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Trigger Viewer

The Archdefenders.w3x
Variables
Variables
All players
Gold Illuminate
Lumber Illuminate
Lore
Corn Lore
Hints
Attcking Hall
Hint Quest
Hint1
Hint2
Hint3
Money hint
Hint hero
Ghouls incoming
Abominations incoming 1st
Abominations incoming
Flesh golems incoming
Bosses Coming
Players
Player 7
Picking7
Plyer 7 dead
P7 The Brown Hoof
P7 Holy Hammers
P7 the Horrors
P7 The Mental Enlighteneds
P7 Spirit Wolves
If units enters region p7
Initial P7 spwan
Enemy spawn1p7
Trigger1 p7
Enemy Spawn 2p7
Trigger2p7
Enemy Spawn3p7
Trigger3 p7
Enemy Spawn4p7
TriggerVariablep7
Trigger4p7
Enemy Spawn5p7
Enemy Spawn6p7 v1
Enemy Spawn6p7 v2
Enemy Spawn6p7 v3
P7 waves end
Wave Stopper7
P7 dead
P7 Passive income
Player 6
Picking6
Plyer 6 dead
P6 Holy Hammers
P6 the Horrors
P6 The water guys
P6 Spirit Wolves
P6 The Brown Hoof
P6 No Selection
If units enters region p6
Initial P6 spwan
Enemy spawn1p6
Trigger1 p6
Enemy Spawn 2p6
Trigger2p6
Enemy Spawn3p6
Trigger3 p6
Enemy Spawn4p6
TriggerVariablep6
Trigger4p6
Enemy Spawn5p6
Enemy Spawn6p6 v1
Enemy Spawn6p6 v2
Enemy Spawn6p6 v3
P6 waves end
Wave Stopper6
P6 dead
P6 Passive income
Player 5
Picking5
Plyer 5 dead
P5 Holy Hammers
P5 the Horrors
P5 The water guys
P5 Spirit Wolves
P5 The Brown Hoof
If units enters region p5
Initial P5 spwan
Enemy spawn1p5
Trigger1 p5
Enemy Spawn 2p5
Trigger2p5
Enemy Spawn3p5
Trigger3 p5
Enemy Spawn4p5
TriggerVariablep5
Trigger4p5
Enemy Spawn5p5
Enemy Spawn6p5 v1
Enemy Spawn6p5 v2
Enemy Spawn6p5 v3
P5 waves end
Wave Stopper5
P5 dead
P5 Passive income
Player 4
Picking4
Plyer 4 dead
P4 Holy Hammers
P4 the Horrors
P4 The water guys
P4 Spirit Wolves
P4 The Brown Hoof
If units enters region p4
Initial P4 spwan
Enemy spawn1p4
Trigger1 p4
Enemy Spawn 2p4
Trigger2p4
Enemy Spawn3p4
Trigger3 p4
Enemy Spawn4p4
TriggerVariablep4
Trigger4p4
Enemy Spawn5p4
Enemy Spawn6p4 v1
Enemy Spawn6p4 v2
Enemy Spawn6p4 v3
P4 waves end
Wave Stopper4
P4 dead
P4 Passive income
Player 3
Picking3
Plyer 3 dead
P3 Holy Hammers
P3 the Horrors
P3 The water guys
P3 Spirit Wolves
P3 The Brown Hoof
If units enters region p3
Initial P3 spwan
Enemy spawn1p3
Trigger1 p3
Enemy Spawn 2p3
Trigger2p3
Enemy Spawn3p3
Trigger3 p3
Enemy Spawn4p3
TriggerVariablep3
Trigger4p3
Enemy Spawn5p3
Enemy Spawn6p3 v1
Enemy Spawn6p3 v2
Enemy Spawn6p3 v3
P3 waves end
Wave Stopper3
P3 dead
P3 Passive income
Player 2
Picking2
Plyer 2 dead
P2 Holy Hammers
P2 the Horrors
P2 The water guys
P2 Spirit Wolves
P2 The Brown Hoof
If units enters region p2
Initial P2 spwan
Enemy spawn1p2
Trigger1 p2
Enemy Spawn 2p2
Trigger2p2
Enemy Spawn3p2
Trigger3 p2
Enemy Spawn4p2
TriggerVariablep2
Trigger4p2
Enemy Spawn5p2
Enemy Spawn6p2 v1
Enemy Spawn6p2 v2
Enemy Spawn6p2 v3
P2 waves end
Wave Stopper2
P2 dead
P2 Passive income
Player 1
Picking1
Plyer 1 dead
P1 Holy Hammers
P1 the Horrors
P1 The water guys
P1 Spirit Wolves
P1 The Brown Hoof
If units enters region p1
Initial P1 spwan
Enemy spawn1p1
Trigger1 p1
Enemy Spawn 2p1
Trigger2p1
Enemy Spawn3p1
Trigger3 p1
Enemy Spawn4p1
TriggerVariablep1
Trigger4p1
Enemy Spawn5p1
Enemy Spawn6p1 v1
Enemy Spawn6p1 v2
Enemy Spawn6p1 v3
P1 waves end
Wave Stopper1
P1 dead
P1 Passive income
Initialization
Integer
Peasant
Melee Initialization
Ad
Vilibility
Win
Win
The Holy Hammers
The weak and the weaked
Divine Protection
Holy Ascension
Holy Ascension 2
The Horrors
Horrific Ascension
Horrific Ascension 2
Wyrm die
The Mental Enlighteneds
Mind Ascension
Mind Ascension 2
Illuminate
Mind Oppening
Mind Oppening Dummy
Mind upg dummy
Spirit Wolves
Hashtable wolf1
Hashtable wolf2
---------------------------
Evolutions
Spiritual Ascension 1
Spiritual Ascension 2
Classic Evo
Classic Wolf evo1
Classic Wolf evo2
Classic Wolf evo3
Classic Wolf evo4
Body Evo
Baby Wolf evo 1
Young Wolf evo5
Young Wolf evo5 Armored
Wolf evo5
Wolf evo5 Armored
Elder Wolf evo5
Elder Wolf evo5 Armored
From baby to young
From young to wolf
From young to Awolf
From wolf to elder
From wolf to Aelder
From elder to ancient
From Elder wolf to Aancient
Final Scale
Spirit Evo
Mystic transformation
Spirit wolf evo5
From mystic to spirit
ForestSpirit wolf evo5
From Spirit to Ancient forest spirit
Adaptation
Adaptability fur
Adaptability claw
Adaptability swift
Adaptability lifesteal
Spiritual Adaptation
Adaptability mana
Adaptability life regen
Adaptability slow
Adaptability multyshot
The Elementals
Unit Group
Research upgrade
Building birth animation
The Brown Hoof
Hero Mirror Shield
Hero Mighty ascension 1
Hero Mighty ascension 2
Chieftains Grasp passive
Mirror Armor
Chieftains Mark
Energise
Armor Balance
Quests
Main Quest1
Dificulty
Dificulty
The Big Ones
Kaku
Kaku Select
Kaku 1st
Kaku 2nd
Kaku 3rd
Kaku Orders1
Kaku Orders2
Kaku Lightning
Kaku Orders3
Kaku dies
Nihily
Nihily Select
Nihily 1st
Nihily 2nd
Nihily 3rd
Nihily Orders1
Nihily Orders2
Nihily Orders3
Nihily Retreat 1
Nihily Retreat 2
Nihily Retreat 3
units attack1
units attack2
units attack3
Nihily dies
Best boss
Big wave
Spawning them activator
Spwaning them
Obelisc
Frost Rain
Untitled Trigger 001
Pause Obelisc
Enter map-specific custom script code below. This text will be included in the map script after variables are declared and before any trigger code except Custom Script Item. Custom Script Item will merge into map script after globals variables declaration with the list order in trigger view.

		
Name Type Is Array Initial Value
Adaptability integer No
AdaptabilityV integer No
ArmorMirrorShield real No
babyyoung hashtable No
Bigwavechooser integer No
Difficulty real No
DivineInteger integer No
DivineRecycle integer No
DivineReUnit unit No
DivineTarget unit Yes
Elemental unit No
Goldilluminate integer No
Kaku unit No
KakuSpawn real No
Lumberilluminate integer No
Nihily unit No
Nihilyspawn real No
Obeliscfrost integer No
P1choose dialog No
P1Dholyhammers button No
P1Dthehorrors button No
P1home unit No
P1Mindguys button No
P1SpiritWolves button No
P1TheBrownHoof button No
P1variation integer No
P2choose dialog No
P2Dholyhammers button No
P2Dthehorrors button No
P2home unit No
P2Mindguys button No
P2SpiritWolves button No
P2TheBrownHoof button No
P2variation integer No
P3choose dialog No
P3Dholyhammers button No
P3Dthehorrors button No
P3home unit No
P3Mindguys button No
P3SpiritWolves button No
P3TheBrownHoof button No
P3variation integer No
P4choose dialog No
P4Dholyhammers button No
P4Dthehorrors button No
P4home unit No
P4Mindguys button No
P4SpiritWolves button No
P4TheBrownHoof button No
P4variation integer No
P5choose dialog No
P5Dholyhammers button No
P5Dthehorrors button No
P5home unit No
P5Mindguys button No
P5SpiritWolves button No
P5TheBrownHoof button No
P5variation integer No
P6choose dialog No
P6Dholyhammers button No
P6Dthehorrors button No
P6home unit No
P6Mindguys button No
P6SpiritWolves button No
P6TheBrownHoof button No
P6variation integer No
P7choose dialog No
P7Dholyhammers button No
P7Dthehorrors button No
P7home unit No
P7Mindguys button No
P7SpiritWolves button No
P7TheBrownHoof button No
P7variation integer No
SFX effect No
Wolfbabyyoung integer No
DemonBirth
Events
Unit - A unit Begins construction
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Constructing structure)) Equal to Doom Tower (75s)
(Unit-type of (Constructing structure)) Equal to Flesh Mill (70s)
(Unit-type of (Constructing structure)) Equal to Warlock Temple (60s)
(Unit-type of (Constructing structure)) Equal to Inferno Vault (60s)
(Unit-type of (Constructing structure)) Equal to Void Shrine (60s)
(Unit-type of (Constructing structure)) Equal to Demon Gate (60s)
(Unit-type of (Constructing structure)) Equal to Legion Portal (60s)
(Unit-type of (Constructing structure)) Equal to Altar of Terror (50)
(Unit-type of (Constructing structure)) Equal to Fountain of Blood (50s)
(Unit-type of (Constructing structure)) Equal to Succorbenoth (50s)
Actions
Custom script: local effect udg_SFX
Custom script: local unit udg_Building
Set Building = (Constructing structure)
Animation - Change Building's vertex coloring to (100.00%, 100.00%, 100.00%) with 100.00% transparency
Special Effect - Create a special effect attached to the origin of Building using war3mapImported\DemonBirth.mdx
Set SFX = (Last created special effect)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of Building) Equal to Warlock Temple (60s)
(Unit-type of Building) Equal to Inferno Vault (60s)
(Unit-type of Building) Equal to Void Shrine (60s)
(Unit-type of Building) Equal to Legion Portal (60s)
(Unit-type of Building) Equal to Demon Gate (60s)
Then - Actions
Wait 60.00 seconds
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of Building) Equal to Fountain of Blood (50s)
(Unit-type of Building) Equal to Altar of Terror (50)
(Unit-type of Building) Equal to Succorbenoth (50s)
Then - Actions
Wait 50.00 seconds
Else - Actions
If (All Conditions are True) then do (Then Act
All players
  Events
    Map initialization
  Conditions
  Actions
Gold Illuminate
  Events
    Map initialization
  Conditions
  Actions
    Set VariableSet Goldilluminate = (((Owner of (Triggering unit)) Current gold) - 100)
Lumber Illuminate
  Events
    Map initialization
  Conditions
  Actions
    Set VariableSet Lumberilluminate = (((Owner of (Triggering unit)) Current lumber) - 100)
Corn Lore
  Events
    Unit - A unit enters Corn_Region <gen>
  Conditions
  Actions
    Quest - Display to (All players) the Secret message: |cffd45e19Lore|r: The road was so log that the people have planted corns on it to saturate their hunger.
    Cinematic - Ping minimap for (All players) at (Center of Corn_Region <gen>) for 1 seconds, using a Flashy ping of color (100%, 100%, 100%)
    Trigger - Turn off (This trigger)
Attcking Hall
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Souls Pool
  Actions
    Cinematic - Ping minimap for (All players) at (Position of (Attacking unit)) for 5.00 seconds, using a Warning ping of color (100%, 0.00%, 0.00%)
    Quest - Display to (All players) the Warning message: |cffff0000Warning:|r A Souls Pool fired a missle!
Hint Quest
  Events
    Time - Elapsed game time is 2.00 seconds
  Conditions
  Actions
    Quest - Display to (All players) the Quest Update message: |cff00ff00Hint|r: Read The HINTS and the Quests.
Hint1
  Events
    Time - Elapsed game time is 30.00 seconds
  Conditions
  Actions
    Quest - Display to (All players) the Hint message: |cff00ff00Hint|r: The kiting is the best early game solution.
Hint2
  Events
    Time - Elapsed game time is 50.00 seconds
  Conditions
  Actions
    Quest - Display to (All players) the Hint message: |cff00ff00Hint|r: Use the hidden roads to safely travel to your friends.
Hint3
  Events
    Time - Elapsed game time is 120.00 seconds
  Conditions
  Actions
    Quest - Display to (All players) the Hint message: |cff00ff00Hint|r: If your primary structure is destroyed you will lose the game.
Money hint
  Events
    Time - Elapsed game time is 120.00 seconds
  Conditions
  Actions
    Quest - Display to (All players) the Simple Hint message: |cffffff00You get 200 gold and 200 lumber with every incoming wave.|r
Hint hero
  Events
    Time - Elapsed game time is 20.00 seconds
  Conditions
  Actions
    Quest - Display to (All players) the Hint message: |cff00ff00Hint|r: A hero can't be revived; if a hero dies you lose him permanently.
Ghouls incoming
  Events
    Time - Elapsed game time is 40.00 seconds
  Conditions
  Actions
    Quest - Display to (All players) the Warning message: |cffff0000Warning:|r The enemys are coming.
Abominations incoming 1st
  Events
    Time - Elapsed game time is 300.00 seconds
  Conditions
  Actions
    Quest - Display to (All players) the Warning message: |cffff0000Warning:|r A big wave of enemies is coming.
Abominations incoming
  Events
    Time - Elapsed game time is 810.00 seconds
  Conditions
  Actions
    Quest - Display to (All players) the Warning message: |cffff0000Warning:|r The enemies are stronger now.
Flesh golems incoming
  Events
    Time - Elapsed game time is 1010.00 seconds
  Conditions
  Actions
    Quest - Display to (All players) the Warning message: |cffff0000Warning:|r The enemies are much stronger now!
Bosses Coming
  Events
    Time - Elapsed game time is 580.00 seconds
  Conditions
  Actions
    Quest - Display to (All players) the Warning message: |cffff0000Warning:|r 2 bosses will come in 20 seconds at these locations.Your friends might need some help
    Cinematic - Ping minimap for (All players) at (Center of Boss_are_6 <gen>) for 5.00 seconds, using a Simple ping of color (100%, 0.00%, 0.00%)
    Cinematic - Ping minimap for (All players) at (Center of Boss_Area_1 <gen>) for 5.00 seconds, using a Simple ping of color (100%, 0.00%, 0.00%)
Picking7
  Events
    Unit - A unit enters Region_010 <gen>
  Conditions
  Actions
    Unit - Pause all units
    Dialog - Change the title of P7choose to What faction do you choose...
    Dialog - Create a dialog button for P7choose labelled Holy Hamers - |cffd45e19Hard Begining|r
    Set VariableSet P7Dholyhammers = (Last created dialog Button)
    Dialog - Create a dialog button for P7choose labelled The Horrors - |cff00ff00Easy to play|r
    Set VariableSet P7Dthehorrors = (Last created dialog Button)
    Dialog - Create a dialog button for P7choose labelled The Mental Enlighteneds - |cff00ff00Supportive Team|r
    Set VariableSet P7Mindguys = (Last created dialog Button)
    Dialog - Create a dialog button for P7choose labelled Spirit Wolves - |cffff0000Hard to play|r
    Set VariableSet P7SpiritWolves = (Last created dialog Button)
    Dialog - Create a dialog button for P7choose labelled The Brown Hoof - |cff6464ffHero based team|r
    Set VariableSet P7TheBrownHoof = (Last created dialog Button)
    Dialog - Show P7choose for Player 7 (Green)
    Trigger - Turn off (This trigger)
Plyer 7 dead
  Events
    Unit - A unit Dies
  Conditions
    (Triggering unit) Equal to P7home
  Actions
    Game - Defeat Player 7 (Green) with the message: Defeat!
P7 The Brown Hoof
  Events
    Dialog - A dialog button is clicked for P7choose
  Conditions
    (Clicked dialog button) Equal to P7TheBrownHoof
  Actions
    Game - Set time of day speed to 100.00% of the default speed
    Unit - Create 1.Atlatl Tower for Player 7 (Green) at (Center of P7__turret2 <gen>) facing Default building facing degrees
    Unit - Create 1.Atlatl Tower for Player 7 (Green) at (Center of P7_turret1 <gen>) facing Default building facing degrees
    Unit - Create 1.Warror's Hut for Player 7 (Green) at (Center of P7_Barracks <gen>) facing Default building facing degrees
    Unit - Create 1.Servant for Player 7 (Green) at (Center of P7_Arrival <gen>) facing Default building facing degrees
    Unit - Create 1.Chieftain's Hall for Player 7 (Green) at (Center of P7_Arrival <gen>) facing Default building facing degrees
    Set VariableSet P7home = (Last created unit)
    Unit - Create 1.Chieftain for Player 7 (Green) at (Center of Hero_7 <gen>) facing Default building facing degrees
    Unit - Unpause all units
    Camera - .Apply. gg_cam_P7 for Player 7 (Green) over 0 seconds
    Trigger - Turn on Initial_P7_spwan <gen>
    Trigger - Turn on Enemy_spawn1p7 <gen>
    Trigger - Turn on Trigger2p7 <gen>
    Trigger - Turn on Trigger3_p7 <gen>
    Trigger - Turn on TriggerVariablep7 <gen>
    Trigger - Turn off (This trigger)
P7 Holy Hammers
  Events
    Dialog - A dialog button is clicked for P7choose
  Conditions
    (Clicked dialog button) Equal to P7Dholyhammers
  Actions
    Game - Set time of day speed to 100.00% of the default speed
    Unit - Create 1.Holy Tower for Player 7 (Green) at (Center of P7__turret2 <gen>) facing Default building facing degrees
    Unit - Create 1.Holy Tower for Player 7 (Green) at (Center of P7_turret1 <gen>) facing Default building facing degrees
    Unit - Create 1.Barracks for Player 7 (Green) at (Center of P7_Barracks <gen>) facing Default building facing degrees
    Unit - Create 1.Work Man for Player 7 (Green) at (Center of P7_Arrival <gen>) facing Default building facing degrees
    Unit - Create 1.Town Church for Player 7 (Green) at (Center of P7_Arrival <gen>) facing Default building facing degrees
    Set VariableSet P7home = (Last created unit)
    Unit - Create 1.Paladin for Player 7 (Green) at (Center of Hero_7 <gen>) facing Default building facing degrees
    Unit - Unpause all units
    Camera - .Apply. gg_cam_P7 for Player 7 (Green) over 0 seconds
    Trigger - Turn on Initial_P7_spwan <gen>
    Trigger - Turn on Enemy_spawn1p7 <gen>
    Trigger - Turn on Trigger2p7 <gen>
    Trigger - Turn on Trigger3_p7 <gen>
    Trigger - Turn on TriggerVariablep7 <gen>
    Trigger - Turn off (This trigger)
P7 the Horrors
  Events
    Dialog - A dialog button is clicked for P7choose
  Conditions
    (Clicked dialog button) Equal to P7Dthehorrors
  Actions
    Game - Set time of day speed to 100.00% of the default speed
    Unit - Create 1.Chaos Finger for Player 7 (Green) at (Center of P7_mele_turret2 <gen>) facing Default building facing degrees
    Unit - Create 1.Chaos Finger for Player 7 (Green) at (Center of P7_mele_turret1 <gen>) facing Default building facing degrees
    Unit - Create 1.Void Gate for Player 7 (Green) at (Center of P7_Barracks <gen>) facing Default building facing degrees
    Unit - Create 1.Oppener for Player 7 (Green) at (Center of P7_Arrival <gen>) facing Default building facing degrees
    Unit - Create 1.Summoning Palace for Player 7 (Green) at (Center of P7_Arrival <gen>) facing Default building facing degrees
    Set VariableSet P7home = (Last created unit)
    Unit - Create 1.Monstrosity for Player 7 (Green) at (Center of Hero_7 <gen>) facing Default building facing degrees
    Unit - Unpause all units
    Camera - .Apply. gg_cam_P7 for Player 7 (Green) over 0 seconds
    Trigger - Turn on Initial_P7_spwan <gen>
    Trigger - Turn on Enemy_spawn1p7 <gen>
    Trigger - Turn on Trigger2p7 <gen>
    Trigger - Turn on Trigger3_p7 <gen>
    Trigger - Turn on TriggerVariablep7 <gen>
    Trigger - Turn off (This trigger)
P7 The Mental Enlighteneds
  Events
    Dialog - A dialog button is clicked for P7choose
  Conditions
    (Clicked dialog button) Equal to P7Mindguys
  Actions
    Game - Set time of day speed to 100.00% of the default speed
    Unit - Create 1.Mind Tower for Player 7 (Green) at (Center of P7_turret1 <gen>) facing Default building facing degrees
    Unit - Create 1.Mind Tower for Player 7 (Green) at (Center of P7__turret2 <gen>) facing Default building facing degrees
    Unit - Create 1.Military Autpost for Player 7 (Green) at (Center of P7_Barracks <gen>) facing Default building facing degrees
    Unit - Create 1.Architect for Player 7 (Green) at (Center of P7_Arrival <gen>) facing Default building facing degrees
    Unit - Create 1.High Palace for Player 7 (Green) at (Center of P7_Arrival <gen>) facing Default building facing degrees
    Set VariableSet P7home = (Last created unit)
    Unit - Create 1.Archmentalist for Player 7 (Green) at (Center of Hero_7 <gen>) facing Default building facing degrees
    Unit - Unpause all units
    Camera - .Apply. gg_cam_P7 for Player 7 (Green) over 0 seconds
    Trigger - Turn on Initial_P7_spwan <gen>
    Trigger - Turn on Enemy_spawn1p7 <gen>
    Trigger - Turn on Trigger2p7 <gen>
    Trigger - Turn on Trigger3_p7 <gen>
    Trigger - Turn on TriggerVariablep7 <gen>
    Trigger - Turn off (This trigger)
P7 Spirit Wolves
  Events
    Dialog - A dialog button is clicked for P7choose
  Conditions
    (Clicked dialog button) Equal to P7SpiritWolves
  Actions
    Game - Set time of day speed to 100.00% of the default speed
    Unit - Create 1.Den Guardian for Player 7 (Green) at (Center of P7_mele_turret1 <gen>) facing Default building facing degrees
    Unit - Create 1.Den Guardian for Player 7 (Green) at (Center of P7_mele_turret2 <gen>) facing Default building facing degrees
    Unit - Create 1.Wolf Den for Player 7 (Green) at (Center of P7_Barracks <gen>) facing Default building facing degrees
    Unit - Create 1.Worker for Player 7 (Green) at (Center of P7_Arrival <gen>) facing Default building facing degrees
    Unit - Create 1.Team Shelter for Player 7 (Green) at (Center of P7_Arrival <gen>) facing Default building facing degrees
    Set VariableSet P7home = (Last created unit)
    Unit - Create 1.Alpha Wolf for Player 7 (Green) at (Center of Hero_7 <gen>) facing Default building facing degrees
    Unit - Unpause all units
    Camera - .Apply. gg_cam_P7 for Player 7 (Green) over 0 seconds
    Trigger - Turn on Initial_P7_spwan <gen>
    Trigger - Turn on Enemy_spawn1p7 <gen>
    Trigger - Turn on Trigger2p7 <gen>
    Trigger - Turn on Trigger3_p7 <gen>
    Trigger - Turn on TriggerVariablep7 <gen>
    Trigger - Turn off (This trigger)
If units enters region p7
  Events
    Unit - A unit enters P7_Spawn <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 14 (Navy)
  Actions
    Unit - Order (Triggering unit) to Attack-Move To.(Center of P7_Arrival <gen>)
Initial P7 spwan
  Events
    Time - Every 30.00 seconds of game time
  Conditions
  Actions
    Unit - Create 2.Ghoul for Player 14 (Navy) at (Random point in P7_Spawn <gen>) facing Default building facing degrees
    Player - Add 200 to Player 7 (Green).Current gold
    Player - Add 200 to Player 7 (Green).Current lumber
Enemy spawn1p7
  Events
    Time - Every 300.00 seconds of game time
  Conditions
  Actions
    Unit - Create 3.Abomination for Player 14 (Navy) at (Random point in P7_Spawn <gen>) facing Default building facing degrees
    Unit - Create 2.Ghoul for Player 14 (Navy) at (Random point in P7_Spawn <gen>) facing Default building facing degrees
    Unit - Create 2.Death Seeker for Player 14 (Navy) at (Random point in P7_Spawn <gen>) facing Default building facing degrees
    Player - Add 200 to Player 7 (Green).Current gold
    Player - Add 200 to Player 7 (Green).Current lumber
Trigger1 p7
  Events
    Time - Elapsed game time is 800.00 seconds
  Conditions
  Actions
    Trigger - Turn on Enemy_Spawn_2p7 <gen>
Enemy Spawn 2p7
  Events
    Time - Every 70.00 seconds of game time
  Conditions
  Actions
    Unit - Create 2.Abomination for Player 14 (Navy) at (Random point in P7_Spawn <gen>) facing Default building facing degrees
    Unit - Create 3.Ghoul for Player 14 (Navy) at (Random point in P7_Spawn <gen>) facing Default building facing degrees
Trigger2p7
  Events
    Time - Elapsed game time is 350.00 seconds
  Conditions
  Actions
    Trigger - Turn on Enemy_Spawn3p7 <gen>
    Player - Add 200 to Player 7 (Green).Current gold
    Player - Add 200 to Player 7 (Green).Current lumber
Enemy Spawn3p7
  Events
    Time - Every 50.00 seconds of game time
  Conditions
  Actions
    Unit - Create 4.Ghoul for Player 14 (Navy) at (Random point in P7_Spawn <gen>) facing Default building facing degrees
    Player - Add 200 to Player 7 (Green).Current gold
    Player - Add 200 to Player 7 (Green).Current lumber
Trigger3 p7
  Events
    Time - Elapsed game time is 650.00 seconds
  Conditions
  Actions
    Trigger - Turn on Enemy_Spawn4p7 <gen>
Enemy Spawn4p7
  Events
    Time - Every 80.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1.Abomination for Player 14 (Navy) at (Random point in P7_Spawn <gen>) facing Default building facing degrees
    Unit - Create 3.Ghoul for Player 14 (Navy) at (Random point in P7_Spawn <gen>) facing Default building facing degrees
    Player - Add 200 to Player 7 (Green).Current gold
    Player - Add 200 to Player 7 (Green).Current lumber
TriggerVariablep7
  Events
    Time - Elapsed game time is 1000.00 seconds
  Conditions
  Actions
    Trigger - Turn on Trigger4p7 <gen>
Trigger4p7
  Events
    Time - Elapsed game time is 1000.00 seconds
  Conditions
  Actions
    Set VariableSet P7variation = (Random integer number between 1 and 3)
    Trigger - Turn on Enemy_Spawn5p7 <gen>
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        P7variation Equal to 1
      Then - Actions
        Trigger - Turn on Enemy_Spawn6p7_v1 <gen>
        Trigger - Turn off Enemy_Spawn6p7_v3 <gen>
        Trigger - Turn off Enemy_Spawn6p7_v2 <gen>
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            P7variation Equal to 2
          Then - Actions
            Trigger - Turn on Enemy_Spawn6p7_v2 <gen>
            Trigger - Turn off Enemy_Spawn6p7_v1 <gen>
            Trigger - Turn off Enemy_Spawn6p7_v3 <gen>
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                P7variation Equal to 3
              Then - Actions
                Trigger - Turn on Enemy_Spawn6p7_v3 <gen>
                Trigger - Turn off Enemy_Spawn6p7_v1 <gen>
                Trigger - Turn off Enemy_Spawn6p7_v2 <gen>
              Else - Actions
                Do nothing
Enemy Spawn5p7
  Events
    Time - Every 30.00 seconds of game time
  Conditions
  Actions
    Unit - Create 2.Abomination for Player 14 (Navy) at (Random point in P7_Spawn <gen>) facing Default building facing degrees
    Unit - Create 4.Ghoul for Player 14 (Navy) at (Random point in P7_Spawn <gen>) facing Default building facing degrees
    Unit - Create 2.Death Seeker for Player 14 (Navy) at (Random point in P7_Spawn <gen>) facing Default building facing degrees
    Player - Add 200 to Player 7 (Green).Current gold
    Player - Add 200 to Player 7 (Green).Current lumber
Enemy Spawn6p7 v1
  Events
    Time - Every 60.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1.Flesh Golem for Player 14 (Navy) at (Random point in P7_Spawn <gen>) facing Default building facing degrees
    Player - Add 200 to Player 7 (Green).Current gold
    Player - Add 200 to Player 7 (Green).Current lumber
Enemy Spawn6p7 v2
  Events
    Time - Every 60.00 seconds of game time
  Conditions
  Actions
    Unit - Create 2.Necromancer for Player 14 (Navy) at (Random point in P7_Spawn <gen>) facing Default building facing degrees
    Player - Add 200 to Player 7 (Green).Current gold
    Player - Add 200 to Player 7 (Green).Current lumber
Enemy Spawn6p7 v3
  Events
    Time - Every 60.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1.Skeleton General for Player 14 (Navy) at (Random point in P7_Spawn <gen>) facing Default building facing degrees
    Player - Add 200 to Player 7 (Green).Current gold
    Player - Add 200 to Player 7 (Green).Current lumber
P7 waves end
  Events
    Unit - Crypt 0023 <gen> Dies
  Conditions
  Actions
    Trigger - Turn off Initial_P7_spwan <gen>
    Trigger - Turn off Enemy_Spawn_2p7 <gen>
    Trigger - Turn off Enemy_spawn1p7 <gen>
    Trigger - Turn off Enemy_Spawn3p7 <gen>
    Trigger - Turn off Enemy_Spawn4p7 <gen>
    Trigger - Turn off Enemy_Spawn5p7 <gen>
    Trigger - Turn off Enemy_Spawn6p7_v1 <gen>
    Trigger - Turn off Trigger1_p7 <gen>
    Trigger - Turn off Trigger2p7 <gen>
    Trigger - Turn off Trigger3_p7 <gen>
    Trigger - Turn off TriggerVariablep7 <gen>
    Quest - Display to (All players) the Quest Completed message: The enemys won't attack Player 7 anymore.
    Trigger - Turn on P7_Passive_income <gen>
    Trigger - Turn on Wave_Stopper7 <gen>
Wave Stopper7
  Events
    Time - Every 0.01 seconds of game time
  Conditions
  Actions
    Trigger - Turn off Enemy_Spawn5p7 <gen>
    Trigger - Turn off Enemy_Spawn6p7_v1 <gen>
P7 dead
  Events
    Unit - A unit Dies
  Conditions
    (Triggering unit) Equal to P7home
  Actions
    Trigger - Turn off Initial_P7_spwan <gen>
    Trigger - Turn off Enemy_Spawn_2p7 <gen>
    Trigger - Turn off Enemy_spawn1p7 <gen>
    Trigger - Turn off Enemy_Spawn3p7 <gen>
    Trigger - Turn off Enemy_Spawn4p7 <gen>
    Trigger - Turn off Enemy_Spawn5p7 <gen>
    Trigger - Turn off Enemy_Spawn6p7_v1 <gen>
    Trigger - Turn off Trigger1_p7 <gen>
    Trigger - Turn off Trigger2p7 <gen>
    Trigger - Turn off Trigger3_p7 <gen>
    Trigger - Turn off TriggerVariablep7 <gen>
    Unit - Create 1.Souls Pool for Player 14 (Navy) at (Center of P7_Arrival <gen>) facing Default building facing degrees
P7 Passive income
  Events
    Time - Every 20.00 seconds of game time
  Conditions
  Actions
    Player - Add 200 to Player 7 (Green).Current gold
    Player - Add 200 to Player 7 (Green).Current lumber
Picking6
  Events
    Unit - A unit enters Region_010 <gen>
  Conditions
  Actions
    Unit - Pause all units
    Dialog - Change the title of P6choose to What faction do you choose...
    Dialog - Create a dialog button for P6choose labelled Holy Hamers - |cffd45e19Hard Begining|r
    Set VariableSet P6Dholyhammers = (Last created dialog Button)
    Dialog - Create a dialog button for P6choose labelled The Horrors - |cff00ff00Easy to play|r
    Set VariableSet P6Dthehorrors = (Last created dialog Button)
    Dialog - Create a dialog button for P6choose labelled The Mental Enlighteneds - |cff00ff00Supportive Team|r
    Set VariableSet P6Mindguys = (Last created dialog Button)
    Dialog - Create a dialog button for P6choose labelled Spirit Wolves - |cffff0000Hard to play|r
    Set VariableSet P6SpiritWolves = (Last created dialog Button)
    Dialog - Create a dialog button for P6choose labelled The Brown Hoof - |cff6464ffHero based team|r
    Set VariableSet P6TheBrownHoof = (Last created dialog Button)
    Dialog - Show P6choose for Player 6 (Orange)
    Trigger - Turn off (This trigger)
Plyer 6 dead
  Events
    Unit - A unit Dies
  Conditions
    (Triggering unit) Equal to P6home
  Actions
    Game - Defeat Player 6 (Orange) with the message: Defeat!
P6 Holy Hammers
  Events
    Dialog - A dialog button is clicked for P6choose
  Conditions
    (Clicked dialog button) Equal to P6Dholyhammers
  Actions
    Game - Set time of day speed to 100.00% of the default speed
    Unit - Create 1.Holy Tower for Player 6 (Orange) at (Center of P6_turret2 <gen>) facing Default building facing degrees
    Unit - Create 1.Holy Tower for Player 6 (Orange) at (Center of P6_turret1 <gen>) facing Default building facing degrees
    Unit - Create 1.Barracks for Player 6 (Orange) at (Center of P6_Barracks <gen>) facing Default building facing degrees
    Unit - Create 1.Work Man for Player 6 (Orange) at (Center of P6_Arrival <gen>) facing Default building facing degrees
    Unit - Create 1.Town Church for Player 6 (Orange) at (Center of P6_Arrival <gen>) facing Default building facing degrees
    Set VariableSet P6home = (Last created unit)
    Unit - Create 1.Paladin for Player 6 (Orange) at (Center of P6_hero <gen>) facing Default building facing degrees
    Unit - Unpause all units
    Camera - .Apply. gg_cam_P6 for Player 6 (Orange) over 0 seconds
    Trigger - Turn on Initial_P6_spwan <gen>
    Trigger - Turn on Enemy_spawn1p6 <gen>
    Trigger - Turn on Trigger2p6 <gen>
    Trigger - Turn on Trigger3_p6 <gen>
    Trigger - Turn on TriggerVariablep6 <gen>
    Trigger - Turn off (This trigger)
P6 the Horrors
  Events
    Dialog - A dialog button is clicked for P6choose
  Conditions
    (Clicked dialog button) Equal to P6Dthehorrors
  Actions
    Game - Set time of day speed to 100.00% of the default speed
    Unit - Create 1.Chaos Finger for Player 6 (Orange) at (Center of P6_mele_turret1 <gen>) facing Default building facing degrees
    Unit - Create 1.Chaos Finger for Player 6 (Orange) at (Center of P6_mele_turret2 <gen>) facing Default building facing degrees
    Unit - Create 1.Void Gate for Player 6 (Orange) at (Center of P6_Barracks <gen>) facing Default building facing degrees
    Unit - Create 1.Oppener for Player 6 (Orange) at (Center of P6_Arrival <gen>) facing Default building facing degrees
    Unit - Create 1.Summoning Palace for Player 6 (Orange) at (Center of P6_Arrival <gen>) facing Default building facing degrees
    Set VariableSet P6home = (Last created unit)
    Unit - Create 1.Monstrosity for Player 6 (Orange) at (Center of P6_hero <gen>) facing Default building facing degrees
    Unit - Unpause all units
    Camera - .Apply. gg_cam_P6 for Player 6 (Orange) over 0 seconds
    Trigger - Turn on Initial_P6_spwan <gen>
    Trigger - Turn on Enemy_spawn1p6 <gen>
    Trigger - Turn on Trigger2p6 <gen>
    Trigger - Turn on Trigger3_p6 <gen>
    Trigger - Turn on TriggerVariablep6 <gen>
    Trigger - Turn off (This trigger)
P6 The water guys
  Events
    Dialog - A dialog button is clicked for P6choose
  Conditions
    (Clicked dialog button) Equal to P6Mindguys
  Actions
    Game - Set time of day speed to 100.00% of the default speed
    Unit - Create 1.Mind Tower for Player 6 (Orange) at (Center of P6_turret2 <gen>) facing Default building facing degrees
    Unit - Create 1.Mind Tower for Player 6 (Orange) at (Center of P6_turret1 <gen>) facing Default building facing degrees
    Unit - Create 1.Military Autpost for Player 6 (Orange) at (Center of P6_Barracks <gen>) facing Default building facing degrees
    Unit - Create 1.Architect for Player 6 (Orange) at (Center of P6_Arrival <gen>) facing Default building facing degrees
    Unit - Create 1.High Palace for Player 6 (Orange) at (Center of P6_Arrival <gen>) facing Default building facing degrees
    Set VariableSet P6home = (Last created unit)
    Unit - Create 1.Archmentalist for Player 6 (Orange) at (Center of P6_hero <gen>) facing Default building facing degrees
    Unit - Unpause all units
    Camera - .Apply. gg_cam_P6 for Player 6 (Orange) over 0 seconds
    Trigger - Turn on Initial_P6_spwan <gen>
    Trigger - Turn on Enemy_spawn1p6 <gen>
    Trigger - Turn on Trigger2p6 <gen>
    Trigger - Turn on Trigger3_p6 <gen>
    Trigger - Turn on TriggerVariablep6 <gen>
    Trigger - Turn off (This trigger)
P6 Spirit Wolves
  Events
    Dialog - A dialog button is clicked for P6choose
  Conditions
    (Clicked dialog button) Equal to P6SpiritWolves
  Actions
    Game - Set time of day speed to 100.00% of the default speed
    Unit - Create 1.Den Guardian for Player 6 (Orange) at (Center of P6_mele_turret1 <gen>) facing Default building facing degrees
    Unit - Create 1.Den Guardian for Player 6 (Orange) at (Center of P6_mele_turret2 <gen>) facing Default building facing degrees
    Unit - Create 1.Wolf Den for Player 6 (Orange) at (Center of P6_Barracks <gen>) facing Default building facing degrees
    Unit - Create 1.Worker for Player 6 (Orange) at (Center of P6_Arrival <gen>) facing Default building facing degrees
    Unit - Create 1.Team Shelter for Player 6 (Orange) at (Center of P6_Arrival <gen>) facing Default building facing degrees
    Set VariableSet P6home = (Last created unit)
    Unit - Create 1.Alpha Wolf for Player 6 (Orange) at (Center of P6_hero <gen>) facing Default building facing degrees
    Unit - Unpause all units
    Camera - .Apply. gg_cam_P6 for Player 6 (Orange) over 0 seconds
    Trigger - Turn on Initial_P6_spwan <gen>
    Trigger - Turn on Enemy_spawn1p6 <gen>
    Trigger - Turn on Trigger2p6 <gen>
    Trigger - Turn on Trigger3_p6 <gen>
    Trigger - Turn on TriggerVariablep6 <gen>
    Trigger - Turn off (This trigger)
P6 The Brown Hoof
  Events
    Dialog - A dialog button is clicked for P6choose
  Conditions
    (Clicked dialog button) Equal to P6TheBrownHoof
  Actions
    Game - Set time of day speed to 100.00% of the default speed
    Unit - Create 1.Atlatl Tower for Player 6 (Orange) at (Center of P6_turret2 <gen>) facing Default building facing degrees
    Unit - Create 1.Atlatl Tower for Player 6 (Orange) at (Center of P6_turret1 <gen>) facing Default building facing degrees
    Unit - Create 1.Warror's Hut for Player 6 (Orange) at (Center of P6_Barracks <gen>) facing Default building facing degrees
    Unit - Create 1.Servant for Player 6 (Orange) at (Center of P6_Arrival <gen>) facing Default building facing degrees
    Unit - Create 1.Chieftain's Hall for Player 6 (Orange) at (Center of P6_Arrival <gen>) facing Default building facing degrees
    Set VariableSet P6home = (Last created unit)
    Unit - Create 1.Chieftain for Player 6 (Orange) at (Center of P6_hero <gen>) facing Default building facing degrees
    Unit - Unpause all units
    Camera - .Apply. gg_cam_P6 for Player 6 (Orange) over 0 seconds
    Trigger - Turn on Initial_P6_spwan <gen>
    Trigger - Turn on Enemy_spawn1p6 <gen>
    Trigger - Turn on Trigger2p6 <gen>
    Trigger - Turn on Trigger3_p6 <gen>
    Trigger - Turn on TriggerVariablep6 <gen>
    Trigger - Turn off (This trigger)
P6 No Selection
  Events
    Time - Elapsed game time is 30.00 seconds
  Conditions
  Actions
    Dialog - Hide P6choose for Player 6 (Orange)
    Game - Set time of day speed to 100.00% of the default speed
    Unit - Create 1.Chaos Finger for Player 6 (Orange) at (Center of P6_mele_turret1 <gen>) facing Default building facing degrees
    Unit - Create 1.Chaos Finger for Player 6 (Orange) at (Center of P6_mele_turret2 <gen>) facing Default building facing degrees
    Unit - Create 1.Void Gate for Player 6 (Orange) at (Center of P6_Barracks <gen>) facing Default building facing degrees
    Unit - Create 1.Oppener for Player 6 (Orange) at (Center of P6_Arrival <gen>) facing Default building facing degrees
    Unit - Create 1.Summoning Palace for Player 6 (Orange) at (Center of P6_Arrival <gen>) facing Default building facing degrees
    Set VariableSet P6home = (Last created unit)
    Unit - Create 1.Monstrosity for Player 6 (Orange) at (Center of P6_hero <gen>) facing Default building facing degrees
    Unit - Unpause all units
    Camera - .Apply. gg_cam_P6 for Player 6 (Orange) over 0 seconds
    AI - Start melee AI script for Player 6 (Orange): Horrors Right Ai.ai (aiscript)
    Trigger - Turn on Initial_P6_spwan <gen>
    Trigger - Turn on Enemy_spawn1p6 <gen>
    Trigger - Turn on Trigger2p6 <gen>
    Trigger - Turn on Trigger3_p6 <gen>
    Trigger - Turn on TriggerVariablep6 <gen>
    Trigger - Turn off (This trigger)
If units enters region p6
  Events
    Unit - A unit enters P6_spawn <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 14 (Navy)
  Actions
    Unit - Order (Triggering unit) to Attack-Move To.(Center of P6_Arrival <gen>)
Initial P6 spwan
  Events
    Time - Every 30.00 seconds of game time
  Conditions
  Actions
    Unit - Create 2.Ghoul for Player 14 (Navy) at (Random point in P6_spawn <gen>) facing Default building facing degrees
    Player - Add 200 to Player 6 (Orange).Current gold
    Player - Add 200 to Player 6 (Orange).Current lumber
Enemy spawn1p6
  Events
    Time - Every 300.00 seconds of game time
  Conditions
  Actions
    Unit - Create 3.Abomination for Player 14 (Navy) at (Random point in P6_spawn <gen>) facing Default building facing degrees
    Unit - Create 2.Ghoul for Player 14 (Navy) at (Random point in P6_spawn <gen>) facing Default building facing degrees
    Unit - Create 2.Death Seeker for Player 14 (Navy) at (Random point in P6_spawn <gen>) facing Default building facing degrees
    Player - Add 200 to Player 6 (Orange).Current gold
    Player - Add 200 to Player 6 (Orange).Current lumber
Trigger1 p6
  Events
    Time - Elapsed game time is 800.00 seconds
  Conditions
  Actions
    Trigger - Turn on Enemy_Spawn_2p6 <gen>
Enemy Spawn 2p6
  Events
    Time - Every 70.00 seconds of game time
  Conditions
  Actions
    Unit - Create 2.Abomination for Player 14 (Navy) at (Random point in P6_spawn <gen>) facing Default building facing degrees
    Unit - Create 3.Ghoul for Player 14 (Navy) at (Random point in P6_spawn <gen>) facing Default building facing degrees
Trigger2p6
  Events
    Time - Elapsed game time is 250.00 seconds
  Conditions
  Actions
    Trigger - Turn on Enemy_Spawn3p6 <gen>
    Player - Add 200 to Player 6 (Orange).Current gold
    Player - Add 200 to Player 6 (Orange).Current lumber
Enemy Spawn3p6
  Events
    Time - Every 50.00 seconds of game time
  Conditions
  Actions
    Unit - Create 4.Ghoul for Player 14 (Navy) at (Random point in P6_spawn <gen>) facing Default building facing degrees
    Player - Add 200 to Player 6 (Orange).Current gold
    Player - Add 200 to Player 6 (Orange).Current lumber
Trigger3 p6
  Events
    Time - Elapsed game time is 650.00 seconds
  Conditions
  Actions
    Trigger - Turn on Enemy_Spawn4p6 <gen>
Enemy Spawn4p6
  Events
    Time - Every 80.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1.Abomination for Player 14 (Navy) at (Random point in P6_spawn <gen>) facing Default building facing degrees
    Unit - Create 3.Ghoul for Player 14 (Navy) at (Random point in P6_spawn <gen>) facing Default building facing degrees
    Player - Add 200 to Player 6 (Orange).Current gold
    Player - Add 200 to Player 6 (Orange).Current lumber
TriggerVariablep6
  Events
    Time - Elapsed game time is 1000.00 seconds
  Conditions
  Actions
    Trigger - Turn on Trigger4p6 <gen>
Trigger4p6
  Events
    Time - Elapsed game time is 240.00 seconds
  Conditions
  Actions
    Set VariableSet P6variation = (Random integer number between 1 and 3)
    Trigger - Turn on Enemy_Spawn5p6 <gen>
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        P6variation Equal to 1
      Then - Actions
        Trigger - Turn on Enemy_Spawn6p6_v1 <gen>
        Trigger - Turn off Enemy_Spawn6p6_v2 <gen>
        Trigger - Turn off Enemy_Spawn6p6_v3 <gen>
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            P6variation Equal to 2
          Then - Actions
            Trigger - Turn on Enemy_Spawn6p6_v2 <gen>
            Trigger - Turn off Enemy_Spawn6p6_v1 <gen>
            Trigger - Turn off Enemy_Spawn6p6_v3 <gen>
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                P6variation Equal to 3
              Then - Actions
                Trigger - Turn on Enemy_Spawn6p6_v3 <gen>
                Trigger - Turn off Enemy_Spawn6p6_v1 <gen>
                Trigger - Turn off Enemy_Spawn6p6_v2 <gen>
              Else - Actions
                Do nothing
Enemy Spawn5p6
  Events
    Time - Every 30.00 seconds of game time
  Conditions
  Actions
    Unit - Create 2.Abomination for Player 14 (Navy) at (Random point in P6_spawn <gen>) facing Default building facing degrees
    Unit - Create 4.Ghoul for Player 14 (Navy) at (Random point in P6_spawn <gen>) facing Default building facing degrees
    Unit - Create 2.Death Seeker for Player 14 (Navy) at (Random point in P6_spawn <gen>) facing Default building facing degrees
    Player - Add 200 to Player 6 (Orange).Current gold
    Player - Add 200 to Player 6 (Orange).Current lumber
Enemy Spawn6p6 v1
  Events
    Time - Every 60.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1.Flesh Golem for Player 14 (Navy) at (Random point in P6_spawn <gen>) facing Default building facing degrees
    Player - Add 200 to Player 6 (Orange).Current gold
    Player - Add 200 to Player 6 (Orange).Current lumber
Enemy Spawn6p6 v2
  Events
    Time - Every 60.00 seconds of game time
  Conditions
  Actions
    Unit - Create 2.Necromancer for Player 14 (Navy) at (Random point in P6_spawn <gen>) facing Default building facing degrees
    Player - Add 200 to Player 6 (Orange).Current gold
    Player - Add 200 to Player 6 (Orange).Current lumber
Enemy Spawn6p6 v3
  Events
    Time - Every 60.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1.Skeleton General for Player 14 (Navy) at (Random point in P6_spawn <gen>) facing Default building facing degrees
    Player - Add 200 to Player 6 (Orange).Current gold
    Player - Add 200 to Player 6 (Orange).Current lumber
P6 waves end
  Events
    Unit - Crypt 0022 <gen> Dies
  Conditions
  Actions
    Trigger - Turn off Initial_P6_spwan <gen>
    Trigger - Turn off Enemy_Spawn_2p6 <gen>
    Trigger - Turn off Enemy_spawn1p6 <gen>
    Trigger - Turn off Enemy_Spawn3p6 <gen>
    Trigger - Turn off Enemy_Spawn4p6 <gen>
    Trigger - Turn off Enemy_Spawn5p6 <gen>
    Trigger - Turn off Enemy_Spawn6p6_v1 <gen>
    Trigger - Turn off Trigger1_p6 <gen>
    Trigger - Turn off Trigger2p6 <gen>
    Trigger - Turn off Trigger3_p6 <gen>
    Trigger - Turn off TriggerVariablep6 <gen>
    Quest - Display to (All players) the Quest Completed message: The enemys won't attack Player 6 anymore.
    Trigger - Turn on P6_Passive_income <gen>
    Trigger - Turn on Wave_Stopper6 <gen>
Wave Stopper6
  Events
    Time - Every 0.01 seconds of game time
  Conditions
  Actions
    Trigger - Turn off Enemy_Spawn5p6 <gen>
    Trigger - Turn off Enemy_Spawn6p6_v1 <gen>
P6 dead
  Events
    Unit - A unit Dies
  Conditions
    (Triggering unit) Equal to P6home
  Actions
    Trigger - Turn off Initial_P6_spwan <gen>
    Trigger - Turn off Enemy_Spawn_2p6 <gen>
    Trigger - Turn off Enemy_spawn1p6 <gen>
    Trigger - Turn off Enemy_Spawn3p6 <gen>
    Trigger - Turn off Enemy_Spawn4p6 <gen>
    Trigger - Turn off Enemy_Spawn5p6 <gen>
    Trigger - Turn off Enemy_Spawn6p6_v1 <gen>
    Trigger - Turn off Trigger1_p6 <gen>
    Trigger - Turn off Trigger2p6 <gen>
    Trigger - Turn off Trigger3_p6 <gen>
    Trigger - Turn off TriggerVariablep6 <gen>
    Unit - Create 1.Souls Pool for Player 14 (Navy) at (Center of P6_Arrival <gen>) facing Default building facing degrees
P6 Passive income
  Events
    Time - Every 20.00 seconds of game time
  Conditions
  Actions
    Player - Add 200 to Player 6 (Orange).Current gold
    Player - Add 200 to Player 6 (Orange).Current lumber
Picking5
  Events
    Unit - A unit enters Region_010 <gen>
  Conditions
  Actions
    Unit - Pause all units
    Dialog - Change the title of P5choose to What faction do you choose...
    Dialog - Create a dialog button for P5choose labelled Holy Hamers - |cffd45e19Hard Begining|r
    Set VariableSet P5Dholyhammers = (Last created dialog Button)
    Dialog - Create a dialog button for P5choose labelled The Horrors - |cff00ff00Easy to play|r
    Set VariableSet P5Dthehorrors = (Last created dialog Button)
    Dialog - Create a dialog button for P5choose labelled The Mental Enlighteneds - |cff00ff00Supportive Team|r
    Set VariableSet P5Mindguys = (Last created dialog Button)
    Dialog - Create a dialog button for P5choose labelled Spirit Wolves - |cffff0000Hard to play|r
    Set VariableSet P5SpiritWolves = (Last created dialog Button)
    Dialog - Create a dialog button for P5choose labelled The Brown Hoof - |cff6464ffHero based team|r
    Set VariableSet P5TheBrownHoof = (Last created dialog Button)
    Dialog - Show P5choose for Player 5 (Yellow)
    Trigger - Turn off (This trigger)
Plyer 5 dead
  Events
    Unit - A unit Dies
  Conditions
    (Triggering unit) Equal to P5home
  Actions
    Game - Defeat Player 5 (Yellow) with the message: Defeat!
P5 Holy Hammers
  Events
    Dialog - A dialog button is clicked for P5choose
  Conditions
    (Clicked dialog button) Equal to P5Dholyhammers
  Actions
    Game - Set time of day speed to 100.00% of the default speed
    Unit - Create 1.Holy Tower for Player 5 (Yellow) at (Center of P5_turret1 <gen>) facing Default building facing degrees
    Unit - Create 1.Holy Tower for Player 5 (Yellow) at (Center of P5_turret2 <gen>) facing Default building facing degrees
    Unit - Create 1.Barracks for Player 5 (Yellow) at (Center of P5_Barracks <gen>) facing Default building facing degrees
    Unit - Create 1.Work Man for Player 5 (Yellow) at (Center of P5_Arrival <gen>) facing Default building facing degrees
    Unit - Create 1.Town Church for Player 5 (Yellow) at (Center of P5_Arrival <gen>) facing Default building facing degrees
    Set VariableSet P5home = (Last created unit)
    Unit - Create 1.Paladin for Player 5 (Yellow) at (Center of P5_hero <gen>) facing Default building facing degrees
    Unit - Unpause all units
    Camera - .Apply. gg_cam_P5 for Player 5 (Yellow) over 0 seconds
    Trigger - Turn on Initial_P5_spwan <gen>
    Trigger - Turn on Enemy_spawn1p5 <gen>
    Trigger - Turn on Trigger2p5 <gen>
    Trigger - Turn on Trigger3_p5 <gen>
    Trigger - Turn on TriggerVariablep5 <gen>
    Trigger - Turn off (This trigger)
P5 the Horrors
  Events
    Dialog - A dialog button is clicked for P5choose
  Conditions
    (Clicked dialog button) Equal to P5Dthehorrors
  Actions
    Game - Set time of day speed to 100.00% of the default speed
    Unit - Create 1.Chaos Finger for Player 5 (Yellow) at (Center of P5_mele_turret1 <gen>) facing Default building facing degrees
    Unit - Create 1.Chaos Finger for Player 5 (Yellow) at (Center of P5_mele_turret2 <gen>) facing Default building facing degrees
    Unit - Create 1.Void Gate for Player 5 (Yellow) at (Center of P5_Barracks <gen>) facing Default building facing degrees
    Unit - Create 1.Oppener for Player 5 (Yellow) at (Center of P5_Arrival <gen>) facing Default building facing degrees
    Unit - Create 1.Summoning Palace for Player 5 (Yellow) at (Center of P5_Arrival <gen>) facing Default building facing degrees
    Set VariableSet P5home = (Last created unit)
    Unit - Create 1.Monstrosity for Player 5 (Yellow) at (Center of P5_hero <gen>) facing Default building facing degrees
    Unit - Unpause all units
    Camera - .Apply. gg_cam_P5 for Player 5 (Yellow) over 0 seconds
    Trigger - Turn on Initial_P5_spwan <gen>
    Trigger - Turn on Enemy_spawn1p5 <gen>
    Trigger - Turn on Trigger2p5 <gen>
    Trigger - Turn on Trigger3_p5 <gen>
    Trigger - Turn on TriggerVariablep5 <gen>
    Trigger - Turn off (This trigger)
P5 The water guys
  Events
    Dialog - A dialog button is clicked for P5choose
  Conditions
    (Clicked dialog button) Equal to P5Mindguys
  Actions
    Game - Set time of day speed to 100.00% of the default speed
    Unit - Create 1.Mind Tower for Player 5 (Yellow) at (Center of P5_turret1 <gen>) facing Default building facing degrees
    Unit - Create 1.Mind Tower for Player 5 (Yellow) at (Center of P5_turret2 <gen>) facing Default building facing degrees
    Unit - Create 1.Military Autpost for Player 5 (Yellow) at (Center of P5_Barracks <gen>) facing Default building facing degrees
    Unit - Create 1.Architect for Player 5 (Yellow) at (Center of P5_Arrival <gen>) facing Default building facing degrees
    Unit - Create 1.High Palace for Player 5 (Yellow) at (Center of P5_Arrival <gen>) facing Default building facing degrees
    Set VariableSet P5home = (Last created unit)
    Unit - Create 1.Archmentalist for Player 5 (Yellow) at (Center of P5_hero <gen>) facing Default building facing degrees
    Unit - Unpause all units
    Camera - .Apply. gg_cam_P5 for Player 5 (Yellow) over 0 seconds
    Trigger - Turn on Initial_P5_spwan <gen>
    Trigger - Turn on Enemy_spawn1p5 <gen>
    Trigger - Turn on Trigger2p5 <gen>
    Trigger - Turn on Trigger3_p5 <gen>
    Trigger - Turn on TriggerVariablep5 <gen>
    Trigger - Turn off (This trigger)
P5 Spirit Wolves
  Events
    Dialog - A dialog button is clicked for P5choose
  Conditions
    (Clicked dialog button) Equal to P5SpiritWolves
  Actions
    Game - Set time of day speed to 100.00% of the default speed
    Unit - Create 1.Den Guardian for Player 5 (Yellow) at (Center of P5_mele_turret1 <gen>) facing Default building facing degrees
    Unit - Create 1.Den Guardian for Player 5 (Yellow) at (Center of P5_mele_turret2 <gen>) facing Default building facing degrees
    Unit - Create 1.Wolf Den for Player 5 (Yellow) at (Center of P5_Barracks <gen>) facing Default building facing degrees
    Unit - Create 1.Worker for Player 5 (Yellow) at (Center of P5_Arrival <gen>) facing Default building facing degrees
    Unit - Create 1.Team Shelter for Player 5 (Yellow) at (Center of P5_Arrival <gen>) facing Default building facing degrees
    Set VariableSet P5home = (Last created unit)
    Unit - Create 1.Alpha Wolf for Player 5 (Yellow) at (Center of P5_hero <gen>) facing Default building facing degrees
    Unit - Unpause all units
    Camera - .Apply. gg_cam_P5 for Player 5 (Yellow) over 0 seconds
    Trigger - Turn on Initial_P5_spwan <gen>
    Trigger - Turn on Enemy_spawn1p5 <gen>
    Trigger - Turn on Trigger2p5 <gen>
    Trigger - Turn on Trigger3_p5 <gen>
    Trigger - Turn on TriggerVariablep5 <gen>
    Trigger - Turn off (This trigger)
P5 The Brown Hoof
  Events
    Dialog - A dialog button is clicked for P5choose
  Conditions
    (Clicked dialog button) Equal to P5TheBrownHoof
  Actions
    Game - Set time of day speed to 100.00% of the default speed
    Unit - Create 1.Atlatl Tower for Player 5 (Yellow) at (Center of P5_turret1 <gen>) facing Default building facing degrees
    Unit - Create 1.Atlatl Tower for Player 5 (Yellow) at (Center of P5_turret2 <gen>) facing Default building facing degrees
    Unit - Create 1.Warror's Hut for Player 5 (Yellow) at (Center of P5_Barracks <gen>) facing Default building facing degrees
    Unit - Create 1.Servant for Player 5 (Yellow) at (Center of P5_Arrival <gen>) facing Default building facing degrees
    Unit - Create 1.Chieftain's Hall for Player 5 (Yellow) at (Center of P5_Arrival <gen>) facing Default building facing degrees
    Set VariableSet P5home = (Last created unit)
    Unit - Create 1.Chieftain for Player 5 (Yellow) at (Center of P5_hero <gen>) facing Default building facing degrees
    Unit - Unpause all units
    Camera - .Apply. gg_cam_P5 for Player 5 (Yellow) over 0 seconds
    Trigger - Turn on Initial_P5_spwan <gen>
    Trigger - Turn on Enemy_spawn1p5 <gen>
    Trigger - Turn on Trigger2p5 <gen>
    Trigger - Turn on Trigger3_p5 <gen>
    Trigger - Turn on TriggerVariablep5 <gen>
    Trigger - Turn off (This trigger)
If units enters region p5
  Events
    Unit - A unit enters P5_spawn <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 14 (Navy)
  Actions
    Unit - Order (Triggering unit) to Attack-Move To.(Center of P5_Arrival <gen>)
Initial P5 spwan
  Events
    Time - Every 30.00 seconds of game time
  Conditions
  Actions
    Unit - Create 2.Ghoul for Player 14 (Navy) at (Random point in P5_spawn <gen>) facing Default building facing degrees
    Player - Add 200 to Player 5 (Yellow).Current gold
    Player - Add 200 to Player 5 (Yellow).Current lumber
Enemy spawn1p5
  Events
    Time - Every 300.00 seconds of game time
  Conditions
  Actions
    Unit - Create 3.Abomination for Player 14 (Navy) at (Random point in P5_spawn <gen>) facing Default building facing degrees
    Unit - Create 2.Ghoul for Player 14 (Navy) at (Random point in P5_spawn <gen>) facing Default building facing degrees
    Unit - Create 2.Death Seeker for Player 14 (Navy) at (Random point in P5_spawn <gen>) facing Default building facing degrees
    Player - Add 200 to Player 4 (Purple).Current gold
    Player - Add 200 to Player 4 (Purple).Current lumber
Trigger1 p5
  Events
    Time - Elapsed game time is 800.00 seconds
  Conditions
  Actions
    Trigger - Turn on Enemy_Spawn_2p5 <gen>
Enemy Spawn 2p5
  Events
    Time - Every 70.00 seconds of game time
  Conditions
  Actions
    Unit - Create 3.Abomination for Player 14 (Navy) at (Random point in P5_spawn <gen>) facing Default building facing degrees
    Unit - Create 3.Ghoul for Player 14 (Navy) at (Random point in P5_spawn <gen>) facing Default building facing degrees
Trigger2p5
  Events
    Time - Elapsed game time is 350.00 seconds
  Conditions
  Actions
    Trigger - Turn on Enemy_Spawn3p5 <gen>
    Player - Add 200 to Player 5 (Yellow).Current gold
    Player - Add 200 to Player 5 (Yellow).Current lumber
Enemy Spawn3p5
  Events
    Time - Every 50.00 seconds of game time
  Conditions
  Actions
    Unit - Create 4.Ghoul for Player 14 (Navy) at (Random point in P5_spawn <gen>) facing Default building facing degrees
    Player - Add 200 to Player 5 (Yellow).Current gold
    Player - Add 200 to Player 5 (Yellow).Current lumber
Trigger3 p5
  Events
    Time - Elapsed game time is 650.00 seconds
  Conditions
  Actions
    Trigger - Turn on Enemy_Spawn4p5 <gen>
Enemy Spawn4p5
  Events
    Time - Every 80.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1.Abomination for Player 14 (Navy) at (Random point in P5_spawn <gen>) facing Default building facing degrees
    Unit - Create 3.Ghoul for Player 14 (Navy) at (Random point in P5_spawn <gen>) facing Default building facing degrees
    Player - Add 200 to Player 5 (Yellow).Current gold
    Player - Add 200 to Player 5 (Yellow).Current lumber
TriggerVariablep5
  Events
    Time - Elapsed game time is 1000.00 seconds
  Conditions
  Actions
    Trigger - Turn on Trigger4p5 <gen>
Trigger4p5
  Events
    Time - Elapsed game time is 240.00 seconds
  Conditions
  Actions
    Set VariableSet P5variation = (Random integer number between 1 and 3)
    Trigger - Turn on Enemy_Spawn5p5 <gen>
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        P5variation Equal to 1
      Then - Actions
        Trigger - Turn on Enemy_Spawn6p5_v1 <gen>
        Trigger - Turn off Enemy_Spawn6p5_v2 <gen>
        Trigger - Turn off Enemy_Spawn6p5_v3 <gen>
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            P5variation Equal to 2
          Then - Actions
            Trigger - Turn on Enemy_Spawn6p5_v2 <gen>
            Trigger - Turn off Enemy_Spawn6p5_v1 <gen>
            Trigger - Turn off Enemy_Spawn6p5_v3 <gen>
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                P5variation Equal to 3
              Then - Actions
                Trigger - Turn on Enemy_Spawn6p5_v3 <gen>
                Trigger - Turn off Enemy_Spawn6p5_v1 <gen>
                Trigger - Turn off Enemy_Spawn6p5_v2 <gen>
              Else - Actions
                Do nothing
Enemy Spawn5p5
  Events
    Time - Every 30.00 seconds of game time
  Conditions
  Actions
    Unit - Create 2.Abomination for Player 14 (Navy) at (Random point in P5_spawn <gen>) facing Default building facing degrees
    Unit - Create 4.Ghoul for Player 14 (Navy) at (Random point in P5_spawn <gen>) facing Default building facing degrees
    Unit - Create 2.Death Seeker for Player 14 (Navy) at (Random point in P5_spawn <gen>) facing Default building facing degrees
    Player - Add 200 to Player 5 (Yellow).Current gold
    Player - Add 200 to Player 5 (Yellow).Current lumber
Enemy Spawn6p5 v1
  Events
    Time - Every 60.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1.Flesh Golem for Player 14 (Navy) at (Random point in P5_spawn <gen>) facing Default building facing degrees
    Player - Add 200 to Player 5 (Yellow).Current gold
    Player - Add 200 to Player 5 (Yellow).Current lumber
Enemy Spawn6p5 v2
  Events
    Time - Every 60.00 seconds of game time
  Conditions
  Actions
    Unit - Create 2.Necromancer for Player 14 (Navy) at (Random point in P5_spawn <gen>) facing Default building facing degrees
    Player - Add 200 to Player 5 (Yellow).Current gold
    Player - Add 200 to Player 5 (Yellow).Current lumber
Enemy Spawn6p5 v3
  Events
    Time - Every 60.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1.Skeleton General for Player 14 (Navy) at (Random point in P5_spawn <gen>) facing Default building facing degrees
    Player - Add 200 to Player 5 (Yellow).Current gold
    Player - Add 200 to Player 5 (Yellow).Current lumber
P5 waves end
  Events
    Unit - Crypt 0021 <gen> Dies
  Conditions
  Actions
    Trigger - Turn off Initial_P5_spwan <gen>
    Trigger - Turn off Enemy_Spawn_2p5 <gen>
    Trigger - Turn off Enemy_spawn1p5 <gen>
    Trigger - Turn off Enemy_Spawn3p5 <gen>
    Trigger - Turn off Enemy_Spawn4p5 <gen>
    Trigger - Turn off Enemy_Spawn5p5 <gen>
    Trigger - Turn off Enemy_Spawn6p5_v1 <gen>
    Trigger - Turn off Trigger1_p5 <gen>
    Trigger - Turn off Trigger2p5 <gen>
    Trigger - Turn off Trigger3_p5 <gen>
    Trigger - Turn off TriggerVariablep5 <gen>
    Quest - Display to (All players) the Quest Completed message: The enemys won't attack Player 5 anymore.
    Trigger - Turn on P5_Passive_income <gen>
    Trigger - Turn on Wave_Stopper5 <gen>
Wave Stopper5
  Events
    Time - Every 0.01 seconds of game time
  Conditions
  Actions
    Trigger - Turn off Enemy_Spawn5p5 <gen>
    Trigger - Turn off Enemy_Spawn6p5_v1 <gen>
P5 dead
  Events
    Unit - A unit Dies
  Conditions
    (Triggering unit) Equal to P5home
  Actions
    Trigger - Turn off Initial_P5_spwan <gen>
    Trigger - Turn off Enemy_Spawn_2p5 <gen>
    Trigger - Turn off Enemy_spawn1p5 <gen>
    Trigger - Turn off Enemy_Spawn3p5 <gen>
    Trigger - Turn off Enemy_Spawn4p5 <gen>
    Trigger - Turn off Enemy_Spawn5p5 <gen>
    Trigger - Turn off Enemy_Spawn6p5_v1 <gen>
    Trigger - Turn off Trigger1_p5 <gen>
    Trigger - Turn off Trigger2p5 <gen>
    Trigger - Turn off Trigger3_p5 <gen>
    Trigger - Turn off TriggerVariablep5 <gen>
    Unit - Create 1.Souls Pool for Player 14 (Navy) at (Center of P5_Arrival <gen>) facing Default building facing degrees
P5 Passive income
  Events
    Time - Every 20.00 seconds of game time
  Conditions
  Actions
    Player - Add 200 to Player 5 (Yellow).Current gold
    Player - Add 200 to Player 5 (Yellow).Current lumber
Picking4
  Events
    Unit - A unit enters Region_010 <gen>
  Conditions
  Actions
    Unit - Pause all units
    Dialog - Change the title of P4choose to What faction do you choose...
    Dialog - Create a dialog button for P4choose labelled Holy Hamers - |cffd45e19Hard Begining|r
    Set VariableSet P4Dholyhammers = (Last created dialog Button)
    Dialog - Create a dialog button for P4choose labelled The Horrors - |cff00ff00Easy to play|r
    Set VariableSet P4Dthehorrors = (Last created dialog Button)
    Dialog - Create a dialog button for P4choose labelled The Mental Enlighteneds - |cff00ff00Supportive Team|r
    Set VariableSet P4Mindguys = (Last created dialog Button)
    Dialog - Create a dialog button for P4choose labelled Spirit Wolves - |cffff0000Hard to play|r
    Set VariableSet P4SpiritWolves = (Last created dialog Button)
    Dialog - Create a dialog button for P4choose labelled The Brown Hoof - |cff6464ffHero based team|r
    Set VariableSet P4TheBrownHoof = (Last created dialog Button)
    Dialog - Show P4choose for Player 4 (Purple)
    Trigger - Turn off (This trigger)
Plyer 4 dead
  Events
    Unit - A unit Dies
  Conditions
    (Triggering unit) Equal to P4home
  Actions
    Game - Defeat Player 4 (Purple) with the message: Defeat!
P4 Holy Hammers
  Events
    Dialog - A dialog button is clicked for P4choose
  Conditions
    (Clicked dialog button) Equal to P4Dholyhammers
  Actions
    Game - Set time of day speed to 100.00% of the default speed
    Unit - Create 1.Holy Tower for Player 4 (Purple) at (Center of P4_turret1 <gen>) facing Default building facing degrees
    Unit - Create 1.Holy Tower for Player 4 (Purple) at (Center of P4_turret2 <gen>) facing Default building facing degrees
    Unit - Create 1.Barracks for Player 4 (Purple) at (Center of P4_Barracks <gen>) facing Default building facing degrees
    Unit - Create 1.Work Man for Player 4 (Purple) at (Center of P4_Arrival <gen>) facing Default building facing degrees
    Unit - Create 1.Town Church for Player 4 (Purple) at (Center of P4_Arrival <gen>) facing Default building facing degrees
    Set VariableSet P4home = (Last created unit)
    Unit - Create 1.Paladin for Player 4 (Purple) at (Center of P4_hero <gen>) facing Default building facing degrees
    Unit - Unpause all units
    Camera - .Apply. gg_cam_P4 for Player 4 (Purple) over 0 seconds
    Trigger - Turn on Initial_P4_spwan <gen>
    Trigger - Turn on Enemy_spawn1p4 <gen>
    Trigger - Turn on Trigger2p4 <gen>
    Trigger - Turn on Trigger3_p4 <gen>
    Trigger - Turn on TriggerVariablep4 <gen>
    Trigger - Turn off (This trigger)
P4 the Horrors
  Events
    Dialog - A dialog button is clicked for P4choose
  Conditions
    (Clicked dialog button) Equal to P4Dthehorrors
  Actions
    Game - Set time of day speed to 100.00% of the default speed
    Unit - Create 1.Chaos Finger for Player 4 (Purple) at (Center of P4_mele_turret1 <gen>) facing Default building facing degrees
    Unit - Create 1.Chaos Finger for Player 4 (Purple) at (Center of P4_mele_turret2 <gen>) facing Default building facing degrees
    Unit - Create 1.Void Gate for Player 4 (Purple) at (Center of P4_Barracks <gen>) facing Default building facing degrees
    Unit - Create 1.Oppener for Player 4 (Purple) at (Center of P4_Arrival <gen>) facing Default building facing degrees
    Unit - Create 1.Summoning Palace for Player 4 (Purple) at (Center of P4_Arrival <gen>) facing Default building facing degrees
    Set VariableSet P4home = (Last created unit)
    Unit - Create 1.Monstrosity for Player 4 (Purple) at (Center of P4_hero <gen>) facing Default building facing degrees
    Unit - Unpause all units
    Camera - .Apply. gg_cam_P4 for Player 4 (Purple) over 0 seconds
    Trigger - Turn on Initial_P4_spwan <gen>
    Trigger - Turn on Enemy_spawn1p4 <gen>
    Trigger - Turn on Trigger2p4 <gen>
    Trigger - Turn on Trigger3_p4 <gen>
    Trigger - Turn on TriggerVariablep4 <gen>
    Trigger - Turn off (This trigger)
P4 The water guys
  Events
    Dialog - A dialog button is clicked for P4choose
  Conditions
    (Clicked dialog button) Equal to P4Mindguys
  Actions
    Game - Set time of day speed to 100.00% of the default speed
    Unit - Create 1.Mind Tower for Player 4 (Purple) at (Center of P4_turret1 <gen>) facing Default building facing degrees
    Unit - Create 1.Mind Tower for Player 4 (Purple) at (Center of P4_turret2 <gen>) facing Default building facing degrees
    Unit - Create 1.Military Autpost for Player 4 (Purple) at (Center of P4_Barracks <gen>) facing Default building facing degrees
    Unit - Create 1.Architect for Player 4 (Purple) at (Center of P4_Arrival <gen>) facing Default building facing degrees
    Unit - Create 1.High Palace for Player 4 (Purple) at (Center of P4_Arrival <gen>) facing Default building facing degrees
    Set VariableSet P4home = (Last created unit)
    Unit - Create 1.Archmentalist for Player 4 (Purple) at (Center of P4_hero <gen>) facing Default building facing degrees
    Unit - Unpause all units
    Camera - .Apply. gg_cam_P4 for Player 4 (Purple) over 0 seconds
    Trigger - Turn on Initial_P4_spwan <gen>
    Trigger - Turn on Enemy_spawn1p4 <gen>
    Trigger - Turn on Trigger2p4 <gen>
    Trigger - Turn on Trigger3_p4 <gen>
    Trigger - Turn on TriggerVariablep4 <gen>
    Trigger - Turn off (This trigger)
P4 Spirit Wolves
  Events
    Dialog - A dialog button is clicked for P4choose
  Conditions
    (Clicked dialog button) Equal to P4SpiritWolves
  Actions
    Game - Set time of day speed to 100.00% of the default speed
    Unit - Create 1.Den Guardian for Player 4 (Purple) at (Center of P4_mele_turret1 <gen>) facing Default building facing degrees
    Unit - Create 1.Den Guardian for Player 4 (Purple) at (Center of P4_mele_turret2 <gen>) facing Default building facing degrees
    Unit - Create 1.Wolf Den for Player 4 (Purple) at (Center of P4_Barracks <gen>) facing Default building facing degrees
    Unit - Create 1.Worker for Player 4 (Purple) at (Center of P4_Arrival <gen>) facing Default building facing degrees
    Unit - Create 1.Team Shelter for Player 4 (Purple) at (Center of P4_Arrival <gen>) facing Default building facing degrees
    Set VariableSet P4home = (Last created unit)
    Unit - Create 1.Alpha Wolf for Player 4 (Purple) at (Center of P4_hero <gen>) facing Default building facing degrees
    Unit - Unpause all units
    Camera - .Apply. gg_cam_P4 for Player 4 (Purple) over 0 seconds
    Trigger - Turn on Initial_P4_spwan <gen>
    Trigger - Turn on Enemy_spawn1p4 <gen>
    Trigger - Turn on Trigger2p4 <gen>
    Trigger - Turn on Trigger3_p4 <gen>
    Trigger - Turn on TriggerVariablep4 <gen>
    Trigger - Turn off (This trigger)
P4 The Brown Hoof
  Events
    Dialog - A dialog button is clicked for P4choose
  Conditions
    (Clicked dialog button) Equal to P4TheBrownHoof
  Actions
    Game - Set time of day speed to 100.00% of the default speed
    Unit - Create 1.Atlatl Tower for Player 4 (Purple) at (Center of P4_turret1 <gen>) facing Default building facing degrees
    Unit - Create 1.Atlatl Tower for Player 4 (Purple) at (Center of P4_turret2 <gen>) facing Default building facing degrees
    Unit - Create 1.Warror's Hut for Player 4 (Purple) at (Center of P4_Barracks <gen>) facing Default building facing degrees
    Unit - Create 1.Servant for Player 4 (Purple) at (Center of P4_Arrival <gen>) facing Default building facing degrees
    Unit - Create 1.Chieftain's Hall for Player 4 (Purple) at (Center of P4_Arrival <gen>) facing Default building facing degrees
    Set VariableSet P4home = (Last created unit)
    Unit - Create 1.Chieftain for Player 4 (Purple) at (Center of P4_hero <gen>) facing Default building facing degrees
    Unit - Unpause all units
    Camera - .Apply. gg_cam_P4 for Player 4 (Purple) over 0 seconds
    Trigger - Turn on Initial_P4_spwan <gen>
    Trigger - Turn on Enemy_spawn1p4 <gen>
    Trigger - Turn on Trigger2p4 <gen>
    Trigger - Turn on Trigger3_p4 <gen>
    Trigger - Turn on TriggerVariablep4 <gen>
    Trigger - Turn off (This trigger)
If units enters region p4
  Events
    Unit - A unit enters P4_spawn <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 14 (Navy)
  Actions
    Unit - Order (Triggering unit) to Attack-Move To.(Center of P4_Arrival <gen>)
Initial P4 spwan
  Events
    Time - Every 30.00 seconds of game time
  Conditions
  Actions
    Unit - Create 2.Ghoul for Player 14 (Navy) at (Random point in P4_spawn <gen>) facing Default building facing degrees
    Player - Add 200 to Player 4 (Purple).Current gold
    Player - Add 200 to Player 4 (Purple).Current lumber
Enemy spawn1p4
  Events
    Time - Every 300.00 seconds of game time
  Conditions
  Actions
    Unit - Create 3.Abomination for Player 14 (Navy) at (Random point in P4_spawn <gen>) facing Default building facing degrees
    Unit - Create 2.Ghoul for Player 14 (Navy) at (Random point in P4_spawn <gen>) facing Default building facing degrees
    Unit - Create 2.Death Seeker for Player 14 (Navy) at (Random point in P4_spawn <gen>) facing Default building facing degrees
    Player - Add 200 to Player 4 (Purple).Current gold
    Player - Add 200 to Player 4 (Purple).Current lumber
Trigger1 p4
  Events
    Time - Elapsed game time is 800.00 seconds
  Conditions
  Actions
    Trigger - Turn on Enemy_Spawn_2p4 <gen>
Enemy Spawn 2p4
  Events
    Time - Every 70.00 seconds of game time
  Conditions
  Actions
    Unit - Create 2.Abomination for Player 14 (Navy) at (Random point in P4_spawn <gen>) facing Default building facing degrees
    Unit - Create 3.Ghoul for Player 14 (Navy) at (Random point in P4_spawn <gen>) facing Default building facing degrees
Trigger2p4
  Events
    Time - Elapsed game time is 350.00 seconds
  Conditions
  Actions
    Trigger - Turn on Enemy_Spawn3p4 <gen>
    Player - Add 200 to Player 4 (Purple).Current gold
    Player - Add 200 to Player 4 (Purple).Current lumber
Enemy Spawn3p4
  Events
    Time - Every 50.00 seconds of game time
  Conditions
  Actions
    Unit - Create 4.Ghoul for Player 14 (Navy) at (Random point in P4_spawn <gen>) facing Default building facing degrees
    Player - Add 200 to Player 4 (Purple).Current gold
    Player - Add 200 to Player 4 (Purple).Current lumber
Trigger3 p4
  Events
    Time - Elapsed game time is 650.00 seconds
  Conditions
  Actions
    Trigger - Turn on Enemy_Spawn4p4 <gen>
Enemy Spawn4p4
  Events
    Time - Every 80.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1.Abomination for Player 14 (Navy) at (Random point in P4_spawn <gen>) facing Default building facing degrees
    Unit - Create 3.Ghoul for Player 14 (Navy) at (Random point in P4_spawn <gen>) facing Default building facing degrees
    Player - Add 200 to Player 4 (Purple).Current gold
    Player - Add 200 to Player 4 (Purple).Current lumber
TriggerVariablep4
  Events
    Time - Elapsed game time is 1000.00 seconds
  Conditions
  Actions
    Trigger - Turn on Trigger4p4 <gen>
Trigger4p4
  Events
    Time - Elapsed game time is 240.00 seconds
  Conditions
  Actions
    Set VariableSet P4variation = (Random integer number between 1 and 3)
    Trigger - Turn on Enemy_Spawn5p4 <gen>
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        P4variation Equal to 1
      Then - Actions
        Trigger - Turn on Enemy_Spawn6p4_v1 <gen>
        Trigger - Turn off Enemy_Spawn6p4_v2 <gen>
        Trigger - Turn off Enemy_Spawn6p4_v3 <gen>
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            P4variation Equal to 2
          Then - Actions
            Trigger - Turn on Enemy_Spawn6p4_v2 <gen>
            Trigger - Turn off Enemy_Spawn6p4_v1 <gen>
            Trigger - Turn off Enemy_Spawn6p4_v3 <gen>
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                P4variation Equal to 3
              Then - Actions
                Trigger - Turn on Enemy_Spawn6p4_v3 <gen>
                Trigger - Turn off Enemy_Spawn6p4_v1 <gen>
                Trigger - Turn off Enemy_Spawn6p4_v2 <gen>
              Else - Actions
                Do nothing
Enemy Spawn5p4
  Events
    Time - Every 30.00 seconds of game time
  Conditions
  Actions
    Unit - Create 2.Abomination for Player 14 (Navy) at (Random point in P4_spawn <gen>) facing Default building facing degrees
    Unit - Create 4.Ghoul for Player 14 (Navy) at (Random point in P4_spawn <gen>) facing Default building facing degrees
    Unit - Create 2.Death Seeker for Player 14 (Navy) at (Random point in P4_spawn <gen>) facing Default building facing degrees
    Player - Add 200 to Player 4 (Purple).Current gold
    Player - Add 200 to Player 4 (Purple).Current lumber
Enemy Spawn6p4 v1
  Events
    Time - Every 60.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1.Flesh Golem for Player 14 (Navy) at (Random point in P4_spawn <gen>) facing Default building facing degrees
    Player - Add 200 to Player 4 (Purple).Current gold
    Player - Add 200 to Player 4 (Purple).Current lumber
Enemy Spawn6p4 v2
  Events
    Time - Every 60.00 seconds of game time
  Conditions
  Actions
    Unit - Create 2.Necromancer for Player 14 (Navy) at (Random point in P4_spawn <gen>) facing Default building facing degrees
    Player - Add 200 to Player 4 (Purple).Current gold
    Player - Add 200 to Player 4 (Purple).Current lumber
Enemy Spawn6p4 v3
  Events
    Time - Every 60.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1.Skeleton General for Player 14 (Navy) at (Random point in P4_spawn <gen>) facing Default building facing degrees
    Player - Add 200 to Player 4 (Purple).Current gold
    Player - Add 200 to Player 4 (Purple).Current lumber
P4 waves end
  Events
    Unit - Crypt 0020 <gen> Dies
  Conditions
  Actions
    Trigger - Turn off Initial_P4_spwan <gen>
    Trigger - Turn off Enemy_Spawn_2p4 <gen>
    Trigger - Turn off Enemy_spawn1p4 <gen>
    Trigger - Turn off Enemy_Spawn3p4 <gen>
    Trigger - Turn off Enemy_Spawn4p4 <gen>
    Trigger - Turn off Enemy_Spawn5p4 <gen>
    Trigger - Turn off Enemy_Spawn6p4_v1 <gen>
    Trigger - Turn off Trigger1_p4 <gen>
    Trigger - Turn off Trigger2p4 <gen>
    Trigger - Turn off Trigger3_p4 <gen>
    Quest - Display to (All players) the Quest Completed message: The enemys won't attack Player 4 anymore.
    Trigger - Turn on P4_Passive_income <gen>
    Trigger - Turn on Wave_Stopper4 <gen>
Wave Stopper4
  Events
    Time - Every 0.01 seconds of game time
  Conditions
  Actions
    Trigger - Turn off Enemy_Spawn5p4 <gen>
    Trigger - Turn off Enemy_Spawn6p4_v1 <gen>
P4 dead
  Events
    Unit - A unit Dies
  Conditions
    (Triggering unit) Equal to P4home
  Actions
    Trigger - Turn off Initial_P4_spwan <gen>
    Trigger - Turn off Enemy_Spawn_2p4 <gen>
    Trigger - Turn off Enemy_spawn1p4 <gen>
    Trigger - Turn off Enemy_Spawn3p4 <gen>
    Trigger - Turn off Enemy_Spawn4p4 <gen>
    Trigger - Turn off Enemy_Spawn5p4 <gen>
    Trigger - Turn off Enemy_Spawn6p4_v1 <gen>
    Trigger - Turn off Trigger1_p4 <gen>
    Trigger - Turn off Trigger2p4 <gen>
    Trigger - Turn off Trigger3_p4 <gen>
    Unit - Create 1.Souls Pool for Player 14 (Navy) at (Center of P4_Arrival <gen>) facing Default building facing degrees
P4 Passive income
  Events
    Time - Every 20.00 seconds of game time
  Conditions
  Actions
    Player - Add 200 to Player 4 (Purple).Current gold
    Player - Add 200 to Player 4 (Purple).Current lumber
Picking3
  Events
    Unit - A unit enters Region_010 <gen>
  Conditions
  Actions
    Unit - Pause all units
    Dialog - Change the title of P3choose to What faction do you choose...
    Dialog - Create a dialog button for P3choose labelled Holy Hamers - |cffd45e19Hard Begining|r
    Set VariableSet P3Dholyhammers = (Last created dialog Button)
    Dialog - Create a dialog button for P3choose labelled The Horrors - |cff00ff00Easy to play|r
    Set VariableSet P3Dthehorrors = (Last created dialog Button)
    Dialog - Create a dialog button for P3choose labelled The Mental Enlighteneds - |cff00ff00Supportive Team|r
    Set VariableSet P3Mindguys = (Last created dialog Button)
    Dialog - Create a dialog button for P3choose labelled Spirit Wolves - |cffff0000Hard to play|r
    Set VariableSet P3SpiritWolves = (Last created dialog Button)
    Dialog - Create a dialog button for P3choose labelled The Brown Hoof - |cff6464ffHero based team|r
    Set VariableSet P3TheBrownHoof = (Last created dialog Button)
    Dialog - Show P3choose for Player 3 (Teal)
    Trigger - Turn off (This trigger)
Plyer 3 dead
  Events
    Unit - A unit Dies
  Conditions
    (Triggering unit) Equal to P3home
  Actions
    Game - Defeat Player 3 (Teal) with the message: Defeat!
P3 Holy Hammers
  Events
    Dialog - A dialog button is clicked for P3choose
  Conditions
    (Clicked dialog button) Equal to P3Dholyhammers
  Actions
    Game - Set time of day speed to 100.00% of the default speed
    Unit - Create 1.Holy Tower for Player 3 (Teal) at (Center of P3_turret1 <gen>) facing Default building facing degrees
    Unit - Create 1.Holy Tower for Player 3 (Teal) at (Center of P3_turret2 <gen>) facing Default building facing degrees
    Unit - Create 1.Barracks for Player 3 (Teal) at (Center of P3_Barracks <gen>) facing Default building facing degrees
    Unit - Create 1.Work Man for Player 3 (Teal) at (Center of P3_Arrival <gen>) facing Default building facing degrees
    Unit - Create 1.Town Church for Player 3 (Teal) at (Center of P3_Arrival <gen>) facing Default building facing degrees
    Set VariableSet P3home = (Last created unit)
    Unit - Create 1.Paladin for Player 3 (Teal) at (Center of P3_hero <gen>) facing Default building facing degrees
    Unit - Unpause all units
    Camera - .Apply. gg_cam_P3 for Player 3 (Teal) over 0 seconds
    Trigger - Turn on Initial_P3_spwan <gen>
    Trigger - Turn on Enemy_spawn1p3 <gen>
    Trigger - Turn on Trigger2p3 <gen>
    Trigger - Turn on Trigger3_p3 <gen>
    Trigger - Turn on TriggerVariablep3 <gen>
    Trigger - Turn off (This trigger)
P3 the Horrors
  Events
    Dialog - A dialog button is clicked for P3choose
  Conditions
    (Clicked dialog button) Equal to P3Dthehorrors
  Actions
    Game - Set time of day speed to 100.00% of the default speed
    Unit - Create 1.Chaos Finger for Player 3 (Teal) at (Center of P3_mele_turret1 <gen>) facing Default building facing degrees
    Unit - Create 1.Chaos Finger for Player 3 (Teal) at (Center of P3_mele_turret2 <gen>) facing Default building facing degrees
    Unit - Create 1.Void Gate for Player 3 (Teal) at (Center of P3_Barracks <gen>) facing Default building facing degrees
    Unit - Create 1.Oppener for Player 3 (Teal) at (Center of P3_Arrival <gen>) facing Default building facing degrees
    Unit - Create 1.Summoning Palace for Player 3 (Teal) at (Center of P3_Arrival <gen>) facing Default building facing degrees
    Set VariableSet P3home = (Last created unit)
    Unit - Create 1.Monstrosity for Player 3 (Teal) at (Center of P3_hero <gen>) facing Default building facing degrees
    Unit - Unpause all units
    Camera - .Apply. gg_cam_P3 for Player 3 (Teal) over 0 seconds
    Trigger - Turn on Initial_P3_spwan <gen>
    Trigger - Turn on Enemy_spawn1p3 <gen>
    Trigger - Turn on Trigger2p3 <gen>
    Trigger - Turn on Trigger3_p3 <gen>
    Trigger - Turn on TriggerVariablep3 <gen>
    Trigger - Turn off (This trigger)
P3 The water guys
  Events
    Dialog - A dialog button is clicked for P3choose
  Conditions
    (Clicked dialog button) Equal to P3Mindguys
  Actions
    Game - Set time of day speed to 100.00% of the default speed
    Unit - Create 1.Mind Tower for Player 3 (Teal) at (Center of P3_turret1 <gen>) facing Default building facing degrees
    Unit - Create 1.Mind Tower for Player 3 (Teal) at (Center of P3_turret2 <gen>) facing Default building facing degrees
    Unit - Create 1.Military Autpost for Player 3 (Teal) at (Center of P3_Barracks <gen>) facing Default building facing degrees
    Unit - Create 1.Architect for Player 3 (Teal) at (Center of P3_Arrival <gen>) facing Default building facing degrees
    Unit - Create 1.High Palace for Player 3 (Teal) at (Center of P3_Arrival <gen>) facing Default building facing degrees
    Set VariableSet P3home = (Last created unit)
    Unit - Create 1.Archmentalist for Player 3 (Teal) at (Center of P3_hero <gen>) facing Default building facing degrees
    Unit - Unpause all units
    Camera - .Apply. gg_cam_P3 for Player 3 (Teal) over 0 seconds
    Trigger - Turn on Initial_P3_spwan <gen>
    Trigger - Turn on Enemy_spawn1p3 <gen>
    Trigger - Turn on Trigger2p3 <gen>
    Trigger - Turn on Trigger3_p3 <gen>
    Trigger - Turn on TriggerVariablep3 <gen>
    Trigger - Turn off (This trigger)
P3 Spirit Wolves
  Events
    Dialog - A dialog button is clicked for P3choose
  Conditions
    (Clicked dialog button) Equal to P3SpiritWolves
  Actions
    Game - Set time of day speed to 100.00% of the default speed
    Unit - Create 1.Den Guardian for Player 3 (Teal) at (Center of P3_mele_turret1 <gen>) facing Default building facing degrees
    Unit - Create 1.Den Guardian for Player 3 (Teal) at (Center of P3_mele_turret2 <gen>) facing Default building facing degrees
    Unit - Create 1.Wolf Den for Player 3 (Teal) at (Center of P3_Barracks <gen>) facing Default building facing degrees
    Unit - Create 1.Worker for Player 3 (Teal) at (Center of P3_Arrival <gen>) facing Default building facing degrees
    Unit - Create 1.Team Shelter for Player 3 (Teal) at (Center of P3_Arrival <gen>) facing Default building facing degrees
    Set VariableSet P3home = (Last created unit)
    Unit - Create 1.Alpha Wolf for Player 3 (Teal) at (Center of P3_hero <gen>) facing Default building facing degrees
    Unit - Unpause all units
    Camera - .Apply. gg_cam_P3 for Player 3 (Teal) over 0 seconds
    Trigger - Turn on Initial_P3_spwan <gen>
    Trigger - Turn on Enemy_spawn1p3 <gen>
    Trigger - Turn on Trigger2p3 <gen>
    Trigger - Turn on Trigger3_p3 <gen>
    Trigger - Turn on TriggerVariablep3 <gen>
    Trigger - Turn off (This trigger)
P3 The Brown Hoof
  Events
    Dialog - A dialog button is clicked for P3choose
  Conditions
    (Clicked dialog button) Equal to P3TheBrownHoof
  Actions
    Game - Set time of day speed to 100.00% of the default speed
    Unit - Create 1.Atlatl Tower for Player 3 (Teal) at (Center of P3_turret1 <gen>) facing Default building facing degrees
    Unit - Create 1.Atlatl Tower for Player 3 (Teal) at (Center of P3_turret2 <gen>) facing Default building facing degrees
    Unit - Create 1.Warror's Hut for Player 3 (Teal) at (Center of P3_Barracks <gen>) facing Default building facing degrees
    Unit - Create 1.Servant for Player 3 (Teal) at (Center of P3_Arrival <gen>) facing Default building facing degrees
    Unit - Create 1.Chieftain's Hall for Player 3 (Teal) at (Center of P3_Arrival <gen>) facing Default building facing degrees
    Set VariableSet P3home = (Last created unit)
    Unit - Create 1.Chieftain for Player 3 (Teal) at (Center of P3_hero <gen>) facing Default building facing degrees
    Unit - Unpause all units
    Camera - .Apply. gg_cam_P3 for Player 3 (Teal) over 0 seconds
    Trigger - Turn on Initial_P3_spwan <gen>
    Trigger - Turn on Enemy_spawn1p3 <gen>
    Trigger - Turn on Trigger2p3 <gen>
    Trigger - Turn on Trigger3_p3 <gen>
    Trigger - Turn on TriggerVariablep3 <gen>
    Trigger - Turn off (This trigger)
If units enters region p3
  Events
    Unit - A unit enters P3_spawn <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 14 (Navy)
  Actions
    Unit - Order (Triggering unit) to Attack-Move To.(Center of P3_Arrival <gen>)
Initial P3 spwan
  Events
    Time - Every 30.00 seconds of game time
  Conditions
  Actions
    Unit - Create 2.Ghoul for Player 14 (Navy) at (Random point in P3_spawn <gen>) facing Default building facing degrees
    Player - Add 200 to Player 3 (Teal).Current gold
    Player - Add 200 to Player 3 (Teal).Current lumber
Enemy spawn1p3
  Events
    Time - Every 300.00 seconds of game time
  Conditions
  Actions
    Unit - Create 3.Abomination for Player 14 (Navy) at (Random point in P3_spawn <gen>) facing Default building facing degrees
    Unit - Create 2.Ghoul for Player 14 (Navy) at (Random point in P3_spawn <gen>) facing Default building facing degrees
    Unit - Create 2.Death Seeker for Player 14 (Navy) at (Random point in P3_spawn <gen>) facing Default building facing degrees
    Player - Add 200 to Player 3 (Teal).Current gold
    Player - Add 200 to Player 3 (Teal).Current lumber
Trigger1 p3
  Events
    Time - Elapsed game time is 800.00 seconds
  Conditions
  Actions
    Trigger - Turn on Enemy_Spawn_2p3 <gen>
Enemy Spawn 2p3
  Events
    Time - Every 70.00 seconds of game time
  Conditions
  Actions
    Unit - Create 2.Abomination for Player 14 (Navy) at (Random point in P3_spawn <gen>) facing Default building facing degrees
    Unit - Create 3.Ghoul for Player 14 (Navy) at (Random point in P3_spawn <gen>) facing Default building facing degrees
Trigger2p3
  Events
    Time - Elapsed game time is 350.00 seconds
  Conditions
  Actions
    Trigger - Turn on Enemy_Spawn3p3 <gen>
    Player - Add 200 to Player 3 (Teal).Current gold
    Player - Add 200 to Player 3 (Teal).Current lumber
Enemy Spawn3p3
  Events
    Time - Every 50.00 seconds of game time
  Conditions
  Actions
    Unit - Create 4.Ghoul for Player 14 (Navy) at (Random point in P3_spawn <gen>) facing Default building facing degrees
    Player - Add 200 to Player 3 (Teal).Current gold
    Player - Add 200 to Player 3 (Teal).Current lumber
Trigger3 p3
  Events
    Time - Elapsed game time is 650.00 seconds
  Conditions
  Actions
    Trigger - Turn on Enemy_Spawn4p3 <gen>
Enemy Spawn4p3
  Events
    Time - Every 80.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1.Abomination for Player 14 (Navy) at (Random point in P3_spawn <gen>) facing Default building facing degrees
    Unit - Create 3.Ghoul for Player 14 (Navy) at (Random point in P3_spawn <gen>) facing Default building facing degrees
    Player - Add 200 to Player 3 (Teal).Current gold
    Player - Add 200 to Player 3 (Teal).Current lumber
TriggerVariablep3
  Events
    Time - Elapsed game time is 1000.00 seconds
  Conditions
  Actions
    Trigger - Turn on Trigger4p3 <gen>
Trigger4p3
  Events
    Time - Elapsed game time is 240.00 seconds
  Conditions
  Actions
    Trigger - Turn on Enemy_Spawn5p3 <gen>
    Set VariableSet P3variation = (Random integer number between 1 and 3)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        P3variation Equal to 1
      Then - Actions
        Trigger - Turn on Enemy_Spawn6p3_v1 <gen>
        Trigger - Turn off Enemy_Spawn6p3_v2 <gen>
        Trigger - Turn off Enemy_Spawn6p3_v3 <gen>
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            P3variation Equal to 2
          Then - Actions
            Trigger - Turn on Enemy_Spawn6p3_v2 <gen>
            Trigger - Turn off Enemy_Spawn6p3_v1 <gen>
            Trigger - Turn off Enemy_Spawn6p3_v3 <gen>
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                P3variation Equal to 3
              Then - Actions
                Trigger - Turn on Enemy_Spawn6p3_v3 <gen>
                Trigger - Turn off Enemy_Spawn6p3_v1 <gen>
                Trigger - Turn off Enemy_Spawn6p3_v2 <gen>
              Else - Actions
                Do nothing
Enemy Spawn5p3
  Events
    Time - Every 30.00 seconds of game time
  Conditions
  Actions
    Unit - Create 2.Abomination for Player 14 (Navy) at (Random point in P3_spawn <gen>) facing Default building facing degrees
    Unit - Create 4.Ghoul for Player 14 (Navy) at (Random point in P3_spawn <gen>) facing Default building facing degrees
    Unit - Create 2.Death Seeker for Player 14 (Navy) at (Random point in P3_spawn <gen>) facing Default building facing degrees
    Player - Add 200 to Player 3 (Teal).Current gold
    Player - Add 200 to Player 3 (Teal).Current lumber
Enemy Spawn6p3 v1
  Events
    Time - Every 60.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1.Flesh Golem for Player 14 (Navy) at (Random point in P3_spawn <gen>) facing Default building facing degrees
    Player - Add 200 to Player 3 (Teal).Current gold
    Player - Add 200 to Player 3 (Teal).Current lumber
Enemy Spawn6p3 v2
  Events
    Time - Every 60.00 seconds of game time
  Conditions
  Actions
    Unit - Create 2.Necromancer for Player 14 (Navy) at (Random point in P3_spawn <gen>) facing Default building facing degrees
    Player - Add 200 to Player 3 (Teal).Current gold
    Player - Add 200 to Player 3 (Teal).Current lumber
Enemy Spawn6p3 v3
  Events
    Time - Every 60.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1.Bone Abomination for Player 14 (Navy) at (Random point in P3_spawn <gen>) facing Default building facing degrees
    Player - Add 200 to Player 3 (Teal).Current gold
    Player - Add 200 to Player 3 (Teal).Current lumber
P3 waves end
  Events
    Unit - Crypt 0018 <gen> Dies
  Conditions
  Actions
    Trigger - Turn off Initial_P3_spwan <gen>
    Trigger - Turn off Enemy_Spawn_2p3 <gen>
    Trigger - Turn off Enemy_spawn1p3 <gen>
    Trigger - Turn off Enemy_Spawn3p3 <gen>
    Trigger - Turn off Enemy_Spawn4p3 <gen>
    Trigger - Turn off Enemy_Spawn5p3 <gen>
    Trigger - Turn off Enemy_Spawn6p3_v1 <gen>
    Trigger - Turn off Trigger1_p3 <gen>
    Trigger - Turn off Trigger2p3 <gen>
    Trigger - Turn off Trigger3_p3 <gen>
    Trigger - Turn off TriggerVariablep3 <gen>
    Quest - Display to (All players) the Quest Completed message: The enemys won't attack Player 3 anymore.
    Trigger - Turn on P3_Passive_income <gen>
    Trigger - Turn on Wave_Stopper3 <gen>
Wave Stopper3
  Events
    Time - Every 0.01 seconds of game time
  Conditions
  Actions
    Trigger - Turn off Enemy_Spawn5p3 <gen>
    Trigger - Turn off Enemy_Spawn6p3_v1 <gen>
P3 dead
  Events
    Unit - A unit Dies
  Conditions
    (Triggering unit) Equal to P3home
  Actions
    Trigger - Turn off Initial_P3_spwan <gen>
    Trigger - Turn off Enemy_Spawn_2p3 <gen>
    Trigger - Turn off Enemy_spawn1p3 <gen>
    Trigger - Turn off Enemy_Spawn3p3 <gen>
    Trigger - Turn off Enemy_Spawn4p3 <gen>
    Trigger - Turn off Enemy_Spawn5p3 <gen>
    Trigger - Turn off Enemy_Spawn6p3_v1 <gen>
    Trigger - Turn off Trigger1_p3 <gen>
    Trigger - Turn off Trigger2p3 <gen>
    Trigger - Turn off Trigger3_p3 <gen>
    Trigger - Turn off TriggerVariablep3 <gen>
    Unit - Create 1.Souls Pool for Player 14 (Navy) at (Center of P3_Arrival <gen>) facing Default building facing degrees
P3 Passive income
  Events
    Time - Every 20.00 seconds of game time
  Conditions
  Actions
    Player - Add 200 to Player 3 (Teal).Current gold
    Player - Add 200 to Player 3 (Teal).Current lumber
Picking2
  Events
    Unit - A unit enters Region_010 <gen>
  Conditions
  Actions
    Unit - Pause all units
    Dialog - Change the title of P1choose to What faction do you choose...
    Dialog - Create a dialog button for P2choose labelled Holy Hamers - |cffd45e19Hard Begining|r
    Set VariableSet P2Dholyhammers = (Last created dialog Button)
    Dialog - Create a dialog button for P2choose labelled The Horrors - |cff00ff00Easy to play|r
    Set VariableSet P2Dthehorrors = (Last created dialog Button)
    Dialog - Create a dialog button for P2choose labelled The Mental Enlighteneds - |cff00ff00Supportive Team|r
    Set VariableSet P2Mindguys = (Last created dialog Button)
    Dialog - Create a dialog button for P2choose labelled Spirit Wolves - |cffff0000Hard to play|r
    Set VariableSet P2SpiritWolves = (Last created dialog Button)
    Dialog - Create a dialog button for P2choose labelled The Brown Hoof - |cff6464ffHero based team|r
    Set VariableSet P2TheBrownHoof = (Last created dialog Button)
    Dialog - Show P2choose for Player 2 (Blue)
    Trigger - Turn off (This trigger)
Plyer 2 dead
  Events
    Unit - A unit Dies
  Conditions
    (Triggering unit) Equal to P2home
  Actions
    Game - Defeat Player 2 (Blue) with the message: Defeat!
P2 Holy Hammers
  Events
    Dialog - A dialog button is clicked for P2choose
  Conditions
    (Clicked dialog button) Equal to P2Dholyhammers
  Actions
    Game - Set time of day speed to 100.00% of the default speed
    Unit - Create 1.Holy Tower for Player 2 (Blue) at (Center of P2_turret1 <gen>) facing Default building facing degrees
    Unit - Create 1.Holy Tower for Player 2 (Blue) at (Center of P2_turret_2 <gen>) facing Default building facing degrees
    Unit - Create 1.Barracks for Player 2 (Blue) at (Center of P2_Barracks <gen>) facing Default building facing degrees
    Unit - Create 1.Work Man for Player 2 (Blue) at (Center of P2_Arrival <gen>) facing Default building facing degrees
    Unit - Create 1.Town Church for Player 2 (Blue) at (Center of P2_Arrival <gen>) facing Default building facing degrees
    Set VariableSet P2home = (Last created unit)
    Unit - Create 1.Paladin for Player 2 (Blue) at (Center of P2_hero <gen>) facing Default building facing degrees
    Unit - Unpause all units
    Camera - .Apply. gg_cam_P2 for Player 2 (Blue) over 0 seconds
    Trigger - Turn on Initial_P2_spwan <gen>
    Trigger - Turn on Enemy_spawn1p2 <gen>
    Trigger - Turn on Trigger2p2 <gen>
    Trigger - Turn on Trigger3_p2 <gen>
    Trigger - Turn on TriggerVariablep2 <gen>
    Trigger - Turn off (This trigger)
P2 the Horrors
  Events
    Dialog - A dialog button is clicked for P2choose
  Conditions
    (Clicked dialog button) Equal to P2Dthehorrors
  Actions
    Game - Set time of day speed to 100.00% of the default speed
    Unit - Create 1.Chaos Finger for Player 2 (Blue) at (Center of P2_mele_turret1 <gen>) facing Default building facing degrees
    Unit - Create 1.Chaos Finger for Player 2 (Blue) at (Center of P2_mele_turret2 <gen>) facing Default building facing degrees
    Unit - Create 1.Void Gate for Player 2 (Blue) at (Center of P2_Barracks <gen>) facing Default building facing degrees
    Unit - Create 1.Oppener for Player 2 (Blue) at (Center of P2_Arrival <gen>) facing Default building facing degrees
    Unit - Create 1.Summoning Palace for Player 2 (Blue) at (Center of P2_Arrival <gen>) facing Default building facing degrees
    Set VariableSet P2home = (Last created unit)
    Unit - Create 1.Monstrosity for Player 2 (Blue) at (Center of P2_hero <gen>) facing Default building facing degrees
    Unit - Unpause all units
    Camera - .Apply. gg_cam_P2 for Player 2 (Blue) over 0 seconds
    Trigger - Turn on Initial_P2_spwan <gen>
    Trigger - Turn on Enemy_spawn1p2 <gen>
    Trigger - Turn on Trigger2p2 <gen>
    Trigger - Turn on Trigger3_p2 <gen>
    Trigger - Turn on TriggerVariablep2 <gen>
    Trigger - Turn off (This trigger)
P2 The water guys
  Events
    Dialog - A dialog button is clicked for P2choose
  Conditions
    (Clicked dialog button) Equal to P2Mindguys
  Actions
    Game - Set time of day speed to 100.00% of the default speed
    Unit - Create 1.Mind Tower for Player 2 (Blue) at (Center of P2_turret1 <gen>) facing Default building facing degrees
    Unit - Create 1.Mind Tower for Player 2 (Blue) at (Center of P2_turret_2 <gen>) facing Default building facing degrees
    Unit - Create 1.Military Autpost for Player 2 (Blue) at (Center of P2_Barracks <gen>) facing Default building facing degrees
    Unit - Create 1.Architect for Player 2 (Blue) at (Center of P2_Arrival <gen>) facing Default building facing degrees
    Unit - Create 1.High Palace for Player 2 (Blue) at (Center of P2_Arrival <gen>) facing Default building facing degrees
    Set VariableSet P2home = (Last created unit)
    Unit - Create 1.Archmentalist for Player 2 (Blue) at (Center of P2_hero <gen>) facing Default building facing degrees
    Unit - Unpause all units
    Camera - .Apply. gg_cam_P2 for Player 2 (Blue) over 0 seconds
    Trigger - Turn on Initial_P2_spwan <gen>
    Trigger - Turn on Enemy_spawn1p2 <gen>
    Trigger - Turn on Trigger2p2 <gen>
    Trigger - Turn on Trigger3_p2 <gen>
    Trigger - Turn on TriggerVariablep2 <gen>
    Trigger - Turn off (This trigger)
P2 Spirit Wolves
  Events
    Dialog - A dialog button is clicked for P2choose
  Conditions
    (Clicked dialog button) Equal to P2SpiritWolves
  Actions
    Game - Set time of day speed to 100.00% of the default speed
    Unit - Create 1.Den Guardian for Player 2 (Blue) at (Center of P2_mele_turret1 <gen>) facing Default building facing degrees
    Unit - Create 1.Den Guardian for Player 2 (Blue) at (Center of P2_mele_turret2 <gen>) facing Default building facing degrees
    Unit - Create 1.Wolf Den for Player 2 (Blue) at (Center of P2_Barracks <gen>) facing Default building facing degrees
    Unit - Create 1.Worker for Player 2 (Blue) at (Center of P2_Arrival <gen>) facing Default building facing degrees
    Unit - Create 1.Team Shelter for Player 2 (Blue) at (Center of P2_Arrival <gen>) facing Default building facing degrees
    Set VariableSet P2home = (Last created unit)
    Unit - Create 1.Alpha Wolf for Player 2 (Blue) at (Center of P2_hero <gen>) facing Default building facing degrees
    Unit - Unpause all units
    Camera - .Apply. gg_cam_P2 for Player 2 (Blue) over 0 seconds
    Trigger - Turn on Initial_P2_spwan <gen>
    Trigger - Turn on Enemy_spawn1p2 <gen>
    Trigger - Turn on Trigger2p2 <gen>
    Trigger - Turn on Trigger3_p2 <gen>
    Trigger - Turn on TriggerVariablep2 <gen>
    Trigger - Turn off (This trigger)
P2 The Brown Hoof
  Events
    Dialog - A dialog button is clicked for P2choose
  Conditions
    (Clicked dialog button) Equal to P2TheBrownHoof
  Actions
    Game - Set time of day speed to 100.00% of the default speed
    Unit - Create 1.Atlatl Tower for Player 2 (Blue) at (Center of P2_turret1 <gen>) facing Default building facing degrees
    Unit - Create 1.Atlatl Tower for Player 2 (Blue) at (Center of P2_turret_2 <gen>) facing Default building facing degrees
    Unit - Create 1.Warror's Hut for Player 2 (Blue) at (Center of P2_Barracks <gen>) facing Default building facing degrees
    Unit - Create 1.Servant for Player 2 (Blue) at (Center of P2_Arrival <gen>) facing Default building facing degrees
    Unit - Create 1.Chieftain's Hall for Player 2 (Blue) at (Center of P2_Arrival <gen>) facing Default building facing degrees
    Set VariableSet P2home = (Last created unit)
    Unit - Create 1.Chieftain for Player 2 (Blue) at (Center of P2_hero <gen>) facing Default building facing degrees
    Unit - Unpause all units
    Camera - .Apply. gg_cam_P2 for Player 2 (Blue) over 0 seconds
    Trigger - Turn on Initial_P2_spwan <gen>
    Trigger - Turn on Enemy_spawn1p2 <gen>
    Trigger - Turn on Trigger2p2 <gen>
    Trigger - Turn on Trigger3_p2 <gen>
    Trigger - Turn on TriggerVariablep2 <gen>
    Trigger - Turn off (This trigger)
If units enters region p2
  Events
    Unit - A unit enters P2_spawn <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 14 (Navy)
  Actions
    Unit - Order (Triggering unit) to Attack-Move To.(Center of P2_Arrival <gen>)
Initial P2 spwan
  Events
    Time - Every 30.00 seconds of game time
  Conditions
  Actions
    Unit - Create 2.Ghoul for Player 14 (Navy) at (Random point in P2_spawn <gen>) facing Default building facing degrees
    Player - Add 200 to Player 2 (Blue).Current gold
    Player - Add 200 to Player 2 (Blue).Current lumber
Enemy spawn1p2
  Events
    Time - Every 300.00 seconds of game time
  Conditions
  Actions
    Unit - Create 3.Abomination for Player 14 (Navy) at (Random point in P2_spawn <gen>) facing Default building facing degrees
    Unit - Create 2.Ghoul for Player 14 (Navy) at (Random point in P2_spawn <gen>) facing Default building facing degrees
    Unit - Create 2.Death Seeker for Player 14 (Navy) at (Random point in P2_spawn <gen>) facing Default building facing degrees
    Player - Add 200 to Player 2 (Blue).Current gold
    Player - Add 200 to Player 2 (Blue).Current lumber
Trigger1 p2
  Events
    Time - Elapsed game time is 800.00 seconds
  Conditions
  Actions
    Trigger - Turn on Enemy_Spawn_2p2 <gen>
Enemy Spawn 2p2
  Events
    Time - Every 70.00 seconds of game time
  Conditions
  Actions
    Unit - Create 2.Abomination for Player 14 (Navy) at (Random point in P2_spawn <gen>) facing Default building facing degrees
    Unit - Create 3.Ghoul for Player 14 (Navy) at (Random point in P2_spawn <gen>) facing Default building facing degrees
Trigger2p2
  Events
    Time - Elapsed game time is 350.00 seconds
  Conditions
  Actions
    Trigger - Turn on Enemy_Spawn3p2 <gen>
    Player - Add 200 to Player 2 (Blue).Current gold
    Player - Add 200 to Player 2 (Blue).Current lumber
Enemy Spawn3p2
  Events
    Time - Every 50.00 seconds of game time
  Conditions
  Actions
    Unit - Create 4.Ghoul for Player 14 (Navy) at (Random point in P2_spawn <gen>) facing Default building facing degrees
    Player - Add 200 to Player 2 (Blue).Current gold
    Player - Add 200 to Player 2 (Blue).Current lumber
Trigger3 p2
  Events
    Time - Elapsed game time is 650.00 seconds
  Conditions
  Actions
    Trigger - Turn on Enemy_Spawn4p2 <gen>
Enemy Spawn4p2
  Events
    Time - Every 80.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1.Abomination for Player 14 (Navy) at (Random point in P2_spawn <gen>) facing Default building facing degrees
    Unit - Create 3.Ghoul for Player 14 (Navy) at (Random point in P2_spawn <gen>) facing Default building facing degrees
    Player - Add 200 to Player 2 (Blue).Current gold
    Player - Add 200 to Player 2 (Blue).Current lumber
TriggerVariablep2
  Events
    Time - Elapsed game time is 1000.00 seconds
  Conditions
  Actions
    Trigger - Turn on Trigger4p2 <gen>
Trigger4p2
  Events
    Time - Elapsed game time is 240.00 seconds
  Conditions
  Actions
    Trigger - Turn on Enemy_Spawn5p2 <gen>
    Set VariableSet P2variation = (Random integer number between 1 and 3)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        P2variation Equal to 1
      Then - Actions
        Trigger - Turn on Enemy_Spawn6p2_v1 <gen>
        Trigger - Turn off Enemy_Spawn6p2_v2 <gen>
        Trigger - Turn off Enemy_Spawn6p2_v3 <gen>
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            P2variation Equal to 2
          Then - Actions
            Trigger - Turn on Enemy_Spawn6p2_v2 <gen>
            Trigger - Turn off Enemy_Spawn6p2_v1 <gen>
            Trigger - Turn off Enemy_Spawn6p2_v3 <gen>
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                P2variation Equal to 3
              Then - Actions
                Trigger - Turn on Enemy_Spawn6p2_v3 <gen>
                Trigger - Turn off Enemy_Spawn6p2_v1 <gen>
                Trigger - Turn off Enemy_Spawn6p2_v2 <gen>
              Else - Actions
                Do nothing
Enemy Spawn5p2
  Events
    Time - Every 30.00 seconds of game time
  Conditions
  Actions
    Unit - Create 2.Abomination for Player 14 (Navy) at (Random point in P2_spawn <gen>) facing Default building facing degrees
    Unit - Create 4.Ghoul for Player 14 (Navy) at (Random point in P2_spawn <gen>) facing Default building facing degrees
    Unit - Create 2.Death Seeker for Player 14 (Navy) at (Random point in P2_spawn <gen>) facing Default building facing degrees
    Player - Add 200 to Player 2 (Blue).Current gold
    Player - Add 200 to Player 2 (Blue).Current lumber
Enemy Spawn6p2 v1
  Events
    Time - Every 60.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1.Flesh Golem for Player 14 (Navy) at (Random point in P2_spawn <gen>) facing Default building facing degrees
    Player - Add 200 to Player 2 (Blue).Current gold
    Player - Add 200 to Player 2 (Blue).Current lumber
Enemy Spawn6p2 v2
  Events
    Time - Every 60.00 seconds of game time
  Conditions
  Actions
    Unit - Create 2.Necromancer for Player 14 (Navy) at (Random point in P2_spawn <gen>) facing Default building facing degrees
    Player - Add 200 to Player 2 (Blue).Current gold
    Player - Add 200 to Player 2 (Blue).Current lumber
Enemy Spawn6p2 v3
  Events
    Time - Every 60.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1.Skeleton General for Player 14 (Navy) at (Random point in P2_spawn <gen>) facing Default building facing degrees
    Player - Add 200 to Player 2 (Blue).Current gold
    Player - Add 200 to Player 2 (Blue).Current lumber
P2 waves end
  Events
    Unit - Crypt 0047 <gen> Dies
  Conditions
  Actions
    Trigger - Turn off Initial_P2_spwan <gen>
    Trigger - Turn off Enemy_Spawn_2p2 <gen>
    Trigger - Turn off Enemy_spawn1p2 <gen>
    Trigger - Turn off Enemy_Spawn3p2 <gen>
    Trigger - Turn off Enemy_Spawn4p2 <gen>
    Trigger - Turn off Enemy_Spawn5p2 <gen>
    Trigger - Turn off Enemy_Spawn6p2_v1 <gen>
    Trigger - Turn off Trigger1_p2 <gen>
    Trigger - Turn off Trigger2p2 <gen>
    Trigger - Turn off Trigger3_p2 <gen>
    Trigger - Turn off TriggerVariablep2 <gen>
    Quest - Display to (All players) the Quest Completed message: The enemys won't attack Player 2 anymore.
    Trigger - Turn on P2_Passive_income <gen>
    Trigger - Turn on Wave_Stopper2 <gen>
Wave Stopper2
  Events
    Time - Every 0.01 seconds of game time
  Conditions
  Actions
    Trigger - Turn off Enemy_Spawn5p2 <gen>
    Trigger - Turn off Enemy_Spawn6p2_v1 <gen>
    Trigger - Turn off Enemy_Spawn6p2_v2 <gen>
    Trigger - Turn off Enemy_Spawn6p2_v3 <gen>
P2 dead
  Events
    Unit - A unit Dies
  Conditions
    (Triggering unit) Equal to P2home
  Actions
    Trigger - Turn off Initial_P2_spwan <gen>
    Trigger - Turn off Enemy_Spawn_2p2 <gen>
    Trigger - Turn off Enemy_spawn1p2 <gen>
    Trigger - Turn off Enemy_Spawn3p2 <gen>
    Trigger - Turn off Enemy_Spawn4p2 <gen>
    Trigger - Turn off Enemy_Spawn5p2 <gen>
    Trigger - Turn off Enemy_Spawn6p2_v1 <gen>
    Trigger - Turn off Trigger1_p2 <gen>
    Trigger - Turn off Trigger2p2 <gen>
    Trigger - Turn off Trigger3_p2 <gen>
    Trigger - Turn off TriggerVariablep2 <gen>
    Unit - Create 1.Souls Pool for Player 14 (Navy) at (Center of P2_Arrival <gen>) facing Default building facing degrees
P2 Passive income
  Events
    Time - Every 20.00 seconds of game time
  Conditions
  Actions
    Player - Add 200 to Player 2 (Blue).Current gold
    Player - Add 200 to Player 2 (Blue).Current lumber
Picking1
  Events
    Unit - A unit enters Region_010 <gen>
  Conditions
  Actions
    Unit - Pause all units
    Game - Set time of day speed to 0.00% of the default speed
    Dialog - Change the title of P1choose to What faction do you choose...
    Dialog - Create a dialog button for P1choose labelled Holy Hamers - |cffd45e19Hard Begining|r
    Set VariableSet P1Dholyhammers = (Last created dialog Button)
    Dialog - Create a dialog button for P1choose labelled The Horrors - |cff00ff00Easy to play|r
    Set VariableSet P1Dthehorrors = (Last created dialog Button)
    Dialog - Create a dialog button for P1choose labelled The Mental Enlighteneds - |cff00ff00Supportive Team|r
    Set VariableSet P1Mindguys = (Last created dialog Button)
    Dialog - Create a dialog button for P1choose labelled Spirit Wolves - |cffff0000Hard to play|r
    Set VariableSet P1SpiritWolves = (Last created dialog Button)
    Dialog - Create a dialog button for P1choose labelled The Brown Hoof - |cff6464ffHero based team|r
    Set VariableSet P1TheBrownHoof = (Last created dialog Button)
    Dialog - Show P1choose for Player 1 (Red)
    Trigger - Turn off (This trigger)
Plyer 1 dead
  Events
    Unit - A unit Dies
  Conditions
    (Triggering unit) Equal to P1home
  Actions
    Game - Defeat Player 1 (Red) with the message: Defeat!
P1 Holy Hammers
  Events
    Dialog - A dialog button is clicked for P1choose
  Conditions
    (Clicked dialog button) Equal to P1Dholyhammers
  Actions
    Game - Set time of day speed to 100.00% of the default speed
    Unit - Create 1.Holy Tower for Player 1 (Red) at (Center of P1_turret1 <gen>) facing Default building facing degrees
    Unit - Create 1.Holy Tower for Player 1 (Red) at (Center of P1_turret_2 <gen>) facing Default building facing degrees
    Unit - Create 1.Barracks for Player 1 (Red) at (Center of P1_Barracks <gen>) facing Default building facing degrees
    Unit - Create 1.Work Man for Player 1 (Red) at (Center of P1_Base <gen>) facing Default building facing degrees
    Unit - Create 1.Town Church for Player 1 (Red) at (Center of P1_Base <gen>) facing Default building facing degrees
    Set VariableSet P1home = (Last created unit)
    Unit - Create 1.Paladin for Player 1 (Red) at (Center of P1_Hero <gen>) facing Default building facing degrees
    Unit - Unpause all units
    Camera - .Apply. gg_cam_P1 for Player 1 (Red) over 0 seconds
    Trigger - Turn on Trigger1_p1 <gen>
    Trigger - Turn on Trigger2p1 <gen>
    Trigger - Turn on Trigger3_p1 <gen>
    Trigger - Turn on TriggerVariablep1 <gen>
    Trigger - Turn on Enemy_spawn1p1 <gen>
    Trigger - Turn on Initial_P1_spwan <gen>
    Trigger - Turn off (This trigger)
P1 the Horrors
  Events
    Dialog - A dialog button is clicked for P1choose
  Conditions
    (Clicked dialog button) Equal to P1Dthehorrors
  Actions
    Game - Set time of day speed to 100.00% of the default speed
    Unit - Create 1.Chaos Finger for Player 1 (Red) at (Center of P1_mele_turret1 <gen>) facing Default building facing degrees
    Unit - Create 1.Chaos Finger for Player 1 (Red) at (Center of P1_mele_turret2 <gen>) facing Default building facing degrees
    Unit - Create 1.Void Gate for Player 1 (Red) at (Center of P1_Barracks <gen>) facing Default building facing degrees
    Unit - Create 1.Oppener for Player 1 (Red) at (Center of P1_Base <gen>) facing Default building facing degrees
    Unit - Create 1.Summoning Palace for Player 1 (Red) at (Center of P1_Base <gen>) facing Default building facing degrees
    Set VariableSet P1home = (Last created unit)
    Unit - Create 1.Monstrosity for Player 1 (Red) at (Center of P1_Hero <gen>) facing Default building facing degrees
    Unit - Unpause all units
    Camera - .Apply. gg_cam_P1 for Player 1 (Red) over 0 seconds
    Trigger - Turn on Trigger1_p1 <gen>
    Trigger - Turn on Trigger2p1 <gen>
    Trigger - Turn on Trigger3_p1 <gen>
    Trigger - Turn on TriggerVariablep1 <gen>
    Trigger - Turn on Enemy_spawn1p1 <gen>
    Trigger - Turn on Initial_P1_spwan <gen>
    Trigger - Turn off (This trigger)
P1 The water guys
  Events
    Dialog - A dialog button is clicked for P1choose
  Conditions
    (Clicked dialog button) Equal to P1Mindguys
  Actions
    Game - Set time of day speed to 100.00% of the default speed
    Unit - Create 1.Mind Tower for Player 1 (Red) at (Center of P1_turret1 <gen>) facing Default building facing degrees
    Unit - Create 1.Mind Tower for Player 1 (Red) at (Center of P1_turret_2 <gen>) facing Default building facing degrees
    Unit - Create 1.Military Autpost for Player 1 (Red) at (Center of P1_Barracks <gen>) facing Default building facing degrees
    Unit - Create 1.Architect for Player 1 (Red) at (Center of P1_Base <gen>) facing Default building facing degrees
    Unit - Create 1.High Palace for Player 1 (Red) at (Center of P1_Base <gen>) facing Default building facing degrees
    Set VariableSet P1home = (Last created unit)
    Unit - Create 1.Archmentalist for Player 1 (Red) at (Center of P1_Hero <gen>) facing Default building facing degrees
    Unit - Unpause all units
    Camera - .Apply. gg_cam_P1 for Player 1 (Red) over 0 seconds
    Trigger - Turn on Trigger1_p1 <gen>
    Trigger - Turn on Trigger2p1 <gen>
    Trigger - Turn on Trigger3_p1 <gen>
    Trigger - Turn on TriggerVariablep1 <gen>
    Trigger - Turn on Enemy_spawn1p1 <gen>
    Trigger - Turn on Initial_P1_spwan <gen>
    Trigger - Turn off (This trigger)
P1 Spirit Wolves
  Events
    Dialog - A dialog button is clicked for P1choose
  Conditions
    (Clicked dialog button) Equal to P1SpiritWolves
  Actions
    Game - Set time of day speed to 100.00% of the default speed
    Unit - Create 1.Den Guardian for Player 1 (Red) at (Center of P1_mele_turret1 <gen>) facing Default building facing degrees
    Unit - Create 1.Den Guardian for Player 1 (Red) at (Center of P1_mele_turret2 <gen>) facing Default building facing degrees
    Unit - Create 1.Wolf Den for Player 1 (Red) at (Center of P1_Barracks <gen>) facing Default building facing degrees
    Unit - Create 1.Worker for Player 1 (Red) at (Center of P1_Base <gen>) facing Default building facing degrees
    Unit - Create 1.Team Shelter for Player 1 (Red) at (Center of P1_Base <gen>) facing Default building facing degrees
    Set VariableSet P1home = (Last created unit)
    Unit - Create 1.Alpha Wolf for Player 1 (Red) at (Center of P1_Hero <gen>) facing Default building facing degrees
    Unit - Unpause all units
    Camera - .Apply. gg_cam_P1 for Player 1 (Red) over 0 seconds
    Trigger - Turn on Trigger1_p1 <gen>
    Trigger - Turn on Trigger2p1 <gen>
    Trigger - Turn on Trigger3_p1 <gen>
    Trigger - Turn on TriggerVariablep1 <gen>
    Trigger - Turn on Enemy_spawn1p1 <gen>
    Trigger - Turn on Initial_P1_spwan <gen>
    Trigger - Turn off (This trigger)
P1 The Brown Hoof
  Events
    Dialog - A dialog button is clicked for P1choose
  Conditions
    (Clicked dialog button) Equal to P1TheBrownHoof
  Actions
    Game - Set time of day speed to 100.00% of the default speed
    Unit - Create 1.Atlatl Tower for Player 1 (Red) at (Center of P1_turret1 <gen>) facing Default building facing degrees
    Unit - Create 1.Atlatl Tower for Player 1 (Red) at (Center of P1_turret_2 <gen>) facing Default building facing degrees
    Unit - Create 1.Warror's Hut for Player 1 (Red) at (Center of P1_Barracks <gen>) facing Default building facing degrees
    Unit - Create 1.Servant for Player 1 (Red) at (Center of P1_Base <gen>) facing Default building facing degrees
    Unit - Create 1.Chieftain's Hall for Player 1 (Red) at (Center of P1_Base <gen>) facing Default building facing degrees
    Set VariableSet P1home = (Last created unit)
    Unit - Create 1.Chieftain for Player 1 (Red) at (Center of P1_Hero <gen>) facing Default building facing degrees
    Unit - Unpause all units
    Camera - .Apply. gg_cam_P1 for Player 1 (Red) over 0 seconds
    Trigger - Turn on Trigger1_p1 <gen>
    Trigger - Turn on Trigger2p1 <gen>
    Trigger - Turn on Trigger3_p1 <gen>
    Trigger - Turn on TriggerVariablep1 <gen>
    Trigger - Turn on Enemy_spawn1p1 <gen>
    Trigger - Turn on Initial_P1_spwan <gen>
    Trigger - Turn off (This trigger)
If units enters region p1
  Events
    Unit - A unit enters Player_1 <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 14 (Navy)
  Actions
    Unit - Order (Triggering unit) to Attack-Move To.(Center of P1_Base <gen>)
Initial P1 spwan
  Events
    Time - Every 30.00 seconds of game time
  Conditions
  Actions
    Unit - Create 2.Ghoul for Player 14 (Navy) at (Random point in Player_1 <gen>) facing Default building facing degrees
    Player - Add 200 to Player 1 (Red).Current gold
    Player - Add 200 to Player 1 (Red).Current lumber
Enemy spawn1p1
  Events
    Time - Every 300.00 seconds of game time
  Conditions
  Actions
    Unit - Create 3.Abomination for Player 14 (Navy) at (Random point in Player_1 <gen>) facing Default building facing degrees
    Unit - Create 2.Ghoul for Player 14 (Navy) at (Random point in Player_1 <gen>) facing Default building facing degrees
    Unit - Create 2.Death Seeker for Player 14 (Navy) at (Random point in Player_1 <gen>) facing Default building facing degrees
    Player - Add 200 to Player 1 (Red).Current gold
    Player - Add 200 to Player 1 (Red).Current lumber
Trigger1 p1
  Events
    Time - Elapsed game time is 800.00 seconds
  Conditions
  Actions
    Trigger - Turn on Enemy_Spawn_2p1 <gen>
Enemy Spawn 2p1
  Events
    Time - Every 70.00 seconds of game time
  Conditions
  Actions
    Unit - Create 3.Abomination for Player 14 (Navy) at (Random point in Player_1 <gen>) facing Default building facing degrees
    Unit - Create 3.Ghoul for Player 14 (Navy) at (Random point in Player_1 <gen>) facing Default building facing degrees
Trigger2p1
  Events
    Time - Elapsed game time is 350.00 seconds
  Conditions
  Actions
    Trigger - Turn on Enemy_Spawn3p1 <gen>
    Player - Add 200 to Player 1 (Red).Current gold
    Player - Add 200 to Player 1 (Red).Current lumber
Enemy Spawn3p1
  Events
    Time - Every 50.00 seconds of game time
  Conditions
  Actions
    Unit - Create 4.Ghoul for Player 14 (Navy) at (Random point in Player_1 <gen>) facing Default building facing degrees
    Player - Add 200 to Player 1 (Red).Current gold
    Player - Add 200 to Player 1 (Red).Current lumber
Trigger3 p1
  Events
    Time - Elapsed game time is 650.00 seconds
  Conditions
  Actions
    Trigger - Turn on Enemy_Spawn4p1 <gen>
Enemy Spawn4p1
  Events
    Time - Every 80.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1.Abomination for Player 14 (Navy) at (Random point in Player_1 <gen>) facing Default building facing degrees
    Unit - Create 3.Ghoul for Player 14 (Navy) at (Random point in Player_1 <gen>) facing Default building facing degrees
    Player - Add 200 to Player 1 (Red).Current gold
    Player - Add 200 to Player 1 (Red).Current lumber
TriggerVariablep1
  Events
    Time - Elapsed game time is 1000.00 seconds
  Conditions
  Actions
    Trigger - Turn on Trigger4p1 <gen>
Trigger4p1
  Events
    Time - Every 240.00 seconds of game time
  Conditions
  Actions
    Trigger - Turn on Enemy_Spawn5p1 <gen>
    Set VariableSet P1variation = (Random integer number between 1 and 3)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        P1variation Equal to 1
      Then - Actions
        Trigger - Turn on Enemy_Spawn6p1_v1 <gen>
        Trigger - Turn off Enemy_Spawn6p1_v2 <gen>
        Trigger - Turn off Enemy_Spawn6p1_v3 <gen>
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            P1variation Equal to 2
          Then - Actions
            Trigger - Turn on Enemy_Spawn6p1_v2 <gen>
            Trigger - Turn off Enemy_Spawn6p1_v1 <gen>
            Trigger - Turn off Enemy_Spawn6p1_v3 <gen>
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                P1variation Equal to 3
              Then - Actions
                Trigger - Turn on Enemy_Spawn6p1_v3 <gen>
                Trigger - Turn off Enemy_Spawn6p1_v1 <gen>
                Trigger - Turn off Enemy_Spawn6p1_v2 <gen>
              Else - Actions
                Do nothing
Enemy Spawn5p1
  Events
    Time - Every 30.00 seconds of game time
  Conditions
  Actions
    Unit - Create 2.Abomination for Player 14 (Navy) at (Random point in Player_1 <gen>) facing Default building facing degrees
    Unit - Create 4.Ghoul for Player 14 (Navy) at (Random point in Player_1 <gen>) facing Default building facing degrees
    Unit - Create 2.Death Seeker for Player 14 (Navy) at (Random point in Player_1 <gen>) facing Default building facing degrees
    Player - Add 200 to Player 1 (Red).Current gold
    Player - Add 200 to Player 1 (Red).Current lumber
Enemy Spawn6p1 v1
  Events
    Time - Every 60.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1.Flesh Golem for Player 14 (Navy) at (Random point in Player_1 <gen>) facing Default building facing degrees
    Player - Add 200 to Player 1 (Red).Current gold
    Player - Add 200 to Player 1 (Red).Current lumber
Enemy Spawn6p1 v2
  Events
    Time - Every 60.00 seconds of game time
  Conditions
  Actions
    Unit - Create 2.Necromancer for Player 14 (Navy) at (Random point in Player_1 <gen>) facing Default building facing degrees
    Player - Add 200 to Player 1 (Red).Current gold
    Player - Add 200 to Player 1 (Red).Current lumber
Enemy Spawn6p1 v3
  Events
    Time - Every 60.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1.Skeleton General for Player 14 (Navy) at (Random point in Player_1 <gen>) facing Default building facing degrees
    Player - Add 200 to Player 1 (Red).Current gold
    Player - Add 200 to Player 1 (Red).Current lumber
P1 waves end
  Events
    Unit - Crypt 0019 <gen> Dies
  Conditions
  Actions
    Trigger - Turn off Initial_P1_spwan <gen>
    Trigger - Turn off Enemy_Spawn_2p1 <gen>
    Trigger - Turn off Enemy_spawn1p1 <gen>
    Trigger - Turn off Enemy_Spawn3p1 <gen>
    Trigger - Turn off Enemy_Spawn4p1 <gen>
    Trigger - Turn off Enemy_Spawn5p1 <gen>
    Trigger - Turn off Enemy_Spawn6p1_v1 <gen>
    Trigger - Turn off Trigger1_p1 <gen>
    Trigger - Turn off Trigger2p1 <gen>
    Trigger - Turn off Trigger3_p1 <gen>
    Trigger - Turn off TriggerVariablep1 <gen>
    Quest - Display to (All players) the Quest Completed message: The enemys won't attack Player 1 anymore.
    Trigger - Turn on P1_Passive_income <gen>
    Trigger - Turn on Wave_Stopper1 <gen>
Wave Stopper1
  Events
    Time - Every 0.01 seconds of game time
  Conditions
  Actions
    Trigger - Turn off Enemy_Spawn5p1 <gen>
    Trigger - Turn off Enemy_Spawn6p1_v1 <gen>
    Trigger - Turn off Enemy_Spawn6p1_v2 <gen>
    Trigger - Turn off Enemy_Spawn6p1_v3 <gen>
P1 dead
  Events
    Unit - A unit Dies
  Conditions
    (Triggering unit) Equal to P1home
  Actions
    Trigger - Turn off Initial_P1_spwan <gen>
    Trigger - Turn off Enemy_Spawn_2p1 <gen>
    Trigger - Turn off Enemy_spawn1p1 <gen>
    Trigger - Turn off Enemy_Spawn3p1 <gen>
    Trigger - Turn off Enemy_Spawn4p1 <gen>
    Trigger - Turn off Enemy_Spawn5p1 <gen>
    Trigger - Turn off Enemy_Spawn6p1_v1 <gen>
    Trigger - Turn off Trigger1_p1 <gen>
    Trigger - Turn off Trigger2p1 <gen>
    Trigger - Turn off Trigger3_p1 <gen>
    Trigger - Turn off TriggerVariablep1 <gen>
    Unit - Create 1.Souls Pool for Player 14 (Navy) at (Center of P1_Base <gen>) facing Default building facing degrees
P1 Passive income
  Events
    Time - Every 20.00 seconds of game time
  Conditions
  Actions
    Player - Add 200 to Player 1 (Red).Current gold
    Player - Add 200 to Player 1 (Red).Current lumber
Integer
  Events
    Unit - A unit enters Region_010 <gen>
  Conditions
    Adaptability Equal to 4
  Actions
    Hashtable - Create a hashtable
    Hashtable - Save Adaptability as 1 of 4 in (Last created hashtable).
Peasant
  Events
    Map initialization
  Conditions
  Actions
    Visibility - Enable black mask
    Unit - Order Peasant 0000 <gen> to Move To.(Center of Region_065 <gen>)
    Wait 10.00 seconds
    Unit - Remove Peasant 0000 <gen> from the game
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 - Remove creeps and critters from used start locations (for all players)
    Melee Game - Create starting units (for all players)
    Melee Game - Run melee AI scripts (for computer players)
    Melee Game - Enforce victory/defeat conditions (for all players)
Ad
  Events
    Map initialization
  Conditions
  Actions
Vilibility
  Events
    Map initialization
  Conditions
  Actions
    Unit - Kill Peasant 0083 <gen>
    Unit - Kill Peasant 0115 <gen>
    Unit - Kill Peasant 0116 <gen>
    Unit - Kill Peasant 0117 <gen>
    Unit - Kill Peasant 0118 <gen>
    Unit - Kill Peasant 0119 <gen>
    Unit - Kill Peasant 0120 <gen>
Win
  Events
    Unit - Black Citadel 0008 <gen> Dies
  Conditions
  Actions
    Quest - Display to (All players) the Quest Completed message: |cffffff00VICTORY!!!|r
    Wait 20.00 seconds
    Game - Victory Player 1 (Red) (Show dialogs, Show scores)
    Wait 2.00 seconds
    Game - Victory Player 2 (Blue) (Show dialogs, Show scores)
    Wait 2.00 seconds
    Game - Victory Player 3 (Teal) (Show dialogs, Show scores)
    Wait 2.00 seconds
    Game - Victory Player 4 (Purple) (Show dialogs, Show scores)
    Wait 2.00 seconds
    Game - Victory Player 5 (Yellow) (Show dialogs, Show scores)
    Wait 2.00 seconds
    Game - Victory Player 6 (Orange) (Show dialogs, Show scores)
    Wait 2.00 seconds
    Game - Victory Player 7 (Green) (Show dialogs, Show scores)
The weak and the weaked
  Events
    Unit - A unit Is issued an order targeting an object
  Conditions
    (Issued order) Equal to (Order(attack))
  Actions
Divine Protection
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Divine Protection
  Actions
    Set VariableSet DivineInteger = (DivineInteger + 1)
    Set VariableSet DivineTarget[DivineInteger] = (Target unit of ability being cast)
    Unit - Make DivineTarget[DivineInteger] Invulnerable
    Wait 5.00 seconds
    Set VariableSet DivineRecycle = (DivineRecycle + 1)
    Unit - Make DivineTarget[DivineRecycle] Vulnerable
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        DivineRecycle Equal to DivineInteger
      Then - Actions
        Set VariableSet DivineInteger = 0
        Set VariableSet DivineRecycle = 0
      Else - Actions
Holy Ascension
  Events
    Unit - A unit Learns a skill
  Conditions
    (Learned Hero Skill) Equal to Holy Ascension
  Actions
    Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Other\Charm\CharmTarget.mdl
    Unit - Replace (Triggering unit) with a Paladin using The old unit's relative life and mana
    Hero - Set (Last replaced unit) Hero-level to 1, Hide level-up graphics
    Selection - Add (Last replaced unit) to selection for (Owner of (Triggering unit))
Holy Ascension 2
  Events
    Unit - A unit Learns a skill
  Conditions
    (Learned Hero Skill) Equal to Holy Ascension (Hero Tier 2)
  Actions
    Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Other\Charm\CharmTarget.mdl
    Unit - Replace (Triggering unit) with a Paladin using The old unit's relative life and mana
    Hero - Set (Last replaced unit) Hero-level to 1, Hide level-up graphics
    Selection - Add (Last replaced unit) to selection for (Owner of (Triggering unit))
Horrific Ascension
  Events
    Unit - A unit Learns a skill
  Conditions
    (Learned Hero Skill) Equal to Horrific Ascension
  Actions
    Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Other\Charm\CharmTarget.mdl
    Unit - Replace (Triggering unit) with a Monstrosity using The old unit's relative life and mana
    Hero - Set (Last replaced unit) Hero-level to 1, Hide level-up graphics
    Selection - Add (Last replaced unit) to selection for (Owner of (Triggering unit))
Horrific Ascension 2
  Events
    Unit - A unit Learns a skill
  Conditions
    (Learned Hero Skill) Equal to Horrific Ascension (Hero Tier 2)
  Actions
    Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Other\Charm\CharmTarget.mdl
    Unit - Replace (Triggering unit) with a Monstrosity using The old unit's relative life and mana
    Hero - Set (Last replaced unit) Hero-level to 1, Hide level-up graphics
    Selection - Add (Last replaced unit) to selection for (Owner of (Triggering unit))
Wyrm die
  Events
    Unit - A unit Finishes casting an ability
  Conditions
    (Ability being cast) Equal to Nightmare Rift
  Actions
    Unit - Kill (Triggering unit)
Mind Ascension
  Events
    Unit - A unit Learns a skill
  Conditions
    (Learned Hero Skill) Equal to Mind Ascension
  Actions
    Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Other\Charm\CharmTarget.mdl
    Unit - Replace (Triggering unit) with a Archmentalist using The old unit's relative life and mana
    Hero - Set (Last replaced unit) Hero-level to 1, Hide level-up graphics
    Selection - Add (Last replaced unit) to selection for (Owner of (Triggering unit))
Mind Ascension 2
  Events
    Unit - A unit Learns a skill
  Conditions
    (Learned Hero Skill) Equal to Mind Ascension (Hero Tier 2)
  Actions
    Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Other\Charm\CharmTarget.mdl
    Unit - Replace (Triggering unit) with a Archmentalist using The old unit's relative life and mana
    Hero - Set (Last replaced unit) Hero-level to 1, Hide level-up graphics
    Selection - Add (Last replaced unit) to selection for (Owner of (Triggering unit))
Illuminate
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Illuminate
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Owner of (Triggering unit)) Current gold) Greater than or equal to 100
        ((Owner of (Triggering unit)) Current lumber) Greater than or equal to 100
      Then - Actions
        Set VariableSet Goldilluminate = (((Owner of (Triggering unit)) Current gold) - 100)
        Set VariableSet Lumberilluminate = (((Owner of (Triggering unit)) Current lumber) - 100)
        Player - Set (Owner of (Triggering unit)).Current gold to Goldilluminate
        Player - Set (Owner of (Triggering unit)).Current lumber to Lumberilluminate
        Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Other\Charm\CharmTarget.mdl
        Unit - Replace (Triggering unit) with a Mentalist using The new unit's default life and mana
      Else - Actions
        Unit - Order (Triggering unit) to Stop.
Mind Oppening
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to Mind Oppening
  Actions
    Unit - Add Mind Oppening Sight Range to (Target unit of ability being cast)
    Wait 60.00 seconds
    Unit - Remove Mind Oppening Sight Range from (Target unit of ability being cast)
Mind Oppening Dummy
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to Mind Oppening (Dummy)
  Actions
    Unit - Add Mind Oppening Sight Range to (Target unit of ability being cast)
    Wait 60.00 seconds
    Unit - Remove Mind Oppening Sight Range from (Target unit of ability being cast)
Mind upg dummy
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    ((Ability being cast) Equal to Mind Oppening) and ((Current research level of R00N (techcode) for (Owner of (Triggering unit))) Greater than 0)
  Actions
    Unit - Order Dummy 0041 <gen> to Night Elf Druid Of The Claw - Rejuvenation.(Triggering unit)
Hashtable wolf1
  Events
    Map initialization
  Conditions
  Actions
    Hashtable - Create a hashtable
    Set VariableSet babyyoung = (Last created hashtable)
Hashtable wolf2
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Killing unit)) Equal to Baby Wolf
  Actions
    Hashtable - Save Handle Of(Killing unit) as (Wolfbabyyoung + 1) of 1 in babyyoung.
Spiritual Ascension 1
  Events
    Unit - A unit Learns a skill
  Conditions
    (Learned Hero Skill) Equal to Spiritual Ascension (1st Heroic)
  Actions
    Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Other\Charm\CharmTarget.mdl
    Unit - Replace (Triggering unit) with a Alpha Wolf (T2) using The old unit's relative life and mana
    Hero - Set (Last replaced unit) Hero-level to 1, Hide level-up graphics
    Selection - Add (Last replaced unit) to selection for (Owner of (Triggering unit))
Spiritual Ascension 2
  Events
    Unit - A unit Learns a skill
  Conditions
    (Learned Hero Skill) Equal to Spiritual Ascension (2nd Heroic)
  Actions
    Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Other\Charm\CharmTarget.mdl
    Unit - Replace (Triggering unit) with a Alpha Wolf (T3) using The old unit's relative life and mana
    Hero - Set (Last replaced unit) Hero-level to 1, Hide level-up graphics
    Selection - Add (Last replaced unit) to selection for (Owner of (Triggering unit))
Classic Wolf evo1
  Events
    Unit - A unit Dies
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Killing unit)) Equal to Young Wolf
        (Unit-type of (Killing unit)) Equal to Wolf
        (Unit-type of (Killing unit)) Equal to Wolf (Armored)
        (Unit-type of (Killing unit)) Equal to Mystic Wolf
        (Unit-type of (Killing unit)) Equal to Ancient Wolf
        (Unit-type of (Killing unit)) Equal to Ancient Wolf (Armored)
        (Unit-type of (Killing unit)) Equal to Elder Wolf
        (Unit-type of (Killing unit)) Equal to Elder Wolf (Armored)
        (Unit-type of (Killing unit)) Equal to Ancient Forest Spirit.
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        And - All (Conditions) are true
          Conditions
            (Level of Grow (1st) for (Killing unit)) Less than 1
            (Level of Grow (1st spirit) for (Killing unit)) Less than 1
            (Level of Grow (2nd) for (Killing unit)) Less than 1
            (Level of 1 Kill for (Killing unit)) Less than 1
            (Level of 2 Kills for (Killing unit)) Less than 1
            (Level of 3 Kills for (Killing unit)) Less than 1
            (Level of 4 Kills for (Killing unit)) Less than 1
            (Level of Final Scale for (Killing unit)) Less than 1
      Then - Actions
        Wait 0.55 seconds
        Unit - Add 1 Kill to (Killing unit)
      Else - Actions
        Do nothing
Classic Wolf evo2
  Events
    Unit - A unit Dies
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Killing unit)) Equal to Young Wolf
        (Unit-type of (Killing unit)) Equal to Wolf
        (Unit-type of (Killing unit)) Equal to Wolf (Armored)
        (Unit-type of (Killing unit)) Equal to Mystic Wolf
        (Unit-type of (Killing unit)) Equal to Ancient Wolf
        (Unit-type of (Killing unit)) Equal to Ancient Wolf (Armored)
        (Unit-type of (Killing unit)) Equal to Elder Wolf
        (Unit-type of (Killing unit)) Equal to Elder Wolf (Armored)
        (Unit-type of (Killing unit)) Equal to Ancient Forest Spirit.
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        And - All (Conditions) are true
          Conditions
            (Level of 1 Kill for (Killing unit)) Equal to 1
            (Level of 2 Kills for (Killing unit)) Less than 1
            (Level of 3 Kills for (Killing unit)) Less than 1
            (Level of 4 Kills for (Killing unit)) Less than 1
      Then - Actions
        Wait 0.54 seconds
        Unit - Add 2 Kills to (Killing unit)
        Unit - Remove 1 Kill from (Killing unit)
      Else - Actions
        Do nothing
Classic Wolf evo3
  Events
    Unit - A unit Dies
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Killing unit)) Equal to Young Wolf
        (Unit-type of (Killing unit)) Equal to Wolf
        (Unit-type of (Killing unit)) Equal to Wolf (Armored)
        (Unit-type of (Killing unit)) Equal to Mystic Wolf
        (Unit-type of (Killing unit)) Equal to Ancient Wolf
        (Unit-type of (Killing unit)) Equal to Ancient Wolf (Armored)
        (Unit-type of (Killing unit)) Equal to Elder Wolf
        (Unit-type of (Killing unit)) Equal to Elder Wolf (Armored)
        (Unit-type of (Killing unit)) Equal to Ancient Forest Spirit.
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        And - All (Conditions) are true
          Conditions
            (Level of 1 Kill for (Killing unit)) Less than 1
            (Level of 2 Kills for (Killing unit)) Equal to 1
            (Level of 3 Kills for (Killing unit)) Less than 1
            (Level of 4 Kills for (Killing unit)) Less than 1
      Then - Actions
        Wait 0.53 seconds
        Unit - Add 3 Kills to (Killing unit)
        Unit - Remove 2 Kills from (Killing unit)
      Else - Actions
        Do nothing
Classic Wolf evo4
  Events
    Unit - A unit Dies
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Killing unit)) Equal to Young Wolf
        (Unit-type of (Killing unit)) Equal to Wolf
        (Unit-type of (Killing unit)) Equal to Wolf (Armored)
        (Unit-type of (Killing unit)) Equal to Mystic Wolf
        (Unit-type of (Killing unit)) Equal to Ancient Wolf
        (Unit-type of (Killing unit)) Equal to Ancient Wolf (Armored)
        (Unit-type of (Killing unit)) Equal to Elder Wolf
        (Unit-type of (Killing unit)) Equal to Elder Wolf (Armored)
        (Unit-type of (Killing unit)) Equal to Ancient Forest Spirit.
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        And - All (Conditions) are true
          Conditions