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Trigger Viewer

Throne V1.01.w3x
Variables
Map Script
Initialization
RepositionPices
---------------------------
Unit Movement1
Unit Movement2
ColorModifier
MMR
CenterXX
---------------------------
Multiboard
TimeKeepingMBU
PlayerTurnTimer
ForceChangeTurn
---------------------------
MovePieces
AttackPieces
DisableAbilities
---------------------------
KingDies
OUDie
---------------------------
WECenter1
WECenter2
---------------------------
Cam1
Cam2
---------------------------
Bonus
SoF
SMM
GameTips
---------------------------
Recycler
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
B_KingBonusLife boolean Yes
B_KnightSelected boolean No
B_PlayerTurn boolean Yes
BlackSQ rect Yes
I_CamSwitch integer Yes
I_PlayerMoves integer Yes
I_PlayerTurnSwitch integer No 1
I_SoFLocRandomizer integer No
MB_TimeAndMoves multiboard No
P_PlayerWithTurn player No
QST_Quest_1 quest No
R_Hours real No
R_Minutes real No
R_Seconds real No
T_PlayerTurnTimer timer No
TW_PlayerTurnTimerWindow timerdialog No
U_CurrentlySelectedUnit unit No
U_MovementModiefier unit Yes
U_SoF unit No
UG_CurrentSelect group No
UG_Player1Units group No
UG_Player2Units group No
WE_MoonRays weathereffect No
WE_SunRays weathereffect No
WhiteSQ rect Yes
Default melee game initialization for all players
Initialization
  Events
    Map initialization
  Conditions
  Actions
    Visibility - Disable fog of war
    Visibility - Disable black mask
    Environment - Set sky to Generic Sky
    Cinematic - Fade out over 0.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    -------- RegionSetup --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
      Then - Actions
        Set VariableSet BlackSQ[1] = BlackSQ1 <gen>
        Set VariableSet BlackSQ[2] = BlackSQ2 <gen>
        Set VariableSet BlackSQ[3] = BlackSQ3 <gen>
        Set VariableSet BlackSQ[4] = BlackSQ4 <gen>
        Set VariableSet BlackSQ[5] = BlackSQ5 <gen>
        Set VariableSet BlackSQ[6] = BlackSQ6 <gen>
        Set VariableSet BlackSQ[7] = BlackSQ7 <gen>
        Set VariableSet BlackSQ[8] = BlackSQ8 <gen>
        Set VariableSet BlackSQ[9] = BlackSQ9 <gen>
        Set VariableSet BlackSQ[10] = BlackSQ10 <gen>
        Set VariableSet BlackSQ[11] = BlackSQ11 <gen>
        Set VariableSet BlackSQ[12] = BlackSQ12 <gen>
        Set VariableSet BlackSQ[13] = BlackSQ13 <gen>
        Set VariableSet BlackSQ[14] = BlackSQ14 <gen>
        Set VariableSet BlackSQ[15] = BlackSQ15 <gen>
        Set VariableSet BlackSQ[16] = BlackSQ16 <gen>
        Set VariableSet BlackSQ[17] = BlackSQ17 <gen>
        Set VariableSet BlackSQ[18] = BlackSQ18 <gen>
        Set VariableSet BlackSQ[19] = BlackSQ19 <gen>
        Set VariableSet BlackSQ[20] = BlackSQ20 <gen>
        Set VariableSet BlackSQ[21] = BlackSQ21 <gen>
        Set VariableSet BlackSQ[22] = BlackSQ22 <gen>
        Set VariableSet BlackSQ[23] = BlackSQ23 <gen>
        Set VariableSet BlackSQ[24] = BlackSQ24 <gen>
        Set VariableSet BlackSQ[25] = BlackSQ25 <gen>
        Set VariableSet BlackSQ[26] = BlackSQ26 <gen>
        Set VariableSet BlackSQ[27] = BlackSQ27 <gen>
        Set VariableSet BlackSQ[28] = BlackSQ28 <gen>
        Set VariableSet BlackSQ[29] = BlackSQ29 <gen>
        Set VariableSet BlackSQ[30] = BlackSQ30 <gen>
        Set VariableSet BlackSQ[31] = BlackSQ31 <gen>
        Set VariableSet BlackSQ[32] = BlackSQ32 <gen>
        Set VariableSet BlackSQ[33] = BlackSQ33 <gen>
        Set VariableSet BlackSQ[34] = BlackSQ34 <gen>
        Set VariableSet BlackSQ[35] = BlackSQ35 <gen>
        Set VariableSet BlackSQ[36] = BlackSQ36 <gen>
        Set VariableSet BlackSQ[37] = BlackSQ37 <gen>
        Set VariableSet BlackSQ[38] = BlackSQ38 <gen>
        Set VariableSet BlackSQ[39] = BlackSQ39 <gen>
        Set VariableSet BlackSQ[40] = BlackSQ40 <gen>
        Set VariableSet BlackSQ[41] = BlackSQ41 <gen>
        Set VariableSet BlackSQ[42] = BlackSQ42 <gen>
        Set VariableSet BlackSQ[43] = BlackSQ43 <gen>
        Set VariableSet BlackSQ[44] = BlackSQ44 <gen>
        Set VariableSet BlackSQ[45] = BlackSQ45 <gen>
        Set VariableSet BlackSQ[46] = BlackSQ46 <gen>
        Set VariableSet BlackSQ[47] = BlackSQ47 <gen>
        Set VariableSet BlackSQ[48] = BlackSQ48 <gen>
        Set VariableSet BlackSQ[49] = BlackSQ49 <gen>
        Set VariableSet BlackSQ[50] = BlackSQ50 <gen>
        Set VariableSet BlackSQ[51] = BlackSQ51 <gen>
        Set VariableSet BlackSQ[52] = BlackSQ52 <gen>
        Set VariableSet BlackSQ[53] = BlackSQ53 <gen>
        Set VariableSet BlackSQ[54] = BlackSQ54 <gen>
        Set VariableSet BlackSQ[56] = BlackSQ56 <gen>
        Set VariableSet BlackSQ[57] = BlackSQ57 <gen>
        Set VariableSet BlackSQ[58] = BlackSQ58 <gen>
        Set VariableSet BlackSQ[59] = BlackSQ59 <gen>
        Set VariableSet BlackSQ[60] = BlackSQ60 <gen>
        Set VariableSet BlackSQ[61] = BlackSQ61 <gen>
        Set VariableSet BlackSQ[62] = BlackSQ62 <gen>
        Set VariableSet BlackSQ[63] = BlackSQ63 <gen>
        Set VariableSet BlackSQ[65] = BlackSQ65 <gen>
        Set VariableSet BlackSQ[66] = BlackSQ66 <gen>
        Set VariableSet BlackSQ[67] = BlackSQ67 <gen>
        Set VariableSet BlackSQ[68] = BlackSQ68 <gen>
        Set VariableSet BlackSQ[69] = BlackSQ69 <gen>
        Set VariableSet BlackSQ[70] = BlackSQ70 <gen>
        Set VariableSet BlackSQ[71] = BlackSQ71 <gen>
        Set VariableSet BlackSQ[72] = BlackSQ72 <gen>
        Set VariableSet BlackSQ[73] = BlackSQ73 <gen>
        Set VariableSet BlackSQ[74] = BlackSQ74 <gen>
        Set VariableSet BlackSQ[75] = BlackSQ75 <gen>
        Set VariableSet BlackSQ[76] = BlackSQ76 <gen>
        Set VariableSet BlackSQ[77] = BlackSQ77 <gen>
        Set VariableSet BlackSQ[78] = BlackSQ78 <gen>
        Set VariableSet BlackSQ[79] = BlackSQ79 <gen>
        Set VariableSet BlackSQ[80] = BlackSQ80 <gen>
        Set VariableSet BlackSQ[81] = BlackSQ81 <gen>
        Set VariableSet BlackSQ[82] = BlackSQ82 <gen>
        Set VariableSet BlackSQ[83] = BlackSQ83 <gen>
        Set VariableSet BlackSQ[84] = BlackSQ84 <gen>
        Set VariableSet BlackSQ[85] = BlackSQ85 <gen>
        Set VariableSet BlackSQ[86] = BlackSQ86 <gen>
        Set VariableSet BlackSQ[87] = BlackSQ87 <gen>
        Set VariableSet BlackSQ[88] = BlackSQ88 <gen>
        Set VariableSet BlackSQ[89] = BlackSQ89 <gen>
        Set VariableSet BlackSQ[90] = BlackSQ90 <gen>
        Set VariableSet BlackSQ[91] = BlackSQ91 <gen>
        Set VariableSet BlackSQ[92] = BlackSQ92 <gen>
        Set VariableSet BlackSQ[93] = BlackSQ93 <gen>
        Set VariableSet BlackSQ[94] = BlackSQ94 <gen>
        Set VariableSet BlackSQ[95] = BlackSQ95 <gen>
        Set VariableSet BlackSQ[96] = BlackSQ96 <gen>
        Set VariableSet BlackSQ[97] = BlackSQ97 <gen>
        Set VariableSet BlackSQ[98] = BlackSQ98 <gen>
        Set VariableSet BlackSQ[99] = BlackSQ99 <gen>
        Set VariableSet BlackSQ[100] = BlackSQ100 <gen>
        Set VariableSet BlackSQ[101] = BlackSQ101 <gen>
        Set VariableSet BlackSQ[102] = BlackSQ102 <gen>
        Set VariableSet BlackSQ[103] = BlackSQ103 <gen>
        Set VariableSet BlackSQ[104] = BlackSQ104 <gen>
        Set VariableSet BlackSQ[105] = BlackSQ105 <gen>
        Set VariableSet BlackSQ[106] = BlackSQ106 <gen>
        Set VariableSet BlackSQ[107] = BlackSQ107 <gen>
        Set VariableSet BlackSQ[108] = BlackSQ108 <gen>
        Set VariableSet BlackSQ[109] = BlackSQ109 <gen>
        Set VariableSet BlackSQ[110] = BlackSQ110 <gen>
        Set VariableSet WhiteSQ[1] = WhiteSQ1 <gen>
        Set VariableSet WhiteSQ[2] = WhiteSQ2 <gen>
        Set VariableSet WhiteSQ[3] = WhiteSQ3 <gen>
        Set VariableSet WhiteSQ[4] = WhiteSQ4 <gen>
        Set VariableSet WhiteSQ[5] = WhiteSQ5 <gen>
        Set VariableSet WhiteSQ[6] = WhiteSQ6 <gen>
        Set VariableSet WhiteSQ[7] = WhiteSQ7 <gen>
        Set VariableSet WhiteSQ[8] = WhiteSQ8 <gen>
        Set VariableSet WhiteSQ[9] = WhiteSQ9 <gen>
        Set VariableSet WhiteSQ[10] = WhiteSQ10 <gen>
        Set VariableSet WhiteSQ[11] = WhiteSQ11 <gen>
        Set VariableSet WhiteSQ[12] = WhiteSQ12 <gen>
        Set VariableSet WhiteSQ[13] = WhiteSQ13 <gen>
        Set VariableSet WhiteSQ[14] = WhiteSQ14 <gen>
        Set VariableSet WhiteSQ[15] = WhiteSQ15 <gen>
        Set VariableSet WhiteSQ[16] = WhiteSQ16 <gen>
        Set VariableSet WhiteSQ[17] = WhiteSQ17 <gen>
        Set VariableSet WhiteSQ[18] = WhiteSQ18 <gen>
        Set VariableSet WhiteSQ[19] = WhiteSQ19 <gen>
        Set VariableSet WhiteSQ[20] = WhiteSQ20 <gen>
        Set VariableSet WhiteSQ[21] = WhiteSQ21 <gen>
        Set VariableSet WhiteSQ[22] = WhiteSQ22 <gen>
        Set VariableSet WhiteSQ[23] = WhiteSQ23 <gen>
        Set VariableSet WhiteSQ[24] = WhiteSQ24 <gen>
        Set VariableSet WhiteSQ[25] = WhiteSQ25 <gen>
        Set VariableSet WhiteSQ[26] = WhiteSQ26 <gen>
        Set VariableSet WhiteSQ[27] = WhiteSQ27 <gen>
        Set VariableSet WhiteSQ[28] = WhiteSQ28 <gen>
        Set VariableSet WhiteSQ[29] = WhiteSQ29 <gen>
        Set VariableSet WhiteSQ[30] = WhiteSQ30 <gen>
        Set VariableSet WhiteSQ[31] = WhiteSQ31 <gen>
        Set VariableSet WhiteSQ[32] = WhiteSQ32 <gen>
        Set VariableSet WhiteSQ[33] = WhiteSQ33 <gen>
        Set VariableSet WhiteSQ[34] = WhiteSQ34 <gen>
        Set VariableSet WhiteSQ[36] = WhiteSQ36 <gen>
        Set VariableSet WhiteSQ[37] = WhiteSQ37 <gen>
        Set VariableSet WhiteSQ[38] = WhiteSQ38 <gen>
        Set VariableSet WhiteSQ[39] = WhiteSQ39 <gen>
        Set VariableSet WhiteSQ[40] = WhiteSQ40 <gen>
        Set VariableSet WhiteSQ[41] = WhiteSQ41 <gen>
        Set VariableSet WhiteSQ[42] = WhiteSQ42 <gen>
        Set VariableSet WhiteSQ[43] = WhiteSQ43 <gen>
        Set VariableSet WhiteSQ[44] = WhiteSQ44 <gen>
        Set VariableSet WhiteSQ[45] = WhiteSQ45 <gen>
        Set VariableSet WhiteSQ[47] = WhiteSQ47 <gen>
        Set VariableSet WhiteSQ[48] = WhiteSQ48 <gen>
        Set VariableSet WhiteSQ[49] = WhiteSQ49 <gen>
        Set VariableSet WhiteSQ[50] = WhiteSQ50 <gen>
        Set VariableSet WhiteSQ[51] = WhiteSQ51 <gen>
        Set VariableSet WhiteSQ[52] = WhiteSQ52 <gen>
        Set VariableSet WhiteSQ[53] = WhiteSQ53 <gen>
        Set VariableSet WhiteSQ[54] = WhiteSQ54 <gen>
        Set VariableSet WhiteSQ[55] = WhiteSQ55 <gen>
        Set VariableSet WhiteSQ[56] = WhiteSQ56 <gen>
        Set VariableSet WhiteSQ[57] = WhiteSQ57 <gen>
        Set VariableSet WhiteSQ[58] = WhiteSQ58 <gen>
        Set VariableSet WhiteSQ[59] = WhiteSQ59 <gen>
        Set VariableSet WhiteSQ[60] = WhiteSQ60 <gen>
        Set VariableSet WhiteSQ[61] = WhiteSQ61 <gen>
        Set VariableSet WhiteSQ[62] = WhiteSQ62 <gen>
        Set VariableSet WhiteSQ[63] = WhiteSQ63 <gen>
        Set VariableSet WhiteSQ[64] = WhiteSQ64 <gen>
        Set VariableSet WhiteSQ[65] = WhiteSQ65 <gen>
        Set VariableSet WhiteSQ[66] = WhiteSQ66 <gen>
        Set VariableSet WhiteSQ[67] = WhiteSQ67 <gen>
        Set VariableSet WhiteSQ[68] = WhiteSQ68 <gen>
        Set VariableSet WhiteSQ[69] = WhiteSQ69 <gen>
        Set VariableSet WhiteSQ[70] = WhiteSQ70 <gen>
        Set VariableSet WhiteSQ[71] = WhiteSQ71 <gen>
        Set VariableSet WhiteSQ[72] = WhiteSQ72 <gen>
        Set VariableSet WhiteSQ[73] = WhiteSQ73 <gen>
        Set VariableSet WhiteSQ[74] = WhiteSQ74 <gen>
        Set VariableSet WhiteSQ[75] = WhiteSQ75 <gen>
        Set VariableSet WhiteSQ[76] = WhiteSQ76 <gen>
        Set VariableSet WhiteSQ[77] = WhiteSQ77 <gen>
        Set VariableSet WhiteSQ[78] = WhiteSQ78 <gen>
        Set VariableSet WhiteSQ[79] = WhiteSQ79 <gen>
        Set VariableSet WhiteSQ[80] = WhiteSQ80 <gen>
        Set VariableSet WhiteSQ[81] = WhiteSQ81 <gen>
        Set VariableSet WhiteSQ[82] = WhiteSQ82 <gen>
        Set VariableSet WhiteSQ[83] = WhiteSQ83 <gen>
        Set VariableSet WhiteSQ[84] = WhiteSQ84 <gen>
        Set VariableSet WhiteSQ[85] = WhiteSQ85 <gen>
        Set VariableSet WhiteSQ[86] = WhiteSQ86 <gen>
        Set VariableSet WhiteSQ[87] = WhiteSQ87 <gen>
        Set VariableSet WhiteSQ[88] = WhiteSQ88 <gen>
        Set VariableSet WhiteSQ[89] = WhiteSQ89 <gen>
        Set VariableSet WhiteSQ[91] = WhiteSQ91 <gen>
        Set VariableSet WhiteSQ[92] = WhiteSQ92 <gen>
        Set VariableSet WhiteSQ[93] = WhiteSQ93 <gen>
        Set VariableSet WhiteSQ[94] = WhiteSQ94 <gen>
        Set VariableSet WhiteSQ[95] = WhiteSQ95 <gen>
        Set VariableSet WhiteSQ[96] = WhiteSQ96 <gen>
        Set VariableSet WhiteSQ[97] = WhiteSQ97 <gen>
        Set VariableSet WhiteSQ[98] = WhiteSQ98 <gen>
        Set VariableSet WhiteSQ[99] = WhiteSQ99 <gen>
        Set VariableSet WhiteSQ[100] = WhiteSQ100 <gen>
        Set VariableSet WhiteSQ[101] = WhiteSQ101 <gen>
      Else - Actions
    -------- ------- --------
    Melee Game - Use melee time of day (for all players)
    Player - Change color of Player 1 (Red) to Gray, Changing color of existing units
    Player - Change color of Player 2 (Blue) to Maroon, Changing color of existing units
    -------- ------- --------
    Set VariableSet I_PlayerTurnSwitch = 1
    Cinematic - Fade in over 5.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Fog of war across (Playable map area)
        Camera - Pan camera for (Picked player) to (Center of Center <gen>) over 0 seconds
        Camera - Set (Picked player)'s camera Distance to target to ((Distance to target of the current camera view) + 700.00) over 0 seconds
        Camera - Set (Picked player)'s camera Distance to target to ((Distance to target of the current camera view) - 700.00) over 5.00 seconds
    -------- ------- --------
    Trigger - Add to CenterXX <gen> the event (A unit enters (Region centered at (Position of (Entering unit)) with size (60.00, 60.00)))
    For each (Integer A) from 1 to 120, do (Actions)
      Loop - Actions
        Trigger - Add to CenterXX <gen> the event (A unit enters BlackSQ[(Integer A)])
        Trigger - Add to CenterXX <gen> the event (A unit enters WhiteSQ[(Integer A)])
    Player - Disable Move for Player 1 (Red)
    Player - Disable Attack for Player 1 (Red)
    Player - Disable Move for Player 2 (Blue)
    Player - Disable Attack for Player 2 (Blue)
    Game - Display to (All players) the text: The game will commence shortly!
    Environment - Create at Center <gen> the weather effect Rays Of Light
    Set VariableSet WE_SunRays = (Last created weather effect)
    Environment - Turn WE_SunRays On
    Game - Disable drag-selection functionality (Disable drag-selection box)
    Game - Disable pre-selection functionality (Enable pre-selection circles, life bars, and object info)
    Sound - Stop music Immediately
    Cinematic - Disable user control for (All players).
    Special Effect - Create a special effect at (Center of Fireworks1 <gen>) using Abilities\Spells\Human\Flare\FlareCaster.mdl
    Special Effect - Create a special effect at (Center of Fireworks2 <gen>) using Abilities\Spells\Human\Flare\FlareCaster.mdl
    Special Effect - Create a special effect at (Center of Fireworks3 <gen>) using Abilities\Spells\Human\Flare\FlareCaster.mdl
    Special Effect - Create a special effect at (Center of Fireworks4 <gen>) using Abilities\Spells\Human\Flare\FlareCaster.mdl
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
      Then - Actions
        Unit Group - Add Swordsman 0009 <gen> to UG_Player1Units
        Unit Group - Add Swordsman 0008 <gen> to UG_Player1Units
        Unit Group - Add Swordsman 0007 <gen> to UG_Player1Units
        Unit Group - Add Swordsman 0006 <gen> to UG_Player1Units
        Unit Group - Add Swordsman 0005 <gen> to UG_Player1Units
        Unit Group - Add Swordsman 0004 <gen> to UG_Player1Units
        Unit Group - Add Elite Guard 0024 <gen> to UG_Player1Units
        Unit Group - Add Elite Guard 0025 <gen> to UG_Player1Units
        Unit Group - Add Knight 0002 <gen> to UG_Player1Units
        Unit Group - Add Knight 0001 <gen> to UG_Player1Units
        Unit Group - Add King 0000 <gen> to UG_Player1Units
        Unit Group - Add King 0021 <gen> to UG_Player2Units
        Unit Group - Add Knight 0019 <gen> to UG_Player2Units
        Unit Group - Add Knight 0020 <gen> to UG_Player2Units
        Unit Group - Add Elite Guard 0023 <gen> to UG_Player2Units
        Unit Group - Add Elite Guard 0022 <gen> to UG_Player2Units
        Unit Group - Add Swordsman 0012 <gen> to UG_Player2Units
        Unit Group - Add Swordsman 0013 <gen> to UG_Player2Units
        Unit Group - Add Swordsman 0014 <gen> to UG_Player2Units
        Unit Group - Add Swordsman 0015 <gen> to UG_Player2Units
        Unit Group - Add Swordsman 0016 <gen> to UG_Player2Units
        Unit Group - Add Swordsman 0017 <gen> to UG_Player2Units
      Else - Actions
RepositionPices
  Events
    Time - Elapsed game time is 0.10 seconds
  Conditions
  Actions
    Sound - Stop music Immediately
    For each (Integer A) from 1 to 114, do (Actions)
      Loop - Actions
        Unit Group - Pick every unit in (Units in BlackSQ[(Integer A)]) and do (Actions)
          Loop - Actions
            Unit - Move (Picked unit) instantly to (Center of BlackSQ[(Integer A)])
    For each (Integer A) from 1 to 101, do (Actions)
      Loop - Actions
        Unit Group - Pick every unit in (Units in WhiteSQ[(Integer A)]) and do (Actions)
          Loop - Actions
            Unit - Move (Picked unit) instantly to (Center of WhiteSQ[(Integer A)])
    Sound - Play TheHornOfCenarius <gen>
Unit Movement1
  Events
  Conditions
    And - All (Conditions) are true
      Conditions
        Player 1 (Red) Equal to P_PlayerWithTurn
        Or - Any (Conditions) are true
          Conditions
            (Unit-type of (Triggering unit)) Equal to Swordsman
            (Unit-type of (Triggering unit)) Equal to Knight
            (Unit-type of (Triggering unit)) Equal to Elite Guard
            (Unit-type of (Triggering unit)) Equal to King
  Actions
    Unit Group - Pick every unit in UG_CurrentSelect and do (Actions)
      Loop - Actions
        Unit Group - Remove (Picked unit) from UG_CurrentSelect.
    Set VariableSet U_CurrentlySelectedUnit = (Triggering unit)
    Unit Group - Add U_CurrentlySelectedUnit to UG_CurrentSelect
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of U_CurrentlySelectedUnit) Equal to P_PlayerWithTurn
      Then - Actions
        -------- Click Sounds --------
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Unit-type of (Triggering unit)) Equal to Elite Guard
          Then - Actions
            Sound - Play InGameChatWhat1 <gen>
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Unit-type of (Triggering unit)) Equal to King
          Then - Actions
            Sound - Play InGameChatWhat1 <gen>
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Unit-type of (Triggering unit)) Equal to Knight
          Then - Actions
            Sound - Play InGameChatWhat1 <gen>
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Unit-type of (Triggering unit)) Equal to Swordsman
          Then - Actions
            Sound - Play InGameChatWhat1 <gen>
          Else - Actions
        -------- Movement Grid --------
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Owner of U_CurrentlySelectedUnit) Equal to P_PlayerWithTurn
          Then - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Unit-type of U_CurrentlySelectedUnit) Equal to Swordsman
              Then - Actions
                Set VariableSet B_KnightSelected = False
                For each (Integer A) from 1 to 8, do (Actions)
                  Loop - Actions
                    Unit - Remove U_MovementModiefier[(Integer A)] from the game
                Unit - Create 1.Movement Modifier for Neutral Passive at ((Position of (Triggering unit)) offset by 170.00 towards 225.00 degrees.) facing Default building facing degrees
                Set VariableSet U_MovementModiefier[1] = (Last created unit)
                Unit - Create 1.Movement Modifier for Neutral Passive at ((Position of (Triggering unit)) offset by 170.00 towards 135.00 degrees.) facing Default building facing degrees
                Set VariableSet U_MovementModiefier[2] = (Last created unit)
                Unit - Create 1.Movement Modifier for Neutral Passive at ((Position of (Triggering unit)) offset by 170.00 towards 45.00 degrees.) facing Default building facing degrees
                Set VariableSet U_MovementModiefier[3] = (Last created unit)
                Unit - Create 1.Movement Modifier for Neutral Passive at ((Position of (Triggering unit)) offset by 170.00 towards 315.00 degrees.) facing Default building facing degrees
                Set VariableSet U_MovementModiefier[4] = (Last created unit)
                For each (Integer A) from 1 to 114, do (Actions)
                  Loop - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        (BlackSQ[(Integer A)] contains U_MovementModiefier[(Integer B)]) Equal to True
                      Then - Actions
                        Unit - Move U_MovementModiefier[(Integer A)] instantly to (Center of BlackSQ[(Integer B)])
                      Else - Actions
                For each (Integer A) from 1 to 114, do (Actions)
                  Loop - Actions
                    Unit Group - Pick every unit in (Units in BlackSQ[(Integer A)]) and do (Actions)
                      Loop - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            (Unit-type of (Picked unit)) Equal to Movement Modifier
                          Then - Actions
                            Unit - Move (Picked unit) instantly to (Center of BlackSQ[(Integer B)])
                          Else - Actions
                For each (Integer A) from 1 to 101, do (Actions)
                  Loop - Actions
                    Unit Group - Pick every unit in (Units in WhiteSQ[(Integer A)]) and do (Actions)
                      Loop - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            (Unit-type of (Picked unit)) Equal to Movement Modifier
                          Then - Actions
                            Unit - Move (Picked unit) instantly to (Center of WhiteSQ[(Integer B)])
                          Else - Actions
              Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Unit-type of U_CurrentlySelectedUnit) Equal to Elite Guard
              Then - Actions
                Set VariableSet B_KnightSelected = False
                For each (Integer A) from 1 to 8, do (Actions)
                  Loop - Actions
                    Unit - Remove U_MovementModiefier[(Integer A)] from the game
                Unit - Create 1.Movement Modifier for Neutral Passive at ((Position of (Triggering unit)) offset by 170.00 towards 225.00 degrees.) facing Default building facing degrees
                Set VariableSet U_MovementModiefier[1] = (Last created unit)
                Unit - Create 1.Movement Modifier for Neutral Passive at ((Position of (Triggering unit)) offset by 170.00 towards 135.00 degrees.) facing Default building facing degrees
                Set VariableSet U_MovementModiefier[2] = (Last created unit)
                Unit - Create 1.Movement Modifier for Neutral Passive at ((Position of (Triggering unit)) offset by 170.00 towards 45.00 degrees.) facing Default building facing degrees
                Set VariableSet U_MovementModiefier[3] = (Last created unit)
                Unit - Create 1.Movement Modifier for Neutral Passive at ((Position of (Triggering unit)) offset by 170.00 towards 315.00 degrees.) facing Default building facing degrees
                Set VariableSet U_MovementModiefier[4] = (Last created unit)
                Unit - Create 1.Movement Modifier for Neutral Passive at ((Position of (Triggering unit)) offset by 210.00 towards 270.00 degrees.) facing Default building facing degrees
                Set VariableSet U_MovementModiefier[5] = (Last created unit)
                Unit - Create 1.Movement Modifier for Neutral Passive at ((Position of (Triggering unit)) offset by 210.00 towards 90.00 degrees.) facing Default building facing degrees
                Set VariableSet U_MovementModiefier[6] = (Last created unit)
                For each (Integer A) from 1 to 114, do (Actions)
                  Loop - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        (BlackSQ[(Integer A)] contains U_MovementModiefier[(Integer B)]) Equal to True
                      Then - Actions
                        Unit - Move U_MovementModiefier[(Integer A)] instantly to (Center of BlackSQ[(Integer B)])
                      Else - Actions
                For each (Integer A) from 1 to 114, do (Actions)
                  Loop - Actions
                    Unit Group - Pick every unit in (Units in BlackSQ[(Integer A)]) and do (Actions)
                      Loop - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            (Unit-type of (Picked unit)) Equal to Movement Modifier
                          Then - Actions
                            Unit - Move (Picked unit) instantly to (Center of BlackSQ[(Integer B)])
                          Else - Actions
                For each (Integer A) from 1 to 101, do (Actions)
                  Loop - Actions
                    Unit Group - Pick every unit in (Units in WhiteSQ[(Integer A)]) and do (Actions)
                      Loop - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            (Unit-type of (Picked unit)) Equal to Movement Modifier
                          Then - Actions
                            Unit - Move (Picked unit) instantly to (Center of WhiteSQ[(Integer B)])
                          Else - Actions
              Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Unit-type of U_CurrentlySelectedUnit) Equal to Knight
              Then - Actions
                Set VariableSet B_KnightSelected = True
                For each (Integer A) from 1 to 8, do (Actions)
                  Loop - Actions
                    Unit - Remove U_MovementModiefier[(Integer A)] from the game
                Unit - Create 1.Movement Modifier for Neutral Passive at ((Position of (Triggering unit)) offset by 460.00 towards 90.00 degrees.) facing Default building facing degrees
                Set VariableSet U_MovementModiefier[1] = (Last created unit)
                Unit - Create 1.Movement Modifier for Neutral Passive at ((Position of (Triggering unit)) offset by 460.00 towards 270.00 degrees.) facing Default building facing degrees
                Set VariableSet U_MovementModiefier[2] = (Last created unit)
                Unit - Create 1.Movement Modifier for Neutral Passive at ((Position of (Triggering unit)) offset by 210.00 towards 0.00 degrees.) facing Default building facing degrees
                Set VariableSet U_MovementModiefier[3] = (Last created unit)
                Unit - Create 1.Movement Modifier for Neutral Passive at ((Position of (Triggering unit)) offset by 210.00 towards 180.00 degrees.) facing Default building facing degrees
                Set VariableSet U_MovementModiefier[4] = (Last created unit)
                Unit - Create 1.Movement Modifier for Neutral Passive at ((Position of (Triggering unit)) offset by 210.00 towards 270.00 degrees.) facing Default building facing degrees
                Set VariableSet U_MovementModiefier[5] = (Last created unit)
                Unit - Create 1.Movement Modifier for Neutral Passive at ((Position of (Triggering unit)) offset by 210.00 towards 90.00 degrees.) facing Default building facing degrees
                Set VariableSet U_MovementModiefier[6] = (Last created unit)
                For each (Integer A) from 1 to 114, do (Actions)
                  Loop - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        (BlackSQ[(Integer A)] contains U_MovementModiefier[(Integer B)]) Equal to True
                      Then - Actions
                        Unit - Move U_MovementModiefier[(Integer A)] instantly to (Center of BlackSQ[(Integer B)])
                      Else - Actions
                For each (Integer A) from 1 to 114, do (Actions)
                  Loop - Actions
                    Unit Group - Pick every unit in (Units in BlackSQ[(Integer A)]) and do (Actions)
                      Loop - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            (Unit-type of (Picked unit)) Equal to Movement Modifier
                          Then - Actions
                            Unit - Move (Picked unit) instantly to (Center of BlackSQ[(Integer B)])
                          Else - Actions
                For each (Integer A) from 1 to 101, do (Actions)
                  Loop - Actions
                    Unit Group - Pick every unit in (Units in WhiteSQ[(Integer A)]) and do (Actions)
                      Loop - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            (Unit-type of (Picked unit)) Equal to Movement Modifier
                          Then - Actions
                            Unit - Move (Picked unit) instantly to (Center of WhiteSQ[(Integer B)])
                          Else - Actions
                -------- ColorSegmentation --------
              Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Unit-type of U_CurrentlySelectedUnit) Equal to King
              Then - Actions
                Set VariableSet B_KnightSelected = False
                For each (Integer A) from 1 to 8, do (Actions)
                  Loop - Actions
                    Unit - Remove U_MovementModiefier[(Integer A)] from the game
                Unit - Create 1.Movement Modifier for Neutral Passive at ((Position of (Triggering unit)) offset by 170.00 towards 225.00 degrees.) facing Default building facing degrees
                Set VariableSet U_MovementModiefier[1] = (Last created unit)
                Unit - Create 1.Movement Modifier for Neutral Passive at ((Position of (Triggering unit)) offset by 170.00 towards 135.00 degrees.) facing Default building facing degrees
                Set VariableSet U_MovementModiefier[2] = (Last created unit)
                Unit - Create 1.Movement Modifier for Neutral Passive at ((Position of (Triggering unit)) offset by 170.00 towards 45.00 degrees.) facing Default building facing degrees
                Set VariableSet U_MovementModiefier[3] = (Last created unit)
                Unit - Create 1.Movement Modifier for Neutral Passive at ((Position of (Triggering unit)) offset by 170.00 towards 315.00 degrees.) facing Default building facing degrees
                Set VariableSet U_MovementModiefier[4] = (Last created unit)
                Unit - Create 1.Movement Modifier for Neutral Passive at ((Position of (Triggering unit)) offset by 210.00 towards 270.00 degrees.) facing Default building facing degrees
                Set VariableSet U_MovementModiefier[5] = (Last created unit)
                Unit - Create 1.Movement Modifier for Neutral Passive at ((Position of (Triggering unit)) offset by 210.00 towards 90.00 degrees.) facing Default building facing degrees
                Set VariableSet U_MovementModiefier[6] = (Last created unit)
                Unit - Create 1.Movement Modifier for Neutral Passive at ((Position of (Triggering unit)) offset by 210.00 towards 0.00 degrees.) facing Default building facing degrees
                Set VariableSet U_MovementModiefier[7] = (Last created unit)
                Unit - Create 1.Movement Modifier for Neutral Passive at ((Position of (Triggering unit)) offset by 210.00 towards 180.00 degrees.) facing Default building facing degrees
                Set VariableSet U_MovementModiefier[8] = (Last created unit)
                For each (Integer A) from 1 to 114, do (Actions)
                  Loop - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        (BlackSQ[(Integer A)] contains U_MovementModiefier[(Integer B)]) Equal to True
                      Then - Actions
                        Unit - Move U_MovementModiefier[(Integer A)] instantly to (Center of BlackSQ[(Integer B)])
                      Else - Actions
                For each (Integer A) from 1 to 114, do (Actions)
                  Loop - Actions
                    Unit Group - Pick every unit in (Units in BlackSQ[(Integer A)]) and do (Actions)
                      Loop - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            (Unit-type of (Picked unit)) Equal to Movement Modifier
                          Then - Actions
                            Unit - Move (Picked unit) instantly to (Center of BlackSQ[(Integer B)])
                          Else - Actions
                For each (Integer A) from 1 to 101, do (Actions)
                  Loop - Actions
                    Unit Group - Pick every unit in (Units in WhiteSQ[(Integer A)]) and do (Actions)
                      Loop - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            (Unit-type of (Picked unit)) Equal to Movement Modifier
                          Then - Actions
                            Unit - Move (Picked unit) instantly to (Center of WhiteSQ[(Integer B)])
                          Else - Actions
              Else - Actions
            -------- Selection Blocker --------
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Number of units in UG_CurrentSelect) Greater than 1
              Then - Actions
                Selection - Clear selection for P_PlayerWithTurn.
                For each (Integer A) from 1 to 8, do (Actions)
                  Loop - Actions
                    Unit - Remove U_MovementModiefier[(Integer A)] from the game
              Else - Actions
          Else - Actions
      Else - Actions
Unit Movement2
  Events
  Conditions
    And - All (Conditions) are true
      Conditions
        Player 2 (Blue) Equal to P_PlayerWithTurn
        Or - Any (Conditions) are true
          Conditions
            (Unit-type of (Triggering unit)) Equal to Swordsman
            (Unit-type of (Triggering unit)) Equal to Knight
            (Unit-type of (Triggering unit)) Equal to Elite Guard
            (Unit-type of (Triggering unit)) Equal to King
  Actions
    Unit Group - Pick every unit in UG_CurrentSelect and do (Actions)
      Loop - Actions
        Unit Group - Remove (Picked unit) from UG_CurrentSelect.
    Set VariableSet U_CurrentlySelectedUnit = (Triggering unit)
    Unit Group - Add U_CurrentlySelectedUnit to UG_CurrentSelect
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of U_CurrentlySelectedUnit) Equal to P_PlayerWithTurn
      Then - Actions
        -------- Click Sounds --------
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Unit-type of (Triggering unit)) Equal to Elite Guard
          Then - Actions
            Sound - Play InGameChatWhat1 <gen>
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Unit-type of (Triggering unit)) Equal to King
          Then - Actions
            Sound - Play InGameChatWhat1 <gen>
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Unit-type of (Triggering unit)) Equal to Knight
          Then - Actions
            Sound - Play InGameChatWhat1 <gen>
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Unit-type of (Triggering unit)) Equal to Swordsman
          Then - Actions
            Sound - Play InGameChatWhat1 <gen>
          Else - Actions
        -------- Movement Grid --------
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Owner of U_CurrentlySelectedUnit) Equal to P_PlayerWithTurn
          Then - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Unit-type of U_CurrentlySelectedUnit) Equal to Swordsman
              Then - Actions
                Set VariableSet B_KnightSelected = False
                For each (Integer A) from 1 to 8, do (Actions)
                  Loop - Actions
                    Unit - Remove U_MovementModiefier[(Integer A)] from the game
                Unit - Create 1.Movement Modifier for Neutral Passive at ((Position of (Triggering unit)) offset by 170.00 towards 225.00 degrees.) facing Default building facing degrees
                Set VariableSet U_MovementModiefier[1] = (Last created unit)
                Unit - Create 1.Movement Modifier for Neutral Passive at ((Position of (Triggering unit)) offset by 170.00 towards 135.00 degrees.) facing Default building facing degrees
                Set VariableSet U_MovementModiefier[2] = (Last created unit)
                Unit - Create 1.Movement Modifier for Neutral Passive at ((Position of (Triggering unit)) offset by 170.00 towards 45.00 degrees.) facing Default building facing degrees
                Set VariableSet U_MovementModiefier[3] = (Last created unit)
                Unit - Create 1.Movement Modifier for Neutral Passive at ((Position of (Triggering unit)) offset by 170.00 towards 315.00 degrees.) facing Default building facing degrees
                Set VariableSet U_MovementModiefier[4] = (Last created unit)
                For each (Integer A) from 1 to 114, do (Actions)
                  Loop - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        (BlackSQ[(Integer A)] contains U_MovementModiefier[(Integer B)]) Equal to True
                      Then - Actions
                        Unit - Move U_MovementModiefier[(Integer A)] instantly to (Center of BlackSQ[(Integer B)])
                      Else - Actions
                For each (Integer A) from 1 to 114, do (Actions)
                  Loop - Actions
                    Unit Group - Pick every unit in (Units in BlackSQ[(Integer A)]) and do (Actions)
                      Loop - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            (Unit-type of (Picked unit)) Equal to Movement Modifier
                          Then - Actions
                            Unit - Move (Picked unit) instantly to (Center of BlackSQ[(Integer B)])
                          Else - Actions
                For each (Integer A) from 1 to 101, do (Actions)
                  Loop - Actions
                    Unit Group - Pick every unit in (Units in WhiteSQ[(Integer A)]) and do (Actions)
                      Loop - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            (Unit-type of (Picked unit)) Equal to Movement Modifier
                          Then - Actions
                            Unit - Move (Picked unit) instantly to (Center of WhiteSQ[(Integer B)])
                          Else - Actions
              Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Unit-type of U_CurrentlySelectedUnit) Equal to Elite Guard
              Then - Actions
                Set VariableSet B_KnightSelected = False
                For each (Integer A) from 1 to 8, do (Actions)
                  Loop - Actions
                    Unit - Remove U_MovementModiefier[(Integer A)] from the game
                Unit - Create 1.Movement Modifier for Neutral Passive at ((Position of (Triggering unit)) offset by 170.00 towards 225.00 degrees.) facing Default building facing degrees
                Set VariableSet U_MovementModiefier[1] = (Last created unit)
                Unit - Create 1.Movement Modifier for Neutral Passive at ((Position of (Triggering unit)) offset by 170.00 towards 135.00 degrees.) facing Default building facing degrees
                Set VariableSet U_MovementModiefier[2] = (Last created unit)
                Unit - Create 1.Movement Modifier for Neutral Passive at ((Position of (Triggering unit)) offset by 170.00 towards 45.00 degrees.) facing Default building facing degrees
                Set VariableSet U_MovementModiefier[3] = (Last created unit)
                Unit - Create 1.Movement Modifier for Neutral Passive at ((Position of (Triggering unit)) offset by 170.00 towards 315.00 degrees.) facing Default building facing degrees
                Set VariableSet U_MovementModiefier[4] = (Last created unit)
                Unit - Create 1.Movement Modifier for Neutral Passive at ((Position of (Triggering unit)) offset by 210.00 towards 270.00 degrees.) facing Default building facing degrees
                Set VariableSet U_MovementModiefier[5] = (Last created unit)
                Unit - Create 1.Movement Modifier for Neutral Passive at ((Position of (Triggering unit)) offset by 210.00 towards 90.00 degrees.) facing Default building facing degrees
                Set VariableSet U_MovementModiefier[6] = (Last created unit)
                For each (Integer A) from 1 to 114, do (Actions)
                  Loop - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        (BlackSQ[(Integer A)] contains U_MovementModiefier[(Integer B)]) Equal to True
                      Then - Actions
                        Unit - Move U_MovementModiefier[(Integer A)] instantly to (Center of BlackSQ[(Integer B)])
                      Else - Actions
                For each (Integer A) from 1 to 114, do (Actions)
                  Loop - Actions
                    Unit Group - Pick every unit in (Units in BlackSQ[(Integer A)]) and do (Actions)
                      Loop - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            (Unit-type of (Picked unit)) Equal to Movement Modifier
                          Then - Actions
                            Unit - Move (Picked unit) instantly to (Center of BlackSQ[(Integer B)])
                          Else - Actions
                For each (Integer A) from 1 to 101, do (Actions)
                  Loop - Actions
                    Unit Group - Pick every unit in (Units in WhiteSQ[(Integer A)]) and do (Actions)
                      Loop - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            (Unit-type of (Picked unit)) Equal to Movement Modifier
                          Then - Actions
                            Unit - Move (Picked unit) instantly to (Center of WhiteSQ[(Integer B)])
                          Else - Actions
              Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Unit-type of U_CurrentlySelectedUnit) Equal to Knight
              Then - Actions
                Set VariableSet B_KnightSelected = True
                For each (Integer A) from 1 to 8, do (Actions)
                  Loop - Actions
                    Unit - Remove U_MovementModiefier[(Integer A)] from the game
                Unit - Create 1.Movement Modifier for Neutral Passive at ((Position of (Triggering unit)) offset by 460.00 towards 90.00 degrees.) facing Default building facing degrees
                Set VariableSet U_MovementModiefier[1] = (Last created unit)
                Unit - Create 1.Movement Modifier for Neutral Passive at ((Position of (Triggering unit)) offset by 460.00 towards 270.00 degrees.) facing Default building facing degrees
                Set VariableSet U_MovementModiefier[2] = (Last created unit)
                Unit - Create 1.Movement Modifier for Neutral Passive at ((Position of (Triggering unit)) offset by 210.00 towards 0.00 degrees.) facing Default building facing degrees
                Set VariableSet U_MovementModiefier[3] = (Last created unit)
                Unit - Create 1.Movement Modifier for Neutral Passive at ((Position of (Triggering unit)) offset by 210.00 towards 180.00 degrees.) facing Default building facing degrees
                Set VariableSet U_MovementModiefier[4] = (Last created unit)
                Unit - Create 1.Movement Modifier for Neutral Passive at ((Position of (Triggering unit)) offset by 210.00 towards 270.00 degrees.) facing Default building facing degrees
                Set VariableSet U_MovementModiefier[5] = (Last created unit)
                Unit - Create 1.Movement Modifier for Neutral Passive at ((Position of (Triggering unit)) offset by 210.00 towards 90.00 degrees.) facing Default building facing degrees
                Set VariableSet U_MovementModiefier[6] = (Last created unit)
                For each (Integer A) from 1 to 114, do (Actions)
                  Loop - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        (BlackSQ[(Integer A)] contains U_MovementModiefier[(Integer B)]) Equal to True
                      Then - Actions
                        Unit - Move U_MovementModiefier[(Integer A)] instantly to (Center of BlackSQ[(Integer B)])
                      Else - Actions
                For each (Integer A) from 1 to 114, do (Actions)
                  Loop - Actions
                    Unit Group - Pick every unit in (Units in BlackSQ[(Integer A)]) and do (Actions)
                      Loop - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            (Unit-type of (Picked unit)) Equal to Movement Modifier
                          Then - Actions
                            Unit - Move (Picked unit) instantly to (Center of BlackSQ[(Integer B)])
                          Else - Actions
                For each (Integer A) from 1 to 101, do (Actions)
                  Loop - Actions
                    Unit Group - Pick every unit in (Units in WhiteSQ[(Integer A)]) and do (Actions)
                      Loop - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            (Unit-type of (Picked unit)) Equal to Movement Modifier
                          Then - Actions
                            Unit - Move (Picked unit) instantly to (Center of WhiteSQ[(Integer B)])
                          Else - Actions
                -------- ColorSegmentation --------
              Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Unit-type of U_CurrentlySelectedUnit) Equal to King
              Then - Actions
                Set VariableSet B_KnightSelected = False
                For each (Integer A) from 1 to 8, do (Actions)
                  Loop - Actions
                    Unit - Remove U_MovementModiefier[(Integer A)] from the game
                Unit - Create 1.Movement Modifier for Neutral Passive at ((Position of (Triggering unit)) offset by 170.00 towards 225.00 degrees.) facing Default building facing degrees
                Set VariableSet U_MovementModiefier[1] = (Last created unit)
                Unit - Create 1.Movement Modifier for Neutral Passive at ((Position of (Triggering unit)) offset by 170.00 towards 135.00 degrees.) facing Default building facing degrees
                Set VariableSet U_MovementModiefier[2] = (Last created unit)
                Unit - Create 1.Movement Modifier for Neutral Passive at ((Position of (Triggering unit)) offset by 170.00 towards 45.00 degrees.) facing Default building facing degrees
                Set VariableSet U_MovementModiefier[3] = (Last created unit)
                Unit - Create 1.Movement Modifier for Neutral Passive at ((Position of (Triggering unit)) offset by 170.00 towards 315.00 degrees.) facing Default building facing degrees
                Set VariableSet U_MovementModiefier[4] = (Last created unit)
                Unit - Create 1.Movement Modifier for Neutral Passive at ((Position of (Triggering unit)) offset by 210.00 towards 270.00 degrees.) facing Default building facing degrees
                Set VariableSet U_MovementModiefier[5] = (Last created unit)
                Unit - Create 1.Movement Modifier for Neutral Passive at ((Position of (Triggering unit)) offset by 210.00 towards 90.00 degrees.) facing Default building facing degrees
                Set VariableSet U_MovementModiefier[6] = (Last created unit)
                Unit - Create 1.Movement Modifier for Neutral Passive at ((Position of (Triggering unit)) offset by 210.00 towards 0.00 degrees.) facing Default building facing degrees
                Set VariableSet U_MovementModiefier[7] = (Last created unit)
                Unit - Create 1.Movement Modifier for Neutral Passive at ((Position of (Triggering unit)) offset by 210.00 towards 180.00 degrees.) facing Default building facing degrees
                Set VariableSet U_MovementModiefier[8] = (Last created unit)
                For each (Integer A) from 1 to 114, do (Actions)
                  Loop - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        (BlackSQ[(Integer A)] contains U_MovementModiefier[(Integer B)]) Equal to True
                      Then - Actions
                        Unit - Move U_MovementModiefier[(Integer A)] instantly to (Center of BlackSQ[(Integer B)])
                      Else - Actions
                For each (Integer A) from 1 to 114, do (Actions)
                  Loop - Actions
                    Unit Group - Pick every unit in (Units in BlackSQ[(Integer A)]) and do (Actions)
                      Loop - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            (Unit-type of (Picked unit)) Equal to Movement Modifier
                          Then - Actions
                            Unit - Move (Picked unit) instantly to (Center of BlackSQ[(Integer B)])
                          Else - Actions
                For each (Integer A) from 1 to 101, do (Actions)
                  Loop - Actions
                    Unit Group - Pick every unit in (Units in WhiteSQ[(Integer A)]) and do (Actions)
                      Loop - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            (Unit-type of (Picked unit)) Equal to Movement Modifier
                          Then - Actions
                            Unit - Move (Picked unit) instantly to (Center of WhiteSQ[(Integer B)])
                          Else - Actions
              Else - Actions
            -------- Selection Blocker --------
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Number of units in UG_CurrentSelect) Greater than 1
              Then - Actions
                Selection - Clear selection for P_PlayerWithTurn.
                For each (Integer A) from 1 to 8, do (Actions)
                  Loop - Actions
                    Unit - Remove U_MovementModiefier[(Integer A)] from the game
              Else - Actions
          Else - Actions
      Else - Actions
ColorModifier
  Events
    Unit - A unit enters (Playable map area)
  Conditions
    (Unit-type of (Entering unit)) Equal to Movement Modifier
  Actions
    Unit Group - Pick every unit in (Units within 100.00 of (Position of (Entering unit)).) and do (Actions)
      Loop - 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 (Picked unit)) Equal to Swordsman
                (Unit-type of (Picked unit)) Equal to Knight
                (Unit-type of (Picked unit)) Equal to King
                (Unit-type of (Picked unit)) Equal to Elite Guard
          Then - Actions
            Unit - Change color of (Entering unit) to Orange
            Unit - Set the custom value of (Entering unit) to 1
          Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        B_KnightSelected Equal to True
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            And - All (Conditions) are true
              Conditions
                (Custom value of U_MovementModiefier[6]) Equal to 1
                (Number of units in (Units within 100.00 of (Position of U_MovementModiefier[1]).)) Equal to 1
          Then - Actions
            Unit - Change color of U_MovementModiefier[1] to Red
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            And - All (Conditions) are true
              Conditions
                (Custom value of U_MovementModiefier[5]) Equal to 1
                (Number of units in (Units within 100.00 of (Position of U_MovementModiefier[2]).)) Equal to 1
          Then - Actions
            Unit - Change color of U_MovementModiefier[2] to Red
          Else - Actions
      Else - Actions
MMR
  Events
    Unit - A unit enters Border_000 <gen>
    Unit - A unit enters Border_001 <gen>
    Unit - A unit enters Border_002 <gen>
    Unit - A unit enters Border_003 <gen>
    Unit - A unit enters Border_004 <gen>
    Unit - A unit enters Border_005 <gen>
    Unit - A unit enters Border_006 <gen>
    Unit - A unit enters Border_007 <gen>
    Unit - A unit enters Border_008 <gen>
    Unit - A unit enters Border_009 <gen>
    Unit - A unit enters Border_0010 <gen>
    Unit - A unit enters Border_0011 <gen>
    Unit - A unit enters Border_0012 <gen>
  Conditions
    (Unit-type of (Entering unit)) Equal to Movement Modifier
  Actions
    Unit - Remove (Entering unit) from the game
CenterXX
  Events
  Conditions
  Actions
    For each (Integer A) from 1 to 120, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (BlackSQ[(Integer A)] contains (Entering unit)) Equal to True
          Then - Actions
            Unit - Move (Entering unit) instantly to (Center of BlackSQ[(Integer A)])
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (WhiteSQ[(Integer A)] contains (Entering unit)) Equal to True
          Then - Actions
            Unit - Move (Entering unit) instantly to (Center of WhiteSQ[(Integer A)])
          Else - Actions
Multiboard
  Events
    Time - Elapsed game time is 1.00 seconds
  Conditions
  Actions
    Multiboard - Create a multiboard with 4 columns and 3 rows, titled (Time Elapsed: + (((String((Integer(R_Hours)))) + - ) + (((String((Integer(R_Minutes)))) + - ) + (String((Integer(R_Seconds))))))).
    Set VariableSet MB_TimeAndMoves = (Last created multiboard)
    Multiboard - Set the width for MB_TimeAndMoves item in column 1, row 1 to 8.00% of the total screen width
    Multiboard - Set the width for MB_TimeAndMoves item in column 1, row 2 to 8.00% of the total screen width
    Multiboard - Set the width for MB_TimeAndMoves item in column 1, row 3 to 8.00% of the total screen width
    Multiboard - Set the width for MB_TimeAndMoves item in column 2, row 1 to 3.00% of the total screen width
    Multiboard - Set the width for MB_TimeAndMoves item in column 2, row 2 to 3.00% of the total screen width
    Multiboard - Set the width for MB_TimeAndMoves item in column 2, row 3 to 3.00% of the total screen width
    Multiboard - Set the width for MB_TimeAndMoves item in column 3, row 1 to 3.00% of the total screen width
    Multiboard - Set the width for MB_TimeAndMoves item in column 3, row 2 to 3.00% of the total screen width
    Multiboard - Set the width for MB_TimeAndMoves item in column 3, row 3 to 3.00% of the total screen width
    Multiboard - Set the width for MB_TimeAndMoves item in column 4, row 3 to 2.00% of the total screen width
    Multiboard - Set the text for MB_TimeAndMoves item in column 1, row 1 to Player
    Multiboard - Set the text for MB_TimeAndMoves item in column 2, row 1 to Moves
    Multiboard - Set the text for MB_TimeAndMoves item in column 3, row 1 to Pieces
    Multiboard - Set the text for MB_TimeAndMoves item in column 1, row 2 to (Name of Player 1 (Red))
    Multiboard - Set the text for MB_TimeAndMoves item in column 1, row 3 to (Name of Player 2 (Blue))
    Multiboard - Set the text for MB_TimeAndMoves item in column 2, row 2 to (String(I_PlayerMoves[1]))
    Multiboard - Set the text for MB_TimeAndMoves item in column 2, row 3 to (String(I_PlayerMoves[2]))
    Multiboard - Set the text for MB_TimeAndMoves item in column 3, row 2 to (String((Number of units in (Units owned by Player 1 (Red).))))
    Multiboard - Set the text for MB_TimeAndMoves item in column 3, row 3 to (String((Number of units in (Units owned by Player 2 (Blue).))))
    Multiboard - Set the text for MB_TimeAndMoves item in column 4, row 1 to Turn
    For each (Integer A) from 1 to 6, do (Actions)
      Loop - Actions
        Multiboard - Set the display style for MB_TimeAndMoves item in column (Integer A), row (Integer B) to Show text and Hide icons
    Multiboard - Show MB_TimeAndMoves
    Trigger - Turn on TimeKeepingMBU <gen>
TimeKeepingMBU
  Events
    Time - Every 1.00 seconds of game time
  Conditions
    ((This trigger) is on) Equal to True
  Actions
    Set VariableSet R_Seconds = (R_Seconds + 1.00)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        R_Seconds Equal to 61.00
      Then - Actions
        Set VariableSet R_Minutes = (R_Minutes + 1.00)
        Set VariableSet R_Seconds = 1.00
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        R_Minutes Equal to 61.00
      Then - Actions
        Set VariableSet R_Hours = (R_Hours + 1.00)
        Set VariableSet R_Minutes = 0.00
      Else - Actions
    -------- UpdateMultiboard --------
    Multiboard - Change the title of MB_TimeAndMoves to ((Time Elapsed: + ((String((Integer(R_Hours)))) + - )) + (((String((Integer(R_Minutes)))) + - ) + (String((Integer(R_Seconds))))))
    Multiboard - Set the text for MB_TimeAndMoves item in column 1, row 2 to (Name of Player 1 (Red))
    Multiboard - Set the text for MB_TimeAndMoves item in column 1, row 3 to (Name of Player 2 (Blue))
    Multiboard - Set the text for MB_TimeAndMoves item in column 2, row 2 to (String(I_PlayerMoves[1]))
    Multiboard - Set the text for MB_TimeAndMoves item in column 2, row 3 to (String(I_PlayerMoves[2]))
    Multiboard - Set the text for MB_TimeAndMoves item in column 3, row 2 to (String((Number of units in (Units owned by Player 1 (Red).))))
    Multiboard - Set the text for MB_TimeAndMoves item in column 3, row 3 to (String((Number of units in (Units owned by Player 2 (Blue).))))
    -------- UpdateMultiboard --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        B_PlayerTurn[1] Equal to True
      Then - Actions
        Multiboard - Set the display style for MB_TimeAndMoves item in column 4, row 2 to Show text and Show icons
        Multiboard - Set the display style for MB_TimeAndMoves item in column 4, row 3 to Show text and Hide icons
        Multiboard - Set the icon for MB_TimeAndMoves item in column 4, row 2 to ReplaceableTextures\CommandButtons\BTNStatUp.blp
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        B_PlayerTurn[2] Equal to True
      Then - Actions
        Multiboard - Set the display style for MB_TimeAndMoves item in column 4, row 2 to Show text and Hide icons
        Multiboard - Set the display style for MB_TimeAndMoves item in column 4, row 3 to Show text and Show icons
        Multiboard - Set the icon for MB_TimeAndMoves item in column 4, row 3 to ReplaceableTextures\CommandButtons\BTNStatUp.blp
      Else - Actions
PlayerTurnTimer
  Events
    Time - Elapsed game time is 5 seconds
  Conditions
  Actions
    Sound - Resume music
    Set VariableSet I_PlayerTurnSwitch = 1
    Set VariableSet B_PlayerTurn[1] = True
    Set VariableSet P_PlayerWithTurn = Player 1 (Red)
    Trigger - Add to Unit_Movement1 <gen> the event (Player 1 (Red) Selects a unit)
    Trigger - Add to Unit_Movement2 <gen> the event (Player 2 (Blue) Selects a unit)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        B_PlayerTurn[1] Equal to True
      Then - Actions
        Multiboard - Set the display style for MB_TimeAndMoves item in column 4, row 2 to Show text and Show icons
        Multiboard - Set the display style for MB_TimeAndMoves item in column 4, row 3 to Show text and Hide icons
        Multiboard - Set the icon for MB_TimeAndMoves item in column 4, row 2 to ReplaceableTextures\CommandButtons\BTNStatUp.blp
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        B_PlayerTurn[2] Equal to True
      Then - Actions
        Multiboard - Set the display style for MB_TimeAndMoves item in column 4, row 2 to Show text and Hide icons
        Multiboard - Set the display style for MB_TimeAndMoves item in column 4, row 3 to Show text and Show icons
        Multiboard - Set the icon for MB_TimeAndMoves item in column 4, row 3 to ReplaceableTextures\CommandButtons\BTNStatUp.blp
      Else - Actions
    -------- --------- --------
    Countdown Timer - Start T_PlayerTurnTimer as a Repeating timer that will expire in 40.00 seconds
    Set VariableSet T_PlayerTurnTimer = (Last started timer)
    Countdown Timer - Create a timer window for T_PlayerTurnTimer with title Turn Time
    Set VariableSet TW_PlayerTurnTimerWindow = (Last created timer window)
    Countdown Timer - Show TW_PlayerTurnTimerWindow
    -------- --------- --------
    Player - Enable Move for Player 1 (Red)
    Player - Enable Attack for Player 1 (Red)
    Cinematic - Enable user control for (All players).
    Multiboard - Show MB_TimeAndMoves
    Game - Display to (All players) the text: ((Name of Player 1 (Red)) + makes the first move.)
    -------- --------- --------
    Set VariableSet I_SoFLocRandomizer = (Random integer number between 1 and 2)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        I_SoFLocRandomizer Equal to 1
      Then - Actions
        Unit - Create 1.Spirit of Fortune for Neutral Passive at (Center of BlackSQ[(Random integer number between 1 and 110)]) facing Default building facing degrees
        Set VariableSet U_SoF = (Last created unit)
        Unit - Change color of U_SoF to Blue
      Else - Actions
        Unit - Create 1.Spirit of Fortune for Neutral Passive at (Center of WhiteSQ[(Random integer number between 1 and 101)]) facing Default building facing degrees
        Set VariableSet U_SoF = (Last created unit)
        Unit - Change color of U_SoF to Blue
ForceChangeTurn
  Events
    Time - T_PlayerTurnTimer expires
  Conditions
    ((This trigger) is on) Equal to True
  Actions
    Set VariableSet I_PlayerTurnSwitch = (I_PlayerTurnSwitch + 1)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        I_PlayerTurnSwitch Greater than or equal to 3
      Then - Actions
        Set VariableSet I_PlayerTurnSwitch = 1
      Else - Actions
    -------- --------- --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        I_PlayerTurnSwitch Equal to 1
      Then - Actions
        Set VariableSet B_PlayerTurn[1] = True
        Set VariableSet B_PlayerTurn[2] = False
        Set VariableSet P_PlayerWithTurn = Player 1 (Red)
        Sound - Play Hint <gen>
        Player - Enable Move for Player 1 (Red)
        Player - Enable Attack for Player 1 (Red)
        Player - Disable Move for Player 2 (Blue)
        Player - Disable Attack for Player 2 (Blue)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        I_PlayerTurnSwitch Equal to 2
      Then - Actions
        Set VariableSet B_PlayerTurn[1] = False
        Set VariableSet B_PlayerTurn[2] = True
        Set VariableSet P_PlayerWithTurn = Player 2 (Blue)
        Sound - Play Hint <gen>
        Player - Disable Move for Player 1 (Red)
        Player - Disable Attack for Player 1 (Red)
        Player - Enable Move for Player 2 (Blue)
        Player - Enable Attack for Player 2 (Blue)
      Else - Actions
    For each (Integer A) from 1 to 8, do (Actions)
      Loop - Actions
        Unit - Remove U_MovementModiefier[(Integer A)] from the game
shit that's a lot of fucking lines...
MovePieces
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Move
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            ((Region centered at (Target point of ability being cast) with size (80.00, 80.00)) contains U_MovementModiefier[1]) Equal to True
            ((Region centered at (Target point of ability being cast) with size (80.00, 80.00)) contains U_MovementModiefier[2]) Equal to True
            ((Region centered at (Target point of ability being cast) with size (80.00, 80.00)) contains U_MovementModiefier[3]) Equal to True
            ((Region centered at (Target point of ability being cast) with size (80.00, 80.00)) contains U_MovementModiefier[4]) Equal to True
            ((Region centered at (Target point of ability being cast) with size (80.00, 80.00)) contains U_MovementModiefier[5]) Equal to True
            ((Region centered at (Target point of ability being cast) with size (80.00, 80.00)) contains U_MovementModiefier[6]) Equal to True
            ((Region centered at (Target point of ability being cast) with size (80.00, 80.00)) contains U_MovementModiefier[7]) Equal to True
            ((Region centered at (Target point of ability being cast) with size (80.00, 80.00)) contains U_MovementModiefier[8]) Equal to True
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            And - All (Conditions) are true
              Conditions
                (Number of units in (Units within 100.00 of (Position of U_MovementModiefier[5]).)) Equal to 0
                ((Region centered at (Position of U_MovementModiefier[5]) with size (80.00, 80.00)) contains (Target point of ability being cast)) Equal to True
          Then - Actions
            Unit - Move (Casting unit) instantly to (Position of U_MovementModiefier[5])
            Special Effect - Create a special effect at (Position of (Casting unit)) using Abilities\Spells\Orc\AncestralSpirit\AncestralSpiritCaster.mdl
            For each (Integer A) from 1 to 8, do (Actions)
              Loop - Actions
                Unit - Remove U_MovementModiefier[(Integer A)] from the game
            -------- ------ --------
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Owner of (Casting unit)) Equal to Player 1 (Red)
              Then - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    B_PlayerTurn[1] Equal to True
                  Then - Actions
                    Countdown Timer - Start T_PlayerTurnTimer as a Repeating timer that will expire in 40.00 seconds
                    Set VariableSet T_PlayerTurnTimer = (Last started timer)
                    Set VariableSet I_PlayerTurnSwitch = 2
                    Sound - Play Hint <gen>
                    Set VariableSet I_PlayerMoves[(Player number of (Owner of (Casting unit)))] = (I_PlayerMoves[(Player number of (Owner of (Casting unit)))] + 1)
                  Else - Actions
                Set VariableSet B_PlayerTurn[2] = True
                Set VariableSet B_PlayerTurn[1] = False
                Set VariableSet P_PlayerWithTurn = Player 2 (Blue)
                Trigger - Run DisableAbilities <gen> (checking conditions)
              Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Owner of (Casting unit)) Equal to Player 2 (Blue)
              Then - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    B_PlayerTurn[2] Equal to True
                  Then - Actions
                    Countdown Timer - Start T_PlayerTurnTimer as a Repeating timer that will expire in 40.00 seconds
                    Set VariableSet T_PlayerTurnTimer = (Last started timer)
                    Set VariableSet I_PlayerTurnSwitch = 1
                    Sound - Play Hint <gen>
                    Set VariableSet I_PlayerMoves[(Player number of (Owner of (Casting unit)))] = (I_PlayerMoves[(Player number of (Owner of (Casting unit)))] + 1)
                  Else - Actions
                Set VariableSet B_PlayerTurn[2] = False
                Set VariableSet B_PlayerTurn[1] = True
                Set VariableSet P_PlayerWithTurn = Player 1 (Red)
                Trigger - Run DisableAbilities <gen> (checking conditions)
              Else - Actions
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                ((Region centered at (Position of U_MovementModiefier[5]) with size (80.00, 80.00)) contains (Target point of ability being cast)) Equal to True
              Then - Actions
                Game - Display to (Player group((Owner of (Casting unit)))) the text: A unit is already in that location.
              Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            And - All (Conditions) are true
              Conditions
                (Number of units in (Units within 100.00 of (Position of U_MovementModiefier[6]).)) Equal to 0
                ((Region centered at (Position of U_MovementModiefier[6]) with size (80.00, 80.00)) contains (Target point of ability being cast)) Equal to True
          Then - Actions
            Unit - Move (Casting unit) instantly to (Position of U_MovementModiefier[6])
            Special Effect - Create a special effect at (Position of (Casting unit)) using Abilities\Spells\Orc\AncestralSpirit\AncestralSpiritCaster.mdl
            For each (Integer A) from 1 to 8, do (Actions)
              Loop - Actions
                Unit - Remove U_MovementModiefier[(Integer A)] from the game
            -------- ------ --------
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Owner of (Casting unit)) Equal to Player 1 (Red)
              Then - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    B_PlayerTurn[1] Equal to True
                  Then - Actions
                    Countdown Timer - Start T_PlayerTurnTimer as a Repeating timer that will expire in 40.00 seconds
                    Set VariableSet T_PlayerTurnTimer = (Last started timer)
                    Set VariableSet I_PlayerTurnSwitch = 2
                    Sound - Play Hint <gen>
                    Set VariableSet I_PlayerMoves[(Player number of (Owner of (Casting unit)))] = (I_PlayerMoves[(Player number of (Owner of (Casting unit)))] + 1)
                  Else - Actions
                Set VariableSet B_PlayerTurn[2] = True
                Set VariableSet B_PlayerTurn[1] = False
                Set VariableSet P_PlayerWithTurn = Player 2 (Blue)
                Trigger - Run DisableAbilities <gen> (checking conditions)
              Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Owner of (Casting unit)) Equal to Player 2 (Blue)
              Then - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    B_PlayerTurn[2] Equal to True
                  Then - Actions
                    Countdown Timer - Start T_PlayerTurnTimer as a Repeating timer that will expire in 40.00 seconds
                    Set VariableSet T_PlayerTurnTimer = (Last started timer)
                    Set VariableSet I_PlayerTurnSwitch = 1
                    Sound - Play Hint <gen>
                    Set VariableSet I_PlayerMoves[(Player number of (Owner of (Casting unit)))] = (I_PlayerMoves[(Player number of (Owner of (Casting unit)))] + 1)
                  Else - Actions
                Set VariableSet B_PlayerTurn[2] = False
                Set VariableSet B_PlayerTurn[1] = True
                Set VariableSet P_PlayerWithTurn = Player 1 (Red)
                Trigger - Run DisableAbilities <gen> (checking conditions)
              Else - Actions
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                ((Region centered at (Position of U_MovementModiefier[6]) with size (80.00, 80.00)) contains (Target point of ability being cast)) Equal to True
              Then - Actions
                Game - Display to (Player group((Owner of (Casting unit)))) the text: A unit is already in that location.
              Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            And - All (Conditions) are true
              Conditions
                (Number of units in (Units within 100.00 of (Position of U_MovementModiefier[7]).)) Equal to 0
                ((Region centered at (Position of U_MovementModiefier[7]) with size (80.00, 80.00)) contains (Target point of ability being cast)) Equal to True
          Then - Actions
            Unit - Move (Casting unit) instantly to (Position of U_MovementModiefier[7])
            Special Effect - Create a special effect at (Position of (Casting unit)) using Abilities\Spells\Orc\AncestralSpirit\AncestralSpiritCaster.mdl
            For each (Integer A) from 1 to 8, do (Actions)
              Loop - Actions
                Unit - Remove U_MovementModiefier[(Integer A)] from the game
            -------- ------ --------
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Owner of (Casting unit)) Equal to Player 1 (Red)
              Then - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    B_PlayerTurn[1] Equal to True
                  Then - Actions
                    Countdown Timer - Start T_PlayerTurnTimer as a Repeating timer that will expire in 40.00 seconds
                    Set VariableSet T_PlayerTurnTimer = (Last started timer)
                    Set VariableSet I_PlayerTurnSwitch = 2
                    Sound - Play Hint <gen>
                    Set VariableSet I_PlayerMoves[(Player number of (Owner of (Casting unit)))] = (I_PlayerMoves[(Player number of (Owner of (Casting unit)))] + 1)
                  Else - Actions
                Set VariableSet B_PlayerTurn[2] = True
                Set VariableSet B_PlayerTurn[1] = False
                Set VariableSet P_PlayerWithTurn = Player 2 (Blue)
                Trigger - Run DisableAbilities <gen> (checking conditions)
              Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Owner of (Casting unit)) Equal to Player 2 (Blue)
              Then - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    B_PlayerTurn[2] Equal to True
                  Then - Actions
                    Countdown Timer - Start T_PlayerTurnTimer as a Repeating timer that will expire in 40.00 seconds
                    Set VariableSet T_PlayerTurnTimer = (Last started timer)
                    Set VariableSet I_PlayerTurnSwitch = 1
                    Sound - Play Hint <gen>
                    Set VariableSet I_PlayerMoves[(Player number of (Owner of (Casting unit)))] = (I_PlayerMoves[(Player number of (Owner of (Casting unit)))] + 1)
                  Else - Actions
                Set VariableSet B_PlayerTurn[2] = False
                Set VariableSet B_PlayerTurn[1] = True
                Set VariableSet P_PlayerWithTurn = Player 1 (Red)
                Trigger - Run DisableAbilities <gen> (checking conditions)
              Else - Actions
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                ((Region centered at (Position of U_MovementModiefier[7]) with size (80.00, 80.00)) contains (Target point of ability being cast)) Equal to True
              Then - Actions
                Game - Display to (Player group((Owner of (Casting unit)))) the text: A unit is already in that location.
              Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            And - All (Conditions) are true
              Conditions
                (Number of units in (Units within 100.00 of (Position of U_MovementModiefier[8]).)) Equal to 0
                ((Region centered at (Position of U_MovementModiefier[8]) with size (80.00, 80.00)) contains (Target point of ability being cast)) Equal to True
          Then - Actions
            Unit - Move (Casting unit) instantly to (Position of U_MovementModiefier[8])
            Special Effect - Create a special effect at (Position of (Casting unit)) using Abilities\Spells\Orc\AncestralSpirit\AncestralSpiritCaster.mdl
            For each (Integer A) from 1 to 8, do (Actions)
              Loop - Actions
                Unit - Remove U_MovementModiefier[(Integer A)] from the game
            -------- ------ --------
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Owner of (Casting unit)) Equal to Player 1 (Red)
              Then - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    B_PlayerTurn[1] Equal to True
                  Then - Actions
                    Countdown Timer - Start T_PlayerTurnTimer as a Repeating timer that will expire in 40.00 seconds
                    Set VariableSet T_PlayerTurnTimer = (Last started timer)
                    Set VariableSet I_PlayerTurnSwitch = 2
                    Sound - Play Hint <gen>
                    Set VariableSet I_PlayerMoves[(Player number of (Owner of (Casting unit)))] = (I_PlayerMoves[(Player number of (Owner of (Casting unit)))] + 1)
                  Else - Actions
                Set VariableSet B_PlayerTurn[2] = True
                Set VariableSet B_PlayerTurn[1] = False
                Set VariableSet P_PlayerWithTurn = Player 2 (Blue)
                Trigger - Run DisableAbilities <gen> (checking conditions)
              Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Owner of (Casting unit)) Equal to Player 2 (Blue)
              Then - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    B_PlayerTurn[2] Equal to True
                  Then - Actions
                    Countdown Timer - Start T_PlayerTurnTimer as a Repeating timer that will expire in 40.00 seconds
                    Set VariableSet T_PlayerTurnTimer = (Last started timer)
                    Set VariableSet I_PlayerTurnSwitch = 1
                    Sound - Play Hint <gen>
                    Set VariableSet I_PlayerMoves[(Player number of (Owner of (Casting unit)))] = (I_PlayerMoves[(Player number of (Owner of (Casting unit)))] + 1)
                  Else - Actions
                Set VariableSet B_PlayerTurn[2] = False
                Set VariableSet B_PlayerTurn[1] = True
                Set VariableSet P_PlayerWithTurn = Player 1 (Red)
                Trigger - Run DisableAbilities <gen> (checking conditions)
              Else - Actions
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                ((Region centered at (Position of U_MovementModiefier[8]) with size (80.00, 80.00)) contains (Target point of ability being cast)) Equal to True
              Then - Actions
                Game - Display to (Player group((Owner of (Casting unit)))) the text: A unit is already in that location.
              Else - Actions
        -------- ----- --------
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            And - All (Conditions) are true
              Conditions
                (Number of units in (Units within 100.00 of (Position of U_MovementModiefier[1]).)) Equal to 0
                ((Region centered at (Position of U_MovementModiefier[1]) with size (80.00, 80.00)) contains (Target point of ability being cast)) Equal to True
          Then - Actions
            Unit - Move (Casting unit) instantly to (Position of U_MovementModiefier[1])
            Special Effect - Create a special effect at (Position of (Casting unit)) using Abilities\Spells\Orc\AncestralSpirit\AncestralSpiritCaster.mdl
            For each (Integer A) from 1 to 8, do (Actions)
              Loop - Actions
                Unit - Remove U_MovementModiefier[(Integer A)] from the game
            -------- ------ --------
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Owner of (Casting unit)) Equal to Player 1 (Red)
              Then - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    B_PlayerTurn[1] Equal to True
                  Then - Actions
                    Countdown Timer - Start T_PlayerTurnTimer as a Repeating timer that will expire in 40.00 seconds
                    Set VariableSet T_PlayerTurnTimer = (Last started timer)
                    Set VariableSet I_PlayerTurnSwitch = 2
                    Sound - Play Hint <gen>
                    Set VariableSet I_PlayerMoves[(Player number of (Owner of (Casting unit)))] = (I_PlayerMoves[(Player number of (Owner of (Casting unit)))] + 1)
                  Else - Actions
                Set VariableSet B_PlayerTurn[2] = True
                Set VariableSet B_PlayerTurn[1] = False
                Set VariableSet P_PlayerWithTurn = Player 2 (Blue)
                Trigger - Run DisableAbilities <gen> (checking conditions)
              Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Owner of (Casting unit)) Equal to Player 2 (Blue)
              Then - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    B_PlayerTurn[2] Equal to True
                  Then - Actions
                    Countdown Timer - Start T_PlayerTurnTimer as a Repeating timer that will expire in 40.00 seconds
                    Set VariableSet T_PlayerTurnTimer = (Last started timer)
                    Set VariableSet I_PlayerTurnSwitch = 1
                    Sound - Play Hint <gen>
                    Set VariableSet I_PlayerMoves[(Player number of (Owner of (Casting unit)))] = (I_PlayerMoves[(Player number of (Owner of (Casting unit)))] + 1)
                  Else - Actions
                Set VariableSet B_PlayerTurn[2] = False
                Set VariableSet B_PlayerTurn[1] = True
                Set VariableSet P_PlayerWithTurn = Player 1 (Red)
                Trigger - Run DisableAbilities <gen> (checking conditions)
              Else - Actions
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                ((Region centered at (Position of U_MovementModiefier[1]) with size (80.00, 80.00)) contains (Target point of ability being cast)) Equal to True
              Then - Actions
                Game - Display to (Player group((Owner of (Casting unit)))) the text: A unit is already in that location.
              Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            And - All (Conditions) are true
              Conditions
                (Number of units in (Units within 100.00 of (Position of U_MovementModiefier[2]).)) Equal to 0
                ((Region centered at (Position of U_MovementModiefier[2]) with size (80.00, 80.00)) contains (Target point of ability being cast)) Equal to True
          Then - Actions
            Unit - Move (Casting unit) instantly to (Position of U_MovementModiefier[2])
            Special Effect - Create a special effect at (Position of (Casting unit)) using Abilities\Spells\Orc\AncestralSpirit\AncestralSpiritCaster.mdl
            For each (Integer A) from 1 to 8, do (Actions)
              Loop - Actions
                Unit - Remove U_MovementModiefier[(Integer A)] from the game
            -------- ------ --------
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Owner of (Casting unit)) Equal to Player 1 (Red)
              Then - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    B_PlayerTurn[1] Equal to True
                  Then - Actions
                    Countdown Timer - Start T_PlayerTurnTimer as a Repeating timer that will expire in 40.00 seconds
                    Set VariableSet T_PlayerTurnTimer = (Last started timer)
                    Set VariableSet I_PlayerTurnSwitch = 2
                    Sound - Play Hint <gen>
                    Set VariableSet I_PlayerMoves[(Player number of (Owner of (Casting unit)))] = (I_PlayerMoves[(Player number of (Owner of (Casting unit)))] + 1)
                  Else - Actions
                Set VariableSet B_PlayerTurn[2] = True
                Set VariableSet B_PlayerTurn[1] = False
                Set VariableSet P_PlayerWithTurn = Player 2 (Blue)
                Trigger - Run DisableAbilities <gen> (checking conditions)
              Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Owner of (Casting unit)) Equal to Player 2 (Blue)
              Then - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    B_PlayerTurn[2] Equal to True
                  Then - Actions
                    Countdown Timer - Start T_PlayerTurnTimer as a Repeating timer that will expire in 40.00 seconds
                    Set VariableSet T_PlayerTurnTimer = (Last started timer)
                    Set VariableSet I_PlayerTurnSwitch = 1
                    Sound - Play Hint <gen>
                    Set VariableSet I_PlayerMoves[(Player number of (Owner of (Casting unit)))] = (I_PlayerMoves[(Player number of (Owner of (Casting unit)))] + 1)
                  Else - Actions
                Set VariableSet B_PlayerTurn[2] = False
                Set VariableSet B_PlayerTurn[1] = True
                Set VariableSet P_PlayerWithTurn = Player 1 (Red)
                Trigger - Run DisableAbilities <gen> (checking conditions)
              Else - Actions
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                ((Region centered at (Position of U_MovementModiefier[2]) with size (80.00, 80.00)) contains (Target point of ability being cast)) Equal to True
              Then - Actions
                Game - Display to (Player group((Owner of (Casting unit)))) the text: A unit is already in that location.
              Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            And - All (Conditions) are true
              Conditions
                (Number of units in (Units within 100.00 of (Position of U_MovementModiefier[3]).)) Equal to 0
                ((Region centered at (Position of U_MovementModiefier[3]) with size (80.00, 80.00)) contains (Target point of ability being cast)) Equal to True
          Then - Actions
            Unit - Move (Casting unit) instantly to (Position of U_MovementModiefier[3])
            Special Effect - Create a special effect at (Position of (Casting unit)) using Abilities\Spells\Orc\AncestralSpirit\AncestralSpiritCaster.mdl
            For each (Integer A) from 1 to 8, do (Actions)
              Loop - Actions
                Unit - Remove U_MovementModiefier[(Integer A)] from the game
            -------- ------ --------
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Owner of (Casting unit)) Equal to Player 1 (Red)
              Then - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    B_PlayerTurn[1] Equal to True
                  Then - Actions
                    Countdown Timer - Start T_PlayerTurnTimer as a Repeating timer that will expire in 40.00 seconds
                    Set VariableSet T_PlayerTurnTimer = (Last started timer)
                    Set VariableSet I_PlayerTurnSwitch = 2
                    Sound - Play Hint <gen>
                    Set VariableSet I_PlayerMoves[(Player number of (Owner of (Casting unit)))] = (I_PlayerMoves[(Player number of (Owner of (Casting unit)))] + 1)
                  Else - Actions
                Set VariableSet B_PlayerTurn[2] = True
                Set VariableSet B_PlayerTurn[1] = False
                Set VariableSet P_PlayerWithTurn = Player 2 (Blue)
                Trigger - Run DisableAbilities <gen> (checking conditions)
              Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Owner of (Casting unit)) Equal to Player 2 (Blue)
              Then - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    B_PlayerTurn[2] Equal to True
                  Then - Actions
                    Countdown Timer - Start T_PlayerTurnTimer as a Repeating timer that will expire in 40.00 seconds
                    Set VariableSet T_PlayerTurnTimer = (Last started timer)
                    Set VariableSet I_PlayerTurnSwitch = 1
                    Sound - Play Hint <gen>
                    Set VariableSet I_PlayerMoves[(Player number of (Owner of (Casting unit)))] = (I_PlayerMoves[(Player number of (Owner of (Casting unit)))] + 1)
                  Else - Actions
                Set VariableSet B_PlayerTurn[2] = False
                Set VariableSet B_PlayerTurn[1] = True
                Set VariableSet P_PlayerWithTurn = Player 1 (Red)
                Trigger - Run DisableAbilities <gen> (checking conditions)
              Else - Actions
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                ((Region centered at (Position of U_MovementModiefier[3]) with size (80.00, 80.00)) contains (Target point of ability being cast)) Equal to True
              Then - Actions
                Game - Display to (Player group((Owner of (Casting unit)))) the text: A unit is already in that location.
              Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            And - All (Conditions) are true
              Conditions
                (Number of units in (Units within 100.00 of (Position of U_MovementModiefier[4]).)) Equal to 0
                ((Region centered at (Position of U_MovementModiefier[4]) with size (80.00, 80.00)) contains (Target point of ability being cast)) Equal to True
          Then - Actions
            Unit - Move (Casting unit) instantly to (Position of U_MovementModiefier[4])
            Special Effect - Create a special effect at (Position of (Casting unit)) using Abilities\Spells\Orc\AncestralSpirit\AncestralSpiritCaster.mdl
            For each (Integer A) from 1 to 8, do (Actions)
              Loop - Actions
                Unit - Remove U_MovementModiefier[(Integer A)] from the game
            -------- ------ --------
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Owner of (Casting unit)) Equal to Player 1 (Red)
              Then - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    B_PlayerTurn[1] Equal to True
                  Then - Actions
                    Countdown Timer - Start T_PlayerTurnTimer as a Repeating timer that will expire in 40.00 seconds
                    Set VariableSet T_PlayerTurnTimer = (Last started timer)
                    Set VariableSet I_PlayerTurnSwitch = 2
                    Sound - Play Hint <gen>
                    Set VariableSet I_PlayerMoves[(Player number of (Owner of (Casting unit)))] = (I_PlayerMoves[(Player number of (Owner of (Casting unit)))] + 1)
                  Else - Actions
                Set VariableSet B_PlayerTurn[2] = True
                Set VariableSet B_PlayerTurn[1] = False
                Set VariableSet P_PlayerWithTurn = Player 2 (Blue)
                Trigger - Run DisableAbilities <gen> (checking conditions)
              Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Owner of (Casting unit)) Equal to Player 2 (Blue)
              Then - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    B_PlayerTurn[2] Equal to True
                  Then - Actions
                    Countdown Timer - Start T_PlayerTurnTimer as a Repeating timer that will expire in 40.00 seconds
                    Set VariableSet T_PlayerTurnTimer = (Last started timer)
                    Set VariableSet I_PlayerTurnSwitch = 1
                    Sound - Play Hint <gen>
                    Set VariableSet I_PlayerMoves[(Player number of (Owner of (Casting unit)))] = (I_PlayerMoves[(Player number of (Owner of (Casting unit)))] + 1)
                  Else - Actions
                Set VariableSet B_PlayerTurn[2] = False
                Set VariableSet B_PlayerTurn[1] = True
                Set VariableSet P_PlayerWithTurn = Player 1 (Red)
                Trigger - Run DisableAbilities <gen> (checking conditions)
              Else - Actions
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                ((Region centered at (Position of U_MovementModiefier[4]) with size (80.00, 80.00)) contains (Target point of ability being cast)) Equal to True
              Then - Actions
                Game - Display to (Player group((Owner of (Casting unit)))) the text: A unit is already in that location.
              Else - Actions
      Else - Actions
AttackPieces
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Attack
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            ((Region centered at (Target point of ability being cast) with size (60.00, 60.00)) contains U_MovementModiefier[1]) Equal to True
            ((Region centered at (Target point of ability being cast) with size (60.00, 60.00)) contains U_MovementModiefier[2]) Equal to True
            ((Region centered at (Target point of ability being cast) with size (60.00, 60.00)) contains U_MovementModiefier[3]) Equal to True
            ((Region centered at (Target point of ability being cast) with size (60.00, 60.00)) contains U_MovementModiefier[4]) Equal to True
            ((Region centered at (Target point of ability being cast) with size (60.00, 60.00)) contains U_MovementModiefier[5]) Equal to True
            ((Region centered at (Target point of ability being cast) with size (60.00, 60.00)) contains U_MovementModiefier[6]) Equal to True
            ((Region centered at (Target point of ability being cast) with size (60.00, 60.00)) contains U_MovementModiefier[7]) Equal to True
            ((Region centered at (Target point of ability being cast) with size (60.00, 60.00)) contains U_MovementModiefier[8]) Equal to True
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Unit-type of (Casting unit)) Equal to Knight
          Then - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                Or - Any (Conditions) are true
                  Conditions
                    And - All (Conditions) are true
                      Conditions
                        (Custom value of U_MovementModiefier[6]) Equal to 1
                        ((Region centered at (Target point of ability being cast) with size (80.00, 80.00)) contains U_MovementModiefier[1]) Equal to True
                    And - All (Conditions) are true
                      Conditions
                        (Custom value of U_MovementModiefier[5]) Equal to 1
                        ((Region centered at (Target point of ability being cast) with size (80.00, 80.00)) contains U_MovementModiefier[2]) Equal to True
              Then - Actions
                Game - Display to (Player group((Owner of (Casting unit)))) the text: Another unit is blocking the path.
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    ((Target unit of ability being cast) has an item of type Amulet of Immortality) Equal to True
                  Then - Actions
                    Game - Display to (Player group((Owner of (Casting unit)))) the text: The enemy king was under the protection of the Amulet of Immortality.
                    Special Effect - Create a special effect at (Position of (Target unit of ability being cast)) using Abilities\Spells\Human\Resurrect\ResurrectCaster.mdl
                    Item - Remove (Item carried by (Target unit of ability being cast) of type Amulet of Immortality)
                    For each (Integer A) from 1 to 8, do (Actions)
                      Loop - Actions
                        Unit - Remove U_MovementModiefier[(Integer A)] from the game
                    -------- ------ --------
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        (Owner of (Casting unit)) Equal to Player 1 (Red)
                      Then - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            B_PlayerTurn[1] Equal to True
                          Then - Actions
                            Countdown Timer - Start T_PlayerTurnTimer as a Repeating timer that will expire in 40.00 seconds
                            Set VariableSet T_PlayerTurnTimer = (Last started timer)