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Trigger Viewer

The Castle v1.4.w3x
Variables
Initialization
Map Initialization
Auto Income
Quests
Shared Control
Human Hero Selection
Messages
Unit Limitations
Castle Defense
Waygate Movement
Waygate Off
Spawn Defense
City Entrance
Open
Close
Destroy
General Revival
Komle Med Dott I
Xenogykugtron
Demon Hunter
Halumba
Gary
Dragon Hawk
Hero Revival
Player 1
Player 2
Player 3
Player 4
Player 5
Player 6
Player 7
Player 8
Orc Reward
City Entrance
Main Gate
Gold in Castle
Outside Castle Walls
Graveyard
Village
Main Gate
Main Gate Open
Main Gate Close
Main Gate Destroy
Spells
Paladin Lay on Hands
Voodoo Hunter Replenish Mana
Ability
Ultimate Ability1
Ultimate Ability2
Ultimate Ability3
Ultimate Ability4
Ultimate Ability5
Ultimate Ability6
Ultimate Ability7
Ultimate Ability8
Ultimate Ability9
Ultimate Ability10
Archive
Unit Removal
Remove Red
Remove Blue
Remove Purple
Unit Spawn
Unit Spawn Part 1
Victory/Defeat
Human Victory
Orc Victory
Timer
Enter map-specific custom script code below. This text will be included in the map script after variables are declared and before any trigger code.

		
Name Type Is Array Initial Value
VictoryTimer timer No
VictoryTimerWindow timerdialog No
Game initialization for all players.
Map Initialization
  Events
    Map initialization
  Conditions
  Actions
    -------- Select King --------
    Player Group - Pick every player in (All players) and do (Select The King 0248 <gen> for (Picked player))
    -------- Limit Heroes --------
    Player Group - Pick every player in (All players) and do (Limit training of Heroes to 1 for (Picked player))
    -------- Names --------
    Player - Set name of Player 3 (Teal) to Shakti-Iar
    Player - Set name of Player 5 (Yellow) to Gul'dan
    Player - Set name of Player 6 (Orange) to Illidan
    Player - Set name of Player 7 (Green) to Bog Elfslayer
    Player - Set name of Player 8 (Pink) to Anya Eversong
    -------- Misc --------
    Unit - Order Captain 0275 <gen> to Hold Position
    Environment - Create at (Playable map area) the weather effect Lordaeron Rain (Heavy)
    Environment - Create at Castle <gen> the weather effect Dalaran Shield
    Melee Game - Limit Heroes to 1 per Hero-type (for all players)
    AI - Start campaign AI script for Player 9 (Gray): map.ai (aiscript)
    -------- Waygate --------
    Neutral Building - Enable Way Gate 0142 <gen>
    Neutral Building - Set Way Gate 0142 <gen> destination to (Center of Waygate_Exit_1 <gen>)
    -------- Castle Reveal --------
    Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Castle <gen>
    Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across Castle <gen>
    Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility across Castle <gen>
    Visibility - Create an initially Enabled visibility modifier for Player 9 (Gray) emitting Visibility across Castle <gen>
    -------- Invulnerable --------
    Unit - Make Villager 0250 <gen> Invulnerable
    Unit - Make Villager 0251 <gen> Invulnerable
    -------- Bounty --------
    Player - Turn Gives bounty On for Player 1 (Red)
    Player - Turn Gives bounty On for Player 2 (Blue)
    Player - Turn Gives bounty On for Player 3 (Teal)
    Player - Turn Gives bounty On for Player 4 (Purple)
    Player - Turn Gives bounty On for Player 5 (Yellow)
    Player - Turn Gives bounty On for Player 6 (Orange)
    Player - Turn Gives bounty On for Player 7 (Green)
    Player - Turn Gives bounty On for Player 8 (Pink)
    Player - Turn Gives bounty On for Player 9 (Gray)
    Player - Turn Gives bounty On for Player 12 (Brown)
    -------- Lumber for weapons --------
    Player - Add 100 to Player 1 (Red) Current lumber
    Player - Add 100 to Player 2 (Blue) Current lumber
    Player - Add 100 to Player 3 (Teal) Current lumber
    Player - Add 100 to Player 4 (Purple) Current lumber
    Player - Add 100 to Player 5 (Yellow) Current lumber
    Player - Add 100 to Player 6 (Orange) Current lumber
    Player - Add 100 to Player 7 (Green) Current lumber
    Player - Add 100 to Player 8 (Pink) Current lumber
Gives all attacking players an automatic income.
Auto Income
  Events
    Time - Every 15.00 seconds of game time
  Conditions
  Actions
    Player - Add 5 to Player 3 (Teal) Current gold
    Player - Add 5 to Player 5 (Yellow) Current gold
    Player - Add 5 to Player 6 (Orange) Current gold
    Player - Add 5 to Player 7 (Green) Current gold
    Player - Add 5 to Player 8 (Pink) Current gold
The Quests, Hints and Credits of this specific Game.
Quests
  Events
    Map initialization
  Conditions
  Actions
    Quest - Create a Required quest titled Humans with the description Your mission is to survive the attack from Illidan's forces. You must under no circumstances let The Castle fall, then all is lost.Hint: You cannot train more units, but your heroes get revived automatically. The Main Gate can be opened or closed by typing "-open main" or "-close main".The City Entrance can be opened or closed by typing "-open" or "-close"., using icon path ReplaceableTextures\CommandButtons\BTNFootman.blp
    Quest - Create a Required quest titled Orcs with the description Your mission is to eradicate the humans from this land forever. To do that you will have to destroy their Castle. You are led by Lord Illidan so you cannot fail.Hints: Your heroes revive automatically.In your shop you should think carefully about which items you buy, since you cannot get more lumber.Train lots of ranged units and powerful melee units. Use Raiders on The Castle.When you breach one of the two gates, each Hero on your team will receive experience.Lady Eversong can go to the graveyard and say "Help me sisters" and she will get some banshees., using icon path ReplaceableTextures\CommandButtons\BTNGrunt.blp
    Quest - Create a Required quest titled Hints: with the description Some auras will not have an effect on heroes, but only units.Heroes are of course more powerful than regular units.The Gates are very important, either defend them or destroy them quickly.The leaders (Illidan and Ner'zhul) have smaller inventories since they are stronger than regular heroes., using icon path ReplaceableTextures\CommandButtons\BTNStrongDrink.blp
    Quest - Create a Optional quest titled Random Information with the description - Some of Halumba's spells says "the Spirit Walker" instead of "Halumba", but that is because he is a Spirit Walker with a name. The same might go for other spells as well., using icon path ReplaceableTextures\CommandButtons\BTNRallyPoint.blp
    Quest - Create a Optional quest titled Credits with the description Thanks to:Jedi §layer for creating the map.General Frank for the Voodoo Hunter, the Archer, the Sorceress, the Crossbowman and the Blademaster, icon for the Paladin and for his own units.Rao Dao Zao for the Lich King model.sc_freek for the Paladin.Miseracord for the model used on Captain.Werewulf for the icon to Miseracord's unit.Black_Stan for the Shandris skin.Tenebrae for the icon for the Blademaster.If your name is missing, pm me on the Hive Workshop (www.hiveworkshop.com), using icon path ReplaceableTextures\CommandButtons\BTNScrollOfHealing.blp
Shared Control
  Events
    Time - Elapsed game time is 3.00 seconds
  Conditions
  Actions
    -------- Player 3 --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 3 (Teal) slot status) Equal to Is unused
      Then - Actions
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 1 (Red))) from the game
      Else - Actions
        Do nothing
    -------- Player 5 --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 3 (Teal) slot status) Equal to Is unused
      Then - Actions
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 1 (Red))) from the game
      Else - Actions
        Do nothing
    -------- Player 6 --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 3 (Teal) slot status) Equal to Is unused
      Then - Actions
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 1 (Red))) from the game
      Else - Actions
        Do nothing
    -------- 7 --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 3 (Teal) slot status) Equal to Is unused
      Then - Actions
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 1 (Red))) from the game
      Else - Actions
        Do nothing
    -------- Player 8 --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 3 (Teal) slot status) Equal to Is unused
      Then - Actions
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 1 (Red))) from the game
      Else - Actions
        Do nothing
Will remove the King from the battlefield and by that doing so that none can train the same hero.
Human Hero Selection
  Events
    Map initialization
  Conditions
  Actions
    Cinematic - Send transmission to (All allies of Player 9 (Gray)) from a Player 9 (Gray) Paladin named The King at (Center of Castle <gen>): Play No sound and display You have 2 minutes to select a hero.. Modify duration: Add 0 seconds and Wait
    Wait 135.00 seconds
    Cinematic - Send transmission to (All allies of Player 9 (Gray)) from a Player 9 (Gray) Paladin named The King at (Center of Castle <gen>): Play No sound and display Your 2 minutes are up.. Modify duration: Add 1.00 seconds and Wait
    Animation - Play The King 0248 <gen>'s stand victory animation, using only Common animations
    Wait 2.00 seconds
    Unit - Remove The King 0248 <gen> from the game
    Trigger - Turn off (This trigger)
Is used to display text through the game.
Messages
  Events
    Map initialization
  Conditions
  Actions
    Wait 8.00 seconds
    Game - Display to (All players) the text: |c0000aaf5Opening and ending cinematics may come in the future.|r
    Wait 5.00 seconds
    Game - Display to (All allies of Player 9 (Gray)) the text: |c00f23f58By typing "-open main" you will open the rear gate. And by typing "-open" you will open the city entrance.|r
    Wait 2.00 seconds
    Game - Display to Player Group - Player 8 (Pink) the text: You can move Lady Eversong to the Graveyard, and then type "Help me sisters" to get some banshee.
    Game - Display to (All allies of Player 9 (Gray)) the text: If you move a Hero to the village outside town, each of you will receive a Swordsman.
    Wait 5.00 seconds
    Game - Display to (All allies of Player 9 (Gray)) the text: The waygate will teleport you to a more advantageous place.
    Game - Display to (All allies of Player 12 (Brown)) the text: Your army can only contain a certain number of each unit. Check the quest log for more info.
    Wait 12.00 seconds
    Game - Display to (All allies of Player 12 (Brown)) the text: If your Hero dies, he or she can be revived in your Great Hall or Mausoleum.
    Game - Display to (All allies of Player 9 (Gray)) the text: If your Hero dies, he or she can be revived in your Hero Tower.
Will hinder the attackers from training too many of each unit.

Hint Message:

Each player's army can only contain 15 Peons, 15 Dunken Orcs, 10 Grunts, 8 Crossbowmen, 8 Raiders, 7 Shaman and 5 Tauren. Or 15 Zombies, 12 Skeleton Warriors, 16 Skeletal Archers, 7 Skeletal Mages and 6 Succubus.

Note: Should probably not be used since it will make to easy to defend the Castle.
Unit Limitations
  Events
    Map initialization
  Conditions
  Actions
    -------- Teal --------
    Player - Limit training of Peon to 15 for Player 3 (Teal)
    Player - Limit training of Drunken Orc to 15 for Player 3 (Teal)
    Player - Limit training of Grunt to 10 for Player 3 (Teal)
    Player - Limit training of Crossbowman to 8 for Player 3 (Teal)
    Player - Limit training of Raider to 8 for Player 3 (Teal)
    Player - Limit training of Shaman to 7 for Player 3 (Teal)
    Player - Limit training of Tauren to 5 for Player 3 (Teal)
    -------- Yellow --------
    Player - Limit training of Peon to 15 for Player 5 (Yellow)
    Player - Limit training of Drunken Orc to 15 for Player 5 (Yellow)
    Player - Limit training of Grunt to 10 for Player 5 (Yellow)
    Player - Limit training of Crossbowman to 8 for Player 5 (Yellow)
    Player - Limit training of Raider to 8 for Player 5 (Yellow)
    Player - Limit training of Shaman to 7 for Player 5 (Yellow)
    Player - Limit training of Tauren to 5 for Player 5 (Yellow)
    -------- Orange --------
    Player - Limit training of Peon to 15 for Player 6 (Orange)
    Player - Limit training of Drunken Orc to 15 for Player 6 (Orange)
    Player - Limit training of Grunt to 10 for Player 6 (Orange)
    Player - Limit training of Crossbowman to 8 for Player 6 (Orange)
    Player - Limit training of Raider to 8 for Player 6 (Orange)
    Player - Limit training of Shaman to 7 for Player 6 (Orange)
    Player - Limit training of Tauren to 5 for Player 6 (Orange)
    -------- Green --------
    Player - Limit training of Peon to 15 for Player 7 (Green)
    Player - Limit training of Drunken Orc to 15 for Player 7 (Green)
    Player - Limit training of Crossbowman to 8 for Player 7 (Green)
    Player - Limit training of Grunt to 10 for Player 7 (Green)
    Player - Limit training of Raider to 8 for Player 7 (Green)
    Player - Limit training of Shaman to 7 for Player 7 (Green)
    Player - Limit training of Tauren to 5 for Player 7 (Green)
    -------- Pink --------
    Player - Limit training of Zombie to 15 for Player 8 (Pink)
    Player - Limit training of Skeleton Warrior to 12 for Player 8 (Pink)
    Player - Limit training of Skeleton Archer to 16 for Player 8 (Pink)
    Player - Limit training of Skeletal Mage to 7 for Player 8 (Pink)
    Player - Limit training of Succubus to 6 for Player 8 (Pink)
Moves the waygate exit further behind in the Castle.
Waygate Movement
  Events
    Unit - A unit enters First_Waygate_Move <gen>
  Conditions
    ((Triggering unit) belongs to an ally of Player 12 (Brown)) Equal to True
  Actions
    Region - Center Waygate_Exit_1 <gen> on (Center of Waygate_Exit_2 <gen>)
    Cinematic - Send transmission to (All allies of Player 9 (Gray)) from a Player 9 (Gray) Paladin named The King at (Center of The_King <gen>): Play No sound and display The waygate exit has been moved.. Modify duration: Add 0 seconds and Wait
    Trigger - Turn off (This trigger)
Turns off the waygate.
Waygate Off
  Events
    Unit - A unit enters Waygate_Off <gen>
  Conditions
    ((Triggering unit) belongs to an ally of Player 12 (Brown)) Equal to True
  Actions
    Neutral Building - Disable Way Gate 0142 <gen>
    Cinematic - Send transmission to (All allies of Player 9 (Gray)) from a Player 9 (Gray) Paladin named The King at (Center of The_King <gen>): Play No sound and display The waygate does not function anymore.. Modify duration: Add 0 seconds and Wait
    Trigger - Turn off (This trigger)
Will spawn 3 swordsmen to defend the castle.
Spawn Defense
  Events
    Unit - A unit enters Castle_Defense <gen>
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Triggering unit) is A ground unit) Equal to True
      Then - Actions
        Wait until (((Triggering unit) belongs to an ally of Player 12 (Brown)) Equal to True), checking every 5.00 seconds
        Cinematic - Send transmission to (All players) from a Player 9 (Gray) Swordsman named Thelios at (Center of (Playable map area)): Play No sound and display No filthy Orcs shall gain access to the Castle!. Modify duration: Add 0 seconds and Don't wait
        Unit - Create 3 Swordsman for Player 9 (Gray) at (Center of Castle_Defense <gen>) facing 180.00 degrees
        Trigger - Turn off (This trigger)
      Else - Actions
        Do nothing
Will open the city entrance.
Open
  Events
    Player - Player 1 (Red) types a chat message containing -open as An exact match
    Player - Player 2 (Blue) types a chat message containing -open as An exact match
    Player - Player 4 (Purple) types a chat message containing -open as An exact match
    Player - Player 9 (Gray) types a chat message containing -open as An exact match
  Conditions
  Actions
    Destructible - Open City Entrance 0000 <gen>
Will open the city entrance.
Close
  Events
    Player - Player 1 (Red) types a chat message containing -close as An exact match
    Player - Player 2 (Blue) types a chat message containing -close as An exact match
    Player - Player 4 (Purple) types a chat message containing -close as An exact match
    Player - Player 9 (Gray) types a chat message containing -close as An exact match
  Conditions
  Actions
    Destructible - Close City Entrance 0000 <gen>
Will turn of the triggers controlling the gate.
Destroy
  Events
    Unit - A unit enters City_Entrance_Destruction <gen>
  Conditions
    ((Triggering unit) is A ground unit) Equal to True
    ((Triggering unit) belongs to an ally of Player 12 (Brown)) Equal to True
  Actions
    Trigger - Turn off Open <gen>
    Trigger - Turn off Close <gen>
    Trigger - Turn off (This trigger)
Will revive the respective unit.
Komle Med Dott I
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Triggering unit)) Equal to Komle Med Dott I
  Actions
    Wait 2 seconds
    Cinematic - Send transmission to (All allies of Player 12 (Brown)) from a Player 12 (Brown) Serpent Ward (Level 2) named Serpents at (Center of Orc_Revival <gen>): Play No sound and display Komle Med Dott I will be revived in 120 seconds.. Modify duration: Add 0 seconds and Wait
    Wait 120.00 seconds
    Unit - Create 1 Komle Med Dott I for Player 3 (Teal) at (Center of Orc_Revival <gen>) facing 110.00 degrees
    Wait 0.01 seconds
    Camera - Pan camera for Player 3 (Teal) to (Center of Orc_Revival <gen>) over 1.30 seconds
    Wait 0.01 seconds
    Special Effect - Create a special effect attached to the overhead of (Last created unit) using Abilities\Spells\NightElf\BattleRoar\RoarCaster.mdl
Will revive the respective unit.
Xenogykugtron
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Triggering unit)) Equal to Xenogykugtron
  Actions
    Wait 2 seconds
    Cinematic - Send transmission to (All allies of Player 12 (Brown)) from a Player 12 (Brown) Serpent Ward (Level 2) named Serpents at (Center of Orc_Revival <gen>): Play No sound and display Xenogykugtron will be revived in 120 seconds.. Modify duration: Add 0 seconds and Wait
    Wait 120.00 seconds
    Unit - Create 1 Xenogykugtron for Player 5 (Yellow) at (Center of Orc_Revival <gen>) facing 110.00 degrees
    Wait 0.01 seconds
    Camera - Pan camera for Player 5 (Yellow) to (Center of Orc_Revival <gen>) over 1.30 seconds
    Wait 0.01 seconds
    Special Effect - Create a special effect attached to the overhead of (Last created unit) using Abilities\Spells\NightElf\BattleRoar\RoarCaster.mdl
Will revive the respective unit.
Demon Hunter
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Triggering unit)) Equal to Demon Hunter (Night Elf Form)
  Actions
    Wait 2 seconds
    Cinematic - Send transmission to (All allies of Player 12 (Brown)) from a Player 12 (Brown) Serpent Ward (Level 2) named Serpents at (Center of Orc_Revival <gen>): Play No sound and display The Demon Hunter will be revived in 120 seconds.. Modify duration: Add 0 seconds and Wait
    Wait 120.00 seconds
    Unit - Create 1 Demon Hunter (Night Elf Form) for Player 6 (Orange) at (Center of Orc_Revival <gen>) facing 110.00 degrees
    Wait 0.01 seconds
    Camera - Pan camera for Player 6 (Orange) to (Center of Orc_Revival <gen>) over 1.30 seconds
    Wait 0.01 seconds
    Special Effect - Create a special effect attached to the overhead of (Last created unit) using Abilities\Spells\NightElf\BattleRoar\RoarCaster.mdl
Will revive the respective unit.
Halumba
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Triggering unit)) Equal to Halumba
  Actions
    Wait 2 seconds
    Cinematic - Send transmission to (All allies of Player 12 (Brown)) from a Player 12 (Brown) Serpent Ward (Level 2) named Serpents at (Center of Orc_Revival <gen>): Play No sound and display Halumba will be revived in 120 seconds.. Modify duration: Add 0 seconds and Wait
    Wait 120.00 seconds
    Unit - Create 1 Halumba for Player 7 (Green) at (Center of Orc_Revival <gen>) facing 110.00 degrees
    Wait 0.01 seconds
    Camera - Pan camera for Player 7 (Green) to (Center of Orc_Revival <gen>) over 1.30 seconds
    Wait 0.01 seconds
    Special Effect - Create a special effect attached to the overhead of (Last created unit) using Abilities\Spells\NightElf\BattleRoar\RoarCaster.mdl
Will revive the respective unit.
Gary
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Triggering unit)) Equal to Gary
  Actions
    Wait 2 seconds
    Cinematic - Send transmission to (All allies of Player 12 (Brown)) from a Player 12 (Brown) Serpent Ward (Level 2) named Serpents at (Center of Orc_Revival <gen>): Play No sound and display Gary will be revived in 120 seconds.. Modify duration: Add 0 seconds and Wait
    Wait 120.00 seconds
    Unit - Create 1 Gary for Player 8 (Pink) at (Center of Orc_Revival <gen>) facing 110.00 degrees
    Wait 0.01 seconds
    Camera - Pan camera for Player 8 (Pink) to (Center of Orc_Revival <gen>) over 1.30 seconds
    Wait 0.01 seconds
    Special Effect - Create a special effect attached to the overhead of (Last created unit) using Abilities\Spells\NightElf\BattleRoar\RoarCaster.mdl
Dragon Hawk
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Triggering unit)) Equal to Dragon Hawk
  Actions
    Game - Display to (All allies of Player 9 (Gray)) the text: will be revived in 120 seconds.
    Wait 120.00 seconds
    Camera - Pan camera for Player 8 (Pink) to (Center of Orc_Revival <gen>) over 1.30 seconds
    Wait 1.00 seconds
    Unit - Create 1 Dragon Hawk for (Owner of (Triggering unit)) at (Center of Human_Revival <gen>) facing 180.00 degrees
Will revive player 1's hero.
Player 1
  Events
    Unit - A unit owned by Player 1 (Red) Dies
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Wait 1.00 seconds
    Player - Add 50 to (Owner of (Killing unit)) Current gold
    Game - Display to (All allies of Player 9 (Gray)) the text: (Proper name of (Triggering unit))
    Game - Display to (All allies of Player 9 (Gray)) the text: will be revived in 45 seconds.
    Wait 45.00 seconds
    Hero - Instantly revive (Triggering unit) at (Center of Human_Revival <gen>), Show revival graphics
Will revive player 2's hero.
Player 2
  Events
    Unit - A unit owned by Player 2 (Blue) Dies
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Wait 1.00 seconds
    Game - Display to (All allies of Player 9 (Gray)) the text: (Proper name of (Triggering unit))
    Game - Display to (All allies of Player 9 (Gray)) the text: will be revived in 45 seconds.
    Wait 45.00 seconds
    Hero - Instantly revive (Triggering unit) at (Center of Human_Revival <gen>), Show revival graphics
Will revive player 3's hero.
Player 3
  Events
    Unit - A unit owned by Player 3 (Teal) Dies
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Wait 1.00 seconds
    Game - Display to (All allies of Player 12 (Brown)) the text: (Proper name of (Triggering unit))
    Game - Display to (All allies of Player 12 (Brown)) the text: will be revived in 45 seconds.
    Wait 45.00 seconds
    Hero - Instantly revive (Triggering unit) at (Center of Orc_Revival <gen>), Show revival graphics
Will revive player 4's hero.
Player 4
  Events
    Unit - A unit owned by Player 4 (Purple) Dies
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Wait 1.00 seconds
    Game - Display to (All allies of Player 9 (Gray)) the text: (Proper name of (Triggering unit))
    Game - Display to (All allies of Player 9 (Gray)) the text: will be revived in 45 seconds.
    Wait 45.00 seconds
    Hero - Instantly revive (Triggering unit) at (Center of Human_Revival <gen>), Show revival graphics
Will revive player 5's hero.
Player 5
  Events
    Unit - A unit owned by Player 5 (Yellow) Dies
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Wait 1.00 seconds
    Game - Display to (All allies of Player 12 (Brown)) the text: (Proper name of (Triggering unit))
    Game - Display to (All allies of Player 12 (Brown)) the text: will be revived in 45 seconds.
    Wait 45.00 seconds
    Hero - Instantly revive (Triggering unit) at (Center of Orc_Revival <gen>), Show revival graphics
Will revive player 6's hero.
Player 6
  Events
    Unit - A unit owned by Player 6 (Orange) Dies
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Wait 1.00 seconds
    Game - Display to (All allies of Player 12 (Brown)) the text: (Proper name of (Triggering unit))
    Game - Display to (All allies of Player 12 (Brown)) the text: will be revived in 45 seconds.
    Wait 45.00 seconds
    Hero - Instantly revive (Triggering unit) at (Center of Orc_Revival <gen>), Show revival graphics
Will revive player 7's hero.
Player 7
  Events
    Unit - A unit owned by Player 7 (Green) Dies
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Wait 1.00 seconds
    Game - Display to (All allies of Player 12 (Brown)) the text: (Proper name of (Triggering unit))
    Game - Display to (All allies of Player 12 (Brown)) the text: will be revived in 45 seconds.
    Wait 45.00 seconds
    Hero - Instantly revive (Triggering unit) at (Center of Orc_Revival <gen>), Show revival graphics
Will revive player 8's hero.
Player 8
  Events
    Unit - A unit owned by Player 8 (Pink) Dies
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Wait 1.00 seconds
    Game - Display to (All allies of Player 12 (Brown)) the text: (Proper name of (Triggering unit))
    Game - Display to (All allies of Player 12 (Brown)) the text: will be revived in 45 seconds.
    Wait 45.00 seconds
    Hero - Instantly revive (Triggering unit) at (Center of Orc_Revival <gen>), Show revival graphics
Will give experience to each of the attacking heroes when the city entrance is breached.
City Entrance
  Events
    Unit - A unit enters City_Entrance_Destruction <gen>
  Conditions
    ((Triggering unit) belongs to an ally of Player 12 (Brown)) Equal to True
    ((Triggering unit) is A ground unit) Equal to True
  Actions
    Cinematic - Send transmission to (All allies of Player 12 (Brown)) from Serpent Guardian 0027 <gen> named Serpent: Play No sound and display You have destroyed the first of the gates, you have deserved 250 xp each. Hss. Modify duration: Add 0 seconds and Don't wait
    Hero - Add 250 experience to Voodoo Hunter 0001 <gen>, Show level-up graphics
    Hero - Add 250 experience to Pyromancer 0004 <gen>, Show level-up graphics
    Hero - Add 250 experience to Demon Hunter 0007 <gen>, Show level-up graphics
    Hero - Add 250 experience to Tauren Chieftain 0010 <gen>, Show level-up graphics
    Hero - Add 250 experience to Dark Ranger 0013 <gen>, Show level-up graphics
    Trigger - Turn off (This trigger)
Will give experience to each of the attacking heroes when the main gate is breached.
Main Gate
  Events
    Unit - A unit enters Main_Mate_Destruction <gen>
  Conditions
    ((Triggering unit) belongs to an ally of Player 12 (Brown)) Equal to True
    ((Triggering unit) is A ground unit) Equal to True
  Actions
    Cinematic - Send transmission to (All allies of Player 12 (Brown)) from Serpent Guardian 0027 <gen> named Serpent: Play No sound and display You have destroyed the last of the gates, you will be rewarded with 300 xp each. Hss. Modify duration: Add 0 seconds and Don't wait
    Hero - Add 300 experience to Voodoo Hunter 0001 <gen>, Show level-up graphics
    Hero - Add 300 experience to Pyromancer 0004 <gen>, Show level-up graphics
    Hero - Add 300 experience to Demon Hunter 0007 <gen>, Show level-up graphics
    Hero - Add 300 experience to Tauren Chieftain 0010 <gen>, Show level-up graphics
    Hero - Add 300 experience to Dark Ranger 0013 <gen>, Show level-up graphics
    Trigger - Turn off (This trigger)
Will give the attackers a small sum of gold to spend on troops and items.
Gold in Castle
  Events
    Unit - A unit enters Orc_Gold_Gain <gen>
  Conditions
    ((Triggering unit) belongs to an ally of Player 12 (Brown)) Equal to True
  Actions
    Cinematic - Send transmission to (All allies of Player 12 (Brown)) from Serpent Guardian 0027 <gen> named Serpent: Play No sound and display You are doing great warriors. Here is 150 gold. Hss. Modify duration: Add 0 seconds and Don't wait
    Player - Add 150 to Player 3 (Teal) Current gold
    Player - Add 150 to Player 5 (Yellow) Current gold
    Player - Add 150 to Player 6 (Orange) Current gold
    Player - Add 150 to Player 7 (Green) Current gold
    Player - Add 150 to Player 8 (Pink) Current gold
    Trigger - Turn off (This trigger)
Will give a small reinforcement to Player 8 (Pink).
Graveyard
  Events
    Player - Player 8 (Pink) types a chat message containing Help me sisters as An exact match
  Conditions
    (Dark Ranger 0013 <gen> is in (Units in Graveyard <gen>)) Equal to True
  Actions
    Cinematic - Disable user control for (All players)
    Camera - Pan camera for Player 3 (Teal) to (Center of Graveyard <gen>) over 0 seconds
    Camera - Pan camera for Player 5 (Yellow) to (Center of Graveyard <gen>) over 0 seconds
    Camera - Pan camera for Player 6 (Orange) to (Center of Graveyard <gen>) over 0 seconds
    Camera - Pan camera for Player 7 (Green) to (Center of Graveyard <gen>) over 0 seconds
    Camera - Pan camera for Player 8 (Pink) to (Center of Graveyard <gen>) over 0 seconds
    Cinematic - Send transmission to (All allies of Player 12 (Brown)) from a Player 8 (Pink) Banshee named Restless Spirit at (Center of Graveyard <gen>): Play No sound and display We have come to serve you once again Lady Eversong. Modify duration: Add 0.00 seconds and Wait
    Unit - Create 1 Banshee for Player 8 (Pink) at (Center of Graveyard <gen>) facing (Position of Dark Ranger 0013 <gen>)
    Wait 1.30 seconds
    Unit - Create 5 Banshee for Player 8 (Pink) at (Center of Graveyard <gen>) facing (Position of Dark Ranger 0013 <gen>)
    Cinematic - Enable user control for (All players)
    Trigger - Turn off Graveyard <gen>
Will give a swordsman to each of the three defending players.
Village
  Events
    Unit - A unit enters Village_House <gen>
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Triggering unit) belongs to an ally of Player 9 (Gray)) Equal to True
        ((Triggering unit) is A Hero) Equal to True
      Then - Actions
        Unit - Pause (Triggering unit)
        Camera - Pan camera for Player 1 (Red) to (Center of Village_House <gen>) over 0.50 seconds
        Camera - Pan camera for Player 2 (Blue) to (Center of Village_House <gen>) over 0.50 seconds
        Camera - Pan camera for Player 4 (Purple) to (Center of Village_House <gen>) over 0.50 seconds
        Unit - Create 1 Swordsman for Player 1 (Red) at (Center of Village_Spawn <gen>) facing (Position of (Triggering unit))
        Cinematic - Send transmission to (All players) from a Player 9 (Gray) Swordsman named Hector at (Center of Village_House <gen>): Play No sound and display We will fight for The Castle. Modify duration: Add -4.50 seconds and Wait
        Unit - Change ownership of Villager 0251 <gen> to Player 2 (Blue) and Change color
        Unit - Change ownership of Villager 0250 <gen> to Player 4 (Purple) and Change color
        Unit - Replace Villager 0251 <gen> with a Swordsman using The new unit's max life and mana
        Unit - Replace Villager 0250 <gen> with a Swordsman using The new unit's max life and mana
        Wait 0.50 seconds
        Wait 0.50 seconds
        -------- If Player 1(Red) is not playing, his/her unit will be removed. --------
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 1 (Red) slot status) Equal to Is unused
          Then - Actions
            Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 1 (Red))) from the game
          Else - Actions
            Do nothing
        Wait 0.50 seconds
        Unit - Unpause (Triggering unit)
        Trigger - Turn off (This trigger)
      Else - Actions
        Do nothing
Will open the main gate.
Main Gate Open
  Events
    Player - Player 1 (Red) types a chat message containing -open main as An exact match
    Player - Player 2 (Blue) types a chat message containing -open main as An exact match
    Player - Player 4 (Purple) types a chat message containing -open main as An exact match
    Player - Player 9 (Gray) types a chat message containing -open main as An exact match
  Conditions
  Actions
    Destructible - Open Main Gate 0001 <gen>
Will open the main gate.
Main Gate Close
  Events
    Player - Player 1 (Red) types a chat message containing -close main as An exact match
    Player - Player 2 (Blue) types a chat message containing -close main as An exact match
    Player - Player 4 (Purple) types a chat message containing -close main as An exact match
    Player - Player 9 (Gray) types a chat message containing -close main as An exact match
  Conditions
  Actions
    Destructible - Close Main Gate 0001 <gen>
Will turn of the triggers controlling the gate.
Main Gate Destroy
  Events
    Unit - A unit enters Main_Mate_Destruction <gen>
  Conditions
    ((Triggering unit) is A ground unit) Equal to True
    ((Triggering unit) belongs to an ally of Player 12 (Brown)) Equal to True
  Actions
    Trigger - Turn off Main_Gate_Close <gen>
    Trigger - Turn off Main_Gate_Open <gen>
    Trigger - Turn off (This trigger)
The Paladin's Lay on Hands ability.
Paladin Lay on Hands
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Lay on Hands [Hero]
  Actions
    Unit - Set mana of (Triggering unit) to 0.00%
    Sound - Play PaladinLayOnHands <gen> at 100% volume, located at (Position of (Triggering unit)) with Z offset 1500.00
    Unit - Set life of (Target unit of ability being cast) to ((Life of (Target unit of ability being cast)) + (Max life of (Triggering unit)))
The Voodoo Hunter's Replenish Mana Skill.
Voodoo Hunter Replenish Mana
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Replenish Mana (Voodoo Hunter)
  Actions
    Unit - Set mana of (Triggering unit) to ((Percentage mana of (Triggering unit)) + 50.00)%
Will display the name of every normal ability being cast (and hopefully remove it again).
Ability
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Not equal to Avatar (Lich King)
    (Ability being cast) Not equal to Resurrection
    (Ability being cast) Not equal to Bladestorm
    (Ability being cast) Not equal to Starfall
    (Ability being cast) Not equal to Monsoon
    (Ability being cast) Not equal to Vengeance
    (Ability being cast) Not equal to Big Bad Voodoo
    (Ability being cast) Not equal to Reincarnation (Tauren Chieftain)
    (Ability being cast) Not equal to Phoenix
    (Ability being cast) Not equal to Summon Giant Skeleton
  Actions
    Floating Text - Create floating text that reads (Name of (Ability being cast)) above (Triggering unit) with Z offset 3.00, using font size 8.00, color (100%, 70.00%, 0.00%), and 0.20% transparency
    Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
    Floating Text - Change (Last created floating text): Disable permanence
Will display the name of The Lich King's ultimate ability when it is being cast (and hopefully remove it again).
Ultimate Ability1
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Avatar (Lich King)
  Actions
    Floating Text - Create floating text that reads (Name of (Ability being cast)) above (Triggering unit) with Z offset 3.00, using font size 8.00, color (70.00%, 0.00%, 70.00%), and 0.20% transparency
    Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
    Floating Text - Change (Last created floating text): Disable permanence
Will display the name of the Paladin's ultimate ability when it is being cast (and hopefully remove it again).
Ultimate Ability2
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Resurrection
  Actions
    Floating Text - Create floating text that reads (Name of (Ability being cast)) above (Triggering unit) with Z offset 3.00, using font size 8.00, color (70.00%, 0.00%, 70.00%), and 0.20% transparency
    Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
    Floating Text - Change (Last created floating text): Disable permanence
Will display the name of the Blademaster's ultimate ability when it is being cast (and hopefully remove it again).
Ultimate Ability3
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Bladestorm
  Actions
    Floating Text - Create floating text that reads (Name of (Ability being cast)) above (Triggering unit) with Z offset 3.00, using font size 8.00, color (70.00%, 0.00%, 70.00%), and 0.20% transparency
    Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
    Floating Text - Change (Last created floating text): Disable permanence
Will display the name of the Ranger's ultimate ability when it is being cast (and hopefully remove it again).
Ultimate Ability4
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Starfall
  Actions
    Floating Text - Create floating text that reads (Name of (Ability being cast)) above (Triggering unit) with Z offset 3.00, using font size 8.00, color (70.00%, 0.00%, 70.00%), and 0.20% transparency
    Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
    Floating Text - Change (Last created floating text): Disable permanence
Will display the name of the Sorceres' ultimate ability when it is being cast (and hopefully remove it again).
Ultimate Ability5
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Monsoon
  Actions
    Floating Text - Create floating text that reads (Name of (Ability being cast)) above (Triggering unit) with Z offset 3.00, using font size 8.00, color (70.00%, 0.00%, 70.00%), and 0.20% transparency
    Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
    Floating Text - Change (Last created floating text): Disable permanence
Will display the name of the Demon Hunter's ultimate ability when it is being cast (and hopefully remove it again).
Ultimate Ability6
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Vengeance
  Actions
    Floating Text - Create floating text that reads (Name of (Ability being cast)) above (Triggering unit) with Z offset 3.00, using font size 8.00, color (70.00%, 0.00%, 70.00%), and 0.20% transparency
    Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
    Floating Text - Change (Last created floating text): Disable permanence
Will display the name of the Voodoo Hunter's ultimate ability when it is being cast (and hopefully remove it again).
Ultimate Ability7
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Big Bad Voodoo
  Actions
    Floating Text - Create floating text that reads (Name of (Ability being cast)) above (Triggering unit) with Z offset 3.00, using font size 8.00, color (70.00%, 0.00%, 70.00%), and 0.20% transparency
    Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
    Floating Text - Change (Last created floating text): Disable permanence
Will display the name of the Tauren Chieftain's ultimate ability when it is being cast (and hopefully remove it again).
Ultimate Ability8
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Reincarnation (Tauren Chieftain)
  Actions
    Floating Text - Create floating text that reads (Name of (Ability being cast)) above (Triggering unit) with Z offset 3.00, using font size 8.00, color (70.00%, 0.00%, 70.00%), and 0.20% transparency
    Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
    Floating Text - Change (Last created floating text): Disable permanence
Will display the name of the Pyromancer's ultimate ability when it is being cast (and hopefully remove it again).
Ultimate Ability9
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Phoenix
  Actions
    Floating Text - Create floating text that reads (Name of (Ability being cast)) above (Triggering unit) with Z offset 3.00, using font size 8.00, color (70.00%, 0.00%, 70.00%), and 0.20% transparency
    Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
    Floating Text - Change (Last created floating text): Disable permanence
Will display the name of the Dark Ranger's ultimate ability when it is being cast (and hopefully remove it again).
Ultimate Ability10
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Summon Giant Skeleton
  Actions
    Floating Text - Create floating text that reads (Name of (Ability being cast)) above (Triggering unit) with Z offset 3.00, using font size 8.00, color (70.00%, 0.00%, 70.00%), and 0.20% transparency
    Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
    Floating Text - Change (Last created floating text): Disable permanence
Here all of the parts of a trigger, which aren't needed, will be stored in case they should become useful again.
Archive
  Events
  Conditions
  Actions
    -------- Replenish Mana --------
    Floating Text - Create floating text that reads Replenish Mana at (Position of (Triggering unit)) with Z offset 0, using font size 8.00, color (0.00%, 0.00%, 100%), and 0% transparency
    Floating Text - Change (Last created floating text): Disable permanence
    Unit - Set mana of (Triggering unit) to 30.00%
    -------- Lay on Hands --------
    Floating Text - Create floating text that reads Lay on Hands at (Position of (Triggering unit)) with Z offset 0, using font size 8.00, color (50.00%, 70.00%, 0.00%), and 0% transparency
    Floating Text - Change (Last created floating text): Disable permanence
    -------- Random --------
    Floating Text - Change the fading age of (Last created floating text) to 4.00 seconds
    Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
Removes every unit owned by player Red if he/she is not playing.
Remove Red
  Events
    Time - Elapsed game time is 3.00 seconds
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 1 (Red) slot status) Equal to Is unused
      Then - Actions
        Unit - Remove Hero Tower 0037 <gen> from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 1 (Red))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 1 (Red))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 1 (Red))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 1 (Red))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 1 (Red))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 1 (Red))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 1 (Red))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 1 (Red))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 1 (Red))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 1 (Red))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 1 (Red))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 1 (Red))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 1 (Red))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 1 (Red))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 1 (Red))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 1 (Red))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 1 (Red))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 1 (Red))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 1 (Red))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 1 (Red))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 1 (Red))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 1 (Red))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 1 (Red))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 1 (Red))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 1 (Red))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 1 (Red))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 1 (Red))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 1 (Red))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 1 (Red))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 1 (Red))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 1 (Red))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 1 (Red))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 1 (Red))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 1 (Red))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 1 (Red))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 1 (Red))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 1 (Red))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 1 (Red))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 1 (Red))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 1 (Red))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 1 (Red))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 1 (Red))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 1 (Red))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 1 (Red))) from the game
      Else - Actions
        Do nothing
Removes every unit owned by player Blue if he/she is not playing.
Remove Blue
  Events
    Time - Elapsed game time is 3.00 seconds
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 2 (Blue) slot status) Equal to Is unused
      Then - Actions
        Unit - Remove Hero Tower 0036 <gen> from the game
        Unit - Remove Villager 0251 <gen> from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 2 (Blue))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 2 (Blue))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 2 (Blue))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 2 (Blue))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 2 (Blue))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 2 (Blue))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 2 (Blue))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 2 (Blue))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 2 (Blue))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 2 (Blue))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 2 (Blue))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 2 (Blue))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 2 (Blue))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 2 (Blue))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 2 (Blue))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 2 (Blue))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 2 (Blue))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 2 (Blue))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 2 (Blue))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 2 (Blue))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 2 (Blue))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 2 (Blue))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 2 (Blue))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 2 (Blue))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 2 (Blue))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 2 (Blue))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 2 (Blue))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 2 (Blue))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 2 (Blue))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 2 (Blue))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 2 (Blue))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 2 (Blue))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 2 (Blue))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 2 (Blue))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 2 (Blue))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 2 (Blue))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 2 (Blue))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 2 (Blue))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 2 (Blue))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 2 (Blue))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 2 (Blue))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 2 (Blue))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 2 (Blue))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 2 (Blue))) from the game
      Else - Actions
        Do nothing
Removes every unit owned by player Purple if he/she is not playing.
Remove Purple
  Events
    Time - Elapsed game time is 3.00 seconds
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 4 (Purple) slot status) Equal to Is unused
      Then - Actions
        Unit - Remove Hero Tower 0038 <gen> from the game
        Unit - Remove Villager 0250 <gen> from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 4 (Purple))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 4 (Purple))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 4 (Purple))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 4 (Purple))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 4 (Purple))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 4 (Purple))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 4 (Purple))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 4 (Purple))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 4 (Purple))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 4 (Purple))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 4 (Purple))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 4 (Purple))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 4 (Purple))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 4 (Purple))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 4 (Purple))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 4 (Purple))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 4 (Purple))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 4 (Purple))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 4 (Purple))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 4 (Purple))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 4 (Purple))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 4 (Purple))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 4 (Purple))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 4 (Purple))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 4 (Purple))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 4 (Purple))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 4 (Purple))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 4 (Purple))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 4 (Purple))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 4 (Purple))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 4 (Purple))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 4 (Purple))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 4 (Purple))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 4 (Purple))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 4 (Purple))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 4 (Purple))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 4 (Purple))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 4 (Purple))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 4 (Purple))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 4 (Purple))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 4 (Purple))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 4 (Purple))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 4 (Purple))) from the game
        Unit - Remove (Random unit from (Units in (Playable map area) owned by Player 4 (Purple))) from the game
      Else - Actions
        Do nothing
Not currently functioning.

Will maybe be used to autospawn a units to attack the castle.
Unit Spawn Part 1
  Events
  Conditions
  Actions
Will make the defenders win the game.
Human Victory
  Events
    Time - Elapsed game time is 3600.00 seconds
  Conditions
  Actions
    Game - Victory Player 1 (Red) (Show dialogs, Show scores)
    Game - Victory Player 2 (Blue) (Show dialogs, Show scores)
    Game - Victory Player 4 (Purple) (Show dialogs, Show scores)
    Game - Victory Player 9 (Gray) (Show dialogs, Show scores)
    Game - Defeat Player 3 (Teal) with the message: You have failed to eradicatethe humans, you are pitiful!
    Game - Defeat Player 5 (Yellow) with the message: You have failed to eradicatethe humans, you are pitiful!
    Game - Defeat Player 6 (Orange) with the message: You have failed to eradicatethe humans, you are pitiful!
    Game - Defeat Player 7 (Green) with the message: You have failed to eradicatethe humans, you are pitiful!
    Game - Defeat Player 8 (Pink) with the message: You have failed to eradicatethe humans, you are pitiful!
    Game - Defeat Player 12 (Brown) with the message: You have failed to eradicatethe humans, you are pitiful!
Will make the attackers win the game.
Orc Victory
  Events
    Unit - Castle 0043 <gen>'s life becomes Less than 1.00
  Conditions
  Actions
    Game - Defeat Player 1 (Red) with the message: You have failed to protect The Castleagainst Illidan's orcs, the race of men is Doomed!
    Game - Defeat Player 2 (Blue) with the message: You have failed to protect The Castle against Illidan's orcs, the race of men is Doomed!
    Game - Defeat Player 4 (Purple) with the message: You have failed to protect The Castleagainst Illidan's orcs, the race ofmen is Doomed!
    Game - Defeat Player 9 (Gray) with the message: You have failed to protect The Castleagainst Illidan's orcs, the race ofmen is Doomed!
    Game - Victory Player 12 (Brown) (Show dialogs, Show scores)
    Game - Victory Player 3 (Teal) (Show dialogs, Show scores)
    Game - Victory Player 5 (Yellow) (Show dialogs, Show scores)
    Game - Victory Player 6 (Orange) (Show dialogs, Show scores)
    Game - Victory Player 7 (Green) (Show dialogs, Show scores)
    Game - Victory Player 8 (Pink) (Show dialogs, Show scores)
The timer window which will display when the defenders are victorious.
Timer
  Events
    Time - Elapsed game time is 0.10 seconds
  Conditions
  Actions
    Countdown Timer - Create a timer window for VictoryTimer with title Human Victory
    Countdown Timer - Start VictoryTimer as a One-shot timer that will expire in 3599.90 seconds