building facing degrees
            Unit - Create 5.Mur'gul Worker for Player 5 (Yellow) at (Center of Workers_2 <gen>) facing Default building facing degrees
            Player - Limit training of Mur'gul Mage to 1 for Player 5 (Yellow)
            Player - Limit training of Mur'gul Chieftain to 1 for Player 5 (Yellow)
            Player - Limit training of Voodoo Mage to 1 for Player 5 (Yellow)
            Player - Limit training of Dragon Turtle to 1 for Player 5 (Yellow)
            Player - Limit training of Cursed Hatchling to 1 for Player 5 (Yellow)
            Player - Limit training of Turtle Leader to 1 for Player 5 (Yellow)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Race of Player 5 (Yellow)) Equal to Orc
          Then - Actions
            Unit - Create 1.Crab Pond for Player 5 (Yellow) at (Center of Enemy_2 <gen>) facing Default building facing degrees
            Unit - Create 5.Crab Worker for Player 5 (Yellow) at (Center of Workers_2 <gen>) facing Default building facing degrees
            Player - Limit training of Naga Sea Witch (Naga) to 1 for Player 5 (Yellow)
            Player - Limit training of Naga Siren to 1 for Player 5 (Yellow)
            Player - Limit training of Siren Hunter to 1 for Player 5 (Yellow)
            Player - Limit training of Crab General to 1 for Player 5 (Yellow)
            Player - Limit training of Makrura to 1 for Player 5 (Yellow)
            Player - Limit training of Home Kepper to 1 for Player 5 (Yellow)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Race of Player 5 (Yellow)) Equal to Undead
          Then - Actions
            Unit - Create 1.Forsaken Necropolis for Player 5 (Yellow) at (Center of Enemy_2 <gen>) facing Default building facing degrees
            Unit - Create 5.Ancient Acolyte for Player 5 (Yellow) at (Center of Workers_2 <gen>) facing Default building facing degrees
            Player - Limit training of Death Kinght (Costum) to 1 for Player 5 (Yellow)
            Player - Limit training of Lich (Costum) to 1 for Player 5 (Yellow)
            Player - Limit training of Dark Ranger (Costum) to 1 for Player 5 (Yellow)
            Player - Limit training of Flesh Monster to 1 for Player 5 (Yellow)
            Player - Limit training of Arch Acolyte to 1 for Player 5 (Yellow)
            Player - Limit training of Banisher to 1 for Player 5 (Yellow)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Race of Player 5 (Yellow)) Equal to Night Elf
          Then - Actions
            Unit - Create 1.Tree of Spirits for Player 5 (Yellow) at (Center of Enemy_2 <gen>) facing Default building facing degrees
            Unit - Create 5.Spirit for Player 5 (Yellow) at (Center of Workers_2 <gen>) facing Default building facing degrees
            Player - Limit training of Keeper of the Grove to 1 for Player 5 (Yellow)
            Player - Limit training of Lord Revenant to 1 for Player 5 (Yellow)
            Player - Limit training of Shadow to 1 for Player 5 (Yellow)
            Player - Limit training of Jungle Queen to 1 for Player 5 (Yellow)
            Player - Limit training of Priestess of the Moon (Custom) to 1 for Player 5 (Yellow)
            Player - Limit training of Jungle Assassin to 1 for Player 5 (Yellow)
          Else - Actions
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 6 (Orange) slot status) Equal to Is playing
      Then - Actions
        Unit Group - Pick every unit in (Units in Creeps_3 <gen> owned by Neutral Hostile) and do (Actions)
          Loop - Actions
            Unit - Remove (Picked unit) from the game
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Race of Player 6 (Orange)) Equal to Human
          Then - Actions
            Unit - Create 1.Mur'gul Temple for Player 6 (Orange) at (Center of Enemy_3 <gen>) facing Default building facing degrees
            Unit - Create 5.Mur'gul Worker for Player 6 (Orange) at (Center of Workers_3 <gen>) facing Default building facing degrees
            Player - Limit training of Mur'gul Mage to 1 for Player 6 (Orange)
            Player - Limit training of Mur'gul Chieftain to 1 for Player 6 (Orange)
            Player - Limit training of Voodoo Mage to 1 for Player 6 (Orange)
            Player - Limit training of Dragon Turtle to 1 for Player 6 (Orange)
            Player - Limit training of Cursed Hatchling to 1 for Player 6 (Orange)
            Player - Limit training of Turtle Leader to 1 for Player 6 (Orange)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Race of Player 6 (Orange)) Equal to Orc
          Then - Actions
            Unit - Create 5.Naga Worker for Player 6 (Orange) at (Center of Workers_3 <gen>) facing Default building facing degrees
            Unit - Create 1.Naga Temple for Player 6 (Orange) at (Center of Enemy_3 <gen>) facing Default building facing degrees
            Player - Limit training of Naga Sea Witch (Naga) to 1 for Player 6 (Orange)
            Player - Limit training of Naga Siren to 1 for Player 6 (Orange)
            Player - Limit training of Siren Hunter to 1 for Player 6 (Orange)
            Player - Limit training of Crab General to 1 for Player 6 (Orange)
            Player - Limit training of Makrura to 1 for Player 6 (Orange)
            Player - Limit training of Home Kepper to 1 for Player 6 (Orange)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Race of Player 6 (Orange)) Equal to Undead
          Then - Actions
            Unit - Create 1.Forsaken Necropolis for Player 6 (Orange) at (Center of Enemy_3 <gen>) facing Default building facing degrees
            Unit - Create 5.Ancient Acolyte for Player 6 (Orange) at (Center of Workers_3 <gen>) facing Default building facing degrees
            Player - Limit training of Death Kinght (Costum) to 1 for Player 6 (Orange)
            Player - Limit training of Lich (Costum) to 1 for Player 6 (Orange)
            Player - Limit training of Dark Ranger (Costum) to 1 for Player 6 (Orange)
            Player - Limit training of Flesh Monster to 1 for Player 6 (Orange)
            Player - Limit training of Arch Acolyte to 1 for Player 6 (Orange)
            Player - Limit training of Banisher to 1 for Player 6 (Orange)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Race of Player 6 (Orange)) Equal to Night Elf
          Then - Actions
            Unit - Create 1.Tree of Spirits for Player 6 (Orange) at (Center of Enemy_3 <gen>) facing Default building facing degrees
            Unit - Create 5.Spirit for Player 6 (Orange) at (Center of Workers_3 <gen>) facing Default building facing degrees
            Player - Limit training of Keeper of the Grove to 1 for Player 6 (Orange)
            Player - Limit training of Lord Revenant to 1 for Player 6 (Orange)
            Player - Limit training of Shadow to 1 for Player 6 (Orange)
            Player - Limit training of Jungle Queen to 1 for Player 6 (Orange)
            Player - Limit training of Priestess of the Moon (Custom) to 1 for Player 6 (Orange)
            Player - Limit training of Jungle Assassin to 1 for Player 6 (Orange)
          Else - Actions
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 4 (Purple) controller) Equal to Computer
      Then - Actions
        Trigger - Run Run_Cumputer_Enemy_1 <gen> (checking conditions)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 5 (Yellow) controller) Equal to Computer
      Then - Actions
        Trigger - Run Run_Cumputer_Enemy_2 <gen> (checking conditions)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 6 (Orange) controller) Equal to Computer
      Then - Actions
        Trigger - Run Run_Cumputer_Enemy_3 <gen> (checking conditions)
      Else - Actions
Run Cumputer Enemy 1
  Events
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Melee AI of Player 4 (Purple)) Equal to Insane AI
      Then - Actions
        If ((Race of Player 4 (Purple)) Equal to Human) then do (Start melee AI script for Player 4 (Purple): war3mapImported\Turtle Army (Hard).ai (aiscript)) else do (Do nothing)
        If ((Race of Player 4 (Purple)) Equal to Orc) then do (Start melee AI script for Player 4 (Purple): war3mapImported\Naga Kingdom (Hard).ai (aiscript)) else do (Do nothing)
        If ((Race of Player 4 (Purple)) Equal to Undead) then do (Start melee AI script for Player 4 (Purple): war3mapImported\Undead Horde (Hard).ai (aiscript)) else do (Do nothing)
        If ((Race of Player 4 (Purple)) Equal to Night Elf) then do (Start melee AI script for Player 4 (Purple): war3mapImported\Jungle Stalkers (Hard).ai (aiscript)) else do (Do nothing)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Melee AI of Player 4 (Purple)) Equal to Normal AI
      Then - Actions
        If ((Race of Player 4 (Purple)) Equal to Human) then do (Start melee AI script for Player 4 (Purple): war3mapImported\Turtle Army (Normal).ai (aiscript)) else do (Do nothing)
        If ((Race of Player 4 (Purple)) Equal to Orc) then do (Start melee AI script for Player 4 (Purple): war3mapImported\Naga Kingdom (Normal).ai (aiscript)) else do (Do nothing)
        If ((Race of Player 4 (Purple)) Equal to Undead) then do (Start melee AI script for Player 4 (Purple): war3mapImported\Undead Horde (Normal).ai (aiscript)) else do (Do nothing)
        If ((Race of Player 4 (Purple)) Equal to Night Elf) then do (Start melee AI script for Player 4 (Purple): war3mapImported\Jungle Stalkers (Normal).ai (aiscript)) else do (Do nothing)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Melee AI of Player 4 (Purple)) Equal to Easy AI
      Then - Actions
        If ((Race of Player 4 (Purple)) Equal to Human) then do (Start melee AI script for Player 4 (Purple): war3mapImported\Turtle Army (Easy).ai (aiscript)) else do (Do nothing)
        If ((Race of Player 4 (Purple)) Equal to Orc) then do (Start melee AI script for Player 4 (Purple): war3mapImported\Naga Kingdom (Easyl).ai (aiscript)) else do (Do nothing)
        If ((Race of Player 4 (Purple)) Equal to Undead) then do (Start melee AI script for Player 4 (Purple): war3mapImported\Undead Horde (Easy).ai (aiscript)) else do (Do nothing)
        If ((Race of Player 4 (Purple)) Equal to Night Elf) then do (Start melee AI script for Player 4 (Purple): war3mapImported\Jungle Stalkers (Easy).ai (aiscript)) else do (Do nothing)
      Else - Actions
Run Cumputer Enemy 2
  Events
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Melee AI of Player 5 (Yellow)) Equal to Insane AI
      Then - Actions
        If ((Race of Player 5 (Yellow)) Equal to Human) then do (Start melee AI script for Player 5 (Yellow): war3mapImported\Mur'gul Tribe (Hard).ai (aiscript)) else do (Do nothing)
        If ((Race of Player 5 (Yellow)) Equal to Orc) then do (Start melee AI script for Player 5 (Yellow): war3mapImported\Crab Tribe (Hard).ai (aiscript)) else do (Do nothing)
        If ((Race of Player 5 (Yellow)) Equal to Undead) then do (Start melee AI script for Player 5 (Yellow): war3mapImported\Ancient Undead (Hard).ai (aiscript)) else do (Do nothing)
        If ((Race of Player 5 (Yellow)) Equal to Night Elf) then do (Start melee AI script for Player 5 (Yellow): war3mapImported\Ghost Army (Hard).ai (aiscript)) else do (Do nothing)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Melee AI of Player 5 (Yellow)) Equal to Normal AI
      Then - Actions
        If ((Race of Player 5 (Yellow)) Equal to Human) then do (Start melee AI script for Player 5 (Yellow): war3mapImported\Mur'gul Tribe (Normal).ai (aiscript)) else do (Do nothing)
        If ((Race of Player 5 (Yellow)) Equal to Orc) then do (Start melee AI script for Player 5 (Yellow): war3mapImported\Crab Tribe (Normal).ai (aiscript)) else do (Do nothing)
        If ((Race of Player 5 (Yellow)) Equal to Undead) then do (Start melee AI script for Player 5 (Yellow): war3mapImported\Ancient Undead (Normal).ai (aiscript)) else do (Do nothing)
        If ((Race of Player 5 (Yellow)) Equal to Night Elf) then do (Start melee AI script for Player 5 (Yellow): war3mapImported\Ghost Army (Normal).ai (aiscript)) else do (Do nothing)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Melee AI of Player 5 (Yellow)) Equal to Easy AI
      Then - Actions
        If ((Race of Player 5 (Yellow)) Equal to Human) then do (Start melee AI script for Player 5 (Yellow): war3mapImported\Mur'gul Tribe (Easyl).ai (aiscript)) else do (Do nothing)
        If ((Race of Player 5 (Yellow)) Equal to Orc) then do (Start melee AI script for Player 5 (Yellow): war3mapImported\Crab Tribe (Easy).ai (aiscript)) else do (Do nothing)
        If ((Race of Player 5 (Yellow)) Equal to Undead) then do (Start melee AI script for Player 5 (Yellow): war3mapImported\Ancient Undead (Easy).ai (aiscript)) else do (Do nothing)
        If ((Race of Player 5 (Yellow)) Equal to Night Elf) then do (Start melee AI script for Player 5 (Yellow): war3mapImported\Ghost Army (Easy).ai (aiscript)) else do (Do nothing)
      Else - Actions
Run Cumputer Enemy 3
  Events
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Melee AI of Player 6 (Orange)) Equal to Insane AI
      Then - Actions
        If ((Race of Player 6 (Orange)) Equal to Human) then do (Start melee AI script for Player 6 (Orange): war3mapImported\Mur'gul Tribe (Hard).ai (aiscript)) else do (Do nothing)
        If ((Race of Player 6 (Orange)) Equal to Orc) then do (Start melee AI script for Player 6 (Orange): war3mapImported\Naga Kingdom (Hard).ai (aiscript)) else do (Do nothing)
        If ((Race of Player 6 (Orange)) Equal to Undead) then do (Start melee AI script for Player 6 (Orange): war3mapImported\Ancient Undead (Hard).ai (aiscript)) else do (Do nothing)
        If ((Race of Player 6 (Orange)) Equal to Night Elf) then do (Start melee AI script for Player 6 (Orange): war3mapImported\Ghost Army (Hard).ai (aiscript)) else do (Do nothing)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Melee AI of Player 6 (Orange)) Equal to Normal AI
      Then - Actions
        If ((Race of Player 6 (Orange)) Equal to Human) then do (Start melee AI script for Player 6 (Orange): war3mapImported\Mur'gul Tribe (Normal).ai (aiscript)) else do (Do nothing)
        If ((Race of Player 6 (Orange)) Equal to Orc) then do (Start melee AI script for Player 6 (Orange): war3mapImported\Naga Kingdom (Normal).ai (aiscript)) else do (Do nothing)
        If ((Race of Player 6 (Orange)) Equal to Undead) then do (Start melee AI script for Player 6 (Orange): war3mapImported\Ancient Undead (Normal).ai (aiscript)) else do (Do nothing)
        If ((Race of Player 6 (Orange)) Equal to Night Elf) then do (Start melee AI script for Player 6 (Orange): war3mapImported\Ghost Army (Normal).ai (aiscript)) else do (Do nothing)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Melee AI of Player 6 (Orange)) Equal to Easy AI
      Then - Actions
        If ((Race of Player 6 (Orange)) Equal to Human) then do (Start melee AI script for Player 6 (Orange): war3mapImported\Mur'gul Tribe (Easyl).ai (aiscript)) else do (Do nothing)
        If ((Race of Player 6 (Orange)) Equal to Orc) then do (Start melee AI script for Player 6 (Orange): war3mapImported\Naga Kingdom (Easyl).ai (aiscript)) else do (Do nothing)
        If ((Race of Player 6 (Orange)) Equal to Undead) then do (Start melee AI script for Player 6 (Orange): war3mapImported\Ancient Undead (Easy).ai (aiscript)) else do (Do nothing)
        If ((Race of Player 6 (Orange)) Equal to Night Elf) then do (Start melee AI script for Player 6 (Orange): war3mapImported\Ghost Army (Easy).ai (aiscript)) else do (Do nothing)
      Else - Actions
Change Time Limit
  Events
    Time - Elapsed game time is 0.00 seconds
  Conditions
  Actions
    Game - Display to (All players) the text: |cffffcc00Game:|r Change hase started, you have 20 seconds to change your race.
    Countdown Timer - Start Change as a One-shot timer that will expire in 20.00 seconds
    Countdown Timer - Create a timer window for (Last started timer) with title Change will end in:
    Countdown Timer - Show (Last created timer window)
    Wait 20.00 seconds
    Countdown Timer - Destroy (Last created timer window)
    Game - Display to (All players) the text: |cffffcc00Game:|r Change ended, hope you chose your race.
    Trigger - Turn off Change_P1 <gen>
    Trigger - Turn off Change_P2 <gen>
    Trigger - Turn off Change_P3 <gen>
    Trigger - Turn off Change_P4 <gen>
    Trigger - Turn off Change_P5 <gen>
    Trigger - Turn off Change_P6 <gen>
Change P1
  Events
    Player - Player 1 (Red) types a chat message containing -change (stringnoformat) as An exact match
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Race of Player 1 (Red)) Equal to Human
      Then - Actions
        Unit Group - Pick every unit in (Units in Creeps_4 <gen> owned by Player 1 (Red)) and do (Actions)
          Loop - Actions
            Unit - Remove (Picked unit) from the game
        Melee Game - Create Human starting units for Player 1 (Red) at (Player 1 (Red) start location) (Include Heroes)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Race of Player 1 (Red)) Equal to Orc
      Then - Actions
        Unit Group - Pick every unit in (Units in Creeps_4 <gen> owned by Player 1 (Red)) and do (Actions)
          Loop - Actions
            Unit - Remove (Picked unit) from the game
        Unit - Create 1.Fel Great Hall for Player 1 (Red) at (Player 1 (Red) start location) facing Default building facing degrees
        Unit - Create 5.Fel Peon for Player 1 (Red) at (Center of Workers_4 <gen>) facing Default building facing degrees
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Race of Player 1 (Red)) Equal to Undead
      Then - Actions
        Unit Group - Pick every unit in (Units in Creeps_4 <gen> owned by Player 1 (Red)) and do (Actions)
          Loop - Actions
            Unit - Remove (Picked unit) from the game
        Melee Game - Create Undead starting units for Player 1 (Red) at (Player 1 (Red) start location) (Include Heroes)
      Else - Actions
    Trigger - Turn off (This trigger)
Change P2
  Events
    Player - Player 2 (Blue) types a chat message containing -change (stringnoformat) as An exact match
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Race of Player 2 (Blue)) Equal to Human
      Then - Actions
        Unit Group - Pick every unit in (Units in Creeps_6 <gen> owned by Player 2 (Blue)) and do (Actions)
          Loop - Actions
            Unit - Remove (Picked unit) from the game
        Melee Game - Create Human starting units for Player 2 (Blue) at (Player 2 (Blue) start location) (Include Heroes)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Race of Player 2 (Blue)) Equal to Orc
      Then - Actions
        Unit Group - Pick every unit in (Units in Creeps_6 <gen> owned by Player 2 (Blue)) and do (Actions)
          Loop - Actions
            Unit - Remove (Picked unit) from the game
        Melee Game - Create Orc starting units for Player 2 (Blue) at (Player 2 (Blue) start location) (Include Heroes)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Race of Player 2 (Blue)) Equal to Undead
      Then - Actions
        Unit Group - Pick every unit in (Units in Creeps_6 <gen> owned by Player 2 (Blue)) and do (Actions)
          Loop - Actions
            Unit - Remove (Picked unit) from the game
        Unit - Create 1.Nerubian Tomb for Player 2 (Blue) at (Player 2 (Blue) start location) facing Default building facing degrees
        Unit - Create 5.Fiend for Player 2 (Blue) at (Player 2 (Blue) start location) facing Default building facing degrees
      Else - Actions
    Trigger - Turn off (This trigger)
Change P3
  Events
    Player - Player 3 (Teal) types a chat message containing -change (stringnoformat) as An exact match
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Race of Player 3 (Teal)) Equal to Human
      Then - Actions
        Unit Group - Pick every unit in (Units in Creeps_5 <gen> owned by Player 3 (Teal)) and do (Actions)
          Loop - Actions
            Unit - Remove (Picked unit) from the game
        Unit - Create 1.Elvane Town Hall for Player 3 (Teal) at (Player 3 (Teal) start location) facing Default building facing degrees
        Unit - Create 5.High Elf Worker for Player 3 (Teal) at (Center of Workers_6 <gen>) facing Default building facing degrees
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Race of Player 3 (Teal)) Equal to Orc
      Then - Actions
        Unit Group - Pick every unit in (Units in Creeps_5 <gen> owned by Player 3 (Teal)) and do (Actions)
          Loop - Actions
            Unit - Remove (Picked unit) from the game
        Melee Game - Create Orc starting units for Player 3 (Teal) at (Player 3 (Teal) start location) (Include Heroes)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Race of Player 3 (Teal)) Equal to Undead
      Then - Actions
        Unit Group - Pick every unit in (Units in Creeps_5 <gen> owned by Player 3 (Teal)) and do (Actions)
          Loop - Actions
            Unit - Remove (Picked unit) from the game
        Melee Game - Create Undead starting units for Player 3 (Teal) at (Player 3 (Teal) start location) (Include Heroes)
      Else - Actions
    Trigger - Turn off (This trigger)
Change P4
  Events
    Player - Player 4 (Purple) types a chat message containing -change (stringnoformat) as An exact match
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Race of Player 4 (Purple)) Equal to Night Elf
      Then - Actions
        Unit Group - Pick every unit in (Units in Creeps_1 <gen> owned by Player 4 (Purple)) and do (Actions)
          Loop - Actions
            Unit - Remove (Picked unit) from the game
        Unit - Create 1.Tree of Spirits for Player 4 (Purple) at (Center of Enemy_1 <gen>) facing Default building facing degrees
        Unit - Create 5.Spirit for Player 4 (Purple) at (Center of Workers_1 <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
        (Race of Player 4 (Purple)) Equal to Human
      Then - Actions
        Unit Group - Pick every unit in (Units in Creeps_1 <gen> owned by Player 4 (Purple)) and do (Actions)
          Loop - Actions
            Unit - Remove (Picked unit) from the game
        Unit - Create 1.Mur'gul Temple for Player 4 (Purple) at (Center of Enemy_1 <gen>) facing Default building facing degrees
        Unit - Create 5.Mur'gul Worker for Player 4 (Purple) at (Center of Workers_1 <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
        (Race of Player 4 (Purple)) Equal to Orc
      Then - Actions
        Unit Group - Pick every unit in (Units in Creeps_1 <gen> owned by Player 4 (Purple)) and do (Actions)
          Loop - Actions
            Unit - Remove (Picked unit) from the game
        Unit - Create 1.Crab Pond for Player 4 (Purple) at (Center of Enemy_1 <gen>) facing Default building facing degrees
        Unit - Create 5.Crab Worker for Player 4 (Purple) at (Center of Workers_1 <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
        (Race of Player 4 (Purple)) Equal to Undead
      Then - Actions
        Unit Group - Pick every unit in (Units in Creeps_1 <gen> owned by Player 4 (Purple)) and do (Actions)
          Loop - Actions
            Unit - Remove (Picked unit) from the game
        Unit - Create 1.Forsaken Necropolis for Player 4 (Purple) at (Center of Enemy_1 <gen>) facing Default building facing degrees
        Unit - Create 5.Ancient Acolyte for Player 4 (Purple) at (Center of Workers_1 <gen>) facing Default building facing degrees
      Else - Actions
        Do nothing
    Trigger - Turn off (This trigger)
Change P5
  Events
    Player - Player 5 (Yellow) types a chat message containing -change (stringnoformat) as An exact match
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Race of Player 5 (Yellow)) Equal to Night Elf
      Then - Actions
        Unit Group - Pick every unit in (Units in Creeps_2 <gen> owned by Player 5 (Yellow)) and do (Actions)
          Loop - Actions
            Unit - Remove (Picked unit) from the game
        Unit - Create 1.Tree of Jungles for Player 5 (Yellow) at (Center of Enemy_2 <gen>) facing Default building facing degrees
        Unit - Create 5.Jungle Worker for Player 5 (Yellow) at (Center of Workers_2 <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
        (Race of Player 5 (Yellow)) Equal to Human
      Then - Actions
        Unit Group - Pick every unit in (Units in Creeps_2 <gen> owned by Player 5 (Yellow)) and do (Actions)
          Loop - Actions
            Unit - Remove (Picked unit) from the game
        Unit - Create 1.Turtle Pool for Player 5 (Yellow) at (Center of Enemy_2 <gen>) facing Default building facing degrees
        Unit - Create 5.Turtle Worker for Player 5 (Yellow) at (Center of Workers_2 <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
        (Race of Player 5 (Yellow)) Equal to Orc
      Then - Actions
        Unit Group - Pick every unit in (Units in Creeps_2 <gen> owned by Player 5 (Yellow)) and do (Actions)
          Loop - Actions
            Unit - Remove (Picked unit) from the game
        Unit - Create 1.Naga Temple for Player 5 (Yellow) at (Center of Enemy_2 <gen>) facing Default building facing degrees
        Unit - Create 5.Naga Worker for Player 5 (Yellow) at (Center of Workers_2 <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
        (Race of Player 5 (Yellow)) Equal to Undead
      Then - Actions
        Unit Group - Pick every unit in (Units in Creeps_2 <gen> owned by Player 5 (Yellow)) and do (Actions)
          Loop - Actions
            Unit - Remove (Picked unit) from the game
        Unit - Create 1.Bone Workshop for Player 5 (Yellow) at (Center of Enemy_2 <gen>) facing Default building facing degrees
        Unit - Create 5.Undead Orc Worker for Player 5 (Yellow) at (Center of Workers_2 <gen>) facing Default building facing degrees
      Else - Actions
        Do nothing
    Trigger - Turn off (This trigger)
Change P6
  Events
    Player - Player 6 (Orange) types a chat message containing -change (stringnoformat) as An exact match
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Race of Player 6 (Orange)) Equal to Night Elf
      Then - Actions
        Unit Group - Pick every unit in (Units in Creeps_3 <gen> owned by Player 6 (Orange)) and do (Actions)
          Loop - Actions
            Unit - Remove (Picked unit) from the game
        Unit - Create 1.Tree of Jungles for Player 6 (Orange) at (Center of Enemy_3 <gen>) facing Default building facing degrees
        Unit - Create 5.Jungle Worker for Player 6 (Orange) at (Center of Workers_3 <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
        (Race of Player 6 (Orange)) Equal to Human
      Then - Actions
        Unit Group - Pick every unit in (Units in Creeps_3 <gen> owned by Player 6 (Orange)) and do (Actions)
          Loop - Actions
            Unit - Remove (Picked unit) from the game
        Unit - Create 1.Turtle Pool for Player 6 (Orange) at (Center of Enemy_3 <gen>) facing Default building facing degrees
        Unit - Create 5.Turtle Worker for Player 6 (Orange) at (Center of Workers_3 <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
        (Race of Player 6 (Orange)) Equal to Orc
      Then - Actions
        Unit Group - Pick every unit in (Units in Creeps_3 <gen> owned by Player 6 (Orange)) and do (Actions)
          Loop - Actions
            Unit - Remove (Picked unit) from the game
        Unit - Create 1.Crab Pond for Player 6 (Orange) at (Center of Enemy_3 <gen>) facing Default building facing degrees
        Unit - Create 5.Crab Worker for Player 6 (Orange) at (Center of Workers_3 <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
        (Race of Player 6 (Orange)) Equal to Undead
      Then - Actions
        Unit Group - Pick every unit in (Units in Creeps_3 <gen> owned by Player 6 (Orange)) and do (Actions)
          Loop - Actions
            Unit - Remove (Picked unit) from the game
        Unit - Create 1.Bone Workshop for Player 6 (Orange) at (Center of Enemy_3 <gen>) facing Default building facing degrees
        Unit - Create 5.Undead Orc Worker for Player 6 (Orange) at (Center of Workers_3 <gen>) facing Default building facing degrees
      Else - Actions
        Do nothing
    Trigger - Turn off (This trigger)
Wataer Blast
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Water Blast (v2)
  Actions
    For each (Integer A) from 1 to 12, do (Actions)
      Loop - Actions
        Special Effect - Create a special effect at ((Position of (Casting unit)) offset by 400.00 towards ((Real((Integer A))) x 30.00) degrees.) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
Water Spirit
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Water Spirit
  Actions
    Unit - Create 1.Water Spirit (Dummy) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
    Unit - Order (Last created unit) to Undead Dreadlord - Carrion Swarm.((Position of (Casting unit)) offset by (200.00, 0))
    Unit - Create 1.Water Spirit (Dummy) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
    Unit - Order (Last created unit) to Undead Dreadlord - Carrion Swarm.((Position of (Casting unit)) offset by (200.00, 200.00))
    Unit - Create 1.Water Spirit (Dummy) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
    Unit - Order (Last created unit) to Undead Dreadlord - Carrion Swarm.((Position of (Casting unit)) offset by (0.00, 200.00))
    Unit - Create 1.Water Spirit (Dummy) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
    Unit - Order (Last created unit) to Undead Dreadlord - Carrion Swarm.((Position of (Casting unit)) offset by (-200.00, 200.00))
    Unit - Create 1.Water Spirit (Dummy) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
    Unit - Order (Last created unit) to Undead Dreadlord - Carrion Swarm.((Position of (Casting unit)) offset by (-200.00, 0.00))
    Unit - Create 1.Water Spirit (Dummy) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
    Unit - Order (Last created unit) to Undead Dreadlord - Carrion Swarm.((Position of (Casting unit)) offset by (-200.00, -200.00))
    Unit - Create 1.Water Spirit (Dummy) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
    Unit - Order (Last created unit) to Undead Dreadlord - Carrion Swarm.((Position of (Casting unit)) offset by (0.00, -200.00))
    Unit - Create 1.Water Spirit (Dummy) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
    Unit - Order (Last created unit) to Undead Dreadlord - Carrion Swarm.((Position of (Casting unit)) offset by (200.00, -200.00))
Tornados
  Events
    Time - Every 300.00 seconds of game time
  Conditions
  Actions
    Game - Display to (All players) the text: |cffffcc00Warning:|r Tornados have spawned at random point on the map.
    Unit - Order Tornado 0109 <gen> to Neutral Sea Witch - Tornado.(Random point in (Playable map area))
    Unit - Order Tornado 0110 <gen> to Neutral Sea Witch - Tornado.(Random point in (Playable map area))
    Unit - Order Tornado 0111 <gen> to Neutral Sea Witch - Tornado.(Random point in (Playable map area))
    Unit - Order Tornado 0112 <gen> to Neutral Sea Witch - Tornado.(Random point in (Playable map area))
    Unit - Order Tornado 0113 <gen> to Neutral Sea Witch - Tornado.(Random point in (Playable map area))
    Unit - Order Tornado 0115 <gen> to Neutral Sea Witch - Tornado.(Random point in (Playable map area))
    Unit - Order Tornado 0119 <gen> to Neutral Sea Witch - Tornado.(Random point in (Playable map area))
    Wait 40.00 seconds
    Game - Display to (All players) the text: |cffffcc00Hit:|r Tornados are gone.
Spawn
  Events
    Time - Every 1000.00 seconds of game time
  Conditions
  Actions
    Game - Display to (All players) the text: |cffffcc00Warning:|r Bosses will spawn in 30 seconds.
    Wait 30.00 seconds
    Game - Display to (All players) the text: |cffffcc00Warning:|r Bosses have spawned, possitions are shown on the map.
    Special Effect - Create a special effect at (Center of Boss_Pozision_1 <gen>) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
    Special Effect - Create a special effect at (Center of Boss_Pozision_2 <gen>) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
    Wait 0.30 seconds
    Special Effect - Create a special effect at (Center of Boss_Pozision_1 <gen>) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
    Special Effect - Create a special effect at (Center of Boss_Pozision_2 <gen>) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
    Wait 0.30 seconds
    Special Effect - Create a special effect at (Random point in Boss_Area_1 <gen>) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
    Special Effect - Create a special effect at (Random point in Boss_Area_2 <gen>) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
    Special Effect - Create a special effect at (Random point in Boss_Area_1 <gen>) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
    Special Effect - Create a special effect at (Random point in Boss_Area_2 <gen>) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
    Special Effect - Create a special effect at (Random point in Boss_Area_1 <gen>) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
    Special Effect - Create a special effect at (Random point in Boss_Area_2 <gen>) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
    Special Effect - Create a special effect at (Random point in Boss_Area_1 <gen>) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
    Special Effect - Create a special effect at (Random point in Boss_Area_2 <gen>) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
    Special Effect - Create a special effect at (Random point in Boss_Area_1 <gen>) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
    Special Effect - Create a special effect at (Random point in Boss_Area_2 <gen>) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
    Special Effect - Create a special effect at (Random point in Boss_Area_1 <gen>) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
    Special Effect - Create a special effect at (Random point in Boss_Area_2 <gen>) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
    Special Effect - Create a special effect at (Random point in Boss_Area_1 <gen>) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
    Special Effect - Create a special effect at (Random point in Boss_Area_2 <gen>) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
    Special Effect - Create a special effect at (Random point in Boss_Area_1 <gen>) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
    Special Effect - Create a special effect at (Random point in Boss_Area_2 <gen>) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
    Unit - Create 1.Sea King for Neutral Hostile at (Center of Boss_Pozision_1 <gen>) facing Default building facing degrees
    Unit - Create 1.Hydra Giant for Neutral Hostile at (Center of Boss_Pozision_2 <gen>) facing Default building facing degrees
    Cinematic - Ping minimap for (All players) at (Center of Boss_Pozision_1 <gen>) for 4.00 seconds
    Cinematic - Ping minimap for (All players) at (Center of Boss_Pozision_2 <gen>) for 4.00 seconds