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Trigger Viewer

[Tut] Mad Mazers v1.61.w3x
Variables
Initialization
Readme
Map Init
Init Levels
Map Settings
Choose Difficulty
Autostart map
Start Map
Spawn, Lifes, Sell and Restart
Spawn
Finish Level
Loose Life
Win Game
Get Level Requirements
Sell Tower
Restart
Prevent Collision
Get Gold
Multiboard
Readme
Multiboard InitLevelInfos
Multiboard Create
Multiboard PlayerStat Update
Multiboard NextLevel Update
Multiboard RemovePlayer
Move
Readme
Move to RedBlue1
Move to TealPurple1
Player 1 Red
Move to Red 2
Move to Red 3
Move to Red 4
Move to Red 5
Move to Red Loose Lifes
Player 2 Blue
Move to Blue 2
Move to Blue 3
Move to Blue 4
Move to Blue 5
Move to Blue Loose Lifes
Player 3 Teal
Move to Teal 2
Move to Teal 3
Move to Teal 4
Move to Teal 5
Move to Teal Loose Lifes
Player 4 Purple
Move to Purple 2
Move to Purple 3
Move to Purple 4
Move to Purple 5
Move to Purple Loose Lifes
Player Commands
PCom Lifes
PCom Name
PCom Who
PCom GameMessages
PCom Hints
PCom Roll
Control Panel
PCom ControlPanel
PCom ControlPanel Analysis
PCom ControlPanel Analysis2
Quest
Quest Init
Misc
Readme
Misc Map Initialization
Misc Base Stay
Misc PlayerLeaves
Effects
Spawn Effects
Life Loose Effects
Abilities
Misc BoulderTowerAbility
Misc ColdTowerAbility
Misc EnergyTowerAbility
Misc FireTowerAbility
Misc RuneLureAbility
Misc RuneLureUpgrade
Misc PaladinAbility
Misc VortexTowerAbility
Hints
Misc Hints
Misc ChangeFoodMessage
Misc Music
Enter map-specific custom script code below. This text will be included in the map script after variables are declared and before any trigger code.
// Tutorial created by SeriousEnemy
// PM to me if you need any help
// Have fun while mapping! :)
// Greetings
Name Type Is Array Initial Value
ControlPanel dialog No
ControlPanelAnalysis dialog No
ControlPanelAnalysisDiag button Yes
ControlPanelDiag button Yes
Difficulty dialog No
DifficultyDiag button Yes
Endlevel integer No
GameStarted boolean No
i_GoldEarned integer Yes
i_HintsMax integer No
i_Kills integer Yes
i_Leaks integer Yes
i_UnitArmor integer Yes
i_UnitArmorSmall integer Yes
i_UnitLife integer Yes
i_UnitLifeSmall integer Yes
i_UnitSpeed integer Yes
i_UnitSpeedSmall integer Yes
Level integer No
Lifes integer Yes
Multiboard multiboard No
PlayerGroup force No
PlayerHintGroup force No
PlayerMusicGroup force No
PlayerName string Yes
r real No
r_Difficulty real No
RuneLureLoopAllow boolean No false
s_Difficulty string No
s_Dummy string No
s_GameMode string No
s_Hint string Yes
s_PlayerColor string Yes |c00ff0303
s_UnitName string Yes
s_UnitNameSmall string Yes
Settings dialog No
SettingsDiag button Yes
ShowLifeLooseEffect boolean No
ShowSpawnEffect boolean No
SpawnCount integer Yes
SpawnCountSmall integer Yes
TA_PRock boolean Yes false
TeamLifes boolean No
TempGroup group No
TempPoint location No
TempPoint2 location No
TimeBetweenRounds real No
TimeBetweenSpawns real No
Type integer No
Unit unitcode Yes
UnitSmall unitcode Yes
You can download the latest version at http://www.hiveworkshop.com/forums/maps-564/how-create-tower-defense-v1-3-a-150232/
All credits go to SeriousEnemy [Northrend]!

Please give me credits if you use some stuff of this map (for example: tower spells)


Greetings
~Serious
Map Init
  Events
    Time - Elapsed game time is 0.01 seconds
  Conditions
  Actions
    -------- this group is needed to allow the building of better towers [trigger: spawn] --------
    Player Group - Add Player 1 (Red) to PlayerGroup
    Player Group - Add Player 2 (Blue) to PlayerGroup
    Player Group - Add Player 3 (Teal) to PlayerGroup
    Player Group - Add Player 4 (Purple) to PlayerGroup
    Player Group - Add Player 1 (Red) to PlayerMusicGroup
    Player Group - Add Player 2 (Blue) to PlayerMusicGroup
    Player Group - Add Player 3 (Teal) to PlayerMusicGroup
    Player Group - Add Player 4 (Purple) to PlayerMusicGroup
    Set VariableSet PlayerName[0] = (Name of Player 1 (Red))
    Set VariableSet PlayerName[1] = (Name of Player 2 (Blue))
    Set VariableSet PlayerName[2] = (Name of Player 3 (Teal))
    Set VariableSet PlayerName[3] = (Name of Player 4 (Purple))
    Set VariableSet Level = 0
    -------- break between every round --------
    Set VariableSet TimeBetweenRounds = 10.00
    -------- time between every unit for each player to spawn --------
    Set VariableSet TimeBetweenSpawns = 1.50
    -------- sets the units for every level.. its starting with level 0, so you have to add 1 level to get the ingame level --------
    -------- for example: current level is: level + 1 --------
    -------- --- --------
    -------- Remember that SpawnCountSmall units always spawn twice --------
    -------- --- --------
    Visibility - Disable fog of war
    Visibility - Disable black mask
    -------- makes units of player 5 drop gold --------
    Game - Display to (All players) for 20.00 seconds the text: |cff87ceebHello and welcome to my Tutorial Tower Defense.If you have any Questions feel free to ask me.Map created by SeriousEnemy [Northrend].|r
    Trigger - Run Init_Levels <gen> (ignoring conditions)
    Wait 5.00 seconds
    Trigger - Turn on PCom_Name <gen>
    Trigger - Run Map_Settings <gen> (ignoring conditions)
Init Levels
  Events
  Conditions
  Actions
    Set VariableSet Type = 0
    Set VariableSet Unit[Type] = |c00ff0303Peasant Level 1
    Set VariableSet UnitSmall[Type] = |c00ff0303Bloodelf Peasant Level 1 Small
    Set VariableSet SpawnCount[Type] = 11
    Set VariableSet SpawnCountSmall[Type] = 8
    Set VariableSet Type = (Type + 1)
    Set VariableSet Unit[Type] = |c00ff0303Footman Level 2
    Set VariableSet UnitSmall[Type] = |c00ff0303Dalaran Mutant Level 2 Small
    Set VariableSet SpawnCount[Type] = 10
    Set VariableSet SpawnCountSmall[Type] = 10
    Set VariableSet Type = (Type + 1)
    Set VariableSet Unit[Type] = |c00ff0303Rifleman Level 3
    Set VariableSet UnitSmall[Type] = |c00ff0303Bandit Level 3 Small
    Set VariableSet SpawnCount[Type] = 9
    Set VariableSet SpawnCountSmall[Type] = 9
    Set VariableSet Type = (Type + 1)
    Set VariableSet Unit[Type] = |c00ff0303Priest Level 4
    Set VariableSet UnitSmall[Type] = |c00ff0303Dranai Level 4 Small
    Set VariableSet SpawnCount[Type] = 10
    Set VariableSet SpawnCountSmall[Type] = 7
    Set VariableSet Type = (Type + 1)
    Set VariableSet Unit[Type] = |c00ff0303Sorceress Level 5
    Set VariableSet UnitSmall[Type] = |c00ff0303Dark Troll Level 5 Small
    Set VariableSet SpawnCount[Type] = 10
    Set VariableSet SpawnCountSmall[Type] = 10
    Set VariableSet Type = (Type + 1)
    Set VariableSet Unit[Type] = |c00ff0303Spell Breaker Level 6
    Set VariableSet UnitSmall[Type] = |c00ff0303Crypt Fiend Level 6 Small
    Set VariableSet SpawnCount[Type] = 12
    Set VariableSet SpawnCountSmall[Type] = 11
    Set VariableSet Type = (Type + 1)
    Set VariableSet Unit[Type] = |c00ff0303Mortar Team Level 7
    Set VariableSet UnitSmall[Type] = |c00ff0303Furbolg Tracker Level 7 Small
    Set VariableSet SpawnCount[Type] = 10
    Set VariableSet SpawnCountSmall[Type] = 10
    Set VariableSet Type = (Type + 1)
    Set VariableSet Unit[Type] = |c00ff0303Archer Level 8
    Set VariableSet UnitSmall[Type] = |c00ff0303Banshee Level 8 Small
    Set VariableSet SpawnCount[Type] = 16
    Set VariableSet SpawnCountSmall[Type] = 8
    Set VariableSet Type = (Type + 1)
    Set VariableSet Unit[Type] = |c00ff0303Knight Level 9
    Set VariableSet UnitSmall[Type] = |c00ff0303Faceless One Level 9 Small
    Set VariableSet SpawnCount[Type] = 6
    Set VariableSet SpawnCountSmall[Type] = 6
    Set VariableSet Type = (Type + 1)
    Set VariableSet Unit[Type] = |c00ff0303Medivh|n|r|c007ebff1Boss Level 10
    Set VariableSet UnitSmall[Type] = |c00ff0303Ghoul Level 10 Small
    Set VariableSet SpawnCount[Type] = 1
    Set VariableSet SpawnCountSmall[Type] = 1
    Set VariableSet Type = (Type + 1)
    Set VariableSet Unit[Type] = |c00ff0303Shaman Level 11
    Set VariableSet UnitSmall[Type] = |c00ff0303Scarab Level 11 Small
    Set VariableSet SpawnCount[Type] = 11
    Set VariableSet SpawnCountSmall[Type] = 9
    Set VariableSet Type = (Type + 1)
    Set VariableSet Unit[Type] = |c00ff0303Skeleton Warrior Level 12
    Set VariableSet UnitSmall[Type] = |c00ff0303Snap Dragon Level 12 Small
    Set VariableSet SpawnCount[Type] = 10
    Set VariableSet SpawnCountSmall[Type] = 7
    Set VariableSet Type = (Type + 1)
    Set VariableSet Unit[Type] = |c00ff0303Skeleton Archer Level 13
    Set VariableSet UnitSmall[Type] = |c00ff0303Void Walker Level 13 Small
    Set VariableSet SpawnCount[Type] = 14
    Set VariableSet SpawnCountSmall[Type] = 12
    Set VariableSet Type = (Type + 1)
    Set VariableSet Unit[Type] = |c00ff0303Skeleton Mage Level 14
    Set VariableSet UnitSmall[Type] = |c00ff0303Felguard Level 14 Small
    Set VariableSet SpawnCount[Type] = 12
    Set VariableSet SpawnCountSmall[Type] = 9
    Set VariableSet Type = (Type + 1)
    Set VariableSet Unit[Type] = |c00ff0303Quill Beast Level 15
    Set VariableSet UnitSmall[Type] = |c00ff0303Naga Summoner Level 15 Small
    Set VariableSet SpawnCount[Type] = 10
    Set VariableSet SpawnCountSmall[Type] = 10
    Set VariableSet Type = (Type + 1)
    Set VariableSet Unit[Type] = |c00ff0303Bristleback Level 16
    Set VariableSet UnitSmall[Type] = |c00ff0303Spider Level 16 Small
    Set VariableSet SpawnCount[Type] = 7
    Set VariableSet SpawnCountSmall[Type] = 5
    Set VariableSet Type = (Type + 1)
    Set VariableSet Unit[Type] = |c00ff0303Archnathid Level 17
    Set VariableSet UnitSmall[Type] = |c00ff0303Grizzly Bear Level 17 Small
    Set VariableSet SpawnCount[Type] = 18
    Set VariableSet SpawnCountSmall[Type] = 6
    Set VariableSet Type = (Type + 1)
    Set VariableSet Unit[Type] = |c00ff0303Ogre Level 18
    Set VariableSet UnitSmall[Type] = |c00ff0303Gnoll Warden Level 18 Small
    Set VariableSet SpawnCount[Type] = 9
    Set VariableSet SpawnCountSmall[Type] = 9
    Set VariableSet Type = (Type + 1)
    Set VariableSet Unit[Type] = |c00ff0303Tauren Level 19
    Set VariableSet UnitSmall[Type] = |c00ff0303Zergling Level 19 Small
    Set VariableSet SpawnCount[Type] = 8
    Set VariableSet SpawnCountSmall[Type] = 6
    Set VariableSet Type = (Type + 1)
    Set VariableSet Unit[Type] = |c00ff0303Farseer|n|r|c007ebff1Boss Level 20
    Set VariableSet UnitSmall[Type] = |c00ff0303Space Orc Level 20 Small
    Set VariableSet SpawnCount[Type] = 1
    Set VariableSet SpawnCountSmall[Type] = 1
    Set VariableSet Type = (Type + 1)
    Set VariableSet Endlevel = Type
    Trigger - Run Multiboard_InitLevelInfos <gen> (ignoring conditions)
Map Settings
  Events
  Conditions
  Actions
    -------- this is for making sure that the player didn't choose a setting --------
    Set VariableSet GameStarted = False
    Game - Display to (All players) for 20.00 seconds the text: |Cff00ff00**Please wait until settings are adjusted.If the settings haven't been adjusted within the next 20 seconds the game will choose it by own.**|r
    -------- always clear a dialog before creating it, try it without.. it will be bugged as hell! --------
    Dialog - Clear Settings
    Dialog - Create a dialog button for Settings labelled Team
    -------- you need to say the game which button you created, it can't know it without variables --------
    Set VariableSet SettingsDiag[0] = (Last created dialog Button)
    Dialog - Create a dialog button for Settings labelled All vs. All
    Set VariableSet SettingsDiag[1] = (Last created dialog Button)
    Dialog - Change the title of Settings to Map Settings
    -------- now check which player is playing.. the first has to choose the settings --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 1 (Red) slot status) Equal to Is playing
      Then - Actions
        Dialog - Show Settings for Player 1 (Red)
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 2 (Blue) slot status) Equal to Is playing
          Then - Actions
            Dialog - Show Settings for Player 2 (Blue)
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Player 3 (Teal) slot status) Equal to Is playing
              Then - Actions
                Dialog - Show Settings for Player 3 (Teal)
              Else - Actions
                Dialog - Show Settings for Player 4 (Purple)
    Wait 20.00 seconds
    Trigger - Run Autostart_map <gen> (ignoring conditions)
Choose Difficulty
  Events
    Dialog - A dialog button is clicked for Settings
  Conditions
  Actions
    -------- set teamlifes to true or false, it depents on the players vote --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Clicked dialog button) Equal to SettingsDiag[0]
      Then - Actions
        Set VariableSet TeamLifes = True
        Set VariableSet s_GameMode = Team
        Game - Display to (All players) for 10.00 seconds the text: |cff87ceebTeam Mode activated.|r
      Else - Actions
        Set VariableSet TeamLifes = False
        Set VariableSet s_GameMode = All vs. All
        Game - Display to (All players) for 10.00 seconds the text: |cff87ceebTeam Mode deactivated.|r
    Dialog - Clear Difficulty
    Dialog - Create a dialog button for Difficulty labelled All AFK (20%)
    Set VariableSet DifficultyDiag[0] = (Last created dialog Button)
    Dialog - Create a dialog button for Difficulty labelled Chicken (30%)
    Set VariableSet DifficultyDiag[1] = (Last created dialog Button)
    Dialog - Create a dialog button for Difficulty labelled Beginner (40%)
    Set VariableSet DifficultyDiag[2] = (Last created dialog Button)
    Dialog - Create a dialog button for Difficulty labelled Average (50%)
    Set VariableSet DifficultyDiag[3] = (Last created dialog Button)
    Dialog - Create a dialog button for Difficulty labelled Experienced (60%)
    Set VariableSet DifficultyDiag[4] = (Last created dialog Button)
    Dialog - Create a dialog button for Difficulty labelled Skilled (70%)
    Set VariableSet DifficultyDiag[5] = (Last created dialog Button)
    Dialog - Create a dialog button for Difficulty labelled Masterful (80%)
    Set VariableSet DifficultyDiag[6] = (Last created dialog Button)
    Dialog - Create a dialog button for Difficulty labelled Inhuman (90%)
    Set VariableSet DifficultyDiag[7] = (Last created dialog Button)
    Dialog - Create a dialog button for Difficulty labelled Godlike (100%)
    Set VariableSet DifficultyDiag[8] = (Last created dialog Button)
    Dialog - Change the title of Difficulty to Choose Difficulty (Handicap)
    -------- now check which player is playing.. the first has to choose the difficulty --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 1 (Red) slot status) Equal to Is playing
      Then - Actions
        Dialog - Show Difficulty for Player 1 (Red)
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 2 (Blue) slot status) Equal to Is playing
          Then - Actions
            Dialog - Show Difficulty for Player 2 (Blue)
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Player 3 (Teal) slot status) Equal to Is playing
              Then - Actions
                Dialog - Show Difficulty for Player 3 (Teal)
              Else - Actions
                Dialog - Show Difficulty for Player 4 (Purple)
Autostart map
  Events
  Conditions
  Actions
    -------- This trigger is made for let players play this game if host disconnected or if he / she is afk. --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        GameStarted Equal to False
      Then - Actions
        Dialog - Hide Settings for Player 1 (Red)
        Dialog - Hide Settings for Player 2 (Blue)
        Dialog - Hide Settings for Player 3 (Teal)
        Dialog - Hide Settings for Player 4 (Purple)
        Dialog - Hide Difficulty for Player 1 (Red)
        Dialog - Hide Difficulty for Player 2 (Blue)
        Dialog - Hide Difficulty for Player 3 (Teal)
        Dialog - Hide Difficulty for Player 4 (Purple)
        Set VariableSet TeamLifes = False
        Set VariableSet s_GameMode = All vs. All
        Set VariableSet r_Difficulty = 40.00
        Set VariableSet s_Difficulty = |c00ff0303Beginner|r |c001ce6b9(40%)|r
        Multiboard - Change the title of Multiboard to (s_GameMode + ( - + s_Difficulty))
        Player - Set Player 5 (Yellow) handicap to 40.00%
        Trigger - Run Start_Map <gen> (ignoring conditions)
      Else - Actions
        Do nothing
Start Map
  Events
    Dialog - A dialog button is clicked for Difficulty
  Conditions
  Actions
    -------- difficulty depents on the players vote --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Clicked dialog button) Equal to DifficultyDiag[0]
      Then - Actions
        Set VariableSet r_Difficulty = 20.00
        Set VariableSet s_Difficulty = |c00ff0303All AFK|r |c001ce6b9(20%)|r
        Player - Set Player 5 (Yellow) handicap to 20.00%
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Clicked dialog button) Equal to DifficultyDiag[1]
          Then - Actions
            Set VariableSet r_Difficulty = 30.00
            Set VariableSet s_Difficulty = |c00ff0303Chicken|r |c001ce6b9(30%)|r
            Player - Set Player 5 (Yellow) handicap to 30.00%
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Clicked dialog button) Equal to DifficultyDiag[2]
              Then - Actions
                Set VariableSet r_Difficulty = 40.00
                Set VariableSet s_Difficulty = |c00ff0303Beginner|r |c001ce6b9(40%)|r
                Player - Set Player 5 (Yellow) handicap to 40.00%
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Clicked dialog button) Equal to DifficultyDiag[3]
                  Then - Actions
                    Set VariableSet r_Difficulty = 50.00
                    Set VariableSet s_Difficulty = |c00ff0303Average|r |c001ce6b9(50%)|r
                    Player - Set Player 5 (Yellow) handicap to 50.00%
                  Else - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        (Clicked dialog button) Equal to DifficultyDiag[4]
                      Then - Actions
                        Set VariableSet r_Difficulty = 60.00
                        Set VariableSet s_Difficulty = |c00ff0303Experienced|r |c001ce6b9(60%)|r
                        Player - Set Player 5 (Yellow) handicap to 60.00%
                      Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            (Clicked dialog button) Equal to DifficultyDiag[5]
                          Then - Actions
                            Set VariableSet r_Difficulty = 70.00
                            Set VariableSet s_Difficulty = |c00ff0303Skilled|r |c001ce6b9(70%)|r
                            Player - Set Player 5 (Yellow) handicap to 70.00%
                          Else - Actions
                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              If - Conditions
                                (Clicked dialog button) Equal to DifficultyDiag[6]
                              Then - Actions
                                Set VariableSet r_Difficulty = 80.00
                                Set VariableSet s_Difficulty = |c00ff0303Masterful|r |c001ce6b9(80%)|r
                                Player - Set Player 5 (Yellow) handicap to 80.00%
                              Else - Actions
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                  If - Conditions
                                    (Clicked dialog button) Equal to DifficultyDiag[7]
                                  Then - Actions
                                    Set VariableSet r_Difficulty = 90.00
                                    Set VariableSet s_Difficulty = |c00ff0303Inhuman|r |c001ce6b9(90%)|r
                                    Player - Set Player 5 (Yellow) handicap to 90.00%
                                  Else - Actions
                                    Set VariableSet r_Difficulty = 100.00
                                    Set VariableSet s_Difficulty = |c00ff0303Godlike|r |c001ce6b9(100%)|r
                                    Player - Set Player 5 (Yellow) handicap to 100.00%
    Game - Display to (All players) for 10.00 seconds the text: (|cff87ceebDifficulty:|r + s_Difficulty)
    Multiboard - Change the title of Multiboard to (s_GameMode + ( - + s_Difficulty))
    -------- set it to true to avoid a double start of the game (look the trigger: Getting started) --------
    Set VariableSet GameStarted = True
    -------- if a player is playing he will get a builder, some gold and 20 lifes --------
    For each (Integer A) from 1 to 4, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Player((Integer A))) controller) Equal to User
            ((Player((Integer A))) slot status) Equal to Is playing
          Then - Actions
            Set VariableSet TempPoint = ((Player((Integer A))) start location)
            Unit - Create 1.|c0020c000Builder|r for (Player((Integer A))) at TempPoint facing Default building facing degrees
            Custom script: call RemoveLocation(udg_TempPoint)
            Player - Set (Player((Integer A))).Current gold to 5
            Set VariableSet Lifes[((Integer A) - 1)] = 20
          Else - Actions
            Do nothing
    -------- if teamlifes are true the teamlifes (lifes[4] will be set to 20) --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        TeamLifes Equal to True
      Then - Actions
        Set VariableSet Lifes[0] = 0
        Set VariableSet Lifes[1] = 0
        Set VariableSet Lifes[2] = 0
        Set VariableSet Lifes[3] = 0
        Set VariableSet Lifes[4] = 20
      Else - Actions
        Set VariableSet Lifes[4] = 0
    -------- For the multiboard --------
    Set VariableSet r = (r_Difficulty / 100.00)
    Multiboard - Set the text for Multiboard item in column 3, row 9 to (String((Integer(((Real(i_UnitLife[Level])) x r)))))
    Multiboard - Set the text for Multiboard item in column 3, row 10 to (String((Integer(((Real(i_UnitLifeSmall[Level])) x r)))))
    Wait 15.00 seconds
    Game - Display to (All players) for 10.00 seconds the text: (|Cff00ff00Level|r |cff87ceeb + ((String((Level + 1))) + ( |r|Cff00ff00starts in|r|cff87ceeb + ((String((Integer(TimeBetweenRounds)))) + |r|Cff00ff00 seconds!|r))))
    Wait TimeBetweenRounds seconds
    Game - Display to (All players) for 10.00 seconds the text: (|Cff00ff00Level|r |cff87ceeb + ((String((Level + 1))) + |r|Cff00ff00started!|r))
    Trigger - Run Spawn <gen> (checking conditions)
Spawn
  Events
  Conditions
  Actions
    Trigger - Run Multiboard_NextLevel_Update <gen> (ignoring conditions)
    For each (Integer A) from 1 to SpawnCount[Level], do (Actions)
      Loop - Actions
        -------- Spawn for Player 1 / 3 --------
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Integer A) Less than or equal to SpawnCount[Level]
          Then - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                And - All (Conditions) are true
                  Conditions
                    (Player 1 (Red) controller) Equal to User
                    (Player 1 (Red) slot status) Equal to Is playing
                    Or - Any (Conditions) are true
                      Conditions
                        Lifes[0] Greater than or equal to 1
                        Lifes[4] Greater than or equal to 1
              Then - Actions
                Set VariableSet TempPoint = (Center of SpawnDown <gen>)
                Unit - Create 1.Unit[Level] for Player 5 (Yellow) at TempPoint facing 270.00 degrees
                Custom script: call RemoveLocation(udg_TempPoint)
                Set VariableSet TempPoint = (Center of MoveDown <gen>)
                Unit - Order (Last created unit) to Move To.TempPoint
                Custom script: call RemoveLocation(udg_TempPoint)
                Unit - Set the custom value of (Last created unit) to 0
              Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                And - All (Conditions) are true
                  Conditions
                    (Player 3 (Teal) controller) Equal to User
                    (Player 3 (Teal) slot status) Equal to Is playing
                    Or - Any (Conditions) are true
                      Conditions
                        Lifes[2] Greater than or equal to 1
                        Lifes[4] Greater than or equal to 1
              Then - Actions
                Set VariableSet TempPoint = (Center of SpawnUp <gen>)
                Unit - Create 1.Unit[Level] for Player 5 (Yellow) at TempPoint facing 90.00 degrees
                Custom script: call RemoveLocation(udg_TempPoint)
                Set VariableSet TempPoint = (Center of MoveUp <gen>)
                Unit - Order (Last created unit) to Move To.TempPoint
                Custom script: call RemoveLocation(udg_TempPoint)
                Unit - Set the custom value of (Last created unit) to 2
              Else - Actions
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Integer A) Less than or equal to SpawnCountSmall[Level]
          Then - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                And - All (Conditions) are true
                  Conditions
                    (Player 1 (Red) controller) Equal to User
                    (Player 1 (Red) slot status) Equal to Is playing
                    Or - Any (Conditions) are true
                      Conditions
                        Lifes[0] Greater than or equal to 1
                        Lifes[4] Greater than or equal to 1
              Then - Actions
                Set VariableSet TempPoint = (Center of SpawnDownLeft <gen>)
                Unit - Create 1.UnitSmall[Level] for Player 5 (Yellow) at TempPoint facing 270.00 degrees
                Custom script: call RemoveLocation(udg_TempPoint)
                Set VariableSet TempPoint = (Center of MoveDown <gen>)
                Unit - Order (Last created unit) to Move To.TempPoint
                Custom script: call RemoveLocation(udg_TempPoint)
                Unit - Set the custom value of (Last created unit) to 0
                Set VariableSet TempPoint = (Center of SpawnDownRight <gen>)
                Unit - Create 1.UnitSmall[Level] for Player 5 (Yellow) at TempPoint facing 270.00 degrees
                Custom script: call RemoveLocation(udg_TempPoint)
                Set VariableSet TempPoint = (Center of MoveDown <gen>)
                Unit - Order (Last created unit) to Move To.TempPoint
                Custom script: call RemoveLocation(udg_TempPoint)
                Unit - Set the custom value of (Last created unit) to 0
              Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                And - All (Conditions) are true
                  Conditions
                    (Player 3 (Teal) controller) Equal to User
                    (Player 3 (Teal) slot status) Equal to Is playing
                    Or - Any (Conditions) are true
                      Conditions
                        Lifes[2] Greater than or equal to 1
                        Lifes[4] Greater than or equal to 1
              Then - Actions
                Set VariableSet TempPoint = (Center of SpawnUpLeft <gen>)
                Unit - Create 1.UnitSmall[Level] for Player 5 (Yellow) at TempPoint facing 90.00 degrees
                Custom script: call RemoveLocation(udg_TempPoint)
                Set VariableSet TempPoint = (Center of MoveUp <gen>)
                Unit - Order (Last created unit) to Move To.TempPoint
                Custom script: call RemoveLocation(udg_TempPoint)
                Unit - Set the custom value of (Last created unit) to 2
                Set VariableSet TempPoint = (Center of SpawnUpRight <gen>)
                Unit - Create 1.UnitSmall[Level] for Player 5 (Yellow) at TempPoint facing 90.00 degrees
                Custom script: call RemoveLocation(udg_TempPoint)
                Set VariableSet TempPoint = (Center of MoveUp <gen>)
                Unit - Order (Last created unit) to Move To.TempPoint
                Custom script: call RemoveLocation(udg_TempPoint)
                Unit - Set the custom value of (Last created unit) to 2
              Else - Actions
          Else - Actions
        Wait (TimeBetweenSpawns x 0.50) seconds
        -------- Spawn for Player 2 / 4 --------
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Integer A) Less than or equal to SpawnCount[Level]
          Then - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                And - All (Conditions) are true
                  Conditions
                    (Player 2 (Blue) controller) Equal to User
                    (Player 2 (Blue) slot status) Equal to Is playing
                    Or - Any (Conditions) are true
                      Conditions
                        Lifes[1] Greater than or equal to 1
                        Lifes[4] Greater than or equal to 1
              Then - Actions
                Set VariableSet TempPoint = (Center of SpawnDown <gen>)
                Unit - Create 1.Unit[Level] for Player 5 (Yellow) at TempPoint facing 270.00 degrees
                Custom script: call RemoveLocation(udg_TempPoint)
                Set VariableSet TempPoint = (Center of MoveDown <gen>)
                Unit - Order (Last created unit) to Move To.TempPoint
                Custom script: call RemoveLocation(udg_TempPoint)
                Unit - Set the custom value of (Last created unit) to 1
              Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                And - All (Conditions) are true
                  Conditions
                    (Player 4 (Purple) controller) Equal to User
                    (Player 4 (Purple) slot status) Equal to Is playing
                    Or - Any (Conditions) are true
                      Conditions
                        Lifes[3] Greater than or equal to 1
                        Lifes[4] Greater than or equal to 1
              Then - Actions
                Set VariableSet TempPoint = (Center of SpawnUp <gen>)
                Unit - Create 1.Unit[Level] for Player 5 (Yellow) at TempPoint facing 90.00 degrees
                Custom script: call RemoveLocation(udg_TempPoint)
                Set VariableSet TempPoint = (Center of MoveUp <gen>)
                Unit - Order (Last created unit) to Move To.TempPoint
                Custom script: call RemoveLocation(udg_TempPoint)
                Unit - Set the custom value of (Last created unit) to 3
              Else - Actions
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Integer A) Less than or equal to SpawnCountSmall[Level]
          Then - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                And - All (Conditions) are true
                  Conditions
                    (Player 2 (Blue) controller) Equal to User
                    (Player 2 (Blue) slot status) Equal to Is playing
                    Or - Any (Conditions) are true
                      Conditions
                        Lifes[1] Greater than or equal to 1
                        Lifes[4] Greater than or equal to 1
              Then - Actions
                Set VariableSet TempPoint = (Center of SpawnDownLeft <gen>)
                Unit - Create 1.UnitSmall[Level] for Player 5 (Yellow) at TempPoint facing 270.00 degrees
                Custom script: call RemoveLocation(udg_TempPoint)
                Set VariableSet TempPoint = (Center of MoveDown <gen>)
                Unit - Order (Last created unit) to Move To.TempPoint
                Custom script: call RemoveLocation(udg_TempPoint)
                Unit - Set the custom value of (Last created unit) to 1
                Set VariableSet TempPoint = (Center of SpawnDownRight <gen>)
                Unit - Create 1.UnitSmall[Level] for Player 5 (Yellow) at TempPoint facing 270.00 degrees
                Custom script: call RemoveLocation(udg_TempPoint)
                Set VariableSet TempPoint = (Center of MoveDown <gen>)
                Unit - Order (Last created unit) to Move To.TempPoint
                Custom script: call RemoveLocation(udg_TempPoint)
                Unit - Set the custom value of (Last created unit) to 1
              Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                And - All (Conditions) are true
                  Conditions
                    (Player 4 (Purple) controller) Equal to User
                    (Player 4 (Purple) slot status) Equal to Is playing
                    Or - Any (Conditions) are true
                      Conditions
                        Lifes[3] Greater than or equal to 1
                        Lifes[4] Greater than or equal to 1
              Then - Actions
                Set VariableSet TempPoint = (Center of SpawnUpLeft <gen>)
                Unit - Create 1.UnitSmall[Level] for Player 5 (Yellow) at TempPoint facing 90.00 degrees
                Custom script: call RemoveLocation(udg_TempPoint)
                Set VariableSet TempPoint = (Center of MoveUp <gen>)
                Unit - Order (Last created unit) to Move To.TempPoint
                Custom script: call RemoveLocation(udg_TempPoint)
                Unit - Set the custom value of (Last created unit) to 3
                Set VariableSet TempPoint = (Center of SpawnUpRight <gen>)
                Unit - Create 1.UnitSmall[Level] for Player 5 (Yellow) at TempPoint facing 90.00 degrees
                Custom script: call RemoveLocation(udg_TempPoint)
                Set VariableSet TempPoint = (Center of MoveUp <gen>)
                Unit - Order (Last created unit) to Move To.TempPoint
                Custom script: call RemoveLocation(udg_TempPoint)
                Unit - Set the custom value of (Last created unit) to 3
              Else - Actions
          Else - Actions
        Wait (TimeBetweenSpawns x 0.50) seconds
    -------- Now we need to wait until all units are killed --------
    Wait until (((Number of living Unit[Level] units owned by Player 5 (Yellow)) + (Number of living UnitSmall[Level] units owned by Player 5 (Yellow))) Equal to 0), checking every 0.25 seconds
    Trigger - Run Finish_Level <gen> (ignoring conditions)
Finish Level
  Events
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            Lifes[0] Greater than or equal to 1
            Lifes[1] Greater than or equal to 1
            Lifes[2] Greater than or equal to 1
            Lifes[3] Greater than or equal to 1
            Lifes[4] Greater than or equal to 1
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level + 1) Equal to Endlevel
          Then - Actions
            Trigger - Run Win_Game <gen> (ignoring conditions)
          Else - Actions
            Game - Display to (All players) for 10.00 seconds the text: (|Cff00ff00Level|r |cff87ceeb + ((String((Level + 1))) + |r|Cff00ff00finished!|r))
            Set VariableSet Level = (Level + 1)
            Trigger - Run Get_Level_Requirements <gen> (ignoring conditions)
            Wait TimeBetweenRounds seconds
            Game - Display to (All players) for 7.00 seconds the text: (|Cff00ff00Level|r |cff87ceeb + ((String((Level + 1))) + |r|Cff00ff00started!|r))
            Trigger - Run Spawn <gen> (ignoring conditions)
      Else - Actions
        Trigger - Run Restart <gen> (ignoring conditions)
Loose Life
  Events
    Unit - A unit enters Loose_Lifes <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 5 (Yellow)
  Actions
    -------- For our multiboard --------
    Set VariableSet i_Leaks[(Custom value of (Entering unit))] = (i_Leaks[(Custom value of (Entering unit))] + 1)
    Trigger - Run Multiboard_PlayerStat_Update <gen> (ignoring conditions)
    -------- --- --------
    Unit - Make (Entering unit) Invulnerable
    Unit - Set (Entering unit) movement speed to 100.00
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        TeamLifes Equal to True
      Then - Actions
        Set VariableSet Lifes[4] = (Lifes[4] - 1)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Lifes[4] Greater than or equal to 1
          Then - Actions
            Game - Display to (All players) for 5.00 seconds the text: (|Cffff0000You lost a life! Lifes Remaining:|r|cff87ceeb + ((String(Lifes[4])) + |r|Cffff0000.|r))
          Else - Actions
            Game - Display to (All players) for 5.00 seconds the text: |Cffff0000No lifes left, sorry.|r
            Game - Display to (All players) for 5.00 seconds the text: (|Cff00ff00Your level:|r|cff87ceeb + ((String((Level + 1))) + |r|Cff00ff00!|r))
            Set VariableSet TempGroup = (Units in (Playable map area))
            Unit Group - Pick every unit in TempGroup and do (Actions)
              Loop - Actions
                Unit - Explode (Picked unit).
            Custom script: call DestroyGroup(udg_TempGroup)
      Else - Actions
        Set VariableSet Lifes[(Custom value of (Entering unit))] = (Lifes[(Custom value of (Entering unit))] - 1)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Lifes[(Custom value of (Entering unit))] Greater than or equal to 1
          Then - Actions
            Game - Display to (Player group((Player(((Custom value of (Entering unit)) + 1))))) for 5.00 seconds the text: (|Cffff0000You lost a life! Lifes Remaining:|r|cff87ceeb + ((String(Lifes[(Custom value of (Entering unit))])) + |r|Cffff0000.|r))
          Else - Actions
            Game - Display to (Player group((Player(((Custom value of (Entering unit)) + 1))))) for 5.00 seconds the text: |Cffff0000No lifes left, sorry.|r
            Game - Display to (Player group((Player(((Custom value of (Entering unit)) + 1))))) for 5.00 seconds the text: (|Cff00ff00Your level:|r|cff87ceeb + ((String((Level + 1))) + |r|Cff00ff00!|r))
            Set VariableSet TempGroup = (Units owned by Player 5 (Yellow) matching ((Custom value of (Matching unit)) Equal to (Custom value of (Entering unit))).)
            Unit Group - Pick every unit in TempGroup and do (Actions)
              Loop - Actions
                Unit - Explode (Picked unit).
            Custom script: call DestroyGroup(udg_TempGroup)
            Set VariableSet TempGroup = (Units owned by (Player(((Custom value of (Entering unit)) + 1))).)
            Unit Group - Pick every unit in TempGroup and do (Actions)
              Loop - Actions
                Unit - Explode (Picked unit).
            Custom script: call DestroyGroup(udg_TempGroup)
Win Game
  Events
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        TeamLifes Equal to True
      Then - Actions
        Game - Display to (All players) for 10.00 seconds the text: |Cff00ff00Very good job! You finished this Tutorial TD!
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Lifes[0] Greater than or equal to 1
          Then - Actions
            Game - Display to (Player group(Player 1 (Red))) for 10.00 seconds the text: |Cff00ff00Very good job! You finished this Tutorial TD!
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Lifes[1] Greater than or equal to 1
          Then - Actions
            Game - Display to (Player group(Player 2 (Blue))) for 10.00 seconds the text: |Cff00ff00Very good job! You finished this Tutorial TD!
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                Lifes[2] Greater than or equal to 1
              Then - Actions
                Game - Display to (Player group(Player 3 (Teal))) for 10.00 seconds the text: |Cff00ff00Very good job! You finished this Tutorial TD!
              Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                Lifes[3] Greater than or equal to 1
              Then - Actions
                Game - Display to (Player group(Player 4 (Purple))) for 10.00 seconds the text: |Cff00ff00Very good job! You finished this Tutorial TD!
              Else - Actions
    Wait 10.00 seconds
    Trigger - Run Restart <gen> (ignoring conditions)
Get Level Requirements
  Events
  Conditions
  Actions
    -------- here you can add any stuff you want to have before or after a level --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Level Equal to 1
      Then - Actions
        Player Group - Pick every player in PlayerGroup and do (Actions)
          Loop - Actions
            Set VariableSet TempPoint = ((Picked player) start location)
            Unit - Create 1 |c00feba0eFinished Level 1|r for (Picked player) at TempPoint facing TempPoint
            Custom script: call RemoveLocation(udg_TempPoint)
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Level Equal to 2
          Then - Actions
            Player Group - Pick every player in PlayerGroup and do (Actions)
              Loop - Actions
                -------- if level 2 is finished all players get a unit, this is the requirement for the towers --------
                Set VariableSet TempPoint = ((Picked player) start location)
                Unit - Create 1 |c00feba0eFinished Level 2|r for (Picked player) at TempPoint facing TempPoint
                Custom script: call RemoveLocation(udg_TempPoint)
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                Level Equal to 3
              Then - Actions
                Player Group - Pick every player in PlayerGroup and do (Actions)
                  Loop - Actions
                    Set VariableSet TempPoint = ((Picked player) start location)
                    Unit - Create 1 |c00feba0eFinished Level 3|r for (Picked player) at TempPoint facing TempPoint
                    Custom script: call RemoveLocation(udg_TempPoint)
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    Level Equal to 4
                  Then - Actions
                    Player Group - Pick every player in PlayerGroup and do (Actions)
                      Loop - Actions
                        Set VariableSet TempPoint = ((Picked player) start location)
                        Unit - Create 1 |c00feba0eFinished Level 4|r for (Picked player) at TempPoint facing TempPoint
                        Custom script: call RemoveLocation(udg_TempPoint)
                  Else - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        Level Equal to 5
                      Then - Actions
                        Player Group - Pick every player in PlayerGroup and do (Actions)
                          Loop - Actions
                            Set VariableSet TempPoint = ((Picked player) start location)
                            Unit - Create 1 |c00feba0eFinished Level 5|r for (Picked player) at TempPoint facing TempPoint
                            Custom script: call RemoveLocation(udg_TempPoint)
                      Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            Level Equal to 6
                          Then - Actions
                            Player Group - Pick every player in PlayerGroup and do (Actions)
                              Loop - Actions
                                Set VariableSet TempPoint = ((Picked player) start location)
                                Unit - Create 1 |c00feba0eFinished Level 6|r for (Picked player) at TempPoint facing TempPoint
                                Custom script: call RemoveLocation(udg_TempPoint)
                          Else - Actions
                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              If - Conditions
                                Level Equal to 7
                              Then - Actions
                                Player Group - Pick every player in PlayerGroup and do (Actions)
                                  Loop - Actions
                                    Set VariableSet TempPoint = ((Picked player) start location)
                                    Unit - Create 1 |c00feba0eFinished Level 7|r for (Picked player) at TempPoint facing TempPoint
                                    Custom script: call RemoveLocation(udg_TempPoint)
                              Else - Actions
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                  If - Conditions
                                    Level Equal to 8
                                  Then - Actions
                                    Player Group - Pick every player in PlayerGroup and do (Actions)
                                      Loop - Actions
                                        Set VariableSet TempPoint = ((Picked player) start location)
                                        Unit - Create 1 |c00feba0eFinished Level 8|r for (Picked player) at TempPoint facing TempPoint
                                        Custom script: call RemoveLocation(udg_TempPoint)
                                  Else - Actions
                                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                      If - Conditions
                                        Level Equal to 9
                                      Then - Actions
                                        Player Group - Pick every player in PlayerGroup and do (Actions)
                                          Loop - Actions
                                            Set VariableSet TempPoint = ((Picked player) start location)
                                            Unit - Create 1 |c00feba0eFinished Level 9|r for (Picked player) at TempPoint facing TempPoint
                                            Custom script: call RemoveLocation(udg_TempPoint)
                                      Else - Actions
                                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                          If - Conditions
                                            Level Equal to 10
                                          Then - Actions
                                            Player Group - Pick every player in PlayerGroup and do (Actions)
                                              Loop - Actions
                                                Set VariableSet TempPoint = ((Picked player) start location)
                                                Unit - Create 1 |c00feba0eFinished Level 10|r for (Picked player) at TempPoint facing TempPoint
                                                Custom script: call RemoveLocation(udg_TempPoint)
                                          Else - Actions
Sell Tower
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Sell
  Actions
    Player - Add (Point-value of (Casting unit)) to (Owner of (Casting unit)).Current gold
    Set VariableSet TempPoint = (Position of (Casting unit))
    Special Effect - Create a special effect at TempPoint using Abilities\Spells\Items\StaffOfPurification\PurificationCaster.mdl
    Custom script: call DestroyEffect(GetLastCreatedEffectBJ())
    Special Effect - Create a special effect at TempPoint using Abilities\Spells\Items\StaffOfPurification\PurificationTarget.mdl
    Custom script: call DestroyEffect(GetLastCreatedEffectBJ())
    Floating Text - Create floating text that reads (|Cfffed312+ + (String((Point-value of (Casting unit))))) at TempPoint with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Change (Last created floating text): Disable suspend state
    Floating Text - Change (Last created floating text): Disable permanence
    Floating Text - Set the velocity of (Last created floating text) to 50.00 towards 90 degrees
    Floating Text - Change the age of (Last created floating text) to 1.00 seconds
    Floating Text - Change the lifespan of (Last created floating text) to 5.00 seconds
    Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
    Custom script: call RemoveLocation(udg_TempPoint)
    Unit - Remove (Casting unit) from the game
A little bug made my day really sick, first it worked and suddenly (without chaning anything) it doesn't worked any longer..
Maybe it's because of the locust ability..
But it's working now again, the trigger is a bit longer, sorry for that!
Restart
  Events
  Conditions
  Actions
    Wait 2.00 seconds
    Game - Display to (All players) for 5.00 seconds the text: |Cffff0000Restarting . . .|r
    Set VariableSet TempGroup = (Units in (Playable map area))
    Unit Group - Pick every unit in TempGroup and do (Actions)
      Loop - Actions
        Unit - Remove (Picked unit) from the game
    Custom script: call DestroyGroup(udg_TempGroup)
    Set VariableSet TempGroup = (Units of type |c00feba0eFinished Level 1|r)
    Unit Group - Pick every unit in TempGroup and do (Actions)
      Loop - Actions
        Unit - Remove (Picked unit) from the game
    Custom script: call DestroyGroup(udg_TempGroup)
    Set VariableSet TempGroup = (Units of type |c00feba0eFinished Level 2|r)
    Unit Group - Pick every unit in TempGroup and do (Actions)
      Loop - Actions
        Unit - Remove (Picked unit) from the game
    Custom script: call DestroyGroup(udg_TempGroup)
    Set VariableSet TempGroup = (Units of type |c00feba0eFinished Level 3|r)
    Unit Group - Pick every unit in TempGroup and do (Actions)
      Loop - Actions
        Unit - Remove (Picked unit) from the game
    Custom script: call DestroyGroup(udg_TempGroup)
    Set VariableSet TempGroup = (Units of type |c00feba0eFinished Level 4|r)
    Unit Group - Pick every unit in TempGroup and do (Actions)
      Loop - Actions
        Unit - Remove (Picked unit) from the game
    Custom script: call DestroyGroup(udg_TempGroup)
    Set VariableSet TempGroup = (Units of type |c00feba0eFinished Level 5|r)
    Unit Group - Pick every unit in TempGroup and do (Actions)
      Loop - Actions
        Unit - Remove (Picked unit) from the game
    Custom script: call DestroyGroup(udg_TempGroup)
    Set VariableSet TempGroup = (Units of type |c00feba0eFinished Level 6|r)
    Unit Group - Pick every unit in TempGroup and do (Actions)
      Loop - Actions
        Unit - Remove (Picked unit) from the game
    Custom script: call DestroyGroup(udg_TempGroup)
    Set VariableSet TempGroup = (Units of type |c00feba0eFinished Level 7|r)
    Unit Group - Pick every unit in TempGroup and do (Actions)
      Loop - Actions
        Unit - Remove (Picked unit) from the game
    Custom script: call DestroyGroup(udg_TempGroup)
    Set VariableSet TempGroup = (Units of type |c00feba0eFinished Level 8|r)
    Unit Group - Pick every unit in TempGroup and do (Actions)
      Loop - Actions
        Unit - Remove (Picked unit) from the game
    Custom script: call DestroyGroup(udg_TempGroup)
    Set VariableSet TempGroup = (Units of type |c00feba0eFinished Level 9|r)
    Unit Group - Pick every unit in TempGroup and do (Actions)
      Loop - Actions
        Unit - Remove (Picked unit) from the game
    Custom script: call DestroyGroup(udg_TempGroup)
    Set VariableSet TempGroup = (Units of type |c00feba0eFinished Level 10|r)
    Unit Group - Pick every unit in TempGroup and do (Actions)
      Loop - Actions
        Unit - Remove (Picked unit) from the game
    Custom script: call DestroyGroup(udg_TempGroup)
    Set VariableSet Level = 0
    For each (Integer A) from 0 to 3, do (Actions)
      Loop - Actions
        Set VariableSet i_Kills[(Integer A)] = 0
        Set VariableSet i_Leaks[(Integer A)] = 0
        Set VariableSet i_GoldEarned[(Integer A)] = 0
    Trigger - Run Multiboard_PlayerStat_Update <gen> (checking conditions)
    Multiboard - Set the text for Multiboard item in column 2, row 7 to (String((Level + 1)))
    Multiboard - Set the text for Multiboard item in column 1, row 9 to s_UnitName[Level]
    Multiboard - Set the text for Multiboard item in column 1, row 10 to s_UnitNameSmall[Level]
    Multiboard - Set the text for Multiboard item in column 2, row 9 to (String(SpawnCount[Level]))
    Multiboard - Set the text for Multiboard item in column 2, row 10 to (String(SpawnCountSmall[Level]))
    Multiboard - Set the text for Multiboard item in column 3, row 9 to (String(i_UnitLife[Level]))
    Multiboard - Set the text for Multiboard item in column 3, row 10 to (String(i_UnitLifeSmall[Level]))
    Multiboard - Set the text for Multiboard item in column 4, row 9 to (String(i_UnitArmor[Level]))
    Multiboard - Set the text for Multiboard item in column 4, row 10 to (String(i_UnitArmorSmall[Level]))
    Multiboard - Set the text for Multiboard item in column 5, row 9 to (String(i_UnitSpeed[Level]))
    Multiboard - Set the text for Multiboard item in column 5, row 10 to (String(i_UnitSpeedSmall[Level]))
    Wait 1.00 seconds
    Trigger - Run Map_Settings <gen> (checking conditions)
Prevent Collision
  Events
    Unit - A unit enters (Entire map)
  Conditions
    (Owner of (Entering unit)) Equal to Player 5 (Yellow)
  Actions
    Unit - Turn collision for (Entering unit) Off.
Change each units 'supply provided' to change the income.
Get Gold
  Events
    Unit - A unit owned by Player 5 (Yellow).Dies
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Supply provided by (Dying unit)) Greater than 0
      Then - Actions
        Set VariableSet TempPoint = (Position of (Killing unit))
        Set VariableSet TempPoint2 = (TempPoint offset by (Random real number between 0 and 30.00) towards (Random angle) degrees.)
        Floating Text - Create floating text that reads (+ + (String((Supply provided by (Dying unit))))) at TempPoint2 with Z offset 0, using font size 10, color (100%, 64.00%, 0.00%), and 0% transparency
        Floating Text - Show (Last created floating text) for (All players)
        Floating Text - Set the velocity of (Last created floating text) to 50.00 towards 90 degrees
        Floating Text - Change (Last created floating text): Disable permanence
        Floating Text - Change the age of (Last created floating text) to 1.00 seconds
        Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
        Custom script: call RemoveLocation(udg_TempPoint)
        Custom script: call RemoveLocation(udg_TempPoint2)
        Player - Add (Supply provided by (Dying unit)) to (Player(((Custom value of (Dying unit)) + 1))).Current gold
        -------- For our multiboard --------
        Set VariableSet i_GoldEarned[((Player number of (Owner of (Killing unit))) - 1)] = (i_GoldEarned[((Player number of (Owner of (Killing unit))) - 1)] + (Supply provided by (Dying unit)))
        Trigger - Run Multiboard_PlayerStat_Update <gen> (ignoring conditions)
      Else - Actions
    Set VariableSet i_Kills[((Player number of (Owner of (Killing unit))) - 1)] = (i_Kills[((Player number of (Owner of (Killing unit))) - 1)] + 1)
Anything of this stuff could be placed in other triggers, but I wanted to make it visible what you need for a multiboard.
Yes you can do this on another way, yes this looks much.
And yes it is much.
But this is a very easy (but long) way to create a nice looking multiboard.
Multiboard InitLevelInfos
  Events
  Conditions
  Actions
    Set VariableSet Type = 0
    Set VariableSet s_UnitName[Type] = Peasant
    Set VariableSet i_UnitLife[Type] = 180
    Set VariableSet i_UnitArmor[Type] = 1
    Set VariableSet i_UnitSpeed[Type] = 180
    Set VariableSet s_UnitNameSmall[Type] = Bloodelf Peasant
    Set VariableSet i_UnitLifeSmall[Type] = 110
    Set VariableSet i_UnitArmorSmall[Type] = 0
    Set VariableSet i_UnitSpeedSmall[Type] = 185
    Set VariableSet Type = (Type + 1)
    Set VariableSet s_UnitName[Type] = Footman
    Set VariableSet i_UnitLife[Type] = 290
    Set VariableSet i_UnitArmor[Type] = 16
    Set VariableSet i_UnitSpeed[Type] = 170
    Set VariableSet s_UnitNameSmall[Type] = Dalaran Mutant
    Set VariableSet i_UnitLifeSmall[Type] = 170
    Set VariableSet i_UnitArmorSmall[Type] = 28
    Set VariableSet i_UnitSpeedSmall[Type] = 175
    Set VariableSet Type = (Type + 1)
    Set VariableSet s_UnitName[Type] = Rifleman
    Set VariableSet i_UnitLife[Type] = 400
    Set VariableSet i_UnitArmor[Type] = 2
    Set VariableSet i_UnitSpeed[Type] = 245
    Set VariableSet s_UnitNameSmall[Type] = Bandit
    Set VariableSet i_UnitLifeSmall[Type] = 200
    Set VariableSet i_UnitArmorSmall[Type] = 1
    Set VariableSet i_UnitSpeedSmall[Type] = 220
    Set VariableSet Type = (Type + 1)
    Set VariableSet s_UnitName[Type] = Priest
    Set VariableSet i_UnitLife[Type] = 510
    Set VariableSet i_UnitArmor[Type] = 3
    Set VariableSet i_UnitSpeed[Type] = 265
    Set VariableSet s_UnitNameSmall[Type] = Dranai
    Set VariableSet i_UnitLifeSmall[Type] = 415
    Set VariableSet i_UnitArmorSmall[Type] = 4
    Set VariableSet i_UnitSpeedSmall[Type] = 205
    Set VariableSet Type = (Type + 1)
    Set VariableSet s_UnitName[Type] = Sorceress
    Set VariableSet i_UnitLife[Type] = 790
    Set VariableSet i_UnitArmor[Type] = 5
    Set VariableSet i_UnitSpeed[Type] = 300
    Set VariableSet s_UnitNameSmall[Type] = Dark Troll
    Set VariableSet i_UnitLifeSmall[Type] = 470
    Set VariableSet i_UnitArmorSmall[Type] = 6
    Set VariableSet i_UnitSpeedSmall[Type] = 230
    Set VariableSet Type = (Type + 1)
    Set VariableSet s_UnitName[Type] = Spell Breaker
    Set VariableSet i_UnitLife[Type] = 1080
    Set VariableSet i_UnitArmor[Type] = 4
    Set VariableSet i_UnitSpeed[Type] = 200
    Set VariableSet s_UnitNameSmall[Type] = Crypt Fiend
    Set VariableSet i_UnitLifeSmall[Type] = 525
    Set VariableSet i_UnitArmorSmall[Type] = 3
    Set VariableSet i_UnitSpeedSmall[Type] = 180
    Set VariableSet Type = (Type + 1)
    Set VariableSet s_UnitName[Type] = Mortar Team
    Set VariableSet i_UnitLife[Type] = 1370
    Set VariableSet i_UnitArmor[Type] = 7
    Set VariableSet i_UnitSpeed[Type] = 125
    Set VariableSet s_UnitNameSmall[Type] = Furbolg Tracker
    Set VariableSet i_UnitLifeSmall[Type] = 980
    Set VariableSet i_UnitArmorSmall[Type] = 14
    Set VariableSet i_UnitSpeedSmall[Type] = 110
    Set VariableSet Type = (Type + 1)
    Set VariableSet s_UnitName[Type] = Archer
    Set VariableSet i_UnitLife[Type] = 910
    Set VariableSet i_UnitArmor[Type] = 5
    Set VariableSet i_UnitSpeed[Type] = 500
    Set VariableSet s_UnitNameSmall[Type] = Banshee
    Set VariableSet i_UnitLifeSmall[Type] = 740
    Set VariableSet i_UnitArmorSmall[Type] = 3
    Set VariableSet i_UnitSpeedSmall[Type] = 490
    Set VariableSet Type = (Type + 1)
    Set VariableSet s_UnitName[Type] = Knight
    Set VariableSet i_UnitLife[Type] = 1450
    Set VariableSet i_UnitArmor[Type] = 36
    Set VariableSet i_UnitSpeed[Type] = 280
    Set VariableSet s_UnitNameSmall[Type] = Faceless One
    Set VariableSet i_UnitLifeSmall[Type] = 1337
    Set VariableSet i_UnitArmorSmall[Type] = 17
    Set VariableSet i_UnitSpeedSmall[Type] = 210
    Set VariableSet Type = (Type + 1)
    Set VariableSet s_UnitName[Type] = Medivh
    Set VariableSet i_UnitLife[Type] = 6780
    Set VariableSet i_UnitArmor[Type] = 19
    Set VariableSet i_UnitSpeed[Type] = 350
    Set VariableSet s_UnitNameSmall[Type] = Ghoul
    Set VariableSet i_UnitLifeSmall[Type] = 2800
    Set VariableSet i_UnitArmorSmall[Type] = 19
    Set VariableSet i_UnitSpeedSmall[Type] = 400
    Set VariableSet Type = (Type + 1)
    Set VariableSet s_UnitName[Type] = Shaman
    Set VariableSet i_UnitLife[Type] = 1780
    Set VariableSet i_UnitArmor[Type] = 12
    Set VariableSet i_UnitSpeed[Type] = 345
    Set VariableSet s_UnitNameSmall[Type] = Scarab
    Set VariableSet i_UnitLifeSmall[Type] = 1570
    Set VariableSet i_UnitArmorSmall[Type] = 10
    Set VariableSet i_UnitSpeedSmall[Type] = 225
    Set VariableSet Type = (Type + 1)
    Set VariableSet s_UnitName[Type] = Skeleton Warrior
    Set VariableSet i_UnitLife[Type] = 3005
    Set VariableSet i_UnitArmor[Type] = 34
    Set VariableSet i_UnitSpeed[Type] = 190
    Set VariableSet s_UnitNameSmall[Type] = Snap Dragon
    Set VariableSet i_UnitLifeSmall[Type] = 1480
    Set VariableSet i_UnitArmorSmall[Type] = 18
    Set VariableSet i_UnitSpeedSmall[Type] = 375
    Set VariableSet Type = (Type + 1)
    Set VariableSet s_UnitName[Type] = Skeleton Archer
    Set VariableSet i_UnitLife[Type] = 1730
    Set VariableSet i_UnitArmor[Type] = 14
    Set VariableSet i_UnitSpeed[Type] = 490
    Set VariableSet s_UnitNameSmall[Type] = Void Walker
    Set VariableSet i_UnitLifeSmall[Type] = 1780
    Set VariableSet i_UnitArmorSmall[Type] = 24
    Set VariableSet i_UnitSpeedSmall[Type] = 315
    Set VariableSet Type = (Type + 1)
    Set VariableSet s_UnitName[Type] = Skeleton Mage
    Set VariableSet i_UnitLife[Type] = 2215
    Set VariableSet i_UnitArmor[Type] = 7
    Set VariableSet i_UnitSpeed[Type] = 435
    Set VariableSet s_UnitNameSmall[Type] = Felguard
    Set VariableSet i_UnitLifeSmall[Type] = 1965
    Set VariableSet i_UnitArmorSmall[Type] = 29
    Set VariableSet i_UnitSpeedSmall[Type] = 230
    Set VariableSet Type = (Type + 1)
    Set VariableSet s_UnitName[Type] = Quill Beast
    Set VariableSet i_UnitLife[Type] = 2880
    Set VariableSet i_UnitArmor[Type] = 9
    Set VariableSet i_UnitSpeed[Type] = 275
    Set VariableSet s_UnitNameSmall[Type] = Naga Summoner
    Set VariableSet i_UnitLifeSmall[Type] = 2245
    Set VariableSet i_UnitArmorSmall[Type] = 15
    Set VariableSet i_UnitSpeedSmall[Type] = 290
    Set VariableSet Type = (Type + 1)
    Set VariableSet s_UnitName[Type] = Bristleback
    Set VariableSet i_UnitLife[Type] = 3650
    Set VariableSet i_UnitArmor[Type] = 21
    Set VariableSet i_UnitSpeed[Type] = 240
    Set VariableSet s_UnitNameSmall[Type] = Spider
    Set VariableSet i_UnitLifeSmall[Type] = 2715
    Set VariableSet i_UnitArmorSmall[Type] = 31
    Set VariableSet i_UnitSpeedSmall[Type] = 215
    Set VariableSet Type = (Type + 1)
    Set VariableSet s_UnitName[Type] = Archnathid
    Set VariableSet i_UnitLife[Type] = 3485
    Set VariableSet i_UnitArmor[Type] = 7
    Set VariableSet i_UnitSpeed[Type] = 520
    Set VariableSet s_UnitNameSmall[Type] = Grizzly Bear
    Set VariableSet i_UnitLifeSmall[Type] = 3150
    Set VariableSet i_UnitArmorSmall[Type] = 73
    Set VariableSet i_UnitSpeedSmall[Type] = 195
    Set VariableSet Type = (Type + 1)
    Set VariableSet s_UnitName[Type] = Ogre
    Set VariableSet i_UnitLife[Type] = 8795
    Set VariableSet i_UnitArmor[Type] = 48
    Set VariableSet i_UnitSpeed[Type] = 100
    Set VariableSet s_UnitNameSmall[Type] = Gnoll Warden
    Set VariableSet i_UnitLifeSmall[Type] = 2935
    Set VariableSet i_UnitArmorSmall[Type] = 14
    Set VariableSet i_UnitSpeedSmall[Type] = 315
    Set VariableSet Type = (Type + 1)
    Set VariableSet s_UnitName[Type] = Tauren
    Set VariableSet i_UnitLife[Type] = 13465
    Set VariableSet i_UnitArmor[Type] = 67
    Set VariableSet i_UnitSpeed[Type] = 60
    Set VariableSet s_UnitNameSmall[Type] = Zergling
    Set VariableSet i_UnitLifeSmall[Type] = 3725
    Set VariableSet i_UnitArmorSmall[Type] = 13
    Set VariableSet i_UnitSpeedSmall[Type] = 385
    Set VariableSet Type = (Type + 1)
    Set VariableSet s_UnitName[Type] = Farseer
    Set VariableSet i_UnitLife[Type] = 27950
    Set VariableSet i_UnitArmor[Type] = 94
    Set VariableSet i_UnitSpeed[Type] = 10
    Set VariableSet s_UnitNameSmall[Type] = Space Orc
    Set VariableSet i_UnitLifeSmall[Type] = 17450
    Set VariableSet i_UnitArmorSmall[Type] = 83
    Set VariableSet i_UnitSpeedSmall[Type] = 100
Made it a bit longer to make sure anybody can read this without problems.
There are alot of ways to make this code smaller, but I want to create a visual help for beginners, not an expert script. :)
Flamers are not welcome :P

---Multiboard---
Player Gold Kills Leaks
Name1
Name2
Name3
Name4

Next Level
Name Count HP Armor Speed
Name1
Name 2
Multiboard Create
  Events
    Time - Elapsed game time is 4.00 seconds
  Conditions
  Actions
    Multiboard - Create a multiboard with 5 columns and 10 rows, titled (s_GameMode + ( - + s_Difficulty)).
    Set VariableSet Multiboard = (Last created multiboard)
    Multiboard - Set the display style for (Last created multiboard) item in column 1, row 0 to Show text and Hide icons
    Multiboard - Set the display style for (Last created multiboard) item in column 2, row 0 to Show text and Hide icons
    Multiboard - Set the display style for (Last created multiboard) item in column 3, row 0 to Show text and Hide icons
    Multiboard - Set the display style for (Last created multiboard) item in column 4, row 0 to Show text and Hide icons
    Multiboard - Set the display style for (Last created multiboard) item in column 5, row 0 to Show text and Hide icons
    For each (Integer A) from 1 to 5, do (Actions)
      Loop - Actions
        Multiboard - Set the width for (Last created multiboard) item in column 1, row (Integer A) to 9.00% of the total screen width
        Multiboard - Set the width for (Last created multiboard) item in column 2, row (Integer A) to 6.00% of the total screen width
        Multiboard - Set the width for (Last created multiboard) item in column 3, row (Integer A) to 6.00% of the total screen width
        Multiboard - Set the width for (Last created multiboard) item in column 4, row (Integer A) to 6.00% of the total screen width
        Multiboard - Set the width for (Last created multiboard) item in column 5, row (Integer A) to 0.00% of the total screen width
    Multiboard - Set the width for (Last created multiboard) item in column 1, row 6 to 28.00% of the total screen width
    Multiboard - Set the width for (Last created multiboard) item in column 2, row 6 to 0.00% of the total screen width
    Multiboard - Set the width for (Last created multiboard) item in column 3, row 6 to 0.00% of the total screen width
    Multiboard - Set the width for (Last created multiboard) item in column 4, row 6 to 0.00% of the total screen width
    Multiboard - Set the width for (Last created multiboard) item in column 5, row 6 to 0.00% of the total screen width
    Multiboard - Set the width for (Last created multiboard) item in column 1, row 7 to 8.00% of the total screen width
    Multiboard - Set the width for (Last created multiboard) item in column 2, row 7 to 20.00% of the total screen width
    Multiboard - Set the width for (Last created multiboard) item in column 3, row 7 to 0.00% of the total screen width
    Multiboard - Set the width for (Last created multiboard) item in column 4, row 7 to 0.00% of the total screen width
    Multiboard - Set the width for (Last created multiboard) item in column 5, row 7 to 0.00% of the total screen width
    For each (Integer A) from 8 to 10, do (Actions)
      Loop - Actions
        Multiboard - Set the width for (Last created multiboard) item in column 1, row (Integer A) to 8.00% of the total screen width
        Multiboard - Set the width for (Last created multiboard) item in column 2, row (Integer A) to 5.00% of the total screen width
        Multiboard - Set the width for (Last created multiboard) item in column 3, row (Integer A) to 5.00% of the total screen width
        Multiboard - Set the width for (Last created multiboard) item in column 4, row (Integer A) to 5.00% of the total screen width
        Multiboard - Set the width for (Last created multiboard) item in column 5, row (Integer A) to 5.00% of the total screen width
    Multiboard - Set the text for (Last created multiboard) item in column 1, row 1 to |cff87ceebPlayer
    Multiboard - Set the text for (Last created multiboard) item in column 2, row 1 to |cff87ceebGold
    Multiboard - Set the text for (Last created multiboard) item in column 3, row 1 to |cff87ceebKills
    Multiboard - Set the text for (Last created multiboard) item in column 4, row 1 to |cff87ceebLeaks
    Multiboard - Set the text for (Last created multiboard) item in column 1, row 7 to |cff87ceebNext Level:
    Multiboard - Set the text for (Last created multiboard) item in column 2, row 7 to (String((Level + 1)))
    Multiboard - Set the text for (Last created multiboard) item in column 1, row 8 to |cff87ceebName
    Multiboard - Set the text for (Last created multiboard) item in column 2, row 8 to |cff87ceebCount
    Multiboard - Set the text for (Last created multiboard) item in column 3, row 8 to |cff87ceebHP
    Multiboard - Set the text for (Last created multiboard) item in column 4, row 8 to |cff87ceebArmor
    Multiboard - Set the text for (Last created multiboard) item in column 5, row 8 to |cff87ceebSpeed
    Multiboard - Set the text for (Last created multiboard) item in column 1, row 9 to s_UnitName[Level]
    Multiboard - Set the text for (Last created multiboard) item in column 1, row 10 to s_UnitNameSmall[Level]
    Multiboard - Set the text for (Last created multiboard) item in column 2, row 9 to (String(SpawnCount[Level]))
    Multiboard - Set the text for (Last created multiboard) item in column 2, row 10 to (String(SpawnCountSmall[Level]))
    Multiboard - Set the text for (Last created multiboard) item in column 3, row 9 to (String(i_UnitLife[Level]))
    Multiboard - Set the text for (Last created multiboard) item in column 3, row 10 to (String(i_UnitLifeSmall[Level]))
    Multiboard - Set the text for (Last created multiboard) item in column 4, row 9 to (String(i_UnitArmor[Level]))
    Multiboard - Set the text for (Last created multiboard) item in column 4, row 10 to (String(i_UnitArmorSmall[Level]))
    Multiboard - Set the text for (Last created multiboard) item in column 5, row 9 to (String(i_UnitSpeed[Level]))
    Multiboard - Set the text for (Last created multiboard) item in column 5, row 10 to (String(i_UnitSpeedSmall[Level]))
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 1 (Red) slot status) Equal to Is playing
      Then - Actions
        Multiboard - Set the text for (Last created multiboard) item in column 1, row 2 to (|c00ff0303 + (Name of Player 1 (Red)))
        Multiboard - Set the text for (Last created multiboard) item in column 2, row 2 to 0
        Multiboard - Set the text for (Last created multiboard) item in column 3, row 2 to 0
        Multiboard - Set the text for (Last created multiboard) item in column 4, row 2 to 0
      Else - Actions
        Multiboard - Set the text for (Last created multiboard) item in column 1, row 2 to (|c007d7d7d + Slot not used)
        Multiboard - Set the text for (Last created multiboard) item in column 2, row 2 to |c007d7d7d/
        Multiboard - Set the text for (Last created multiboard) item in column 3, row 2 to |c007d7d7d/
        Multiboard - Set the text for (Last created multiboard) item in column 4, row 2 to |c007d7d7d/
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 2 (Blue) slot status) Equal to Is playing
      Then - Actions
        Multiboard - Set the text for (Last created multiboard) item in column 1, row 3 to (|c007d7d7d + (Name of Player 2 (Blue)))
        Multiboard - Set the text for (Last created multiboard) item in column 2, row 3 to 0
        Multiboard - Set the text for (Last created multiboard) item in column 3, row 3 to 0
        Multiboard - Set the text for (Last created multiboard) item in column 4, row 3 to 0
      Else - Actions
        Multiboard - Set the text for (Last created multiboard) item in column 1, row 3 to (|c007d7d7d + Slot not used)
        Multiboard - Set the text for (Last created multiboard) item in column 2, row 3 to |c007d7d7d/
        Multiboard - Set the text for (Last created multiboard) item in column 3, row 3 to |c007d7d7d/
        Multiboard - Set the text for (Last created multiboard) item in column 4, row 3 to |c007d7d7d/
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 3 (Teal) slot status) Equal to Is playing
      Then - Actions
        Multiboard - Set the text for (Last created multiboard) item in column 1, row 4 to (|c001ce6b9 + (Name of Player 3 (Teal)))
        Multiboard - Set the text for (Last created multiboard) item in column 2, row 4 to 0
        Multiboard - Set the text for (Last created multiboard) item in column 3, row 4 to 0
        Multiboard - Set the text for (Last created multiboard) item in column 4, row 4 to 0
      Else - Actions
        Multiboard - Set the text for (Last created multiboard) item in column 1, row 4 to (|c007d7d7d + Slot not used)
        Multiboard - Set the text for (Last created multiboard) item in column 2, row 4 to |c007d7d7d/
        Multiboard - Set the text for (Last created multiboard) item in column 3, row 4 to |c007d7d7d/
        Multiboard - Set the text for (Last created multiboard) item in column 4, row 4 to |c007d7d7d/
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 4 (Purple) slot status) Equal to Is playing
      Then - Actions
        Multiboard - Set the text for (Last created multiboard) item in column 1, row 5 to (|c00540081 + (Name of Player 4 (Purple)))
        Multiboard - Set the text for (Last created multiboard) item in column 2, row 5 to 0
        Multiboard - Set the text for (Last created multiboard) item in column 3, row 5 to 0
        Multiboard - Set the text for (Last created multiboard) item in column 4, row 5 to 0
      Else - Actions
        Multiboard - Set the text for (Last created multiboard) item in column 1, row 5 to (|c007d7d7d + Slot not used)
        Multiboard - Set the text for (Last created multiboard) item in column 2, row 5 to |c007d7d7d/
        Multiboard - Set the text for (Last created multiboard) item in column 3, row 5 to |c007d7d7d/
        Multiboard - Set the text for (Last created multiboard) item in column 4, row 5 to |c007d7d7d/
    Multiboard - Minimize (Last created multiboard)
    Multiboard - Show (Last created multiboard)
Multiboard PlayerStat Update
  Events
  Conditions
  Actions
    For each (Integer A) from 1 to 4, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Player((Integer A))) controller) Equal to User
            ((Player((Integer A))) slot status) Equal to Is playing
          Then - Actions
            Multiboard - Set the text for (Last created multiboard) item in column 2, row ((Integer A) + 1) to (String(i_GoldEarned[((Integer A) - 1)]))
            Multiboard - Set the text for (Last created multiboard) item in column 3, row ((Integer A) + 1) to (String(i_Kills[((Integer A) - 1)]))
            Multiboard - Set the text for (Last created multiboard) item in column 4, row ((Integer A) + 1) to (String(i_Leaks[((Integer A) - 1)]))
          Else - Actions
Multiboard NextLevel Update
  Events
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Level + 1) Equal to Endlevel
      Then - Actions
        Multiboard - Set the text for Multiboard item in column 2, row 7 to |c007d7d7dEnd
        Multiboard - Set the text for Multiboard item in column 1, row 9 to |c007d7d7d/
        Multiboard - Set the text for Multiboard item in column 1, row 10 to |c007d7d7d/
        Multiboard - Set the text for Multiboard item in column 2, row 9 to |c007d7d7d/
        Multiboard - Set the text for Multiboard item in column 2, row 10 to |c007d7d7d/
        Multiboard - Set the text for Multiboard item in column 3, row 9 to |c007d7d7d/
        Multiboard - Set the text for Multiboard item in column 3, row 10 to |c007d7d7d/
        Multiboard - Set the text for Multiboard item in column 4, row 9 to |c007d7d7d/
        Multiboard - Set the text for Multiboard item in column 4, row 10 to |c007d7d7d/
        Multiboard - Set the text for Multiboard item in column 5, row 9 to |c007d7d7d/
        Multiboard - Set the text for Multiboard item in column 5, row 10 to |c007d7d7d/
      Else - Actions
        Multiboard - Set the text for Multiboard item in column 2, row 7 to (String((Level + 2)))
        Multiboard - Set the text for Multiboard item in column 1, row 9 to s_UnitName[(Level + 1)]
        Multiboard - Set the text for Multiboard item in column 1, row 10 to s_UnitNameSmall[(Level + 1)]
        Multiboard - Set the text for Multiboard item in column 2, row 9 to (String(SpawnCount[(Level + 1)]))
        Multiboard - Set the text for Multiboard item in column 2, row 10 to (String(SpawnCountSmall[(Level + 1)]))
        Multiboard - Set the text for Multiboard item in column 3, row 9 to (String((Integer(((Real(i_UnitLife[(Level + 1)])) x r)))))
        Multiboard - Set the text for Multiboard item in column 3, row 10 to (String((Integer(((Real(i_UnitLifeSmall[(Level + 1)])) x r)))))
        Multiboard - Set the text for Multiboard item in column 4, row 9 to (String(i_UnitArmor[(Level + 1)]))
        Multiboard - Set the text for Multiboard item in column 4, row 10 to (String(i_UnitArmorSmall[(Level + 1)]))
        Multiboard - Set the text for Multiboard item in column 5, row 9 to (String(i_UnitSpeed[(Level + 1)]))
        Multiboard - Set the text for Multiboard item in column 5, row 10 to (String(i_UnitSpeedSmall[(Level + 1)]))
Multiboard RemovePlayer
  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
  Conditions
  Actions
    Multiboard - Set the text for Multiboard item in column 1, row ((Player number of (Triggering player)) + 1) to (|c007d7d7d + Player left)
    Multiboard - Set the text for Multiboard item in column 1, row ((Player number of (Triggering player)) + 1) to |c007d7d7d/
    Multiboard - Set the text for Multiboard item in column 1, row ((Player number of (Triggering player)) + 1) to |c007d7d7d/
    Multiboard - Set the text for Multiboard item in column 1, row ((Player number of (Triggering player)) + 1) to |c007d7d7d/
I know that all the movement triggers only need 1 trigger slot (on the left side), but it's better for beginners to see it this way.
Move to RedBlue1
  Events
    Unit - A unit enters MoveDown <gen>
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Custom value of (Entering unit)) Equal to 0
      Then - Actions
        Set VariableSet TempPoint = (Center of Move_Red01 <gen>)
      Else - Actions
        Set VariableSet TempPoint = (Center of Move_Blue01 <gen>)
    Unit - Order (Entering unit) to Move To.TempPoint
    Custom script: call RemoveLocation(udg_TempPoint)
Move to TealPurple1
  Events
    Unit - A unit enters MoveUp <gen>
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Custom value of (Entering unit)) Equal to 2
      Then - Actions
        Set VariableSet TempPoint = (Center of Move_Teal01 <gen>)
      Else - Actions
        Set VariableSet TempPoint = (Center of Move_Purple01 <gen>)
    Unit - Order (Entering unit) to Move To.TempPoint
    Custom script: call RemoveLocation(udg_TempPoint)
Move to Red 2
  Events
    Unit - A unit enters Move_Red01 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 5 (Yellow)
  Actions
    Set VariableSet TempPoint = (Center of Move_Red02 <gen>)
    Unit - Order (Entering unit) to Move To.TempPoint
    Custom script: call RemoveLocation(udg_TempPoint)
Move to Red 3
  Events
    Unit - A unit enters Move_Red02 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 5 (Yellow)
  Actions
    Set VariableSet TempPoint = (Center of Move_Red03 <gen>)
    Unit - Order (Entering unit) to Move To.TempPoint
    Custom script: call RemoveLocation(udg_TempPoint)
Move to Red 4
  Events
    Unit - A unit enters Move_Red03 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 5 (Yellow)
  Actions
    Set VariableSet TempPoint = (Center of Move_Red04 <gen>)
    Unit - Order (Entering unit) to Move To.TempPoint
    Custom script: call RemoveLocation(udg_TempPoint)
Move to Red 5
  Events
    Unit - A unit enters Move_Red04 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 5 (Yellow)
  Actions
    Set VariableSet TempPoint = (Center of Move_Red05 <gen>)
    Unit - Order (Entering unit) to Move To.TempPoint
    Custom script: call RemoveLocation(udg_TempPoint)
Move to Red Loose Lifes
  Events
    Unit - A unit enters Move_Red05 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 5 (Yellow)
  Actions
    Set VariableSet TempPoint = (Center of Loose_Lifes <gen>)
    Unit - Order (Entering unit) to Move To.TempPoint
    Custom script: call RemoveLocation(udg_TempPoint)
Move to Blue 2
  Events
    Unit - A unit enters Move_Blue01 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 5 (Yellow)
  Actions
    Set VariableSet TempPoint = (Center of Move_Blue02 <gen>)
    Unit - Order (Entering unit) to Move To.TempPoint
    Custom script: call RemoveLocation(udg_TempPoint)
Move to Blue 3
  Events
    Unit - A unit enters Move_Blue02 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 5 (Yellow)
  Actions
    Set VariableSet TempPoint = (Center of Move_Blue03 <gen>)
    Unit - Order (Entering unit) to Move To.TempPoint
    Custom script: call RemoveLocation(udg_TempPoint)
Move to Blue 4
  Events
    Unit - A unit enters Move_Blue03 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 5 (Yellow)
  Actions
    Set VariableSet TempPoint = (Center of Move_Blue04 <gen>)
    Unit - Order (Entering unit) to Move To.TempPoint
    Custom script: call RemoveLocation(udg_TempPoint)
Move to Blue 5
  Events
    Unit - A unit enters Move_Blue04 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 5 (Yellow)
  Actions
    Set VariableSet TempPoint = (Center of Move_Blue05 <gen>)
    Unit - Order (Entering unit) to Move To.TempPoint
    Custom script: call RemoveLocation(udg_TempPoint)
Move to Blue Loose Lifes
  Events
    Unit - A unit enters Move_Blue05 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 5 (Yellow)
  Actions
    Set VariableSet TempPoint = (Center of Loose_Lifes <gen>)
    Unit - Order (Entering unit) to Move To.TempPoint
    Custom script: call RemoveLocation(udg_TempPoint)
Move to Teal 2
  Events
    Unit - A unit enters Move_Teal01 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 5 (Yellow)
  Actions
    Set VariableSet TempPoint = (Center of Move_Teal02 <gen>)
    Unit - Order (Entering unit) to Move To.TempPoint
    Custom script: call RemoveLocation(udg_TempPoint)
Move to Teal 3
  Events
    Unit - A unit enters Move_Teal02 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 5 (Yellow)
  Actions
    Set VariableSet TempPoint = (Center of Move_Teal03 <gen>)
    Unit - Order (Entering unit) to Move To.TempPoint
    Custom script: call RemoveLocation(udg_TempPoint)
Move to Teal 4
  Events
    Unit - A unit enters Move_Teal03 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 5 (Yellow)
  Actions
    Set VariableSet TempPoint = (Center of Move_Teal04 <gen>)
    Unit - Order (Entering unit) to Move To.TempPoint
    Custom script: call RemoveLocation(udg_TempPoint)
Move to Teal 5
  Events
    Unit - A unit enters Move_Teal04 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 5 (Yellow)
  Actions
    Set VariableSet TempPoint = (Center of Move_Teal05 <gen>)
    Unit - Order (Entering unit) to Move To.TempPoint
    Custom script: call RemoveLocation(udg_TempPoint)
Move to Teal Loose Lifes
  Events
    Unit - A unit enters Move_Teal05 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 5 (Yellow)
  Actions
    Set VariableSet TempPoint = (Center of Loose_Lifes <gen>)
    Unit - Order (Entering unit) to Move To.TempPoint
    Custom script: call RemoveLocation(udg_TempPoint)
Move to Purple 2
  Events
    Unit - A unit enters Move_Purple01 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 5 (Yellow)
  Actions
    Set VariableSet TempPoint = (Center of Move_Purple02 <gen>)
    Unit - Order (Entering unit) to Move To.TempPoint
    Custom script: call RemoveLocation(udg_TempPoint)
Move to Purple 3
  Events
    Unit - A unit enters Move_Purple02 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 5 (Yellow)
  Actions
    Set VariableSet TempPoint = (Center of Move_Purple03 <gen>)
    Unit - Order (Entering unit) to Move To.TempPoint
    Custom script: call RemoveLocation(udg_TempPoint)
Move to Purple 4
  Events
    Unit - A unit enters Move_Purple03 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 5 (Yellow)
  Actions
    Set VariableSet TempPoint = (Center of Move_Purple04 <gen>)
    Unit - Order (Entering unit) to Move To.TempPoint
    Custom script: call RemoveLocation(udg_TempPoint)
Move to Purple 5
  Events
    Unit - A unit enters Move_Purple04 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 5 (Yellow)
  Actions
    Set VariableSet TempPoint = (Center of Move_Purple05 <gen>)
    Unit - Order (Entering unit) to Move To.TempPoint
    Custom script: call RemoveLocation(udg_TempPoint)
Move to Purple Loose Lifes
  Events
    Unit - A unit enters Move_Purple05 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 5 (Yellow)
  Actions
    Set VariableSet TempPoint = (Center of Loose_Lifes <gen>)
    Unit - Order (Entering unit) to Move To.TempPoint
    Custom script: call RemoveLocation(udg_TempPoint)
PCom Lifes
  Events
    Player - Player 1 (Red) types a chat message containing -lifes (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -lifes (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -lifes (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -lifes (stringnoformat) as An exact match
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        GameStarted Equal to True
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            TeamLifes Equal to True
          Then - Actions
            Game - Display to (Player group((Triggering player))) for 10.00 seconds the text: (|Cff00ff00Lifes left:|r |cff87ceeb + ((String(Lifes[4])) + |r|Cff00ff00.))
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Player 1 (Red) slot status) Equal to Is playing
              Then - Actions
                Game - Display to (Player group((Triggering player))) for 10.00 seconds the text: (|Cff00ff00Lifes of Player 1 (|r|c00ff0303 + ((Name of Player 1 (Red)) + (|r|Cff00ff00) left:|r |cff87ceeb + ((String(Lifes[0])) + |r|Cff00ff00.))))
              Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Player 2 (Blue) slot status) Equal to Is playing
              Then - Actions
                Game - Display to (Player group((Triggering player))) for 10.00 seconds the text: (|Cff00ff00Lifes of Player 2 (|r|c000042ff + ((Name of Player 2 (Blue)) + (|r|Cff00ff00) left:|r |cff87ceeb + ((String(Lifes[1])) + |r|Cff00ff00.))))
              Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Player 3 (Teal) slot status) Equal to Is playing
              Then - Actions
                Game - Display to (Player group((Triggering player))) for 10.00 seconds the text: (|Cff00ff00Lifes of Player 3 (|r|c001ce6b9 + ((Name of Player 3 (Teal)) + (|r|Cff00ff00) left:|r |cff87ceeb + ((String(Lifes[2])) + |r|Cff00ff00.))))
              Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Player 4 (Purple) slot status) Equal to Is playing
              Then - Actions
                Game - Display to (Player group((Triggering player))) for 10.00 seconds the text: (|Cff00ff00Lifes of Player 4 (|r|c00540081 + ((Name of Player 4 (Purple)) + (|r|Cff00ff00) left:|r |cff87ceeb + ((String(Lifes[3])) + |r|Cff00ff00.))))
              Else - Actions
      Else - Actions
        Game - Display to (Player group((Triggering player))) for 5.00 seconds the text: |Cff00ff00You have no lifes until game isn't started.|r
Turned on by Notice Names
PCom Name
  Events
    Player - Player 1 (Red) types a chat message containing -name (stringnoformat) as A substring
    Player - Player 2 (Blue) types a chat message containing -name (stringnoformat) as A substring
    Player - Player 3 (Teal) types a chat message containing -name (stringnoformat) as A substring
    Player - Player 4 (Purple) types a chat message containing -name (stringnoformat) as A substring
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Entered chat string) Equal to -name SeriousEnemy
      Then - Actions
        Game - Display to (Player group((Triggering player))) for 10.00 seconds the text: |c00ff0303Do you like my name? :)
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Entered chat string) Equal to -name del
          Then - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Triggering player) Equal to Player 1 (Red)
              Then - Actions
                Player - Set name of Player 1 (Red) to PlayerName[0]
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Triggering player) Equal to Player 1 (Red)
                  Then - Actions
                    Player - Set name of Player 2 (Blue) to PlayerName[1]
                  Else - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        (Triggering player) Equal to Player 1 (Red)
                      Then - Actions
                        Player - Set name of Player 3 (Teal) to PlayerName[2]
                      Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            (Triggering player) Equal to Player 1 (Red)
                          Then - Actions
                            Player - Set name of Player 4 (Purple) to PlayerName[3]
                          Else - Actions
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                Or - Any (Conditions) are true
                  Conditions
                    (Entered chat string) Equal to (-name + PlayerName[0])
                    (Entered chat string) Equal to (-name + PlayerName[1])
                    (Entered chat string) Equal to (-name + PlayerName[2])
                    (Entered chat string) Equal to (-name + PlayerName[3])
              Then - Actions
                Game - Display to (Player group((Triggering player))) for 10.00 seconds the text: |c00ff0303You can't change your name to one of the player names. If it's your own write|r |Cff00ff00-name del|r|c00ff0303.|r
              Else - Actions
                Player - Set name of (Triggering player) to (Substring((Entered chat string), 7, 26))
PCom Who
  Events
    Player - Player 1 (Red) types a chat message containing -who (stringnoformat) as A substring
    Player - Player 2 (Blue) types a chat message containing -who (stringnoformat) as A substring
    Player - Player 3 (Teal) types a chat message containing -who (stringnoformat) as A substring
    Player - Player 4 (Purple) types a chat message containing -who (stringnoformat) as A substring
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 1 (Red) slot status) Equal to Is playing
        PlayerName[0] Not equal to (Name of Player 1 (Red))
      Then - Actions
        Game - Display to (Player group((Triggering player))) for 10.00 seconds the text: ((|c00ff0303 + (PlayerName[0] + |r |Cff00ff00changed name to:|r |c00ff0303)) + ((Name of Player 1 (Red)) + |r|Cff00ff00.))
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 2 (Blue) slot status) Equal to Is playing
        PlayerName[1] Not equal to (Name of Player 2 (Blue))
      Then - Actions
        Game - Display to (Player group((Triggering player))) for 10.00 seconds the text: ((|c000042ff + (PlayerName[1] + |r |Cff00ff00changed name to:|r |c000042ff)) + ((Name of Player 2 (Blue)) + |r|Cff00ff00.))
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 3 (Teal) slot status) Equal to Is playing
        PlayerName[2] Not equal to (Name of Player 3 (Teal))
      Then - Actions
        Game - Display to (Player group((Triggering player))) for 10.00 seconds the text: ((|c001ce6b9 + (PlayerName[2] + |r |Cff00ff00changed name to:|r |c001ce6b9)) + ((Name of Player 3 (Teal)) + |r|Cff00ff00.))
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 4 (Purple) slot status) Equal to Is playing
        PlayerName[3] Not equal to (Name of Player 4 (Purple))
      Then - Actions
        Game - Display to (Player group((Triggering player))) for 10.00 seconds the text: ((|c00540081 + (PlayerName[3] + |r |Cff00ff00changed name to:|r |c00540081)) + ((Name of Player 4 (Purple)) + |r|Cff00ff00.))
      Else - Actions
PCom GameMessages
  Events
    Player - Player 1 (Red) types a chat message containing : (stringnoformat) as A substring
    Player - Player 2 (Blue) types a chat message containing : (stringnoformat) as A substring
    Player - Player 3 (Teal) types a chat message containing : (stringnoformat) as A substring
    Player - Player 4 (Purple) types a chat message containing : (stringnoformat) as A substring
  Conditions
  Actions
    Set VariableSet s_Dummy = (Substring((Entered chat string), 3, 200))
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Substring((Entered chat string), 1, 2)) Equal to w:
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Triggering player) Equal to Player 1 (Red)
          Then - Actions
            Game - Display to (All players) the text: (|c00ff0303 + ((Name of (Triggering player)) + (|r |Cff00ff00whispered:|r + (s_PlayerColor[((Player number of (Triggering player)) - 1)] + (String(s_Dummy) as Lower case.)))))
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Triggering player) Equal to Player 2 (Blue)
              Then - Actions
                Game - Display to (All players) the text: (|c000042ff + ((Name of (Triggering player)) + (|r |Cff00ff00whispered:|r + (s_PlayerColor[((Player number of (Triggering player)) - 1)] + (String(s_Dummy) as Lower case.)))))
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Triggering player) Equal to Player 3 (Teal)
                  Then - Actions
                    Game - Display to (All players) the text: (|c001ce6b9 + ((Name of (Triggering player)) + (|r |Cff00ff00whispered:|r + (s_PlayerColor[((Player number of (Triggering player)) - 1)] + (String(s_Dummy) as Lower case.)))))
                  Else - Actions
                    Game - Display to (All players) the text: (|c00540081 + ((Name of (Triggering player)) + (|r |Cff00ff00whispered:|r + (s_PlayerColor[((Player number of (Triggering player)) - 1)] + (String(s_Dummy) as Lower case.)))))
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Substring((Entered chat string), 1, 2)) Equal to s:
          Then - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Triggering player) Equal to Player 1 (Red)
              Then - Actions
                Game - Display to (All players) the text: (|c00ff0303 + ((Name of (Triggering player)) + (|r |Cff00ff00screamed:|r + (s_PlayerColor[((Player number of (Triggering player)) - 1)] + (String(s_Dummy) as Upper case.)))))
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Triggering player) Equal to Player 2 (Blue)
                  Then - Actions
                    Game - Display to (All players) the text: (|c000042ff + ((Name of (Triggering player)) + (|r |Cff00ff00screamed:|r + (s_PlayerColor[((Player number of (Triggering player)) - 1)] + (String(s_Dummy) as Upper case.)))))
                  Else - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        (Triggering player) Equal to Player 3 (Teal)
                      Then - Actions
                        Game - Display to (All players) the text: (|c001ce6b9 + ((Name of (Triggering player)) + (|r |Cff00ff00screamed:|r + (s_PlayerColor[((Player number of (Triggering player)) - 1)] + (String(s_Dummy) as Upper case.)))))
                      Else - Actions
                        Game - Display to (All players) the text: (|c00540081 + ((Name of (Triggering player)) + (|r |Cff00ff00screamed:|r + (s_PlayerColor[((Player number of (Triggering player)) - 1)] + (String(s_Dummy) as Upper case.)))))
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Substring((Entered chat string), 1, 1)) Equal to :
              Then - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Triggering player) Equal to Player 1 (Red)
                  Then - Actions
                    Game - Display to (All players) the text: (|c00ff0303 + ((Name of (Triggering player)) + (|r |Cff00ff00said:|r + (s_PlayerColor[((Player number of (Triggering player)) - 1)] + (Substring((Entered chat string), 2, 199))))))
                  Else - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        (Triggering player) Equal to Player 2 (Blue)
                      Then - Actions
                        Game - Display to (All players) the text: (|c000042ff + ((Name of (Triggering player)) + (|r |Cff00ff00said:|r + (s_PlayerColor[((Player number of (Triggering player)) - 1)] + (Substring((Entered chat string), 2, 199))))))
                      Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            (Triggering player) Equal to Player 3 (Teal)
                          Then - Actions
                            Game - Display to (All players) the text: (|c001ce6b9 + ((Name of (Triggering player)) + (|r |Cff00ff00said:|r + (s_PlayerColor[((Player number of (Triggering player)) - 1)] + (Substring((Entered chat string), 2, 199))))))
                          Else - Actions
                            Game - Display to (All players) the text: (|c00540081 + ((Name of (Triggering player)) + (|r |Cff00ff00said:|r + (s_PlayerColor[((Player number of (Triggering player)) - 1)] + (Substring((Entered chat string), 3, 200))))))
              Else - Actions
PCom Hints
  Events
    Player - Player 1 (Red) types a chat message containing -hints (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -hints (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -hints (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -hints (stringnoformat) as An exact match
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Triggering player) is in PlayerHintGroup.) Equal to True
      Then - Actions
        Player Group - Remove (Triggering player) from PlayerHintGroup.
        Game - Display to (Player group((Triggering player))) for 5.00 seconds the text: |c00fffc01Hints turned off.
      Else - Actions
        Player Group - Add (Triggering player) to PlayerHintGroup
        Game - Display to (Player group((Triggering player))) for 5.00 seconds the text: |c00fffc01Hints turned on.
 
PCom ControlPanel
  Events
    Player - Player 1 (Red) skips a cinematic sequence
    Player - Player 2 (Blue) skips a cinematic sequence
    Player - Player 3 (Teal) skips a cinematic sequence
    Player - Player 4 (Purple) skips a cinematic sequence
  Conditions
  Actions
    Dialog - Clear ControlPanel
    Dialog - Change the title of ControlPanel to Control Panel
    Dialog - Create a dialog button for ControlPanel labelled Settings
    Set VariableSet ControlPanelDiag[0] = (Last created dialog Button)
    Dialog - Create a dialog button for ControlPanel labelled Commands
    Set VariableSet ControlPanelDiag[1] = (Last created dialog Button)
    Dialog - Create a dialog button for ControlPanel labelled I found a bug!
    Set VariableSet ControlPanelDiag[2] = (Last created dialog Button)
    Dialog - Create a dialog button for ControlPanel labelled Cancel
    Dialog - Show ControlPanel for (Triggering player)
PCom ControlPanel Analysis
  Events
    Dialog - A dialog button is clicked for ControlPanel
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Clicked dialog button) Equal to ControlPanelDiag[0]
      Then - Actions
        Dialog - Clear ControlPanelAnalysis
        Dialog - Change the title of ControlPanelAnalysis to Settings
        Dialog - Create a dialog button for ControlPanelAnalysis labelled Hints on / off
        Set VariableSet ControlPanelAnalysisDiag[0] = (Last created dialog Button)
        Dialog - Create a dialog button for ControlPanelAnalysis labelled Playlist on / off
        Set VariableSet ControlPanelAnalysisDiag[3] = (Last created dialog Button)
        Dialog - Create a dialog button for ControlPanelAnalysis labelled Chat color
        Set VariableSet ControlPanelAnalysisDiag[1] = (Last created dialog Button)
        Dialog - Create a dialog button for ControlPanelAnalysis labelled Remove text messages
        Set VariableSet ControlPanelAnalysisDiag[2] = (Last created dialog Button)
        Dialog - Create a dialog button for ControlPanelAnalysis labelled Cancel
        Dialog - Show ControlPanelAnalysis for (Triggering player)
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Clicked dialog button) Equal to ControlPanelDiag[1]
          Then - Actions
            Game - Display to (Player group((Triggering player))) for 30.00 seconds the text: |cff87ceeb==Commands==|Cfffed312-lifes|r |Cffff0000| |r|C102040f0Your Amount of lifes|Cfffed312-name|r |Cffff0000* | |r|C102040f0Changes your name|Cfffed312-name del|r|Cffff0000 | |r|C102040f0Get your real name back|Cfffed312-who|r |Cffff0000| |r|C102040f0List of all Users with changed names|Cfffed312:|r|Cffff0000* | |r|C102040f0Game chat [say]|Cfffed312w:|r|Cffff0000* | |r|C102040f0Game chat [whisper]|Cfffed312s:|r|Cffff0000* | |r|C102040f0Game chat [scream]|Cfffed312-hints|r |Cffff0000| |r|C102040f0Turns hints on / off|Cfffed312-roll|r |Cffff0000| |r|C102040f0Rolls a number between 1 and 100|Cffff0000* | |r|C102040f0Your text|cff87ceeb==Commands==
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Clicked dialog button) Equal to ControlPanelDiag[2]
              Then - Actions
                Game - Display to (Player group((Triggering player))) for 30.00 seconds the text: |cff87ceebPlease report the bug at www.clancbs.com/board!PN to the User: SeriousEnemyIf you can see the bug make a screenshot and try to explain it as well as possible!Thanks!
              Else - Actions
PCom ControlPanel Analysis2
  Events
    Dialog - A dialog button is clicked for ControlPanelAnalysis
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Clicked dialog button) Equal to ControlPanelAnalysisDiag[0]
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Triggering player) is in PlayerHintGroup.) Equal to True
          Then - Actions
            Player Group - Remove (Triggering player) from PlayerHintGroup.
            Game - Display to (Player group((Triggering player))) for 3.00 seconds the text: |c00fffc01Hints turned off.
          Else - Actions
            Player Group - Add (Triggering player) to PlayerHintGroup
            Game - Display to (Player group((Triggering player))) for 3.00 seconds the text: |c00fffc01Hints turned on.
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Clicked dialog button) Equal to ControlPanelAnalysisDiag[1]
          Then - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                s_PlayerColor[((Player number of (Triggering player)) - 1)] Equal to |c00ff0303
              Then - Actions
                Set VariableSet s_PlayerColor[((Player number of (Triggering player)) - 1)] = |c000042ff
                Game - Display to (Player group((Triggering player))) for 3.00 seconds the text: |c00fffc01Chatting color is now blue.
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    s_PlayerColor[((Player number of (Triggering player)) - 1)] Equal to |c000042ff
                  Then - Actions
                    Set VariableSet s_PlayerColor[((Player number of (Triggering player)) - 1)] = |c001ce6b9
                    Game - Display to (Player group((Triggering player))) for 3.00 seconds the text: |c00fffc01Chatting color is now teal.
                  Else - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        s_PlayerColor[((Player number of (Triggering player)) - 1)] Equal to |c001ce6b9
                      Then - Actions
                        Set VariableSet s_PlayerColor[((Player number of (Triggering player)) - 1)] = |c00540081
                        Game - Display to (Player group((Triggering player))) for 3.00 seconds the text: |c00fffc01Chatting color is now purple.
                      Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            s_PlayerColor[((Player number of (Triggering player)) - 1)] Equal to |c00540081
                          Then - Actions
                            Set VariableSet s_PlayerColor[((Player number of (Triggering player)) - 1)] = |c00fffc01
                            Game - Display to (Player group((Triggering player))) for 3.00 seconds the text: |c00fffc01Chatting color is now yellow.
                          Else - Actions
                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              If - Conditions
                                s_PlayerColor[((Player number of (Triggering player)) - 1)] Equal to |c00fffc01
                              Then - Actions
                                Set VariableSet s_PlayerColor[((Player number of (Triggering player)) - 1)] = |c00feba0e
                                Game - Display to (Player group((Triggering player))) for 3.00 seconds the text: |c00fffc01Chatting color is now orange.
                              Else - Actions
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                  If - Conditions
                                    s_PlayerColor[((Player number of (Triggering player)) - 1)] Equal to |c00feba0e
                                  Then - Actions
                                    Set VariableSet s_PlayerColor[((Player number of (Triggering player)) - 1)] = |c0020c000
                                    Game - Display to (Player group((Triggering player))) for 3.00 seconds the text: |c00fffc01Chatting color is now green.
                                  Else - Actions
                                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                      If - Conditions
                                        s_PlayerColor[((Player number of (Triggering player)) - 1)] Equal to |c0020c000
                                      Then - Actions
                                        Set VariableSet s_PlayerColor[((Player number of (Triggering player)) - 1)] = |c00e55bb0
                                        Game - Display to (Player group((Triggering player))) for 3.00 seconds the text: |c00fffc01Chatting color is now pink.
                                      Else - Actions
                                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                          If - Conditions
                                            s_PlayerColor[((Player number of (Triggering player)) - 1)] Equal to |c00e55bb0
                                          Then - Actions
                                            Set VariableSet s_PlayerColor[((Player number of (Triggering player)) - 1)] = |c00959697
                                            Game - Display to (Player group((Triggering player))) for 3.00 seconds the text: |c00fffc01Chatting color is now grey.
                                          Else - Actions
                                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                              If - Conditions
                                                s_PlayerColor[((Player number of (Triggering player)) - 1)] Equal to |c00959697
                                              Then - Actions
                                                Set VariableSet s_PlayerColor[((Player number of (Triggering player)) - 1)] = |c007ebff1
                                                Game - Display to (Player group((Triggering player))) for 3.00 seconds the text: |c00fffc01Chatting color is now lightblue.
                                              Else - Actions
                                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                                  If - Conditions
                                                    s_PlayerColor[((Player number of (Triggering player)) - 1)] Equal to |c007ebff1
                                                  Then - Actions
                                                    Set VariableSet s_PlayerColor[((Player number of (Triggering player)) - 1)] = |c00106246
                                                    Game - Display to (Player group((Triggering player))) for 3.00 seconds the text: |c00fffc01Chatting color is now darkgreen.