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Trigger Viewer

Titan Land v5.w3x
Variables
System
Init
Map Initialization
Leader Board
Leaderboard Sacrifice
Gold and Timer
Gold and Timer
Sacrifice
Build Sacrifice
Twilight Stone
Get Akama
Get Arelya Eversun
Get Bob
Get Illidian
Get Jaina
Get Kael
Get KelThuzad
Get Malfurion
Get Nightstrike
Get Sapphiron
Get Suna
Get The Butcher
Get Thrall
Get Tichondrius
Get AdmiralZombie
Get Wolven Laguz
Get Firestar
Get Arthas
Get Trunk
Get Itachi
Get hidden
Get Ektrok
Get Uther
Get Muradin
Leaver
Leaver
Kick
Kick
Alliance Setting
Alliance
UnAlliance
Name Trigger
Name
Real Name
Give Unit
Give To Blue
Give To Teal
Give To Purple
Give To Yellow
Give To Orange
Give To Green
Give To Pink
Give To Gray
Give To Light Blue
Give To Dark Green
Give To Brown
Red Doors
Doors
Private
Thief
Blue Doors
Open Door
Kill Door
Give Angel
Angel Of Creation
Arena
Arena Out
Open Arena
Close Arena
Open Inner Arena
Close Inner Arena
Walking People
Path Way
Trader Selling
Trader Selling
Special
Mana Tower
Mana Tower
Blue Emperor
Divine Light
Divine Strike
White Knight
Sacrifice
The Dark Messager
Invisibility
Dark Prison
Strike of the End Casting
Strike of the End Effect
Finger of Death
Titan of Cosmos
Stop Time
Stop Time Noise
Cosmic Essence
Ruby Key
Silver Key
POWERS
Power Gold
Power Life
Power Mana
Power Forest
Power Remove
Power Mind
Power Neutral
Power Hostile
Power Rot
Power Level Up
Power Level Down
Powerz1
Powerz2
Illidian
Illidian
FlamesOfAzzinoth
LeftFlame
RightFlame
Voidlord
Void Blast
Implosion
Thrall
Thrall
Earth Elemental
Akama
Akama
ArcherMage
ArcherMage
Warp Barrage
Malfurion
Malfurion
Living Garden
The Butcher
The Butcher
SandMage
Suna
Sand Blast
Desert Avalanche Start
Desert Avalanche Sand
Imperial Desert Funerals
Sand Coffin Condition
Sand Coffin
Sand Shield
Kel'Thuzad
Kel
Sapphiron
Sapphiron
Devour Size Condition
Devour Power Condition
Devour Place Condition
Devour Sapphiron
Sapphiron Digestion
Jaina
Jaina
Ninja
Ninja
Substitution Attack
DragonThunder
Bob
Bob
Insult
Jack
Keg
Godess Of Souls
Devour Soul Victim
Devour Soul Condition
Devour Soul
Souls Invincibility
Goddess Invincibility
Summon Souls
Recall Soul
Release Soul
Kael
Kael
Tichondrius
Tichondrius
Vampiric Strike Condition
Vampiric Strike
Vampiric Strike Effect
AdmiralZombie
AdmiralZombie
Night Graveyard
Tombs
Wolven Laguz
Wolven Laguz
Firestar.
Firestar
Fire Element
Arthas
Arthas
Showdown of Ice and Darkness
ShowdownStep1
ShowdownStep2
ShowdownStep3
ShowdownStep4
Angel of Creation
Angel Invincibility
Trunk
Trunk
Destruction Flash
Finishing Buster Flash
Finishing Destruction Flash
Sun Temple Guardian
Sun Temple Guardian Hostile
Solaris
Devour Dimension
Swallow Dimension
Devour Everything
SolarisMovement
Itachi
Itachi
Katon
Tsukuyomi Condition
Tsukuyomi
Amaterasu
hidden
hidden
Rock Blast
Rock Blast
Dig
Dig
Guardian Hydra
Devour
Growth
Ektrok
Ektrok
Uther
Uther
Muradin Bronzebeard
Muradin
Templar
Obliterate
Obliterate Countdown
Items
Glacius' Ice Skull
Frost Storm Casting
Frost Storm Effect
Infinite Seed Bag
Infinite Seed Bag
Silver Key
Silver Key Trigger
Pure Water
Pure Water Effect
Sword
Sword
Death Note
Death Note
Death Note Kill
Legendary Scroll Spell
Legendary Scroll Spell
Learn Comet
Learn Pyroblast
Learn Body Change
Learn Auto Heal
Learn Raise Dead
Learn Cripple
Learn Soul Pact
Learn Shadowbind
Comet
Comet Cast
Comet Summon
Comet Impact
Pyroblast
Pyroblast Cast
Pyroblast Impact
Pyroblast Effect 1
Pyroblast Effect 2
Body Change
Body Change Condition
Body Change
Soul Pact
Soul Pact Condition
Soul Pact
End of the World
End of The World Conditon
End of The World False
End of The World
End of The World
End of The World Meteor
End of The World Event 1
End of The World Event 2
End of The World Event 3
End of The World Event 4
End of Time
End of Time Conditon
End of Time False
End of Time
Quests
--------------------
The Flame of Hope
Init
Init FoH
Accept FoH
Other
Boss Dies FoH
Finish Quest FoH
--------------------
Rare Stones
Init
Init RS
Accept RS
Other
Finish Quest RS
--------------------
Doom Beast
Init
Init DB
Accept DB
Other
Quest DB 1 on 5
Quest DB 2 on 5
Quest DB 3 on 5
Quest DB 4 on 5
Finish Quest DB
Doom Player DB
Demon Beast Spawn
--------------------
Guardian Hydra
Init
Init GH
Accept GH
Other
Finish Quest GH
--------------------
Restless Ghost
Init
Init RG
Accept RG
Other
Ask Help RG
Boss Dies RG
--------------------
Doom Meteor Shard
--------------------

		
Name Type Is Array Initial Value
AdmiralZombie unit No
Akama unit No
AllianceForce force No
ArcherMage unit No
ArtCastText texttag No
Arthas unit No
BlueEmperorUnit unit No
Bob unit No
BodyChangeFirst unit No
BodyChangeInteger integer No
BodyChangeMiddlePoint location No
BodyChangePolarPoint location No
BodyChangeSecond unit No
BodyChangeUnit unit No
BodyChangeUser unit No
BodyChangeUserPlayer player No
BodyChangeUserPoint location No
BodyChangeVictim unit No
BodyChangeVictimPlayer player No
BodyChangeVictimPoint location No
ClearUnit unit No
CometUnit unit No
DarkPrisonIntegerFor integer No
DarkPrisonPoint location No
DarkPrisonPolarPoint location No
DarkPrisonUnit unit No
DeathNoteOwner unit No
DeathNoteOwnerGroup group No
DeathNotePoint location No
DeathNoteVictimGroup group No
DestructionFlash unit No
DestructionFlashForInteger integer No
DevourDimensionGroup group No
DevourDimensionPoint location No
DevourGroup group No
DevourPoint location No
DevourSoulVictim unit No
DigBlueEmperor boolean No
DigGuardianA boolean No
DigGuardianB boolean No
DigGuardianC boolean No
DigGuardianD boolean No
DigInteger integer No
DigPoint location No
DivineLightGroup group No
DivineLightIntegerFor integer No
DivineLightLevel integer No
DivineLightPoint location No
DivineLightPolarPoint location No
DivineLightUnit unit No
DivineStrikeGroup group No
DivineStrikeIntegerFor integer No
DivineStrikePoint location No
DivineStrikePolarPoint location No
DoorGroup group No
DragonPoint location No
Ektrok unit No
EndOfTheTimeLeft integer No
EndOfTheWorldGroup group No
EndOfTheWorldPoint location No
EndOfTimePoint location No
EndOfTimer integer No
FinalGroup group No
FinalPoint location No
FinalPoint2 location No
FinalPolarPoint location No
FireElementPoint location No
Firestar unit No
FirstWalkingTrader unit No
FlamesPoint location No
FlamesPolarPoint location No
FlashBall unit No
FlashFlashPoint location No
ForestIntegerFor integer No
GoddessOfSouls unit No
GoddessOfSoulsSouls group No
GuardianHydra unit No
hidden unit No
IceStormPoint location No
Illidian unit No
IllidianLeftFlame unit No
IllidianRightFlame unit No
Insults texttag No
Itachi unit No
ItemAbilityForInteger integer No
ItemAbilityGroup group No
ItemAbilityPoint location No
ItemAbilityPoint2 location No
ItemAbilityPolarPoint location No
ItemDropPoint location No
JackItem item No
Jaina unit No
Kael unit No
KelThuzad unit No
LegendaryScrollSpellGroup group No
LegendaryScrollSpellInteger integer No
LegendaryScrollSpellPoint location No
LegendaryScrollSpellPolarPoint location No
LivingGardenGroup group No
LivingGardenPoint location No
LivingGardenRootsGroup group No
Log unit No
Malfurion unit No
MetalWarrior unit No
MeteorExplosionUnit unit No
MortalsForce force No
Muradin unit No
NightGraveyardGroup group No
NightGraveyardPoint location No
Ninja unit No
ObliterateDistanceForInteger integer No
ObliterateDyingUnit unit No
ObliterateForInteger integer No
ObliteratePoint1 location No
ObliteratePoint2 location No
ObliteratePoint3 location No
ObliteratePoint4 location No
ObliterateUnit unit Yes
ObliterateUnitGroup group No
OutOfArenaPoint location No
PathRegion rect Yes
PathWayForInteger integer No
PathWayPoint location No
PlayerEnemyGroup force No
PowerZPoint location No
PowerZPolarPoint location No
PrivateRoomPoint location No
ProperAllianceInteger integer Yes
PureWaterPoint location No
QuestBossFoH unit No
QuestBossRG unit No
QuestBossSwitchRG boolean No
QuestMessageForce force No
QuestMessageGroup group No
QuestPlayerDB player No
QuestPlayerFoH player No
QuestPlayerGH player No
QuestPlayerRG player No
QuestPlayerRS player No
QuestPoint location No
QuestStartDB boolean No
QuestStartFoH boolean No
QuestStartGH boolean No
QuestStartRG boolean No
QuestStartRS boolean No
RandomInsults integer No
RealNames string Yes
RockBlastForInteger integer No
RockBlastGroup group No
RockBlastPoint location No
RockBlastPolarPoint location No
RootsInteger integer No
RootUnit unit No
SacrificeBoard leaderboard No
SacrificeInteger integer Yes
SandBlastGroup group No
SandCoffin unit No
SandCoffinPoint location No
SandInteger integer No
SandPoint location No
SandPoint2 location No
SandPolarPoint location No
SandReal real No
SandShieldAttackPoint location No
SandShieldPoint location No
SandShieldPolarPoint location No
Sapphiron unit No
ScaryFog weathereffect No
SecondWalkingTrader unit No
ShowdownPoint location No
Solaris unit No
SoulPactDefenseEffect effect No
SoulPactGoddessOwner player No
SoulPactGoddessPoint location No
SoulPactPoint location No
SoulPactPolarPoint location No
SoulPactSwitch boolean No
SoulPactUser unit No
SoulPactVictim unit No
SoulPoint location No
SoulPoint2 location No
StopTimeGroup group No
StrikeOfTheEndGroup group No
StrikeOfTheEndIntegerFor integer No
StrikeOfTheEndPoint location No
StrikeOfTheEndPolarPoint location No
Suna unit No
TechPoint location No
TechPolarPoint location No
TheButcher unit No
TheButcherFearGroup group No
TheButcherFearInteger integer No
TheButcherFearIntegerFor integer No
TheButcherFearPoint location No
TheButcherFearPolar2Point location No
TheButcherFearPolarPoint location No
TheButcherFearUnit unit No
TheDarkMessagerUnit unit No
TheKegPoint location No
Thrall unit No
ThrallEarthElemental unit No
ThrallPoint location No
Tichondrius unit No
TitanOfCosmosUnit unit No
ToutJoueurForce force No
ToxicCloudGroup group No
ToxicCloudPoint location No
ToxicCloudVictimsGroup group No
Trunk unit No
TsukuyomiForInteger integer No
TsukuyomiLevel integer No
TsukuyomiPoint location No
TsukuyomiPolarPoint location No
TsukuyomiSound sound Yes
TsukuyomiSoundInteger integer No
TsukuyomiStopTimeGroup group No
TsukuyomiTarget unit No
UseOfTechnicalGroup group No
UseOfTechnicalPoint location No
Uther unit No
VampiricStrikePoint location No
VampiricStrikePolarPoint location No
VampiricStrikeText texttag No
VampiricStrikeVictim unit No
VoidBlastGroup group No
VoidBlastPoint location No
Voidlord unit No
WarpBarrageInteger integer No
WarpBarragePoint location No
WarpBarragePolarPoint location No
WarpBarrageUnit unit No
WholeMapRegion rect No
WolvenLaguz unit No
Map Initialization
  Events
    Map initialization
  Conditions
  Actions
    Game - Display to (All players) for 30 seconds the text: If you are new to this, it is highly suggested that you read the"Commands" section in the quest menu.Have a Good Game! |cffccccccMetalWarrior|r|cffffff00Note that you cannot ally the Cult of Death AND the Blue Emperor AND The Titans at once. Only one of them. Also, the Cult of Death, the Blue Emperor and The Titans CANNOT ally each other.|r
    Game - Display to Player Group - Player 3 (Teal) for 30 seconds the text: The Death : Due to the fact that the Death is a powerful hero, you will need to revive it before being able to use it!
    Melee Game - Use melee time of day (for all players)
    Melee Game - Limit Heroes to 1 per Hero-type (for all players)
    Melee Game - Give trained Heroes a Scroll of Town Portal (for all players)
    Melee Game - Set starting resources (for all players)
    Melee Game - Remove creeps and critters from used start locations (for all players)
    Melee Game - Create starting units (for all players)
    Melee Game - Run melee AI scripts (for computer players)
    Set WholeMapRegion = (Entire map)
    Environment - Create at WholeMapRegion the weather effect Dungeon White Fog (Heavy)
    Set ScaryFog = (Last created weather effect)
    Destructible - Make Demonic Gate 0003 <gen> Invulnerable
    Destructible - Make Demonic Gate 0004 <gen> Invulnerable
    Destructible - Make Iron Gate 0008 <gen> Invulnerable
    Destructible - Make Iron Gate 0007 <gen> Invulnerable
    Destructible - Make Elven Gate 0005 <gen> Invulnerable
    Destructible - Make Elven Gate 0006 <gen> Invulnerable
    Destructible - Make Massive Ruined Gate 6739 <gen> Invulnerable
    Destructible - Make City Entrance 0534 <gen> Invulnerable
    Destructible - Make City Entrance 0535 <gen> Invulnerable
    Destructible - Make City Entrance 0536 <gen> Invulnerable
    Destructible - Make City Entrance 0533 <gen> Invulnerable
    Destructible - Make City Entrance 5860 <gen> Invulnerable
    Quest - Create a Required quest titled Commands with the description -ally 'color'Will ally the player which has the color you typed.(The color must contain no capitals)-unally 'color'Will unally the player which has the color you typed.(The color must contain no capitals)|cffffff00Note that you cannot ally the Cult of the Death AND the Blue Emperor AND The Titans. Only one of them. Also, the Cult of the Death, the Blue Emperor and The Titans CANNOT ally each other.|r-name 'name'Change your name for the name you typed in.(Cannot go over 20 characters.)-real 'color'Tells you the real name of the player, even though the player changed it with the previous command.(The color must contain no capitals), using icon path ReplaceableTextures\CommandButtons\BTNScrollOfRegenerationGreen.blp
    Quest - Create a Required quest titled Titan's Commands with the description -kick 'color'The Titan Player can kick people that make the game suck.(The color must contain no capitals)-open arenaOpens the hero arena.-close arenaCloses the hero arena.-open inner arenaOpens the inner arena.-close inner arenaCloses the inner arena.-Summon the Creator (|cffff0000Dangerous Command|r)Summon the most powerful unit ingame, the almighty Creator of the Titan Land. The Creator can be given to a mortal but cannot be taken back. The Titan Player can also keep it. The Creator of the game should normally be used to prevent the Titan from abusing. But remember that the Titan Player has the power to kick others. The Titan player can keep it tough. It is stronger than Cosmosis but Cosmosis alone is strong enough to wipe out mortals. It may make the game unballanced. Summon this unit at your own risk.-End of The World(Only available when the first 15 minutes of the game are passed)Triggers the end of the world. When triggered, meteors start falling everywhere on the map. After 5 minutes, the organic units that die are raised as neutral hostile skeletons. After another 5 minutes, earthquakes are randomly triggered arround the map. And finaly, after 15 other minutes, an enormous earthquake deal 5000 damage to everything on the map.(It can't be stopped)-End of TimeSummon Solaris, a super-dimensionnal life form, it consumes dimension without any problem and will slowly but eventually swallow the entire map, leading to the end of the very game.(It can't be stopped), using icon path ReplaceableTextures\CommandButtons\BTNScrollOfRegenerationGreen.blp
    Quest - Create a Required quest titled Credits with the description Credits:-Models Pandaren Battlemaster : General Frank Icelord : General Frank Werewolf : General Frank Arch Angel : General Frank Grim Reaper : Dan Van Ohllus Arthas : Dan Van Ohllus Orbital Strike : Callahan Voidlord : Callahan Toxic Cloud : EvilCryptLord Crystal Impale : Marcelo Hossomi Solaris : RED BARRONThanks for The Hiveworkshop.comAnd thanks to the one who made Trunk's model ^^, using icon path ReplaceableTextures\CommandButtons\BTNBansheeMaster.blp
    Quest - Create a Optional quest titled The Titans with the description The Titans : The Titans are almighty, they can do whatever they want and could wipe everyone with their power easily. However, the Titans' are quite hard to play because you have to be as fair as possible with everyone which become very hard depending on with who you are playing and what kind of person play as the Titans. The Titans have to help their followers and try to be as fair as possible with the other player as well. Thats why you need a nice and talented player as the Titans to have a good game.Notice that the Titans CANNOT win the game, they just affect the tide of the game., using icon path ReplaceableTextures\CommandButtons\BTNReincarnation.blp
    Quest - Create a Optional quest titled The Blue Empire with the description The Blue Empire : The Blue Empire is an advanced human race that are not the same as the normal human races. However, the empire starts with a base with a mighty defense and more gold ressource field than others. The Blue Empire is a good ally as it can easily help its allies. But the base being in the center of the map and looking like the most menacing one, the Blue Empire can be prey of many mortals alliances or even the Cult of Death..., using icon path ReplaceableTextures\CommandButtons\BTNRallyPoint.blp
    Quest - Create a Optional quest titled The Cult of Death with the description The Cult of Death : The Cult of Death is like any normal undead, but with the Death itself has the leader of the nation. The death, in the mortal world, is in his mortal state and can receive physical damage like anything. Still it has an arsenal of deadly abilities and has a great physical strength. However, te Death is not invulnerable, but more it levels, the stronger it becomes, and can soon become a threat if it survives long enough. Some mortals will ally by fearing him, other will ally him at their own will, others will try to destroy it before it destroys them so be sure when playing as the death to have good allies..., using icon path ReplaceableTextures\CommandButtons\BTNDeathCoil.blp
    Quest - Create a Optional quest titled The Mortals with the description The Mortals : The Mortals are simple forces that can ally each other and/or one of the great power (The Titans, The Blue Empire, The Cult of Death). The Mortal players can look weak and useless at start but if they make the good alliances with the good player, they can destroy the Blue Empire and/or the Cult of Death with ease. The key for them is to have good allies and to eliminate every enemy one by one. Then to end their alliances with some of their weaker friends and finaly to slay everyone and be the last man standing. Some player will have such a good ally that they will share the victory. The key to win as a mortal is to have the best ally and to build a mighty army., using icon path ReplaceableTextures\CommandButtons\BTNDivineShieldOff.blp
    Quest - Create a Optional quest titled "God Land ripoff issue" with the description MetalWarrior: I am the one that created Titan Land. And many others will probably notice that this game looks exactly or in some ways like another known game called God Land. Yes I admit I took the Idea from God Land and some credits should be given to God Land and its multiple makers and editors. Well I played the game called God Land many times and I liked it. Beside it had a boring reputation on the Battle Net and it became hard to host. So I tried to make a "better god land" that I would call Titan Land! So yes the game is a ripoff in some sort of way. Still I played my game "Titan Land" with many player and most of them liked it. And for those who still hate me; I am sorry for trying to make a game better than it's original idea., using icon path ReplaceableTextures\CommandButtons\BTNSelectHeroOn.blp
    Set ToutJoueurForce = (All players)
    Set UseOfTechnicalGroup = (Units owned by Player 1 (Red) of type Town Hall)
    Unit Group - Pick every unit in UseOfTechnicalGroup and do (Remove (Picked unit) from the game)
    Custom script: call DestroyGroup(udg_UseOfTechnicalGroup)
    Set UseOfTechnicalGroup = (Units owned by Player 1 (Red) of type Peasant)
    Unit Group - Pick every unit in UseOfTechnicalGroup and do (Remove (Picked unit) from the game)
    Custom script: call DestroyGroup(udg_UseOfTechnicalGroup)
    Set UseOfTechnicalGroup = (Units owned by Player 2 (Blue) of type Town Hall)
    Unit Group - Pick every unit in UseOfTechnicalGroup and do (Remove (Picked unit) from the game)
    Custom script: call DestroyGroup(udg_UseOfTechnicalGroup)
    Set UseOfTechnicalGroup = (Units owned by Player 2 (Blue) of type Peasant)
    Unit Group - Pick every unit in UseOfTechnicalGroup and do (Remove (Picked unit) from the game)
    Custom script: call DestroyGroup(udg_UseOfTechnicalGroup)
    Set UseOfTechnicalPoint = (Center of Blue_Emperor <gen>)
    Camera - Pan camera for Player 2 (Blue) to UseOfTechnicalPoint over 0 seconds
    Unit - Create 1 Blue Emperor for Player 2 (Blue) at UseOfTechnicalPoint facing Default building facing degrees
    Set BlueEmperorUnit = (Last created unit)
    Hero - Set BlueEmperorUnit Hero-level to 2, Hide level-up graphics
    Hero - Create Holy Orb and give it to BlueEmperorUnit
    Custom script: call RemoveLocation(udg_UseOfTechnicalPoint)
    Set UseOfTechnicalPoint = (Player 3 (Teal) start location)
    Unit - Create 1 Grim Reaper (Mortal Form) for Player 3 (Teal) at UseOfTechnicalPoint facing Default building facing degrees
    Set TheDarkMessagerUnit = (Last created unit)
    Unit - Kill TheDarkMessagerUnit
    Custom script: call RemoveLocation(udg_UseOfTechnicalPoint)
    Set UseOfTechnicalPoint = (Center of Titan <gen>)
    Unit - Create 1 Titan of Cosmos (Mortal Form) for Player 1 (Red) at UseOfTechnicalPoint facing 315.00 degrees
    Set TitanOfCosmosUnit = (Last created unit)
    Hero - Set TitanOfCosmosUnit Hero-level to 100, Hide level-up graphics
    Hero - Create |cffccccccAbility Gear|r and give it to TitanOfCosmosUnit
    Camera - Pan camera for Player 1 (Red) to UseOfTechnicalPoint over 0 seconds
    Custom script: call RemoveLocation(udg_UseOfTechnicalPoint)
    Set UseOfTechnicalPoint = (Center of RecallSpot <gen>)
    Unit - Create 1 Goddess for Player 1 (Red) at UseOfTechnicalPoint facing 225.00 degrees
    Set GoddessOfSouls = (Last created unit)
    Hero - Set GoddessOfSouls Hero-level to 15, Hide level-up graphics
    Custom script: call RemoveLocation(udg_UseOfTechnicalPoint)
    Player Group - Pick every player in ToutJoueurForce and do (Actions)
      Loop - Actions
        Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across (Playable map area)
        Player - Add 500 to (Picked player) Current gold
        Player - Add 200 to (Picked player) Current lumber
        Player - Limit training of Pandaren Battlemaster to 1 for (Picked player)
        Player - Limit training of Voidlord to 1 for (Picked player)
        Player - Limit training of Icelord to 1 for (Picked player)
        Player - Limit training of |cffffff00Naga Royal Guard|r to 6 for (Picked player)
        Player - Limit training of |cffccccccMetal Warrior|r (Ressource) to 4 for (Picked player)
        Player - Limit training of Blue Dragon to 6 for (Picked player)
        Player - Limit training of Ancient Hydra (Naga) to 6 for (Picked player)
        Set UseOfTechnicalPoint = ((Picked player) start location)
        Unit - Create 1 Food Plus for (Picked player) at UseOfTechnicalPoint facing Default building facing degrees
        Custom script: call RemoveLocation(udg_UseOfTechnicalPoint)
        Set RealNames[(Player number of (Picked player))] = (Name of (Picked player))
    Player - Add 500000 to Player 1 (Red) Current gold
    Player - Add 500000 to Player 1 (Red) Current lumber
    Set MortalsForce = (Player group(Player 4 (Purple)))
    Player Group - Add Player 5 (Yellow) to MortalsForce
    Player Group - Add Player 6 (Orange) to MortalsForce
    Player Group - Add Player 7 (Green) to MortalsForce
    Player Group - Add Player 8 (Pink) to MortalsForce
    Player Group - Add Player 9 (Gray) to MortalsForce
    Player Group - Add Player 10 (Light Blue) to MortalsForce
    Player Group - Add Player 11 (Dark Green) to MortalsForce
    Player Group - Add Player 12 (Brown) to MortalsForce
    Player Group - Pick every player in MortalsForce and do (Set the current research level of R00B (techcode) to 1 for (Picked player))
    Player - Limit training of Heroes to -1 for Player 1 (Red)
    Set TsukuyomiSound[1] = TsukuyomiSword1 <gen>
    Set TsukuyomiSound[2] = TsukuyomiSword2 <gen>
    Set TsukuyomiSound[3] = TsukuyomiSword3 <gen>
    Set PathRegion[1] = Path01 <gen>
    Set PathRegion[2] = Path02 <gen>
    Set PathRegion[3] = Path03 <gen>
    Set PathRegion[4] = Path04 <gen>
    Set PathRegion[5] = Path05 <gen>
    Set PathRegion[6] = Path06 <gen>
    Set PathRegion[7] = Path07 <gen>
    Set PathRegion[8] = Path08 <gen>
    Set PathRegion[9] = Path09 <gen>
    Set PathRegion[10] = Path10 <gen>
    Set PathRegion[11] = Path11 <gen>
    Set PathRegion[12] = Path12 <gen>
    Set PathRegion[13] = Path13 <gen>
    Set PathRegion[14] = Path14 <gen>
    Set PathRegion[15] = Path15 <gen>
    Set PathRegion[16] = Path16 <gen>
    Set PathRegion[17] = Path17 <gen>
    Set PathRegion[18] = Path18 <gen>
    Set PathRegion[19] = Path19 <gen>
    Set PathRegion[20] = Path20 <gen>
    Set PathRegion[21] = Path21 <gen>
    Set PathRegion[22] = Path22 <gen>
    Set PathRegion[23] = Path23 <gen>
    Set PathRegion[24] = Path24 <gen>
    Set PathRegion[25] = Path25 <gen>
    Set PathRegion[26] = Path26 <gen>
    Set PathRegion[27] = Path27 <gen>
    Set PathRegion[28] = Path28 <gen>
    Set PathRegion[29] = Path29 <gen>
    Set PathRegion[30] = Path30 <gen>
    Set PathRegion[31] = Path31 <gen>
    Set PathRegion[32] = Path32 <gen>
    Set PathRegion[33] = Path33 <gen>
    Set UseOfTechnicalPoint = (Center of Path01 <gen>)
    Unit - Create 1 Trader (Potion) for Neutral Passive at UseOfTechnicalPoint facing Default building facing degrees
    Set FirstWalkingTrader = (Last created unit)
    Unit - Create 1 Pack Horse for Neutral Passive at UseOfTechnicalPoint facing Default building facing degrees
    Unit - Order (Last created unit) to Follow FirstWalkingTrader
    Custom script: call RemoveLocation(udg_UseOfTechnicalPoint)
    Set UseOfTechnicalPoint = (Center of Path24 <gen>)
    Unit - Create 1 Trader (Things) for Neutral Passive at UseOfTechnicalPoint facing Default building facing degrees
    Set SecondWalkingTrader = (Last created unit)
    Unit - Create 1 Pack Horse for Neutral Passive at UseOfTechnicalPoint facing Default building facing degrees
    Unit - Order (Last created unit) to Follow SecondWalkingTrader
    Custom script: call RemoveLocation(udg_UseOfTechnicalPoint)
Leaderboard Sacrifice
  Events
    Time - Elapsed game time is 1.00 seconds
  Conditions
  Actions
    Leaderboard - Create a leaderboard for (All players) titled |cffff0000Sacrifices|r
    Set SacrificeBoard = (Last created leaderboard)
    Leaderboard - Sort SacrificeBoard by Value in Descending order
    Player Group - Pick every player in MortalsForce and do (Actions)
      Loop - Actions
        Leaderboard - Add (Picked player) to SacrificeBoard with label (Name of (Picked player)) and value SacrificeInteger[SacrificeInteger[(Player number of (Picked player))]]
        Leaderboard - Change the color of the value for (Picked player) in SacrificeBoard to (100%, 100.00%, 100.00%) with 0% transparency
    Leaderboard - Show SacrificeBoard
Gold and Timer
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Suna is in GoddessOfSoulsSouls) Equal to False
      Then - Actions
        Animation - Change Suna's vertex coloring to (100%, 100%, 60.00%) with 0% transparency
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Itachi is in GoddessOfSoulsSouls) Equal to False
      Then - Actions
        Animation - Change Itachi's vertex coloring to (40.00%, 40.00%, 40.00%) with 0% transparency
      Else - Actions
        Do nothing
    Player Group - Pick every player in ToutJoueurForce and do (Actions)
      Loop - Actions
        Player - Add 20 to (Picked player) Current gold
        Player - Add 10 to (Picked player) Current lumber
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        IllidianLeftFlame Equal to No unit
      Then - Actions
        Unit - Add Left Flame of Azzinoth to Illidian
      Else - Actions
        Unit - Remove Left Flame of Azzinoth from Illidian
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        IllidianRightFlame Equal to No unit
      Then - Actions
        Unit - Add Right Flame of Azzinoth to Illidian
      Else - Actions
        Unit - Remove Right Flame of Azzinoth from Illidian
    Set TheButcherFearPoint = (Position of TheButcher)
    Set TheButcherFearGroup = (Units in (Playable map area) matching (((Matching unit) has buff Fear) Equal to True))
    Set TheButcherFearInteger = (Number of units in TheButcherFearGroup)
    For each (Integer TheButcherFearIntegerFor) from 1 to TheButcherFearInteger, do (Actions)
      Loop - Actions
        Set TheButcherFearUnit = (Random unit from TheButcherFearGroup)
        Unit Group - Remove TheButcherFearUnit from TheButcherFearGroup
        Set TheButcherFearPolarPoint = (Position of TheButcherFearUnit)
        Unit - Create 1 Facing Dummy for (Owner of TheButcher) at TheButcherFearPoint facing TheButcherFearPolarPoint
        Unit - Add a 0.10 second Water Elemental expiration timer to (Last created unit)
        Set TheButcherFearPolar2Point = (TheButcherFearPoint offset by ((Distance between TheButcherFearPoint and TheButcherFearPolarPoint) + 400.00) towards (Facing of (Last created unit)) degrees)
        Unit - Order TheButcherFearUnit to Move To TheButcherFearPolar2Point
        Custom script: call RemoveLocation(udg_TheButcherFearPolarPoint)
        Custom script: call RemoveLocation(udg_TheButcherFearPolar2Point)
    Custom script: call DestroyGroup(udg_TheButcherFearGroup)
    Custom script: call RemoveLocation(udg_TheButcherFearPoint)
    Set ToxicCloudGroup = (Units of type Toxic Cloud)
    Unit Group - Pick every unit in ToxicCloudGroup and do (Actions)
      Loop - Actions
        Unit - Order (Picked unit) to Night Elf Druid Of The Claw - Roar
    Custom script: call DestroyGroup(udg_ToxicCloudGroup)
    Set ToxicCloudVictimsGroup = (Units in (Playable map area) matching (((Matching unit) has buff Toxic Cloud) Equal to True))
    Unit Group - Pick every unit in ToxicCloudVictimsGroup and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Picked unit) is Undead) Equal to False
          Then - Actions
            Unit - Cause TheButcher to damage (Picked unit), dealing 1.50 damage of attack type Chaos and damage type Disease
          Else - Actions
            Do nothing
    Custom script: call DestroyGroup(udg_ToxicCloudVictimsGroup)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (TheButcher has buff Toxic) Equal to True
      Then - Actions
        Set ToxicCloudPoint = (Position of TheButcher)
        Unit - Create 1 Toxic Cloud for (Owner of TheButcher) at ToxicCloudPoint facing Default building facing degrees
        Unit - Add a 30.00 second Water Elemental expiration timer to (Last created unit)
        Custom script: call RemoveLocation(udg_ToxicCloudPoint)
      Else - Actions
        Do nothing
    -------- Ice Angel --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Sapphiron has buff Ice Angel) Equal to True
      Then - Actions
        Set IceStormPoint = (Position of Sapphiron)
        Unit - Create 1 Ice Storm for (Owner of Sapphiron) at IceStormPoint facing Default building facing degrees
        Unit - Add a 3.00 second Water Elemental expiration timer to (Last created unit)
        Unit - Order (Last created unit) to Human Archmage - Blizzard IceStormPoint
        Custom script: call RemoveLocation(udg_IceStormPoint)
      Else - Actions
        Do nothing
Build Sacrifice
  Events
    Unit - A unit Finishes training a unit
  Conditions
    (Unit-type of (Trained unit)) Equal to Sacrifice
  Actions
    Unit - Remove (Trained unit) from the game
    Set SacrificeInteger[(Player number of (Owner of (Trained unit)))] = (SacrificeInteger[(Player number of (Owner of (Trained unit)))] + 1)
    Player Group - Pick every player in MortalsForce and do (Actions)
      Loop - Actions
        Leaderboard - Change the value for (Picked player) in SacrificeBoard to SacrificeInteger[(Player number of (Picked player))]
        Leaderboard - Change the label for (Picked player) in SacrificeBoard to (Name of (Picked player))
Get Akama
  Events
    Unit - A unit Sells a unit
  Conditions
    (Unit-type of (Sold unit)) Equal to Akama Revive
  Actions
    Unit - Remove (Sold unit) from the game
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Buying unit)) Equal to Player 1 (Red)
      Then - Actions
        Set ClearUnit = Akama
        Set UseOfTechnicalPoint = (Center of RecallSpot <gen>)
        Hero - Instantly revive ClearUnit at UseOfTechnicalPoint, Show revival graphics
        Unit - Move ClearUnit instantly to UseOfTechnicalPoint
        Unit - Change ownership of ClearUnit to Player 1 (Red) and Change color
        Animation - Change ClearUnit's vertex coloring to (100.00%, 100.00%, 100%) with 0.00% transparency
        Unit - Unpause ClearUnit
        Unit - Make ClearUnit Vulnerable
        Unit - Unhide ClearUnit
        Unit Group - Remove ClearUnit from GoddessOfSoulsSouls
        Custom script: call RemoveLocation(udg_UseOfTechnicalPoint)
      Else - Actions
        Do nothing
Get Arelya Eversun
  Events
    Unit - A unit Sells a unit
  Conditions
    (Unit-type of (Sold unit)) Equal to Arelya Eversun Revive
  Actions
    Unit - Remove (Sold unit) from the game
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Buying unit)) Equal to Player 1 (Red)
      Then - Actions
        Set ClearUnit = ArcherMage
        Set UseOfTechnicalPoint = (Center of RecallSpot <gen>)
        Hero - Instantly revive ClearUnit at UseOfTechnicalPoint, Show revival graphics
        Unit - Move ClearUnit instantly to UseOfTechnicalPoint
        Unit - Change ownership of ClearUnit to Player 1 (Red) and Change color
        Animation - Change ClearUnit's vertex coloring to (100.00%, 100.00%, 100%) with 0.00% transparency
        Unit - Unpause ClearUnit
        Unit - Make ClearUnit Vulnerable
        Unit - Unhide ClearUnit
        Unit Group - Remove ClearUnit from GoddessOfSoulsSouls
        Custom script: call RemoveLocation(udg_UseOfTechnicalPoint)
      Else - Actions
        Do nothing
Get Bob
  Events
    Unit - A unit Sells a unit
  Conditions
    (Unit-type of (Sold unit)) Equal to Bob Revive
  Actions
    Unit - Remove (Sold unit) from the game
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Buying unit)) Equal to Player 1 (Red)
      Then - Actions
        Set ClearUnit = Bob
        Set UseOfTechnicalPoint = (Center of RecallSpot <gen>)
        Hero - Instantly revive ClearUnit at UseOfTechnicalPoint, Show revival graphics
        Unit - Move ClearUnit instantly to UseOfTechnicalPoint
        Unit - Change ownership of ClearUnit to Player 1 (Red) and Change color
        Animation - Change ClearUnit's vertex coloring to (100.00%, 100.00%, 100%) with 0.00% transparency
        Unit - Unpause ClearUnit
        Unit - Make ClearUnit Vulnerable
        Unit - Unhide ClearUnit
        Unit Group - Remove ClearUnit from GoddessOfSoulsSouls
        Custom script: call RemoveLocation(udg_UseOfTechnicalPoint)
      Else - Actions
        Do nothing
Get Illidian
  Events
    Unit - A unit Sells a unit
  Conditions
    (Unit-type of (Sold unit)) Equal to Illidian Revive
  Actions
    Unit - Remove (Sold unit) from the game
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Buying unit)) Equal to Player 1 (Red)
      Then - Actions
        Set ClearUnit = Illidian
        Set UseOfTechnicalPoint = (Center of RecallSpot <gen>)
        Hero - Instantly revive ClearUnit at UseOfTechnicalPoint, Show revival graphics
        Unit - Move ClearUnit instantly to UseOfTechnicalPoint
        Unit - Change ownership of ClearUnit to Player 1 (Red) and Change color
        Animation - Change ClearUnit's vertex coloring to (100.00%, 100.00%, 100%) with 0.00% transparency
        Unit - Unpause ClearUnit
        Unit - Make ClearUnit Vulnerable
        Unit - Unhide ClearUnit
        Unit Group - Remove ClearUnit from GoddessOfSoulsSouls
        Custom script: call RemoveLocation(udg_UseOfTechnicalPoint)
      Else - Actions
        Do nothing
Get Jaina
  Events
    Unit - A unit Sells a unit
  Conditions
    (Unit-type of (Sold unit)) Equal to Jaina Revive
  Actions
    Unit - Remove (Sold unit) from the game
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Buying unit)) Equal to Player 1 (Red)
      Then - Actions
        Set ClearUnit = Jaina
        Set UseOfTechnicalPoint = (Center of RecallSpot <gen>)
        Hero - Instantly revive ClearUnit at UseOfTechnicalPoint, Show revival graphics
        Unit - Move ClearUnit instantly to UseOfTechnicalPoint
        Unit - Change ownership of ClearUnit to Player 1 (Red) and Change color
        Animation - Change ClearUnit's vertex coloring to (100.00%, 100.00%, 100%) with 0.00% transparency
        Unit - Unpause ClearUnit
        Unit - Make ClearUnit Vulnerable
        Unit - Unhide ClearUnit
        Unit Group - Remove ClearUnit from GoddessOfSoulsSouls
        Custom script: call RemoveLocation(udg_UseOfTechnicalPoint)
      Else - Actions
        Do nothing
Get Kael
  Events
    Unit - A unit Sells a unit
  Conditions
    (Unit-type of (Sold unit)) Equal to Kael Revive
  Actions
    Unit - Remove (Sold unit) from the game
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Buying unit)) Equal to Player 1 (Red)
      Then - Actions
        Set ClearUnit = Kael
        Set UseOfTechnicalPoint = (Center of RecallSpot <gen>)
        Hero - Instantly revive ClearUnit at UseOfTechnicalPoint, Show revival graphics
        Unit - Move ClearUnit instantly to UseOfTechnicalPoint
        Unit - Change ownership of ClearUnit to Player 1 (Red) and Change color
        Animation - Change ClearUnit's vertex coloring to (100.00%, 100.00%, 100%) with 0.00% transparency
        Unit - Unpause ClearUnit
        Unit - Make ClearUnit Vulnerable
        Unit - Unhide ClearUnit
        Unit Group - Remove ClearUnit from GoddessOfSoulsSouls
        Custom script: call RemoveLocation(udg_UseOfTechnicalPoint)
      Else - Actions
        Do nothing
Get KelThuzad
  Events
    Unit - A unit Sells a unit
  Conditions
    (Unit-type of (Sold unit)) Equal to Kel'Thuzad Revive
  Actions
    Unit - Remove (Sold unit) from the game
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Buying unit)) Equal to Player 1 (Red)
      Then - Actions
        Set ClearUnit = KelThuzad
        Set UseOfTechnicalPoint = (Center of RecallSpot <gen>)
        Hero - Instantly revive ClearUnit at UseOfTechnicalPoint, Show revival graphics
        Unit - Move ClearUnit instantly to UseOfTechnicalPoint
        Unit - Change ownership of ClearUnit to Player 1 (Red) and Change color
        Animation - Change ClearUnit's vertex coloring to (100.00%, 100.00%, 100%) with 0.00% transparency
        Unit - Unpause ClearUnit
        Unit - Make ClearUnit Vulnerable
        Unit - Unhide ClearUnit
        Unit Group - Remove ClearUnit from GoddessOfSoulsSouls
        Custom script: call RemoveLocation(udg_UseOfTechnicalPoint)
      Else - Actions
        Do nothing
Get Malfurion
  Events
    Unit - A unit Sells a unit
  Conditions
    (Unit-type of (Sold unit)) Equal to Malfurion Revive
  Actions
    Unit - Remove (Sold unit) from the game
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Buying unit)) Equal to Player 1 (Red)
      Then - Actions
        Set ClearUnit = Malfurion
        Set UseOfTechnicalPoint = (Center of RecallSpot <gen>)
        Hero - Instantly revive ClearUnit at UseOfTechnicalPoint, Show revival graphics
        Unit - Move ClearUnit instantly to UseOfTechnicalPoint
        Unit - Change ownership of ClearUnit to Player 1 (Red) and Change color
        Animation - Change ClearUnit's vertex coloring to (100.00%, 100.00%, 100%) with 0.00% transparency
        Unit - Unpause ClearUnit
        Unit - Make ClearUnit Vulnerable
        Unit - Unhide ClearUnit
        Unit Group - Remove ClearUnit from GoddessOfSoulsSouls
        Custom script: call RemoveLocation(udg_UseOfTechnicalPoint)
      Else - Actions
        Do nothing
Get Nightstrike
  Events
    Unit - A unit Sells a unit
  Conditions
    (Unit-type of (Sold unit)) Equal to Nightstrike Revive
  Actions
    Unit - Remove (Sold unit) from the game
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Buying unit)) Equal to Player 1 (Red)
      Then - Actions
        Set ClearUnit = Ninja
        Set UseOfTechnicalPoint = (Center of RecallSpot <gen>)
        Hero - Instantly revive ClearUnit at UseOfTechnicalPoint, Show revival graphics
        Unit - Move ClearUnit instantly to UseOfTechnicalPoint
        Unit - Change ownership of ClearUnit to Player 1 (Red) and Change color
        Animation - Change ClearUnit's vertex coloring to (100.00%, 100.00%, 100%) with 0.00% transparency
        Unit - Unpause ClearUnit
        Unit - Make ClearUnit Vulnerable
        Unit - Unhide ClearUnit
        Unit Group - Remove ClearUnit from GoddessOfSoulsSouls
        Custom script: call RemoveLocation(udg_UseOfTechnicalPoint)
      Else - Actions
        Do nothing
Get Sapphiron
  Events
    Unit - A unit Sells a unit
  Conditions
    (Unit-type of (Sold unit)) Equal to Sapphiron Revive
  Actions
    Unit - Remove (Sold unit) from the game
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Buying unit)) Equal to Player 1 (Red)
      Then - Actions
        Set ClearUnit = Sapphiron
        Set UseOfTechnicalPoint = (Center of RecallSpot <gen>)
        Hero - Instantly revive ClearUnit at UseOfTechnicalPoint, Show revival graphics
        Unit - Move ClearUnit instantly to UseOfTechnicalPoint
        Unit - Change ownership of ClearUnit to Player 1 (Red) and Change color
        Animation - Change ClearUnit's vertex coloring to (100.00%, 100.00%, 100%) with 0.00% transparency
        Unit - Unpause ClearUnit
        Unit - Make ClearUnit Vulnerable
        Unit - Unhide ClearUnit
        Unit Group - Remove ClearUnit from GoddessOfSoulsSouls
        Custom script: call RemoveLocation(udg_UseOfTechnicalPoint)
      Else - Actions
        Do nothing
Get Suna
  Events
    Unit - A unit Sells a unit
  Conditions
    (Unit-type of (Sold unit)) Equal to Gaara Revive
  Actions
    Unit - Remove (Sold unit) from the game
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Buying unit)) Equal to Player 1 (Red)
      Then - Actions
        Set ClearUnit = Suna
        Set UseOfTechnicalPoint = (Center of RecallSpot <gen>)
        Hero - Instantly revive ClearUnit at UseOfTechnicalPoint, Show revival graphics
        Unit - Move ClearUnit instantly to UseOfTechnicalPoint
        Unit - Change ownership of ClearUnit to Player 1 (Red) and Change color
        Animation - Change ClearUnit's vertex coloring to (100.00%, 100.00%, 100%) with 0.00% transparency
        Unit - Unpause ClearUnit
        Unit - Make ClearUnit Vulnerable
        Unit - Unhide ClearUnit
        Unit Group - Remove ClearUnit from GoddessOfSoulsSouls
        Custom script: call RemoveLocation(udg_UseOfTechnicalPoint)
      Else - Actions
        Do nothing
Get The Butcher
  Events
    Unit - A unit Sells a unit
  Conditions
    (Unit-type of (Sold unit)) Equal to The Butcher Revive
  Actions
    Unit - Remove (Sold unit) from the game
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Buying unit)) Equal to Player 1 (Red)
      Then - Actions
        Set ClearUnit = TheButcher
        Set UseOfTechnicalPoint = (Center of RecallSpot <gen>)
        Hero - Instantly revive ClearUnit at UseOfTechnicalPoint, Show revival graphics
        Unit - Move ClearUnit instantly to UseOfTechnicalPoint
        Unit - Change ownership of ClearUnit to Player 1 (Red) and Change color
        Animation - Change ClearUnit's vertex coloring to (100.00%, 100.00%, 100%) with 0.00% transparency
        Unit - Unpause ClearUnit
        Unit - Make ClearUnit Vulnerable
        Unit - Unhide ClearUnit
        Unit Group - Remove ClearUnit from GoddessOfSoulsSouls
        Custom script: call RemoveLocation(udg_UseOfTechnicalPoint)
      Else - Actions
        Do nothing
Get Thrall
  Events
    Unit - A unit Sells a unit
  Conditions
    (Unit-type of (Sold unit)) Equal to Thrall Revive
  Actions
    Unit - Remove (Sold unit) from the game
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Buying unit)) Equal to Player 1 (Red)
      Then - Actions
        Set ClearUnit = Thrall
        Set UseOfTechnicalPoint = (Center of RecallSpot <gen>)
        Hero - Instantly revive ClearUnit at UseOfTechnicalPoint, Show revival graphics
        Unit - Move ClearUnit instantly to UseOfTechnicalPoint
        Unit - Change ownership of ClearUnit to Player 1 (Red) and Change color
        Animation - Change ClearUnit's vertex coloring to (100.00%, 100.00%, 100%) with 0.00% transparency
        Unit - Unpause ClearUnit
        Unit - Make ClearUnit Vulnerable
        Unit - Unhide ClearUnit
        Unit Group - Remove ClearUnit from GoddessOfSoulsSouls
        Custom script: call RemoveLocation(udg_UseOfTechnicalPoint)
      Else - Actions
        Do nothing
Get Tichondrius
  Events
    Unit - A unit Sells a unit
  Conditions
    (Unit-type of (Sold unit)) Equal to Tichondrius Revive
  Actions
    Unit - Remove (Sold unit) from the game
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Buying unit)) Equal to Player 1 (Red)
      Then - Actions
        Set ClearUnit = Tichondrius
        Set UseOfTechnicalPoint = (Center of RecallSpot <gen>)
        Hero - Instantly revive ClearUnit at UseOfTechnicalPoint, Show revival graphics
        Unit - Move ClearUnit instantly to UseOfTechnicalPoint
        Unit - Change ownership of ClearUnit to Player 1 (Red) and Change color
        Animation - Change ClearUnit's vertex coloring to (100.00%, 100.00%, 100%) with 0.00% transparency
        Unit - Unpause ClearUnit
        Unit - Make ClearUnit Vulnerable
        Unit - Unhide ClearUnit
        Unit Group - Remove ClearUnit from GoddessOfSoulsSouls
        Custom script: call RemoveLocation(udg_UseOfTechnicalPoint)
      Else - Actions
        Do nothing
Get AdmiralZombie
  Events
    Unit - A unit Sells a unit
  Conditions
    (Unit-type of (Sold unit)) Equal to Admiral-Zombie Revive
  Actions
    Unit - Remove (Sold unit) from the game
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Buying unit)) Equal to Player 1 (Red)
      Then - Actions
        Set ClearUnit = AdmiralZombie
        Set UseOfTechnicalPoint = (Center of RecallSpot <gen>)
        Hero - Instantly revive ClearUnit at UseOfTechnicalPoint, Show revival graphics
        Unit - Move ClearUnit instantly to UseOfTechnicalPoint
        Unit - Change ownership of ClearUnit to Player 1 (Red) and Change color
        Animation - Change ClearUnit's vertex coloring to (100.00%, 100.00%, 100%) with 0.00% transparency
        Unit - Unpause ClearUnit
        Unit - Make ClearUnit Vulnerable
        Unit - Unhide ClearUnit
        Unit Group - Remove ClearUnit from GoddessOfSoulsSouls
        Custom script: call RemoveLocation(udg_UseOfTechnicalPoint)
      Else - Actions
        Do nothing
Get Wolven Laguz
  Events
    Unit - A unit Sells a unit
  Conditions
    (Unit-type of (Sold unit)) Equal to Wolven Laguz Revive
  Actions
    Unit - Remove (Sold unit) from the game
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Buying unit)) Equal to Player 1 (Red)
      Then - Actions
        Set ClearUnit = WolvenLaguz
        Set UseOfTechnicalPoint = (Center of RecallSpot <gen>)
        Hero - Instantly revive ClearUnit at UseOfTechnicalPoint, Show revival graphics
        Unit - Move ClearUnit instantly to UseOfTechnicalPoint
        Unit - Change ownership of ClearUnit to Player 1 (Red) and Change color
        Animation - Change ClearUnit's vertex coloring to (100.00%, 100.00%, 100%) with 0.00% transparency
        Unit - Unpause ClearUnit
        Unit - Make ClearUnit Vulnerable
        Unit - Unhide ClearUnit
        Unit Group - Remove ClearUnit from GoddessOfSoulsSouls
        Custom script: call RemoveLocation(udg_UseOfTechnicalPoint)
      Else - Actions
        Do nothing
Get Firestar
  Events
    Unit - A unit Sells a unit
  Conditions
    (Unit-type of (Sold unit)) Equal to Firestar. Revive
  Actions
    Unit - Remove (Sold unit) from the game
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Buying unit)) Equal to Player 1 (Red)
      Then - Actions
        Set ClearUnit = Firestar
        Set UseOfTechnicalPoint = (Center of RecallSpot <gen>)
        Hero - Instantly revive ClearUnit at UseOfTechnicalPoint, Show revival graphics
        Unit - Move ClearUnit instantly to UseOfTechnicalPoint
        Unit - Change ownership of ClearUnit to Player 1 (Red) and Change color
        Animation - Change ClearUnit's vertex coloring to (100.00%, 100.00%, 100%) with 0.00% transparency
        Unit - Unpause ClearUnit
        Unit - Make ClearUnit Vulnerable
        Unit - Unhide ClearUnit
        Unit Group - Remove ClearUnit from GoddessOfSoulsSouls
        Custom script: call RemoveLocation(udg_UseOfTechnicalPoint)
      Else - Actions
        Do nothing
Get Arthas
  Events
    Unit - A unit Sells a unit
  Conditions
    (Unit-type of (Sold unit)) Equal to Arthas Revive
  Actions
    Unit - Remove (Sold unit) from the game
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Buying unit)) Equal to Player 1 (Red)
      Then - Actions
        Set ClearUnit = Arthas
        Set UseOfTechnicalPoint = (Center of RecallSpot <gen>)
        Hero - Instantly revive ClearUnit at UseOfTechnicalPoint, Show revival graphics
        Unit - Move ClearUnit instantly to UseOfTechnicalPoint
        Unit - Change ownership of ClearUnit to Player 1 (Red) and Change color
        Animation - Change ClearUnit's vertex coloring to (100.00%, 100.00%, 100%) with 0.00% transparency
        Unit - Unpause ClearUnit
        Unit - Make ClearUnit Vulnerable
        Unit - Unhide ClearUnit
        Unit Group - Remove ClearUnit from GoddessOfSoulsSouls
        Custom script: call RemoveLocation(udg_UseOfTechnicalPoint)
      Else - Actions
        Do nothing
Get Trunk
  Events
    Unit - A unit Sells a unit
  Conditions
    (Unit-type of (Sold unit)) Equal to Trunks Revive
  Actions
    Unit - Remove (Sold unit) from the game
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Buying unit)) Equal to Player 1 (Red)
      Then - Actions
        Set ClearUnit = Trunk
        Set UseOfTechnicalPoint = (Center of RecallSpot <gen>)
        Hero - Instantly revive ClearUnit at UseOfTechnicalPoint, Show revival graphics
        Unit - Move ClearUnit instantly to UseOfTechnicalPoint
        Unit - Change ownership of ClearUnit to Player 1 (Red) and Change color
        Animation - Change ClearUnit's vertex coloring to (100.00%, 100.00%, 100%) with 0.00% transparency
        Unit - Unpause ClearUnit
        Unit - Make ClearUnit Vulnerable
        Unit - Unhide ClearUnit
        Unit Group - Remove ClearUnit from GoddessOfSoulsSouls
        Custom script: call RemoveLocation(udg_UseOfTechnicalPoint)
      Else - Actions
        Do nothing
Get Itachi
  Events
    Unit - A unit Sells a unit
  Conditions
    (Unit-type of (Sold unit)) Equal to Itachi Revive
  Actions
    Unit - Remove (Sold unit) from the game
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Buying unit)) Equal to Player 1 (Red)
      Then - Actions
        Set ClearUnit = Itachi
        Set UseOfTechnicalPoint = (Center of RecallSpot <gen>)
        Hero - Instantly revive ClearUnit at UseOfTechnicalPoint, Show revival graphics
        Unit - Move ClearUnit instantly to UseOfTechnicalPoint
        Unit - Change ownership of ClearUnit to Player 1 (Red) and Change color
        Animation - Change ClearUnit's vertex coloring to (100.00%, 100.00%, 100%) with 0.00% transparency
        Unit - Unpause ClearUnit
        Unit - Make ClearUnit Vulnerable
        Unit - Unhide ClearUnit
        Unit Group - Remove ClearUnit from GoddessOfSoulsSouls
        Custom script: call RemoveLocation(udg_UseOfTechnicalPoint)
      Else - Actions
        Do nothing
Get hidden
  Events
    Unit - A unit Sells a unit
  Conditions
    (Unit-type of (Sold unit)) Equal to hidden Revive
  Actions
    Unit - Remove (Sold unit) from the game
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Buying unit)) Equal to Player 1 (Red)
      Then - Actions
        Set ClearUnit = hidden
        Set UseOfTechnicalPoint = (Center of RecallSpot <gen>)
        Hero - Instantly revive ClearUnit at UseOfTechnicalPoint, Show revival graphics
        Unit - Move ClearUnit instantly to UseOfTechnicalPoint
        Unit - Change ownership of ClearUnit to Player 1 (Red) and Change color
        Animation - Change ClearUnit's vertex coloring to (100.00%, 100.00%, 100%) with 0.00% transparency
        Unit - Unpause ClearUnit
        Unit - Make ClearUnit Vulnerable
        Unit - Unhide ClearUnit
        Unit Group - Remove ClearUnit from GoddessOfSoulsSouls
        Custom script: call RemoveLocation(udg_UseOfTechnicalPoint)
      Else - Actions
        Do nothing
Get Ektrok
  Events
    Unit - A unit Sells a unit
  Conditions
    (Unit-type of (Sold unit)) Equal to Ektrok Revive
  Actions
    Unit - Remove (Sold unit) from the game
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Buying unit)) Equal to Player 1 (Red)
      Then - Actions
        Set ClearUnit = Ektrok
        Set UseOfTechnicalPoint = (Center of RecallSpot <gen>)
        Hero - Instantly revive ClearUnit at UseOfTechnicalPoint, Show revival graphics
        Unit - Move ClearUnit instantly to UseOfTechnicalPoint
        Unit - Change ownership of ClearUnit to Player 1 (Red) and Change color
        Animation - Change ClearUnit's vertex coloring to (100.00%, 100.00%, 100%) with 0.00% transparency
        Unit - Unpause ClearUnit
        Unit - Make ClearUnit Vulnerable
        Unit - Unhide ClearUnit
        Unit Group - Remove ClearUnit from GoddessOfSoulsSouls
        Custom script: call RemoveLocation(udg_UseOfTechnicalPoint)
      Else - Actions
        Do nothing
Get Uther
  Events
    Unit - A unit Sells a unit
  Conditions
    (Unit-type of (Sold unit)) Equal to Uther Revive
  Actions
    Unit - Remove (Sold unit) from the game
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Buying unit)) Equal to Player 1 (Red)
      Then - Actions
        Set ClearUnit = Uther
        Set UseOfTechnicalPoint = (Center of RecallSpot <gen>)
        Hero - Instantly revive ClearUnit at UseOfTechnicalPoint, Show revival graphics
        Unit - Move ClearUnit instantly to UseOfTechnicalPoint
        Unit - Change ownership of ClearUnit to Player 1 (Red) and Change color
        Animation - Change ClearUnit's vertex coloring to (100.00%, 100.00%, 100%) with 0.00% transparency
        Unit - Unpause ClearUnit
        Unit - Make ClearUnit Vulnerable
        Unit - Unhide ClearUnit
        Unit Group - Remove ClearUnit from GoddessOfSoulsSouls
        Custom script: call RemoveLocation(udg_UseOfTechnicalPoint)
      Else - Actions
        Do nothing
Get Muradin
  Events
    Unit - A unit Sells a unit
  Conditions
    (Unit-type of (Sold unit)) Equal to Muradin Revive
  Actions
    Unit - Remove (Sold unit) from the game
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Buying unit)) Equal to Player 1 (Red)
      Then - Actions
        Set ClearUnit = Muradin
        Set UseOfTechnicalPoint = (Center of RecallSpot <gen>)
        Hero - Instantly revive ClearUnit at UseOfTechnicalPoint, Show revival graphics
        Unit - Move ClearUnit instantly to UseOfTechnicalPoint
        Unit - Change ownership of ClearUnit to Player 1 (Red) and Change color
        Animation - Change ClearUnit's vertex coloring to (100.00%, 100.00%, 100%) with 0.00% transparency
        Unit - Unpause ClearUnit
        Unit - Make ClearUnit Vulnerable
        Unit - Unhide ClearUnit
        Unit Group - Remove ClearUnit from GoddessOfSoulsSouls
        Custom script: call RemoveLocation(udg_UseOfTechnicalPoint)
      Else - Actions
        Do nothing
Leaver
  Events
    Player - Player 1 (Red) leaves the game
    Player - Player 2 (Blue) leaves the game
    Player - Player 3 (Teal) leaves the game
    Player - Player 4 (Purple) leaves the game
    Player - Player 5 (Yellow) leaves the game
    Player - Player 6 (Orange) leaves the game
    Player - Player 7 (Green) leaves the game
    Player - Player 8 (Pink) leaves the game
    Player - Player 9 (Gray) leaves the game
    Player - Player 10 (Light Blue) leaves the game
    Player - Player 11 (Dark Green) leaves the game
    Player - Player 12 (Brown) leaves the game
  Conditions
  Actions
    Game - Display to (All players) the text: ((Name of (Triggering player)) + has left the game.)
Kick
  Events
    Player - Player 1 (Red) types a chat message containing -kick as A substring
  Conditions
    (Substring((Entered chat string), 1, 5)) Equal to -kick
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Substring((Entered chat string), 7, 10)) Equal to blue
      Then - Actions
        Game - Defeat Player 2 (Blue) with the message: You got kicked!
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Substring((Entered chat string), 7, 10)) Equal to teal
      Then - Actions
        Game - Defeat Player 3 (Teal) with the message: You got kicked!
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Substring((Entered chat string), 7, 12)) Equal to purple
      Then - Actions
        Game - Defeat Player 4 (Purple) with the message: You got kicked!
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Substring((Entered chat string), 7, 12)) Equal to yellow
      Then - Actions
        Game - Defeat Player 5 (Yellow) with the message: You got kicked!
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Substring((Entered chat string), 7, 12)) Equal to orange
      Then - Actions
        Game - Defeat Player 6 (Orange) with the message: You got kicked!
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Substring((Entered chat string), 7, 11)) Equal to green
      Then - Actions
        Game - Defeat Player 7 (Green) with the message: You got kicked!
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Substring((Entered chat string), 7, 10)) Equal to pink
      Then - Actions
        Game - Defeat Player 8 (Pink) with the message: You got kicked!
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Substring((Entered chat string), 7, 10)) Equal to gray
      Then - Actions
        Game - Defeat Player 9 (Gray) with the message: You got kicked!
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Substring((Entered chat string), 7, 16)) Equal to light blue
      Then - Actions
        Game - Defeat Player 10 (Light Blue) with the message: You got kicked!
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Substring((Entered chat string), 7, 16)) Equal to dark green
      Then - Actions
        Game - Defeat Player 11 (Dark Green) with the message: You got kicked!
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Substring((Entered chat string), 7, 11)) Equal to brown
      Then - Actions
        Game - Defeat Player 12 (Brown) with the message: You got kicked!
      Else - Actions
        Do nothing
Alliance
  Events
    Player - Player 1 (Red) types a chat message containing -ally as A substring
    Player - Player 2 (Blue) types a chat message containing -ally as A substring
    Player - Player 3 (Teal) types a chat message containing -ally as A substring
    Player - Player 4 (Purple) types a chat message containing -ally as A substring
    Player - Player 5 (Yellow) types a chat message containing -ally as A substring
    Player - Player 6 (Orange) types a chat message containing -ally as A substring
    Player - Player 7 (Green) types a chat message containing -ally as A substring
    Player - Player 8 (Pink) types a chat message containing -ally as A substring
    Player - Player 9 (Gray) types a chat message containing -ally as A substring
    Player - Player 10 (Light Blue) types a chat message containing -ally as A substring
    Player - Player 11 (Dark Green) types a chat message containing -ally as A substring
    Player - Player 12 (Brown) types a chat message containing -ally as A substring
  Conditions
    (Substring((Entered chat string), 1, 5)) Equal to -ally
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Substring((Entered chat string), 7, 9)) Equal to red
        (Triggering player) Not equal to Player 1 (Red)
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ProperAllianceInteger[(Player number of (Triggering player))] Not equal to 1
            (Triggering player) Not equal to Player 2 (Blue)
            (Triggering player) Not equal to Player 3 (Teal)
          Then - Actions
            Game - Display to (Player group((Triggering player))) the text: |cffffff00You are no more allied to blue or teal!|r
            Set ProperAllianceInteger[(Player number of (Triggering player))] = 1
            Player - Make (Triggering player) treat Player 1 (Red) as an Ally
            Player - Make (Triggering player) treat Player 2 (Blue) as an Enemy
            Player - Make (Triggering player) treat Player 3 (Teal) as an Enemy
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                Or - Any (Conditions) are true
                  Conditions
                    (Triggering player) Equal to Player 2 (Blue)
                    (Triggering player) Equal to Player 3 (Teal)
              Then - Actions
                Game - Display to (Player group((Triggering player))) the text: |cffffff00Blue Empire and Death cannot ally the Titans!|r
              Else - Actions
                Do nothing
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Substring((Entered chat string), 7, 10)) Equal to blue
        (Triggering player) Not equal to Player 2 (Blue)
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ProperAllianceInteger[(Player number of (Triggering player))] Not equal to 2
            (Triggering player) Not equal to Player 1 (Red)
            (Triggering player) Not equal to Player 3 (Teal)
          Then - Actions
            Game - Display to (Player group((Triggering player))) the text: |cffffff00You are no more allied to red or teal!|r
            Set ProperAllianceInteger[(Player number of (Triggering player))] = 2
            Player - Make (Triggering player) treat Player 2 (Blue) as an Ally
            Player - Make (Triggering player) treat Player 1 (Red) as an Enemy
            Player - Make (Triggering player) treat Player 3 (Teal) as an Enemy
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                Or - Any (Conditions) are true
                  Conditions
                    (Triggering player) Equal to Player 1 (Red)
                    (Triggering player) Equal to Player 3 (Teal)
              Then - Actions
                Game - Display to (Player group((Triggering player))) the text: |cffffff00Titans and Death cannot ally the Blue Empire!|r
              Else - Actions
                Do nothing
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Substring((Entered chat string), 7, 10)) Equal to teal
        (Triggering player) Not equal to Player 3 (Teal)
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ProperAllianceInteger[(Player number of (Triggering player))] Not equal to 3
            (Triggering player) Not equal to Player 1 (Red)
            (Triggering player) Not equal to Player 2 (Blue)
          Then - Actions
            Game - Display to (Player group((Triggering player))) the text: |cffffff00You are no more allied to red or blue!|r
            Set ProperAllianceInteger[(Player number of (Triggering player))] = 3
            Player - Make (Triggering player) treat Player 3 (Teal) as an Ally
            Player - Make (Triggering player) treat Player 1 (Red) as an Enemy
            Player - Make (Triggering player) treat Player 2 (Blue) as an Enemy
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                Or - Any (Conditions) are true
                  Conditions
                    (Triggering player) Equal to Player 1 (Red)
                    (Triggering player) Equal to Player 2 (Blue)
              Then - Actions
                Game - Display to (Player group((Triggering player))) the text: |cffffff00Titans and Blue Empire cannot ally the Death!|r
              Else - Actions
                Do nothing
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Substring((Entered chat string), 7, 12)) Equal to purple
        (Triggering player) Not equal to Player 4 (Purple)
      Then - Actions
        Player - Make (Triggering player) treat Player 4 (Purple) as an Ally
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Substring((Entered chat string), 7, 12)) Equal to yellow
        (Triggering player) Not equal to Player 5 (Yellow)
      Then - Actions
        Player - Make (Triggering player) treat Player 5 (Yellow) as an Ally
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Substring((Entered chat string), 7, 12)) Equal to orange
        (Triggering player) Not equal to Player 6 (Orange)
      Then - Actions
        Player - Make (Triggering player) treat Player 6 (Orange) as an Ally
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Substring((Entered chat string), 7, 11)) Equal to green
        (Triggering player) Not equal to Player 7 (Green)
      Then - Actions
        Player - Make (Triggering player) treat Player 7 (Green) as an Ally
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Substring((Entered chat string), 7, 10)) Equal to pink
        (Triggering player) Not equal to Player 8 (Pink)
      Then - Actions
        Player - Make (Triggering player) treat Player 8 (Pink) as an Ally
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Substring((Entered chat string), 7, 10)) Equal to gray
        (Triggering player) Not equal to Player 9 (Gray)
      Then - Actions
        Player - Make (Triggering player) treat Player 9 (Gray) as an Ally
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Substring((Entered chat string), 7, 16)) Equal to light blue
        (Triggering player) Not equal to Player 10 (Light Blue)
      Then - Actions
        Player - Make (Triggering player) treat Player 10 (Light Blue) as an Ally
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Substring((Entered chat string), 7, 16)) Equal to dark green
        (Triggering player) Not equal to Player 11 (Dark Green)
      Then - Actions
        Player - Make (Triggering player) treat Player 11 (Dark Green) as an Ally
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Substring((Entered chat string), 7, 11)) Equal to brown
        (Triggering player) Not equal to Player 12 (Brown)
      Then - Actions
        Player - Make (Triggering player) treat Player 12 (Brown) as an Ally
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Substring((Entered chat string), 7, 9)) Equal to all
      Then - Actions
        Player - Make (Triggering player) treat Player 4 (Purple) as an Ally
        Player - Make (Triggering player) treat Player 5 (Yellow) as an Ally
        Player - Make (Triggering player) treat Player 6 (Orange) as an Ally
        Player - Make (Triggering player) treat Player 7 (Green) as an Ally
        Player - Make (Triggering player) treat Player 8 (Pink) as an Ally
        Player - Make (Triggering player) treat Player 9 (Gray) as an Ally
        Player - Make (Triggering player) treat Player 10 (Light Blue) as an Ally
        Player - Make (Triggering player) treat Player 11 (Dark Green) as an Ally
        Player - Make (Triggering player) treat Player 12 (Brown) as an Ally
      Else - Actions
        Do nothing
UnAlliance
  Events
    Player - Player 1 (Red) types a chat message containing -unally as A substring
    Player - Player 2 (Blue) types a chat message containing -unally as A substring
    Player - Player 3 (Teal) types a chat message containing -unally as A substring
    Player - Player 4 (Purple) types a chat message containing -unally as A substring
    Player - Player 5 (Yellow) types a chat message containing -unally as A substring
    Player - Player 6 (Orange) types a chat message containing -unally as A substring
    Player - Player 7 (Green) types a chat message containing -unally as A substring
    Player - Player 8 (Pink) types a chat message containing -unally as A substring
    Player - Player 9 (Gray) types a chat message containing -unally as A substring
    Player - Player 10 (Light Blue) types a chat message containing -unally as A substring
    Player - Player 11 (Dark Green) types a chat message containing -unally as A substring
    Player - Player 12 (Brown) types a chat message containing -unally as A substring
  Conditions
    (Substring((Entered chat string), 1, 7)) Equal to -unally
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Substring((Entered chat string), 9, 11)) Equal to red
        (Triggering player) Not equal to Player 1 (Red)
        (Triggering player) Not equal to Player 2 (Blue)
        (Triggering player) Not equal to Player 3 (Teal)
      Then - Actions
        Set ProperAllianceInteger[(Player number of (Triggering player))] = 0
        Player - Make (Triggering player) treat Player 1 (Red) as an Enemy
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Substring((Entered chat string), 9, 12)) Equal to blue
        (Triggering player) Not equal to Player 1 (Red)
        (Triggering player) Not equal to Player 2 (Blue)
        (Triggering player) Not equal to Player 3 (Teal)
      Then - Actions
        Set ProperAllianceInteger[(Player number of (Triggering player))] = 0
        Player - Make (Triggering player) treat Player 2 (Blue) as an Enemy
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Substring((Entered chat string), 9, 12)) Equal to teal
        (Triggering player) Not equal to Player 1 (Red)
        (Triggering player) Not equal to Player 2 (Blue)
        (Triggering player) Not equal to Player 3 (Teal)
      Then - Actions
        Set ProperAllianceInteger[(Player number of (Triggering player))] = 0
        Player - Make (Triggering player) treat Player 3 (Teal) as an Enemy
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Substring((Entered chat string), 9, 14)) Equal to purple
        (Triggering player) Not equal to Player 4 (Purple)
      Then - Actions
        Player - Make (Triggering player) treat Player 4 (Purple) as an Enemy
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Substring((Entered chat string), 9, 14)) Equal to yellow
        (Triggering player) Not equal to Player 5 (Yellow)
      Then - Actions
        Player - Make (Triggering player) treat Player 5 (Yellow) as an Enemy
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Substring((Entered chat string), 9, 14)) Equal to orange
        (Triggering player) Not equal to Player 6 (Orange)
      Then - Actions
        Player - Make (Triggering player) treat Player 6 (Orange) as an Enemy
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Substring((Entered chat string), 9, 13)) Equal to green
        (Triggering player) Not equal to Player 7 (Green)
      Then - Actions
        Player - Make (Triggering player) treat Player 7 (Green) as an Enemy
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Substring((Entered chat string), 9, 12)) Equal to pink
        (Triggering player) Not equal to Player 8 (Pink)
      Then - Actions
        Player - Make (Triggering player) treat Player 8 (Pink) as an Enemy
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Substring((Entered chat string), 9, 12)) Equal to gray
        (Triggering player) Not equal to Player 9 (Gray)
      Then - Actions
        Player - Make (Triggering player) treat Player 9 (Gray) as an Enemy
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Substring((Entered chat string), 9, 18)) Equal to light blue
        (Triggering player) Not equal to Player 10 (Light Blue)
      Then - Actions
        Player - Make (Triggering player) treat Player 10 (Light Blue) as an Enemy
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Substring((Entered chat string), 9, 18)) Equal to dark green
        (Triggering player) Not equal to Player 11 (Dark Green)
      Then - Actions
        Player - Make (Triggering player) treat Player 11 (Dark Green) as an Enemy
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Substring((Entered chat string), 9, 13)) Equal to brown
        (Triggering player) Not equal to Player 12 (Brown)
      Then - Actions
        Player - Make (Triggering player) treat Player 12 (Brown) as an Enemy
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Substring((Entered chat string), 9, 11)) Equal to all
      Then - Actions
        Player - Make (Triggering player) treat Player 4 (Purple) as an Enemy
        Player - Make (Triggering player) treat Player 5 (Yellow) as an Enemy
        Player - Make (Triggering player) treat Player 6 (Orange) as an Enemy
        Player - Make (Triggering player) treat Player 7 (Green) as an Enemy
        Player - Make (Triggering player) treat Player 8 (Pink) as an Enemy
        Player - Make (Triggering player) treat Player 9 (Gray) as an Enemy
        Player - Make (Triggering player) treat Player 10 (Light Blue) as an Enemy
        Player - Make (Triggering player) treat Player 11 (Dark Green) as an Enemy
        Player - Make (Triggering player) treat Player 12 (Brown) as an Enemy
      Else - Actions
        Do nothing
Name
  Events
    Player - Player 1 (Red) types a chat message containing -name as A substring
    Player - Player 2 (Blue) types a chat message containing -name as A substring
    Player - Player 3 (Teal) types a chat message containing -name as A substring
    Player - Player 4 (Purple) types a chat message containing -name as A substring
    Player - Player 5 (Yellow) types a chat message containing -name as A substring
    Player - Player 6 (Orange) types a chat message containing -name as A substring
    Player - Player 7 (Green) types a chat message containing -name as A substring
    Player - Player 8 (Pink) types a chat message containing -name as A substring
    Player - Player 9 (Gray) types a chat message containing -name as A substring
    Player - Player 10 (Light Blue) types a chat message containing -name as A substring
    Player - Player 11 (Dark Green) types a chat message containing -name as A substring
    Player - Player 12 (Brown) types a chat message containing -name as A substring
  Conditions
    (Substring((Entered chat string), 1, 5)) Equal to -name
  Actions
    Player - Set name of (Triggering player) to (Substring((Entered chat string), 7, 26))
Real Name
  Events
    Player - Player 1 (Red) types a chat message containing -real as A substring
    Player - Player 2 (Blue) types a chat message containing -real as A substring
    Player - Player 3 (Teal) types a chat message containing -real as A substring
    Player - Player 4 (Purple) types a chat message containing -real as A substring
    Player - Player 5 (Yellow) types a chat message containing -real as A substring
    Player - Player 6 (Orange) types a chat message containing -real as A substring
    Player - Player 7 (Green) types a chat message containing -real as A substring
    Player - Player 8 (Pink) types a chat message containing -real as A substring
    Player - Player 9 (Gray) types a chat message containing -real as A substring
    Player - Player 10 (Light Blue) types a chat message containing -real as A substring
    Player - Player 11 (Dark Green) types a chat message containing -real as A substring
    Player - Player 12 (Brown) types a chat message containing -real as A substring
  Conditions
    (Substring((Entered chat string), 1, 5)) Equal to -real
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Substring((Entered chat string), 7, 9)) Equal to red
      Then - Actions
        Game - Display to (Player group((Triggering player))) the text: (This player's real name is : + RealNames[1])
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Substring((Entered chat string), 7, 10)) Equal to blue
      Then - Actions
        Game - Display to (Player group((Triggering player))) the text: (This player's real name is : + RealNames[2])
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Substring((Entered chat string), 7, 10)) Equal to teal
      Then - Actions
        Game - Display to (Player group((Triggering player))) the text: (This player's real name is : + RealNames[3])
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Substring((Entered chat string), 7, 12)) Equal to purple
      Then - Actions
        Game - Display to (Player group((Triggering player))) the text: (This player's real name is : + RealNames[4])
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Substring((Entered chat string), 7, 12)) Equal to yellow
      Then - Actions
        Game - Display to (Player group((Triggering player))) the text: (This player's real name is : + RealNames[5])
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Substring((Entered chat string), 7, 12)) Equal to orange
      Then - Actions
        Game - Display to (Player group((Triggering player))) the text: (This player's real name is : + RealNames[6])
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Substring((Entered chat string), 7, 11)) Equal to green
      Then - Actions
        Game - Display to (Player group((Triggering player))) the text: (This player's real name is : + RealNames[7])
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Substring((Entered chat string), 7, 10)) Equal to pink
      Then - Actions
        Game - Display to (Player group((Triggering player))) the text: (This player's real name is : + RealNames[8])
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Substring((Entered chat string), 7, 10)) Equal to gray
      Then - Actions
        Game - Display to (Player group((Triggering player))) the text: (This player's real name is : + RealNames[9])
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Substring((Entered chat string), 7, 16)) Equal to light blue
      Then - Actions
        Game - Display to (Player group((Triggering player))) the text: (This player's real name is : + RealNames[10])
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Substring((Entered chat string), 7, 16)) Equal to dark green
      Then - Actions
        Game - Display to (Player group((Triggering player))) the text: (This player's real name is : + RealNames[11])
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Substring((Entered chat string), 7, 11)) Equal to brown
      Then - Actions
        Game - Display to (Player group((Triggering player))) the text: (This player's real name is : + RealNames[12])
      Else - Actions
        Do nothing
Give To Blue
  Events
    Unit - A unit enters GiveTo_Blue <gen>
  Conditions
    (Unit-type of (Entering unit)) Not equal to Titan of Cosmos (Titan Form)
    (Unit-type of (Entering unit)) Not equal to Titan of Cosmos (Mortal Form)
    ((Entering unit) is in GoddessOfSoulsSouls) Equal to False
  Actions
    Set UseOfTechnicalPoint = (Player 2 (Blue) start location)
    Unit - Move (Entering unit) instantly to UseOfTechnicalPoint
    Unit - Change ownership of (Entering unit) to Player 2 (Blue) and Change color
    Custom script: call RemoveLocation(udg_UseOfTechnicalPoint)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Entering unit) Equal to GoddessOfSouls
      Then - Actions
        Unit Group - Pick every unit in GoddessOfSoulsSouls and do (Actions)
          Loop - Actions
            Unit - Change ownership of (Picked unit) to Player 2 (Blue) and Change color
      Else - Actions
        Do nothing
Give To Teal
  Events
    Unit - A unit enters GiveTo_Teal <gen>
  Conditions
    (Unit-type of (Entering unit)) Not equal to Titan of Cosmos (Titan Form)
    (Unit-type of (Entering unit)) Not equal to Titan of Cosmos (Mortal Form)
    ((Entering unit) is in GoddessOfSoulsSouls) Equal to False
  Actions
    Set UseOfTechnicalPoint = (Player 3 (Teal) start location)
    Unit - Move (Entering unit) instantly to UseOfTechnicalPoint
    Unit - Change ownership of (Entering unit) to Player 3 (Teal) and Change color
    Custom script: call RemoveLocation(udg_UseOfTechnicalPoint)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Entering unit) Equal to GoddessOfSouls
      Then - Actions
        Unit Group - Pick every unit in GoddessOfSoulsSouls and do (Actions)
          Loop - Actions
            Unit - Change ownership of (Picked unit) to Player 3 (Teal) and Change color
      Else - Actions
        Do nothing
Give To Purple
  Events
    Unit - A unit enters GiveTo_Purple <gen>
  Conditions
    (Unit-type of (Entering unit)) Not equal to Titan of Cosmos (Titan Form)
    (Unit-type of (Entering unit)) Not equal to Titan of Cosmos (Mortal Form)
    ((Entering unit) is in GoddessOfSoulsSouls) Equal to False
  Actions
    Set UseOfTechnicalPoint = (Player 4 (Purple) start location)
    Unit - Move (Entering unit) instantly to UseOfTechnicalPoint
    Unit - Change ownership of (Entering unit) to Player 4 (Purple) and Change color
    Custom script: call RemoveLocation(udg_UseOfTechnicalPoint)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Entering unit) Equal to GoddessOfSouls
      Then - Actions
        Unit Group - Pick every unit in GoddessOfSoulsSouls and do (Actions)
          Loop - Actions
            Unit - Change ownership of (Picked unit) to Player 4 (Purple) and Change color
      Else - Actions
        Do nothing
Give To Yellow
  Events
    Unit - A unit enters GiveTo_Yellow <gen>
  Conditions
    (Unit-type of (Entering unit)) Not equal to Titan of Cosmos (Titan Form)
    (Unit-type of (Entering unit)) Not equal to Titan of Cosmos (Mortal Form)
    ((Entering unit) is in GoddessOfSoulsSouls) Equal to False
  Actions
    Set UseOfTechnicalPoint = (Player 5 (Yellow) start location)
    Unit - Move (Entering unit) instantly to UseOfTechnicalPoint
    Unit - Change ownership of (Entering unit) to Player 5 (Yellow) and Change color
    Custom script: call RemoveLocation(udg_UseOfTechnicalPoint)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Entering unit) Equal to GoddessOfSouls
      Then - Actions
        Unit Group - Pick every unit in GoddessOfSoulsSouls and do (Actions)
          Loop - Actions
            Unit - Change ownership of (Picked unit) to Player 5 (Yellow) and Change color
      Else - Actions
        Do nothing
Give To Orange
  Events
    Unit - A unit enters GiveTo_Orange <gen>
  Conditions
    (Unit-type of (Entering unit)) Not equal to Titan of Cosmos (Titan Form)
    (Unit-type of (Entering unit)) Not equal to Titan of Cosmos (Mortal Form)
    ((Entering unit) is in GoddessOfSoulsSouls) Equal to False
  Actions
    Set UseOfTechnicalPoint = (Player 6 (Orange) start location)
    Unit - Move (Entering unit) instantly to UseOfTechnicalPoint
    Unit - Change ownership of (Entering unit) to Player 6 (Orange) and Change color
    Custom script: call RemoveLocation(udg_UseOfTechnicalPoint)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Entering unit) Equal to GoddessOfSouls
      Then - Actions
        Unit Group - Pick every unit in GoddessOfSoulsSouls and do (Actions)
          Loop - Actions
            Unit - Change ownership of (Picked unit) to Player 6 (Orange) and Change color
      Else - Actions
        Do nothing
Give To Green
  Events
    Unit - A unit enters GiveTo_Green <gen>
  Conditions
    (Unit-type of (Entering unit)) Not equal to Titan of Cosmos (Titan Form)
    (Unit-type of (Entering unit)) Not equal to Titan of Cosmos (Mortal Form)
    ((Entering unit) is in GoddessOfSoulsSouls) Equal to False
  Actions
    Set UseOfTechnicalPoint = (Player 7 (Green) start location)
    Unit - Move (Entering unit) instantly to UseOfTechnicalPoint
    Unit - Change ownership of (Entering unit) to Player 7 (Green) and Change color
    Custom script: call RemoveLocation(udg_UseOfTechnicalPoint)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Entering unit) Equal to GoddessOfSouls
      Then - Actions
        Unit Group - Pick every unit in GoddessOfSoulsSouls and do (Actions)
          Loop - Actions
            Unit - Change ownership of (Picked unit) to Player 7 (Green) and Change color
      Else - Actions
        Do nothing
Give To Pink
  Events
    Unit - A unit enters GiveTo_Pink <gen>
  Conditions
    (Unit-type of (Entering unit)) Not equal to Titan of Cosmos (Titan Form)
    (Unit-type of (Entering unit)) Not equal to Titan of Cosmos (Mortal Form)
    ((Entering unit) is in GoddessOfSoulsSouls) Equal to False
  Actions
    Set UseOfTechnicalPoint = (Player 8 (Pink) start location)
    Unit - Move (Entering unit) instantly to UseOfTechnicalPoint
    Unit - Change ownership of (Entering unit) to Player 8 (Pink) and Change color
    Custom script: call RemoveLocation(udg_UseOfTechnicalPoint)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Entering unit) Equal to GoddessOfSouls
      Then - Actions
        Unit Group - Pick every unit in GoddessOfSoulsSouls and do (Actions)
          Loop - Actions
            Unit - Change ownership of (Picked unit) to Player 8 (Pink) and Change color
      Else - Actions
        Do nothing
Give To Gray
  Events
    Unit - A unit enters GiveTo_Gray <gen>
  Conditions
    (Unit-type of (Entering unit)) Not equal to Titan of Cosmos (Titan Form)
    (Unit-type of (Entering unit)) Not equal to Titan of Cosmos (Mortal Form)
    ((Entering unit) is in GoddessOfSoulsSouls) Equal to False
  Actions
    Set UseOfTechnicalPoint = (Player 9 (Gray) start location)
    Unit - Move (Entering unit) instantly to UseOfTechnicalPoint
    Unit - Change ownership of (Entering unit) to Player 9 (Gray) and Change color
    Custom script: call RemoveLocation(udg_UseOfTechnicalPoint)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Entering unit) Equal to GoddessOfSouls
      Then - Actions
        Unit Group - Pick every unit in GoddessOfSoulsSouls and do (Actions)
          Loop - Actions
            Unit - Change ownership of (Picked unit) to Player 9 (Gray) and Change color
      Else - Actions
        Do nothing
Give To Light Blue
  Events
    Unit - A unit enters GiveTo_Light_Blue <gen>
  Conditions
    (Unit-type of (Entering unit)) Not equal to Titan of Cosmos (Titan Form)
    (Unit-type of (Entering unit)) Not equal to Titan of Cosmos (Mortal Form)
    ((Entering unit) is in GoddessOfSoulsSouls) Equal to False
  Actions
    Set UseOfTechnicalPoint = (Player 10 (Light Blue) start location)
    Unit - Move (Entering unit) instantly to UseOfTechnicalPoint
    Unit - Change ownership of (Entering unit) to Player 10 (Light Blue) and Change color
    Custom script: call RemoveLocation(udg_UseOfTechnicalPoint)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Entering unit) Equal to GoddessOfSouls
      Then - Actions
        Unit Group - Pick every unit in GoddessOfSoulsSouls and do (Actions)
          Loop - Actions
            Unit - Change ownership of (Picked unit) to Player 10 (Light Blue) and Change color
      Else - Actions
        Do nothing
Give To Dark Green
  Events
    Unit - A unit enters GiveTo_Dark_Green <gen>
  Conditions
    (Unit-type of (Entering unit)) Not equal to Titan of Cosmos (Titan Form)
    (Unit-type of (Entering unit)) Not equal to Titan of Cosmos (Mortal Form)
    ((Entering unit) is in GoddessOfSoulsSouls) Equal to False
  Actions
    Set UseOfTechnicalPoint = (Player 11 (Dark Green) start location)
    Unit - Move (Entering unit) instantly to UseOfTechnicalPoint
    Unit - Change ownership of (Entering unit) to Player 11 (Dark Green) and Change color
    Custom script: call RemoveLocation(udg_UseOfTechnicalPoint)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Entering unit) Equal to GoddessOfSouls
      Then - Actions
        Unit Group - Pick every unit in GoddessOfSoulsSouls and do (Actions)
          Loop - Actions
            Unit - Change ownership of (Picked unit) to Player 11 (Dark Green) and Change color
      Else - Actions
        Do nothing
Give To Brown
  Events
    Unit - A unit enters GiveTo_Brown <gen>
  Conditions
    (Unit-type of (Entering unit)) Not equal to Titan of Cosmos (Titan Form)
    (Unit-type of (Entering unit)) Not equal to Titan of Cosmos (Mortal Form)
    ((Entering unit) is in GoddessOfSoulsSouls) Equal to False
  Actions
    Set UseOfTechnicalPoint = (Player 12 (Brown) start location)
    Unit - Move (Entering unit) instantly to UseOfTechnicalPoint
    Unit - Change ownership of (Entering unit) to Player 12 (Brown) and Change color
    Custom script: call RemoveLocation(udg_UseOfTechnicalPoint)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Entering unit) Equal to GoddessOfSouls
      Then - Actions
        Unit Group - Pick every unit in GoddessOfSoulsSouls and do (Actions)
          Loop - Actions
            Unit - Change ownership of (Picked unit) to Player 12 (Brown) and Change color
      Else - Actions
        Do nothing
Doors
  Events
    Time - Every 0.50 seconds of game time
  Conditions
  Actions
    Set AllianceForce = (All allies of Player 1 (Red))
    Set DoorGroup = (Units in DoorFireTitan <gen> matching (((Owner of (Matching unit)) is in AllianceForce) Equal to True))
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in DoorGroup) Greater than 0
      Then - Actions
        Destructible - Open Elven Gate 0006 <gen>
      Else - Actions
        Destructible - Close Elven Gate 0006 <gen>
    Custom script: call DestroyGroup(udg_DoorGroup)
    Set DoorGroup = (Units in DoorIceTitan <gen> matching (((Owner of (Matching unit)) is in AllianceForce) Equal to True))
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in DoorGroup) Greater than 0
      Then - Actions
        Destructible - Open Elven Gate 0005 <gen>
      Else - Actions
        Destructible - Close Elven Gate 0005 <gen>
    Custom script: call DestroyGroup(udg_DoorGroup)
    Set DoorGroup = (Units in DoorTitanA <gen> matching (((Owner of (Matching unit)) is in AllianceForce) Equal to True))
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in DoorGroup) Greater than 0
      Then - Actions
        Destructible - Open Demonic Gate 0004 <gen>
      Else - Actions
        Destructible - Close Demonic Gate 0004 <gen>
    Custom script: call DestroyGroup(udg_DoorGroup)
    Set DoorGroup = (Units in DoorTitanB <gen> matching (((Owner of (Matching unit)) is in AllianceForce) Equal to True))
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in DoorGroup) Greater than 0
      Then - Actions
        Destructible - Open Demonic Gate 0003 <gen>
      Else - Actions
        Destructible - Close Demonic Gate 0003 <gen>
    Custom script: call DestroyGroup(udg_DoorGroup)
    Set DoorGroup = (Units in DoorTreasureA <gen> matching (((Matching unit) has an item of type Ruby Key) Equal to True))
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in DoorGroup) Greater than 0
      Then - Actions
        Destructible - Open Iron Gate 0008 <gen>
      Else - Actions
        Destructible - Close Iron Gate 0008 <gen>
    Custom script: call DestroyGroup(udg_DoorGroup)
    Set DoorGroup = (Units in DoorTreasureB <gen> matching (((Matching unit) has an item of type Ruby Key) Equal to True))
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in DoorGroup) Greater than 0
      Then - Actions
        Destructible - Open Iron Gate 0007 <gen>
      Else - Actions
        Destructible - Close Iron Gate 0007 <gen>
    Custom script: call DestroyGroup(udg_DoorGroup)
    Custom script: call DestroyForce(udg_AllianceForce)
Private
  Events
    Unit - A unit enters DoorWarningA <gen>
    Unit - A unit enters DoorWarningB <gen>
  Conditions
    ((Entering unit) has an item of type Ruby Key) Equal to False
  Actions
    Set AllianceForce = (Player group((Owner of (Entering unit))))
    Game - Display to AllianceForce for 10.00 seconds the text: |cffffff00/ / / / / / / /|r|cffff0000WARNING!|rNeed the Ruby Key to be allowed in.|cffffff00/ / / / / / / /|r
    Custom script: call DestroyForce(udg_AllianceForce)
Thief
  Events
    Unit - A unit enters ThiefRecallA <gen>
    Unit - A unit enters ThiefRecallB <gen>
  Conditions
    And - All (Conditions) are true
      Conditions
        ((Entering unit) has an item of type Ruby Key) Equal to False
        (Owner of (Entering unit)) Not equal to Player 1 (Red)
  Actions
    Set PrivateRoomPoint = (Center of ThiefSpot <gen>)
    Unit - Move (Entering unit) instantly to PrivateRoomPoint
    Custom script: call RemoveLocation(udg_PrivateRoomPoint)
Open Door
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Open/Close Gate
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Casting unit)) Equal to North Gate Control Tower
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (City Entrance 0534 <gen> is alive) Equal to True
          Then - Actions
            Destructible - Open City Entrance 0534 <gen>
          Else - Actions
            Destructible - Close City Entrance 0534 <gen>
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Casting unit)) Equal to South Gate Control Tower
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (City Entrance 0533 <gen> is alive) Equal to True
          Then - Actions
            Destructible - Open City Entrance 0533 <gen>
          Else - Actions
            Destructible - Close City Entrance 0533 <gen>
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Casting unit)) Equal to East Gate Control Tower
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (City Entrance 0535 <gen> is alive) Equal to True
          Then - Actions
            Destructible - Open City Entrance 0535 <gen>
          Else - Actions
            Destructible - Close City Entrance 0535 <gen>
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Casting unit)) Equal to West Gate Control Tower
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (City Entrance 0536 <gen> is alive) Equal to True
          Then - Actions
            Destructible - Open City Entrance 0536 <gen>
          Else - Actions
            Destructible - Close City Entrance 0536 <gen>
      Else - Actions
        Do nothing
Kill Door
  Events
    Unit - A unit Dies
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Dying unit)) Equal to East Gate Control Tower
        (Unit-type of (Dying unit)) Equal to North Gate Control Tower
        (Unit-type of (Dying unit)) Equal to South Gate Control Tower
        (Unit-type of (Dying unit)) Equal to West Gate Control Tower
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Dying unit)) Equal to East Gate Control Tower
      Then - Actions
        Destructible - Kill City Entrance 0535 <gen>
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Dying unit)) Equal to North Gate Control Tower
      Then - Actions
        Destructible - Kill City Entrance 0534 <gen>
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Dying unit)) Equal to South Gate Control Tower
      Then - Actions
        Destructible - Kill City Entrance 0533 <gen>
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Dying unit)) Equal to West Gate Control Tower
      Then - Actions
        Destructible - Kill City Entrance 0536 <gen>
      Else - Actions
        Do nothing
Angel Of Creation
  Events
    Player - Player 1 (Red) types a chat message containing -Summon the Creator as An exact match
  Conditions
  Actions
    Set UseOfTechnicalPoint = (Center of Titan <gen>)
    Unit - Create 1 Angel of Creation for Player 1 (Red) at UseOfTechnicalPoint facing 315.00 degrees
    Set MetalWarrior = (Last created unit)
    Hero - Set MetalWarrior Hero-level to 100, Hide level-up graphics
    Hero - Create |cffccccccSword of Destruction|r [|cffffff001|r] and give it to MetalWarrior
    Hero - Create |cffccccccSword of Destruction|r [|cffffff002|r] and give it to MetalWarrior
    Custom script: call RemoveLocation(udg_UseOfTechnicalPoint)
    Trigger - Turn off (This trigger)
Arena Out
  Events
    Unit - A unit enters Unit_Out_Of_Arena <gen>
  Conditions
    ((Entering unit) is A Hero) Equal to False
    (Unit-type of (Entering unit)) Not equal to Comet
    (Unit-type of (Entering unit)) Not equal to Comet Blast
    (Unit-type of (Entering unit)) Not equal to Dark Orb
    (Unit-type of (Entering unit)) Not equal to Dark Prison
    (Unit-type of (Entering unit)) Not equal to Dark Prison Barrier
    (Unit-type of (Entering unit)) Not equal to Destruction Flash
    (Unit-type of (Entering unit)) Not equal to Destruction Flash Ball
    (Unit-type of (Entering unit)) Not equal to Facing Dummy
    (Unit-type of (Entering unit)) Not equal to Finishing Buster
    (Unit-type of (Entering unit)) Not equal to Finishing Flash
    (Unit-type of (Entering unit)) Not equal to Fire Element Burn
    (Unit-type of (Entering unit)) Not equal to Flash Crater
    (Unit-type of (Entering unit)) Not equal to Food Plus
    (Unit-type of (Entering unit)) Not equal to Half Blue
    (Unit-type of (Entering unit)) Not equal to Half Red
    (Unit-type of (Entering unit)) Not equal to Ice Bomb
    (Unit-type of (Entering unit)) Not equal to Ice Storm
    (Unit-type of (Entering unit)) Not equal to Ice Storm Artifact
    (Unit-type of (Entering unit)) Not equal to Ice Storm Artifact Trigger
    (Unit-type of (Entering unit)) Not equal to Implosion
    (Unit-type of (Entering unit)) Not equal to Log
    (Unit-type of (Entering unit)) Not equal to Mini Destruction Flash
    (Unit-type of (Entering unit)) Not equal to Pyroblast Burst 1
    (Unit-type of (Entering unit)) Not equal to Pyroblast Burst 2
    (Unit-type of (Entering unit)) Not equal to Pyroblast Caster
    (Unit-type of (Entering unit)) Not equal to Roots
    (Unit-type of (Entering unit)) Not equal to Sacrifice
    (Unit-type of (Entering unit)) Not equal to Sand (0)
    (Unit-type of (Entering unit)) Not equal to Sand (1)
    (Unit-type of (Entering unit)) Not equal to Sand (2)
    (Unit-type of (Entering unit)) Not equal to Sand (3)
    (Unit-type of (Entering unit)) Not equal to Sand (4)
    (Unit-type of (Entering unit)) Not equal to Sand (5)
    (Unit-type of (Entering unit)) Not equal to Sand (6)
    (Unit-type of (Entering unit)) Not equal to Sand (7)
    (Unit-type of (Entering unit)) Not equal to Sand Coffin
    (Unit-type of (Entering unit)) Not equal to Sand Missile (1)
    (Unit-type of (Entering unit)) Not equal to Showdown Dark Blast
    (Unit-type of (Entering unit)) Not equal to Showdown Death And Decay
    (Unit-type of (Entering unit)) Not equal to Showdown Earthquake
    (Unit-type of (Entering unit)) Not equal to Showdown Ice Strike
    (Unit-type of (Entering unit)) Not equal to Spirit Change
    (Unit-type of (Entering unit)) Not equal to Substitution Fog
    (Unit-type of (Entering unit)) Not equal to Targeted Area Comet
    (Unit-type of (Entering unit)) Not equal to Targeted Area Pyroblast
    (Unit-type of (Entering unit)) Not equal to Thunder Bomb A
    (Unit-type of (Entering unit)) Not equal to Thunder Bomb B
    (Unit-type of (Entering unit)) Not equal to Tomb
    (Unit-type of (Entering unit)) Not equal to Toxic Cloud
    (Unit-type of (Entering unit)) Not equal to Warp Barrage (1)
    (Unit-type of (Entering unit)) Not equal to Warp Barrage (2)
    (Unit-type of (Entering unit)) Not equal to Warp Barrage (3)
    (Unit-type of (Entering unit)) Not equal to Warp Barrage (4)
    (Unit-type of (Entering unit)) Not equal to Warp Barrage (5)
    (Unit-type of (Entering unit)) Not equal to Fire Birds
    (Unit-type of (Entering unit)) Not equal to Locust
    (Unit-type of (Entering unit)) Not equal to Meteor Explosion (End of the World)
    (Unit-type of (Entering unit)) Not equal to Meteor (End of the World)
    (Unit-type of (Entering unit)) Not equal to Earth Quake End of The World
    (Unit-type of (Entering unit)) Not equal to Sand Shield (1)
    (Unit-type of (Entering unit)) Not equal to Sand Shield (2)
    (Unit-type of (Entering unit)) Not equal to Sand Shield (3)
    (Unit-type of (Entering unit)) Not equal to Sand Shield (4)
    (Unit-type of (Entering unit)) Not equal to Tsukuyomi Clone
  Actions
    Set OutOfArenaPoint = (Center of Unit_Out_Arena <gen>)
    Unit - Move (Entering unit) instantly to OutOfArenaPoint
    Custom script: call RemoveLocation(udg_OutOfArenaPoint)
Open Arena
  Events
    Player - Player 1 (Red) types a chat message containing -open arena as An exact match
  Conditions
  Actions
    Destructible - Open Massive Ruined Gate 6739 <gen>
Close Arena
  Events
    Player - Player 1 (Red) types a chat message containing -close arena as An exact match
  Conditions
  Actions
    Destructible - Close Massive Ruined Gate 6739 <gen>
Open Inner Arena
  Events
    Player - Player 1 (Red) types a chat message containing -open inner arena as An exact match
  Conditions
  Actions
    Destructible - Open City Entrance 5860 <gen>
Close Inner Arena
  Events
    Player - Player 1 (Red) types a chat message containing -close inner arena as An exact match
  Conditions
  Actions
    Destructible - Close City Entrance 5860 <gen>
Path Way
  Events
    Unit - A unit enters Path01 <gen>
    Unit - A unit enters Path02 <gen>
    Unit - A unit enters Path03 <gen>
    Unit - A unit enters Path04 <gen>
    Unit - A unit enters Path05 <gen>
    Unit - A unit enters Path06 <gen>
    Unit - A unit enters Path07 <gen>
    Unit - A unit enters Path08 <gen>
    Unit - A unit enters Path09 <gen>
    Unit - A unit enters Path10 <gen>
    Unit - A unit enters Path11 <gen>
    Unit - A unit enters Path12 <gen>
    Unit - A unit enters Path13 <gen>
    Unit - A unit enters Path14 <gen>
    Unit - A unit enters Path15 <gen>
    Unit - A unit enters Path16 <gen>
    Unit - A unit enters Path17 <gen>
    Unit - A unit enters Path18 <gen>
    Unit - A unit enters Path19 <gen>
    Unit - A unit enters Path20 <gen>
    Unit - A unit enters Path21 <gen>
    Unit - A unit enters Path22 <gen>
    Unit - A unit enters Path23 <gen>
    Unit - A unit enters Path24 <gen>
    Unit - A unit enters Path25 <gen>
    Unit - A unit enters Path26 <gen>
    Unit - A unit enters Path27 <gen>
    Unit - A unit enters Path28 <gen>
    Unit - A unit enters Path29 <gen>
    Unit - A unit enters Path30 <gen>
    Unit - A unit enters Path31 <gen>
    Unit - A unit enters Path32 <gen>
    Unit - A unit enters Path33 <gen>
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Entering unit)) Equal to Trader (Potion)
        (Unit-type of (Entering unit)) Equal to Trader (Things)
  Actions
    Wait 0.20 seconds
    Set PathWayPoint = (Position of (Entering unit))
    For each (Integer PathWayForInteger) from 1 to 33, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (PathRegion[PathWayForInteger] contains PathWayPoint) Equal to True
          Then - Actions
            Unit - Set the custom value of (Entering unit) to (PathWayForInteger + 1)
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Custom value of (Entering unit)) Greater than or equal to 34
              Then - Actions
                Unit - Set the custom value of (Entering unit) to 1
              Else - Actions
                Do nothing
          Else - Actions
            Do nothing
    Custom script: call RemoveLocation(udg_PathWayPoint)
    Set PathWayPoint = (Center of PathRegion[(Custom value of (Entering unit))])
    Unit - Order (Entering unit) to Move To PathWayPoint
    Custom script: call RemoveLocation(udg_PathWayPoint)
Trader Selling
  Events
    Unit - A unit Sells an item (from shop)
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Selling unit)) Equal to Trader (Orb)
        (Unit-type of (Selling unit)) Equal to Trader (Potion)
        (Unit-type of (Selling unit)) Equal to Trader (Scroll)
        (Unit-type of (Selling unit)) Equal to Trader (Things)
        (Unit-type of (Selling unit)) Equal to Trader (Weapon and Armor) (low level)
  Actions
    Floating Text - Create floating text that reads Thanks you very much!Please come again. above (Selling unit) with Z offset 0, using font size 8.00, color (100%, 100%, 100%), and 0% transparency
    Set Insults = (Last created floating text)
    Floating Text - Change Insults: Disable permanence
    Floating Text - Show Insults for (All players)
    Floating Text - Change the lifespan of Insults to 5 seconds
    Floating Text - Change the fading age of Insults to 4 seconds
    Floating Text - Set the velocity of Insults to 64 towards 90 degrees
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Unit-type of (Selling unit)) Equal to Trader (Potion)
            (Unit-type of (Selling unit)) Equal to Trader (Things)
      Then - Actions
        Set PathWayPoint = (Center of PathRegion[(Custom value of (Selling unit))])
        Unit - Order (Selling unit) to Move To PathWayPoint
        Custom script: call RemoveLocation(udg_PathWayPoint)
      Else - Actions
        Do nothing
Mana Tower
  Events
    Unit - A unit Is attacked
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Attacking unit)) Equal to Mana Tower
        (Unit-type of (Attacking unit)) Equal to Mana Tower (Blood Elves)
  Actions
    Unit - Order (Attacking unit) to Undead Lich - Frost Nova (Attacked unit)
    Wait 0.10 seconds
    Unit - Order (Attacking unit) to Human Blood Mage - Siphon Mana (Attacked unit)
Divine Light
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Divine Light
  Actions
    Set DivineLightLevel = (Level of Divine Light for (Casting unit))
    Set DivineLightUnit = (Target unit of ability being cast)
    Set DivineLightPoint = (Position of DivineLightUnit)
    For each (Integer DivineLightIntegerFor) from 1 to 12, do (Actions)
      Loop - Actions
        Set DivineLightPolarPoint = (DivineLightPoint offset by 150.00 towards (30.00 x (Real(DivineLightIntegerFor))) degrees)
        Special Effect - Create a special effect at DivineLightPolarPoint using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
        Special Effect - Destroy (Last created special effect)
        Custom script: call RemoveLocation(udg_DivineLightPolarPoint)
    Wait 0.10 seconds
    Set DivineLightGroup = (Units within 150.00 of DivineLightPoint)
    Unit Group - Remove DivineLightUnit from DivineLightGroup
    Unit Group - Pick every unit in DivineLightGroup and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Owner of (Picked unit)) is in (All allies of (Owner of (Casting unit)))) Equal to True
            ((Picked unit) is A structure) Equal to False
            ((Picked unit) is Undead) Equal to False
          Then - Actions
            Unit - Set life of (Picked unit) to ((Life of (Picked unit)) + (100.00 x (Real(DivineLightLevel))))
            Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
            Special Effect - Destroy (Last created special effect)
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                ((Owner of (Picked unit)) is in (All allies of (Owner of (Casting unit)))) Equal to False
                ((Picked unit) is A structure) Equal to False
                ((Picked unit) is Undead) Equal to True
              Then - Actions
                Unit - Cause (Casting unit) to damage (Picked unit), dealing (50.00 x (Real(DivineLightLevel))) damage of attack type Spells and damage type Normal
                Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
                Special Effect - Destroy (Last created special effect)
              Else - Actions
                Do nothing
    Custom script: call DestroyGroup(udg_DivineLightGroup)
    Custom script: call RemoveLocation(udg_DivineLightPoint)
    Set DivineLightUnit = No unit
Divine Strike
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Divine Strike
  Actions
    Set DivineStrikePoint = (Position of BlueEmperorUnit)
    For each (Integer DivineStrikeIntegerFor) from 1 to 12, do (Actions)
      Loop - Actions
        Set DivineStrikePolarPoint = (DivineStrikePoint offset by 150.00 towards (30.00 x (Real(DivineStrikeIntegerFor))) degrees)
        Special Effect - Create a special effect at DivineStrikePolarPoint using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
        Special Effect - Destroy (Last created special effect)
        Custom script: call RemoveLocation(udg_DivineStrikePolarPoint)
    Wait 1.00 seconds
    Set DivineStrikeGroup = (Units within 150.00 of DivineStrikePoint)
    Unit Group - Pick every unit in DivineStrikeGroup and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Owner of (Picked unit)) is in (All allies of (Owner of BlueEmperorUnit))) Equal to False
            ((Picked unit) is A structure) Equal to False
          Then - Actions
            Unit - Cause BlueEmperorUnit to damage (Picked unit), dealing 60.00 damage of attack type Spells and damage type Normal
            Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
            Special Effect - Destroy (Last created special effect)
          Else - Actions
            Do nothing
    Custom script: call DestroyGroup(udg_DivineLightGroup)
    Custom script: call RemoveLocation(udg_DivineStrikePoint)
    Set DivineStrikePoint = (Position of BlueEmperorUnit)
    For each (Integer DivineStrikeIntegerFor) from 1 to 12, do (Actions)
      Loop - Actions
        Set DivineStrikePolarPoint = (DivineStrikePoint offset by 200.00 towards (30.00 x (Real(DivineStrikeIntegerFor))) degrees)
        Special Effect - Create a special effect at DivineStrikePolarPoint using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
        Special Effect - Destroy (Last created special effect)
        Custom script: call RemoveLocation(udg_DivineStrikePolarPoint)
    Wait 1.00 seconds
    Set DivineStrikeGroup = (Units within 200.00 of DivineStrikePoint)
    Unit Group - Pick every unit in DivineStrikeGroup and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Owner of (Picked unit)) is in (All allies of (Owner of BlueEmperorUnit))) Equal to False
            ((Picked unit) is A structure) Equal to False
          Then - Actions
            Unit - Cause BlueEmperorUnit to damage (Picked unit), dealing 60.00 damage of attack type Spells and damage type Normal
            Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
            Special Effect - Destroy (Last created special effect)
          Else - Actions
            Do nothing
    Custom script: call DestroyGroup(udg_DivineLightGroup)
    Custom script: call RemoveLocation(udg_DivineStrikePoint)
    Set DivineStrikePoint = (Position of BlueEmperorUnit)
    For each (Integer DivineStrikeIntegerFor) from 1 to 12, do (Actions)
      Loop - Actions
        Set DivineStrikePolarPoint = (DivineStrikePoint offset by 250.00 towards (30.00 x (Real(DivineStrikeIntegerFor))) degrees)
        Special Effect - Create a special effect at DivineStrikePolarPoint using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
        Special Effect - Destroy (Last created special effect)
        Custom script: call RemoveLocation(udg_DivineStrikePolarPoint)
    Wait 1.00 seconds
    Set DivineStrikeGroup = (Units within 250.00 of DivineStrikePoint)
    Unit Group - Pick every unit in DivineStrikeGroup and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Owner of (Picked unit)) is in (All allies of (Owner of BlueEmperorUnit))) Equal to False
            ((Picked unit) is A structure) Equal to False
          Then - Actions
            Unit - Cause BlueEmperorUnit to damage (Picked unit), dealing 60.00 damage of attack type Spells and damage type Normal
            Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
            Special Effect - Destroy (Last created special effect)
          Else - Actions
            Do nothing
    Custom script: call DestroyGroup(udg_DivineLightGroup)
    Custom script: call RemoveLocation(udg_DivineStrikePoint)
    Set DivineStrikePoint = (Position of BlueEmperorUnit)
    For each (Integer DivineStrikeIntegerFor) from 1 to 12, do (Actions)
      Loop - Actions
        Set DivineStrikePolarPoint = (DivineStrikePoint offset by 300.00 towards (30.00 x (Real(DivineStrikeIntegerFor))) degrees)
        Special Effect - Create a special effect at DivineStrikePolarPoint using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
        Special Effect - Destroy (Last created special effect)
        Custom script: call RemoveLocation(udg_DivineStrikePolarPoint)
    Wait 1.00 seconds
    Set DivineStrikeGroup = (Units within 300.00 of DivineStrikePoint)
    Unit Group - Pick every unit in DivineStrikeGroup and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Owner of (Picked unit)) is in (All allies of (Owner of BlueEmperorUnit))) Equal to False
            ((Picked unit) is A structure) Equal to False
          Then - Actions
            Unit - Cause BlueEmperorUnit to damage (Picked unit), dealing 60.00 damage of attack type Spells and damage type Normal
            Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
            Special Effect - Destroy (Last created special effect)
          Else - Actions
            Do nothing
    Custom script: call DestroyGroup(udg_DivineLightGroup)
    Custom script: call RemoveLocation(udg_DivineStrikePoint)
    Set DivineStrikePoint = (Position of BlueEmperorUnit)
    For each (Integer DivineStrikeIntegerFor) from 1 to 12, do (Actions)
      Loop - Actions
        Set DivineStrikePolarPoint = (DivineStrikePoint offset by 350.00 towards (30.00 x (Real(DivineStrikeIntegerFor))) degrees)
        Special Effect - Create a special effect at DivineStrikePolarPoint using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
        Special Effect - Destroy (Last created special effect)
        Custom script: call RemoveLocation(udg_DivineStrikePolarPoint)
    Wait 1.00 seconds
    Set DivineStrikeGroup = (Units within 350.00 of DivineStrikePoint)
    Unit Group - Pick every unit in DivineStrikeGroup and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Owner of (Picked unit)) is in (All allies of (Owner of BlueEmperorUnit))) Equal to False
            ((Picked unit) is A structure) Equal to False
          Then - Actions
            Unit - Cause BlueEmperorUnit to damage (Picked unit), dealing 60.00 damage of attack type Spells and damage type Normal
            Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
            Special Effect - Destroy (Last created special effect)
          Else - Actions
            Do nothing
    Custom script: call DestroyGroup(udg_DivineLightGroup)
    Custom script: call RemoveLocation(udg_DivineStrikePoint)
    Set DivineStrikePoint = (Position of BlueEmperorUnit)
    For each (Integer DivineStrikeIntegerFor) from 1 to 12, do (Actions)
      Loop - Actions
        Set DivineStrikePolarPoint = (DivineStrikePoint offset by 400.00 towards (30.00 x (Real(DivineStrikeIntegerFor))) degrees)
        Special Effect - Create a special effect at DivineStrikePolarPoint using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
        Special Effect - Destroy (Last created special effect)
        Custom script: call RemoveLocation(udg_DivineStrikePolarPoint)
    Wait 1.00 seconds
    Set DivineStrikeGroup = (Units within 400.00 of DivineStrikePoint)
    Unit Group - Pick every unit in DivineStrikeGroup and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions