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Trigger Viewer

Vampier vs Villager ver1.1.7.w3x
Variables
Initialization
Lumber fist give
Villager Dying
Villager Dying Copy
Camera Terrain
Vampire Go
Text
Villager Dying Copy 2
Win
Win Copy
The time
Enter playerc10
Enter playerc10 Copy 2
Enter playerc10 Copy
Enter playerc10 Copy Copy
Team
Untitled Trigger 001
Untitled Trigger 001 Copy
Time Delete
Time start
Going in
Going in Copy
Going in Copy 2
Going in Copy 3
Going in Copy 4
Going in Copy 6
Going in Copy 5
Going in Copy 7
Going in Copy 8
Going in Copy 9
Going in Copy 10
Command
Dragon house
Dragon give
Dragon give Copy
Dragon give Copy 2
Dragon give Copy 3
Dragon give Copy 4
Dragon give Copy 5
Dragon give Copy 6
Dragon give Copy 6 Copy
Dragon give Copy 6 Copy 2
Zombie
Remake
Remake Copy
Remake Copy 2
Remake Copy 2 Copy
Hero
Untilmate Strike
Animate speedup
Claws Bolt
Automatic
Income SmallLumber center1
Lumber coming Small
Lumber coming
Income Lumber center2
Lumber coming lv2
Income Lumber center3
Lumber coming lv3
Gold
Goldmine income lv1
Gold income lv1
Goldmine income lv2
Gold income lv2
Goldmine income lv3
Gold income lv3
MiniGame
The Center h
Floating Text
Mini Game Open
Wait
Mini Creep Spawn
Vampier income
Every vampire
Normal
Normal Copy
Gold Gloves Fire
Dmg 1
Dmg 1 Copy 9
Dmg 1 Copy
Dmg 1 Copy Copy
Dmg 1 Copy 2
Dmg 1 Copy 2 Copy
Dmg 1 Copy 3
Dmg 1 Copy 3 Copy
Dmg 1 Copy 4
Dmg 1 Copy 4 Copy
Dmg 1 Copy 5
Dmg 1 Copy 5 Copy
Dmg 1 Copy 6
Dmg 1 Copy 6 Copy
Dmg 1 Copy 7
Dmg 1 Copy 7 Copy
Dmg 1 Copy 8
Dmg 1 Copy 8 Copy
Vampire Dying
Vampire mini
Vampire Lord
Go in Boss region
Go in
Go in Copy Copy
Go in Copy
Go in Copy Copy 2
Enter map-specific custom script code below. This text will be included in the map script after variables are declared and before any trigger code.

		
Name Type Is Array Initial Value
Casting_unit unit No
Change_Target unit No
Fist_number integer No
Gold_center unit Yes
Income real Yes
Item_Gloves itemcode Yes
Last_Eff effect Yes
Lumber_center unit Yes
Number_center integer Yes
Start_Timer timer Yes
Start_Timer_Last timerdialog Yes
Stopspam texttag Yes
Suond_Type soundtype Yes
ug group Yes
Unit_Group1 group No
Vampier unit Yes
Vampier_Team_Player10 force No
Vampier_Team_Player11 force No
Lumber fist give
  Events
    Time - Elapsed game time is 1.00 seconds
  Conditions
  Actions
    Player - Set Player 1 (Red).Current lumber to 1000
    Player - Set Player 2 (Blue).Current lumber to 1000
    Player - Set Player 3 (Teal).Current lumber to 1000
    Player - Set Player 4 (Purple).Current lumber to 1000
    Player - Set Player 5 (Yellow).Current lumber to 1000
    Player - Set Player 6 (Orange).Current lumber to 1000
    Player - Set Player 7 (Green).Current lumber to 1000
    Player - Set Player 9 (Gray).Current lumber to 1000
    Player - Set Player 8 (Pink).Current lumber to 1000
Villager Dying
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Dying unit)) Equal to Dragon model
  Actions
    Game - Display to (All players) the text: ((Name of (Owner of (Dying unit))) + Chet cmnr :|)
    Unit Group - Pick every unit in (Units owned by (Owner of (Dying unit)).) and do (Explode (Picked unit).)
Villager Dying Copy
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Dying unit)) Equal to Dragon model
  Actions
    Game - Display to (All players) the text: ((Name of (Owner of (Dying unit))) + Chet cmnr :|)
    Unit Group - Pick every unit in (Units owned by (Owner of (Dying unit)).) and do (Explode (Picked unit).)
Camera Terrain
  Events
    Time - Elapsed game time is 0.01 seconds
  Conditions
  Actions
    Camera - .Apply. gg_cam_Camera_006 for Player 1 (Red) over 1.00 seconds
    Camera - .Apply. gg_cam_Camera_005 for Player 2 (Blue) over 1.00 seconds
    Camera - .Apply. gg_cam_Camera_007 for Player 3 (Teal) over 1.00 seconds
    Camera - .Apply. gg_cam_Camera_005 for Player 4 (Purple) over 1.00 seconds
    Camera - .Apply. gg_cam_Camera_003 for Player 5 (Yellow) over 1.00 seconds
    Camera - .Apply. gg_cam_Camera_008 for Player 6 (Orange) over 1.00 seconds
    Camera - .Apply. gg_cam_Camera_009 for Player 7 (Green) over 1.00 seconds
    Camera - .Apply. gg_cam_Camera_010 for Player 8 (Pink) over 1.00 seconds
    Camera - .Apply. gg_cam_Camera_002 for Player 9 (Gray) over 1.00 seconds
    Camera - .Apply. gg_cam_Camera_012 for Player 10 (Light Blue) over 1.00 seconds
    Wait 1.00 seconds
    Camera - Stop the camera for (Picked player).
    Unit - Kill View 0075 <gen>
Vampire Go
  Events
    Unit - A unit enters Region_026 <gen>
  Conditions
  Actions
    Wait 1.50 seconds
    Unit - Kill (Entering unit)
Text
  Events
    Time - Elapsed game time is 5 seconds
  Conditions
  Actions
    Floating Text - Create floating text that reads Lam on doi 3phut at (Center of Region_011 <gen>) with Z offset 0, using font size 10.00, color (0.00%, 100%, 0.00%), and 0% transparency
    Floating Text - Create floating text that reads Vao` day at (Center of Region_028 <gen>) with Z offset 0, using font size 10.00, color (0.00%, 100%, 0.00%), and 0% transparency
    Floating Text - Create floating text that reads Ep' do` at (Center of Region_015 <gen>) with Z offset 0, using font size 10.00, color (0.00%, 100%, 0.00%), and 0% transparency
Villager Dying Copy 2
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Dying unit)) Equal to Dragon model
  Actions
    Game - Display to (All players) the text: ((Name of (Owner of (Dying unit))) + Chet cmnr :|)
    Unit Group - Pick every unit in (Units owned by (Owner of (Dying unit)).) and do (Explode (Picked unit).)
Win
  Events
    Unit - Vampier House 0000 <gen> Dies
  Conditions
  Actions
    Game - Display to (All players) the text: We Win :D
    Wait 10.00 seconds
    Game - Victory Player 1 (Red) (Show dialogs, Show scores)
    Game - Victory Player 2 (Blue) (Show dialogs, Show scores)
    Game - Victory Player 3 (Teal) (Show dialogs, Show scores)
    Game - Victory Player 4 (Purple) (Show dialogs, Show scores)
    Game - Victory Player 5 (Yellow) (Show dialogs, Show scores)
    Game - Victory Player 6 (Orange) (Show dialogs, Show scores)
    Game - Victory Player 7 (Green) (Show dialogs, Show scores)
    Game - Victory Player 8 (Pink) (Show dialogs, Show scores)
    Game - Victory Player 9 (Gray) (Show dialogs, Show scores)
    Game - Defeat Player 10 (Light Blue) with the message: Defeat!
Win Copy
  Events
    Time - Elapsed game time is 2700.00 seconds
  Conditions
  Actions
    Game - Display to (All players) the text: |CFF0080FFTroi da nang sang va vampire da thua tro choi se ket thuc sau 1phut|r
    Wait 60.00 seconds
    Game - Victory Player 1 (Red) (Show dialogs, Show scores)
    Game - Victory Player 2 (Blue) (Show dialogs, Show scores)
    Game - Victory Player 3 (Teal) (Show dialogs, Show scores)
    Game - Victory Player 4 (Purple) (Show dialogs, Show scores)
    Game - Victory Player 5 (Yellow) (Show dialogs, Show scores)
    Game - Victory Player 6 (Orange) (Show dialogs, Show scores)
    Game - Victory Player 7 (Green) (Show dialogs, Show scores)
    Game - Victory Player 8 (Pink) (Show dialogs, Show scores)
    Game - Victory Player 9 (Gray) (Show dialogs, Show scores)
    Game - Defeat Player 10 (Light Blue) with the message: Defeat!
The time
  Events
    Time - Elapsed game time is 13.00 seconds
  Conditions
  Actions
    Game - Display to (All players) the text: |CFF000000Moi. nguoi` co' 45phut de song sot va Vampier co 45phut de git het tui. no'|r
    Countdown Timer - Create a timer window for (Last started timer) with title Survive for:
    Set VariableSet Start_Timer[3] = (Last started timer)
    Countdown Timer - Start Start_Timer[3] as a One-shot timer that will expire in 2700.00 seconds
    Set VariableSet Start_Timer_Last[1] = (Last created timer window)
    Wait 2700.00 seconds
    Countdown Timer - Destroy Start_Timer_Last[1]
    Game - Set the time of day to 24.00
Enter playerc10
  Events
    Unit - A unit enters Region_015 <gen>
  Conditions
    (Unit-type of (Entering unit)) Equal to Vampier Mini
  Actions
    Unit - Move (Entering unit) instantly to (Center of Region_016 <gen>)
    Trigger - Turn off (This trigger)
    Wait 3.00 seconds
    Trigger - Turn on (This trigger)
Enter playerc10 Copy 2
  Events
    Unit - A unit enters Region_028 <gen>
  Conditions
    (Unit-type of (Entering unit)) Equal to Vampier Mini
  Actions
    Unit - Move (Entering unit) instantly to (Center of Region_029 <gen>)
    Trigger - Turn off (This trigger)
    Wait 3.00 seconds
    Trigger - Turn on (This trigger)
Enter playerc10 Copy
  Events
    Unit - A unit enters Region_029 <gen>
  Conditions
    (Unit-type of (Entering unit)) Equal to Vampier
  Actions
    Unit - Move Change_Target instantly to (Center of Region_028 <gen>)
    Trigger - Turn off (This trigger)
    Wait 3.00 seconds
    Trigger - Turn on (This trigger)
Enter playerc10 Copy Copy
  Events
    Unit - A unit enters Region_015 <gen>
  Conditions
    (Unit-type of (Entering unit)) Equal to Vampier
  Actions
    Unit - Move Change_Target instantly to (Center of Region_016 <gen>)
    Trigger - Turn off (This trigger)
    Wait 3.00 seconds
    Trigger - Turn on (This trigger)
Team
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Vampier hit
  Actions
    Set VariableSet Vampier_Team_Player10 = (All allies of Player 10 (Light Blue).)
    Set VariableSet Vampier_Team_Player11 = (All allies of Player 11 (Dark Green).)
    Set VariableSet Change_Target = (Target unit of ability being cast)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of Change_Target) Equal to Dragon model
      Then - Actions
        Game - Display to (All players) the text: ((Name of (Owner of Change_Target)) + Da bien thanh Vampire :|)
        Unit - Create 1.Vampier Mini for (Owner of Change_Target) at (Position of Change_Target) facing Default building facing degrees
        Set VariableSet Vampier[3] = (Last created unit)
        Hero - Set Vampier[3] Hero-level to 6, Hide level-up graphics
        Unit - Remove Change_Target from the game
        Player - Make (Owner of Change_Target) treat Player 10 (Light Blue) as an Ally with shared vision
        Player - Make (Owner of Vampier 0024 <gen>) treat (Owner of Change_Target) as an Ally with shared vision
        Player - Make (Owner of Change_Target) treat Player 1 (Red) as an Neutral
        Player - Make (Owner of Change_Target) treat Player 2 (Blue) as an Neutral
        Player - Make (Owner of Change_Target) treat Player 3 (Teal) as an Neutral
        Player - Make (Owner of Change_Target) treat Player 4 (Purple) as an Neutral
        Player - Make (Owner of Change_Target) treat Player 5 (Yellow) as an Neutral
        Player - Make (Owner of Change_Target) treat Player 6 (Orange) as an Neutral
        Player - Make (Owner of Change_Target) treat Player 7 (Green) as an Neutral
        Player - Make (Owner of Change_Target) treat Player 8 (Pink) as an Neutral
        Player - Make (Owner of Change_Target) treat Player 9 (Gray) as an Neutral
      Else - Actions
Untitled Trigger 001
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Vampier Mini
    (Unit-type of (Attacked unit)) Equal to Vampier House
  Actions
    Unit - Kill (Attacking unit)
Untitled Trigger 001 Copy
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Vampier
    (Unit-type of (Attacked unit)) Equal to Vampier House
  Actions
    Unit - Kill (Attacking unit)
Time Delete
  Events
    Time - Elapsed game time is 180.00 seconds
  Conditions
  Actions
    Floating Text - Destroy Stopspam[1]
    Floating Text - Destroy Stopspam[2]
Time start
  Events
    Time - Elapsed game time is 180.00 seconds
  Conditions
  Actions
    Unit - Unpause Vampier 0024 <gen>
    Unit - Unpause Vampier 0025 <gen>
Going in
  Events
    Unit - A unit enters Region_001 <gen>
  Conditions
  Actions
    Unit - Move (Entering unit) instantly to (Center of Chao_moi_nguoi_den_voi_mapVampire_vs_Villager <gen>)
Going in Copy
  Events
    Unit - A unit enters Region_005 <gen>
  Conditions
  Actions
    Unit - Move (Entering unit) instantly to (Center of Chao_moi_nguoi_den_voi_mapVampire_vs_Villager <gen>)
Going in Copy 2
  Events
    Unit - A unit enters Region_002 <gen>
  Conditions
  Actions
    Unit - Move (Entering unit) instantly to (Center of Chao_moi_nguoi_den_voi_mapVampire_vs_Villager <gen>)
Going in Copy 3
  Events
    Unit - A unit enters Region_003 <gen>
  Conditions
  Actions
    Unit - Move (Entering unit) instantly to (Center of Chao_moi_nguoi_den_voi_mapVampire_vs_Villager <gen>)
Going in Copy 4
  Events
    Unit - A unit enters Region_004 <gen>
  Conditions
  Actions
    Unit - Move (Entering unit) instantly to (Center of Chao_moi_nguoi_den_voi_mapVampire_vs_Villager <gen>)
Going in Copy 6
  Events
    Unit - A unit enters Region_007 <gen>
  Conditions
  Actions
    Unit - Move (Entering unit) instantly to (Center of Chao_moi_nguoi_den_voi_mapVampire_vs_Villager <gen>)
Going in Copy 5
  Events
    Unit - A unit enters Region_006 <gen>
  Conditions
  Actions
    Unit - Move (Entering unit) instantly to (Center of Chao_moi_nguoi_den_voi_mapVampire_vs_Villager <gen>)
Going in Copy 7
  Events
    Unit - A unit enters Region_008 <gen>
  Conditions
  Actions
    Unit - Move (Entering unit) instantly to (Center of Chao_moi_nguoi_den_voi_mapVampire_vs_Villager <gen>)
Going in Copy 8
  Events
    Unit - A unit enters Region_009 <gen>
  Conditions
  Actions
    Unit - Move (Entering unit) instantly to (Center of Chao_moi_nguoi_den_voi_mapVampire_vs_Villager <gen>)
Going in Copy 9
  Events
    Unit - A unit enters Region_010 <gen>
  Conditions
  Actions
    Unit - Move (Entering unit) instantly to (Center of Chao_moi_nguoi_den_voi_mapVampire_vs_Villager <gen>)
Going in Copy 10
  Events
    Unit - A unit enters Region_001 <gen>
  Conditions
  Actions
    Unit - Move (Entering unit) instantly to (Center of Chao_moi_nguoi_den_voi_mapVampire_vs_Villager <gen>)
Dragon house
  Events
    Unit - A unit Begins construction
  Conditions
    (Unit-type of (Constructing structure)) Equal to Dragon House
  Actions
    Animation - Play (Constructing structure)'s sleep one (animationname) animation
    Wait 15.00 seconds
    Animation - Play (Constructing structure)'s sleep one (animationname) animation
    Wait 15.00 seconds
    Animation - Play (Constructing structure)'s sleep one (animationname) animation
    Wait 15.00 seconds
    Animation - Play (Constructing structure)'s sleep one (animationname) animation
    Wait 15.00 seconds
    Animation - Play (Constructing structure)'s sleep one (animationname) animation
    Wait 15.00 seconds
    Animation - Play (Constructing structure)'s sleep one (animationname) animation
    Wait 15.00 seconds
    Animation - Play (Constructing structure)'s sleep one (animationname) animation
    Wait 15.00 seconds
    Animation - Play (Constructing structure)'s sleep one (animationname) animation
    Wait 15.00 seconds
    Animation - Play (Constructing structure)'s sleep one (animationname) animation
    Wait 15.00 seconds
    Animation - Play (Constructing structure)'s sleep one (animationname) animation
    Wait 15.00 seconds
    Animation - Play (Constructing structure)'s sleep one (animationname) animation
    Wait 15.00 seconds
    Animation - Play (Constructing structure)'s sleep one (animationname) animation
    Wait 15.00 seconds
    Animation - Play (Constructing structure)'s sleep one (animationname) animation
    Wait 15.00 seconds
Dragon give
  Events
    Player - Player 1 (Red) types a chat message containing -dragon (stringnoformat) as An exact match
  Conditions
  Actions
    Special Effect - Create a special effect at (Position of Dragon model 0004 <gen>) using Abilities\Spells\Orc\Devour\DevourEffectArt.mdl
    Wait 5.00 seconds
    Unit - Replace Dragon model 0004 <gen> with a Dragon model using The old unit's relative life and mana
Dragon give Copy
  Events
    Player - Player 2 (Blue) types a chat message containing -dragon (stringnoformat) as An exact match
  Conditions
  Actions
    Special Effect - Create a special effect at (Position of Dragon model 0005 <gen>) using Abilities\Spells\Orc\Devour\DevourEffectArt.mdl
    Wait 5.00 seconds
    Unit - Replace Dragon model 0005 <gen> with a Dragon model using The old unit's relative life and mana
Dragon give Copy 2
  Events
    Player - Player 3 (Teal) types a chat message containing -dragon (stringnoformat) as An exact match
  Conditions
  Actions
    Special Effect - Create a special effect at (Position of Dragon model 0007 <gen>) using Abilities\Spells\Orc\Devour\DevourEffectArt.mdl
    Wait 5.00 seconds
    Unit - Replace Dragon model 0007 <gen> with a Dragon model using The old unit's relative life and mana
Dragon give Copy 3
  Events
    Player - Player 4 (Purple) types a chat message containing -dragon (stringnoformat) as An exact match
  Conditions
  Actions
    Special Effect - Create a special effect at (Position of Dragon model 0006 <gen>) using Abilities\Spells\Orc\Devour\DevourEffectArt.mdl
    Wait 5.00 seconds
    Unit - Replace Dragon model 0006 <gen> with a Dragon model using The old unit's relative life and mana
Dragon give Copy 4
  Events
    Player - Player 5 (Yellow) types a chat message containing -dragon (stringnoformat) as An exact match
  Conditions
  Actions
    Special Effect - Create a special effect at (Position of Dragon model 0021 <gen>) using Abilities\Spells\Orc\Devour\DevourEffectArt.mdl
    Wait 5.00 seconds
    Unit - Replace Dragon model 0021 <gen> with a Dragon model using The old unit's relative life and mana
Dragon give Copy 5
  Events
    Player - Player 6 (Orange) types a chat message containing -dragon (stringnoformat) as An exact match
  Conditions
  Actions
    Special Effect - Create a special effect at (Position of Dragon model 0008 <gen>) using Abilities\Spells\Orc\Devour\DevourEffectArt.mdl
    Wait 5.00 seconds
    Unit - Replace Dragon model 0008 <gen> with a Dragon model using The old unit's relative life and mana
Dragon give Copy 6
  Events
    Player - Player 7 (Green) types a chat message containing -dragon (stringnoformat) as An exact match
  Conditions
  Actions
    Special Effect - Create a special effect at (Position of Dragon model 0009 <gen>) using Abilities\Spells\Orc\Devour\DevourEffectArt.mdl
    Wait 5.00 seconds
    Unit - Replace Dragon model 0009 <gen> with a Dragon model using The old unit's relative life and mana
Dragon give Copy 6 Copy
  Events
    Player - Player 9 (Gray) types a chat message containing -dragon (stringnoformat) as An exact match
  Conditions
  Actions
    Special Effect - Create a special effect at (Position of Dragon model 0020 <gen>) using Abilities\Spells\Orc\Devour\DevourEffectArt.mdl
    Wait 5.00 seconds
    Unit - Replace Dragon model 0020 <gen> with a Dragon model using The old unit's relative life and mana
Dragon give Copy 6 Copy 2
  Events
    Player - Player 8 (Pink) types a chat message containing -dragon (stringnoformat) as An exact match
  Conditions
  Actions
    Special Effect - Create a special effect at (Position of Dragon model 0019 <gen>) using Abilities\Spells\Orc\Devour\DevourEffectArt.mdl
    Wait 5.00 seconds
    Unit - Replace Dragon model 0019 <gen> with a Dragon model using The old unit's relative life and mana
Remake
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Dying unit)) Equal to Zombie
  Actions
    Wait 5.00 seconds
    Unit - Create 1.Zombie for Player 12 (Brown) at (Position of (Dying unit)) facing Default building facing degrees
Remake Copy
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Dying unit)) Equal to Zombie lv3
  Actions
    Wait 12.00 seconds
    Unit - Create 1.Zombie lv3 for Player 12 (Brown) at (Position of (Dying unit)) facing Default building facing degrees
Remake Copy 2
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Dying unit)) Equal to Zombie lv2
  Actions
    Wait 7.00 seconds
    Unit - Create 1.Zombie lv2 for Player 12 (Brown) at (Position of (Dying unit)) facing Default building facing degrees
Remake Copy 2 Copy
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Dying unit)) Equal to Zombie Hero
  Actions
    Wait 30.00 seconds
    Unit - Create 1.Zombie Hero for Player 12 (Brown) at (Position of (Dying unit)) facing Default building facing degrees
Untilmate Strike
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Claws Strike
  Actions
    Special Effect - Create a special effect attached to the foot left (attachpoint) of (Casting unit) using Abilities\Weapons\ZigguratFrostMissile\ZigguratFrostMissile.mdl
    Special Effect - Create a special effect attached to the foot right (attachpoint) of (Casting unit) using Abilities\Weapons\ZigguratFrostMissile\ZigguratFrostMissile.mdl
    Set VariableSet Unit_Group1 = (Units within 300.00 of (Position of (Casting unit)).)
    Unit - Move (Casting unit) instantly to (Position of (Target unit of ability being cast)), facing Default building facing degrees
    Animation - Play (Casting unit)'s attack (animationname) animation
    Wait 0.30 seconds
    Animation - Play (Casting unit)'s attack slam (animationname) animation
    Unit - Move (Casting unit) instantly to (Position of (Target unit of ability being cast)), facing (((Y of (Position of (Casting unit))) + (X of (Position of (Casting unit)))) + ((X of (Position of (Target unit of ability being cast))) + (Y of (Position of (Target unit of ability being cast))))) degrees
    Wait 0.30 seconds
    Unit - Move (Casting unit) instantly to (Position of (Target unit of ability being cast)), facing (((Y of (Position of (Casting unit))) + 10.00) + ((X of (Position of (Target unit of ability being cast))) + (Y of (Position of (Target unit of ability being cast))))) degrees
    Animation - Play (Casting unit)'s attack slam (animationname) animation
    Wait 0.30 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 10.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Animation - Play (Casting unit)'s attack slam (animationname) animation
    Wait 0.30 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Animation - Play (Casting unit)'s attack slam (animationname) animation
    Wait 0.30 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Animation - Play (Casting unit)'s attack slam (animationname) animation
    Wait 0.30 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Animation - Play (Casting unit)'s attack slam (animationname) animation
    Wait 0.30 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Animation - Play (Casting unit)'s attack slam (animationname) animation
    Wait 0.30 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Animation - Play (Casting unit)'s attack slam (animationname) animation
    Wait 0.30 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Animation - Play (Casting unit)'s attack slam (animationname) animation
    Wait 0.30 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Animation - Play (Casting unit)'s attack slam (animationname) animation
    Wait 0.30 seconds
    Special Effect - Create a special effect attached to the overhead (attachpoint) of Casting_unit using Abilities\Spells\Orc\Bloodlust\BloodlustTarget.mdl
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Special Effect - Create a special effect attached to the hand right (attachpoint) of (Casting unit) using Abilities\Weapons\PhoenixMissile\Phoenix_Missile.mdl
    Set VariableSet Last_Eff[1] = (Last created special effect)
    Special Effect - Create a special effect attached to the hand left (attachpoint) of (Casting unit) using Abilities\Weapons\PhoenixMissile\Phoenix_Missile.mdl
    Set VariableSet Last_Eff[2] = (Last created special effect)
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Wait 0.10 seconds
    Special Effect - Destroy Last_Eff[1]
    Special Effect - Destroy Last_Eff[2]
    Special Effect - Create a special effect attached to the hand right (attachpoint) of (Casting unit) using Abilities\Weapons\ZigguratFrostMissile\ZigguratFrostMissile.mdl
    Set VariableSet Last_Eff[3] = (Last created special effect)
    Special Effect - Create a special effect attached to the hand left (attachpoint) of (Casting unit) using Abilities\Weapons\ZigguratFrostMissile\ZigguratFrostMissile.mdl
    Set VariableSet Last_Eff[4] = (Last created special effect)
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Special Effect - Destroy Last_Eff[3]
    Special Effect - Destroy Last_Eff[4]
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Wait 0.10 seconds
    Special Effect - Destroy Last_Eff[1]
    Special Effect - Destroy Last_Eff[2]
    Special Effect - Create a special effect attached to the hand right (attachpoint) of (Casting unit) using Abilities\Weapons\ZigguratMissile\ZigguratMissile.mdl
    Set VariableSet Last_Eff[3] = (Last created special effect)
    Special Effect - Create a special effect attached to the hand left (attachpoint) of (Casting unit) using Abilities\Weapons\ZigguratMissile\ZigguratMissile.mdl
    Set VariableSet Last_Eff[4] = (Last created special effect)
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Wait 0.10 seconds
    Special Effect - Destroy Last_Eff[1]
    Special Effect - Destroy Last_Eff[2]
    Special Effect - Create a special effect attached to the hand right (attachpoint) of (Casting unit) using Abilities\Weapons\FarseerMissile\FarseerMissile.mdl
    Set VariableSet Last_Eff[3] = (Last created special effect)
    Special Effect - Create a special effect attached to the hand left (attachpoint) of (Casting unit) using Abilities\Weapons\FarseerMissile\FarseerMissile.mdl
    Set VariableSet Last_Eff[4] = (Last created special effect)
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Unit - Move (Casting unit) instantly to (Position of (Random unit from Unit_Group1)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 40.00)) degrees
    Wait 0.10 seconds
    Special Effect - Destroy Last_Eff[1]
    Special Effect - Destroy Last_Eff[2]
    Unit - Add Claws Bolt to (Casting unit)
    Unit - Remove Claws Strike from (Casting unit)
    Unit - Remove Storm Bolt X from (Casting unit)
Animate speedup
  Events
    Unit - A unit Finishes training a unit
  Conditions
    (Unit-type of (Trained unit)) Equal to Wargen
  Actions
    Animation - Change (Trained unit)'s animation speed to 200.00% of its original speed
Claws Bolt
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Claws Bolt
  Actions
    Set VariableSet Casting_unit = (Casting unit)
    Unit - Move (Casting unit) instantly to (Position of (Target unit of ability being cast)), facing (((Y of (Position of (Casting unit))) + 120.00) + ((X of (Position of (Target unit of ability being cast))) + 310.00)) degrees
Income SmallLumber center1
  Events
    Unit - A unit Finishes construction
  Conditions
    (Unit-type of (Constructed structure)) Equal to Small Wood center
  Actions
    Set VariableSet Number_center[1] = 0
    Set VariableSet Lumber_center[4] = (Constructed structure)
    Trigger - Turn on Lumber_coming_Small <gen>
Lumber coming Small
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    Player - Add (Number_center[1] x 5) to (Owner of Lumber_center[4]).Current lumber
Lumber coming
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    Player - Add (Number_center[2] x 300) to (Owner of Lumber_center[1]).Current lumber
Income Lumber center2
  Events
    Unit - A unit Finishes construction
  Conditions
    (Unit-type of (Constructed structure)) Equal to Wood center lv2
  Actions
    Set VariableSet Number_center[3] = 1
    Set VariableSet Lumber_center[2] = (Constructed structure)
    Trigger - Turn on Lumber_coming_lv2 <gen>
Lumber coming lv2
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    Player - Add (Number_center[3] x 1200) to (Owner of Lumber_center[2]).Current lumber
Income Lumber center3
  Events
    Unit - A unit Finishes construction
  Conditions
    (Unit-type of (Constructed structure)) Equal to Wood center lv3
  Actions
    Set VariableSet Number_center[4] = 1
    Set VariableSet Lumber_center[3] = (Constructed structure)
    Trigger - Turn on Lumber_coming_lv3 <gen>
Lumber coming lv3
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    Player - Add (Number_center[4] x 5000) to (Owner of Lumber_center[3]).Current lumber
Goldmine income lv1
  Events
    Unit - A unit Finishes construction
  Conditions
    (Unit-type of (Constructed structure)) Equal to Gold Mine
  Actions
    Set VariableSet Number_center[5] = 1
    Set VariableSet Gold_center[1] = (Constructed structure)
    Trigger - Turn on Gold_income_lv1 <gen>
Gold income lv1
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    Player - Add (Number_center[5] x 1) to (Owner of Gold_center[1]).Current gold
Goldmine income lv2
  Events
    Unit - A unit Finishes construction
  Conditions
    (Unit-type of (Constructed structure)) Equal to Gold Mine lv2
  Actions
    Set VariableSet Number_center[6] = 1
    Set VariableSet Gold_center[2] = (Constructed structure)
    Trigger - Turn on Gold_income_lv2 <gen>
Gold income lv2
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    Player - Add (Number_center[6] x 3) to (Owner of Gold_center[2]).Current gold
Goldmine income lv3
  Events
    Unit - A unit Finishes construction
  Conditions
    (Unit-type of (Constructed structure)) Equal to Gold Mine lv3
  Actions
    Set VariableSet Number_center[7] = 1
    Set VariableSet Gold_center[3] = (Constructed structure)
    Trigger - Turn on Gold_income_lv3 <gen>
Gold income lv3
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    Player - Add (Number_center[7] x 5) to (Owner of Gold_center[3]).Current gold
The Center h
  Events
    Unit - Vampier House 0000 <gen> Is attacked
  Conditions
    (Attacking unit) Equal to Vampier 0024 <gen>
  Actions
    Unit - Kill Vampier 0024 <gen>
Floating Text
  Events
    Time - Elapsed game time is 12.00 seconds
  Conditions
  Actions
    Floating Text - Create floating text that reads Wait? at (Center of Region_022 <gen>) with Z offset 0, using font size 10, color (100%, 0.00%, 0.00%), and 0% transparency
    Floating Text - Create floating text that reads MiniGame? at (Center of Region_023 <gen>) with Z offset 0, using font size 10, color (0.00%, 100.00%, 0.00%), and 0% transparency
Mini Game Open
  Events
    Unit - A unit enters Region_023 <gen>
  Conditions
  Actions
    Trigger - Turn on Mini_Creep_Spawn <gen>
    Wait 5.00 seconds
    Trigger - Turn off Mini_Creep_Spawn <gen>
Wait
  Events
    Unit - A unit enters Region_022 <gen>
  Conditions
  Actions
    Unit - Kill Acolyte 0079 <gen>
    Wait 2.00 seconds
    Camera - .Apply. gg_cam_Camera_011 for Player 1 (Red) over 0.00 seconds
Mini Creep Spawn
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    Unit - Kill Acolyte 0079 <gen>
    Unit - Create 1.Footman for Neutral Hostile at (Center of Region_025 <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of Region_024 <gen>)
Every vampire
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    Player Group - Pick every player in Vampier_Team_Player10 and do (Actions)
      Loop - Actions
        Player - Add 10 to (Picked player).Current gold
Normal
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Vampier Mini
  Actions
    Player - Add 25 to (Owner of (Attacking unit)).Current gold
Normal Copy
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Vampier
  Actions
    Player - Add 25 to (Owner of (Attacking unit)).Current gold
Gold Gloves Fire
  Events
    Unit - A unit Is attacked
  Conditions
    ((Attacking unit) is A Hero) Equal to True
  Actions
    Set VariableSet Vampier[1] = Vampier 0024 <gen>
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Attacking unit) Equal to Vampier[1]
      Then - Actions
        Do nothing
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Vampier[1] has an item of type Gloves MaxFire class) Equal to True
      Then - Actions
        Player - Add 245 to Player 10 (Light Blue).Current gold
      Else - Actions
Dmg 1
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Vampier Mini
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Attacking unit) has an item of type Claws of attack +9) Equal to True
      Then - Actions
        Player - Add 9 to (Owner of (Attacking unit)).Current gold
      Else - Actions
Dmg 1 Copy 9
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Vampier Mini
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Attacking unit) has an item of type Claws of attack +9) Equal to True
      Then - Actions
        Player - Add 9 to (Owner of (Attacking unit)).Current gold
      Else - Actions
Dmg 1 Copy
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Vampier Mini
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Attacking unit) has an item of type Claws of attack +21) Equal to True
      Then - Actions
        Player - Add 21 to (Owner of (Attacking unit)).Current gold
      Else - Actions
Dmg 1 Copy Copy
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Vampier
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Attacking unit) has an item of type Claws of attack +21) Equal to True
      Then - Actions
        Player - Add 21 to (Owner of (Attacking unit)).Current gold
      Else - Actions
Dmg 1 Copy 2
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Vampier Mini
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Attacking unit) has an item of type Claws of attack +42) Equal to True
      Then - Actions
        Player - Add 42 to (Owner of (Attacking unit)).Current gold
      Else - Actions
Dmg 1 Copy 2 Copy
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Vampier
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Attacking unit) has an item of type Claws of attack +42) Equal to True
      Then - Actions
        Player - Add 42 to (Owner of (Attacking unit)).Current gold
      Else - Actions
Dmg 1 Copy 3
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Vampier Mini
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Attacking unit) has an item of type Claws of attack +108) Equal to True
      Then - Actions
        Player - Add 108 to (Owner of (Attacking unit)).Current gold
      Else - Actions
Dmg 1 Copy 3 Copy
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Vampier
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Attacking unit) has an item of type Claws of attack +108) Equal to True
      Then - Actions
        Player - Add 108 to (Owner of (Attacking unit)).Current gold
      Else - Actions
Dmg 1 Copy 4
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Vampier Mini
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Attacking unit) has an item of type Claws of attack +655) Equal to True
      Then - Actions
        Player - Add 655 to (Owner of (Attacking unit)).Current gold
      Else - Actions
Dmg 1 Copy 4 Copy
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Vampier
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Attacking unit) has an item of type Claws of attack +655) Equal to True
      Then - Actions
        Player - Add 655 to (Owner of (Attacking unit)).Current gold
      Else - Actions
Dmg 1 Copy 5
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Vampier Mini
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Attacking unit) has an item of type Claws of attack +1359) Equal to True
      Then - Actions
        Player - Add 1350 to (Owner of (Attacking unit)).Current gold
      Else - Actions
Dmg 1 Copy 5 Copy
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Vampier
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Attacking unit) has an item of type Claws of attack +1359) Equal to True
      Then - Actions
        Player - Add 1350 to (Owner of (Attacking unit)).Current gold
      Else - Actions
Dmg 1 Copy 6
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Vampier Mini
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Attacking unit) has an item of type Claws of attack +2890) Equal to True
      Then - Actions
        Player - Add 2890 to (Owner of (Attacking unit)).Current gold
      Else - Actions
Dmg 1 Copy 6 Copy
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Vampier
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Attacking unit) has an item of type Claws of attack +2890) Equal to True
      Then - Actions
        Player - Add 2890 to (Owner of (Attacking unit)).Current gold
      Else - Actions
Dmg 1 Copy 7
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Vampier Mini
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Attacking unit) has an item of type Claws of attack +5900) Equal to True
      Then - Actions
        Player - Add 5900 to (Owner of (Attacking unit)).Current gold
      Else - Actions
Dmg 1 Copy 7 Copy
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Vampier
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Attacking unit) has an item of type Claws of attack +5900) Equal to True
      Then - Actions
        Player - Add 5900 to (Owner of (Attacking unit)).Current gold
      Else - Actions
Dmg 1 Copy 8
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Vampier Mini
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Attacking unit) has an item of type Claws of attack +12000) Equal to True
      Then - Actions
        Player - Add 12000 to (Owner of (Attacking unit)).Current gold
      Else - Actions
Dmg 1 Copy 8 Copy
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Vampier
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Attacking unit) has an item of type Claws of attack +12000) Equal to True
      Then - Actions
        Player - Add 12000 to (Owner of (Attacking unit)).Current gold
      Else - Actions
Vampire mini
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Dying unit)) Equal to Vampier Mini
  Actions
    Wait 2 seconds
    Camera - .Apply. gg_cam_Camera_013 for (Owner of (Dying unit)) over 0.01 seconds
    Hero - Instantly revive (Dying unit) at (Center of Chao_moi_nguoi_den_voi_mapVampire_vs_Villager <gen>), Show revival graphics
Vampire Lord
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Dying unit)) Equal to Vampier
  Actions
    Wait 2 seconds
    Camera - .Apply. gg_cam_Camera_013 for (Owner of (Dying unit)) over 0.01 seconds
    Hero - Instantly revive (Dying unit) at (Center of Chao_moi_nguoi_den_voi_mapVampire_vs_Villager <gen>), Show revival graphics
Go in
  Events
    Unit - A unit enters Region_027 <gen>
  Conditions
    (Unit-type of (Entering unit)) Equal to Vampier
  Actions
    Unit - Move (Entering unit) instantly to (Center of Region_020 <gen>)
    Trigger - Turn off (This trigger)
    Wait 5.00 seconds
    Trigger - Turn on (This trigger)
Go in Copy Copy
  Events
    Unit - A unit enters Region_020 <gen>
  Conditions
    (Unit-type of (Entering unit)) Equal to Vampier Mini
  Actions
    Unit - Move (Entering unit) instantly to (Center of Region_027 <gen>)
    Trigger - Turn off (This trigger)
    Wait 5.00 seconds
    Trigger - Turn on (This trigger)
Go in Copy
  Events
    Unit - A unit enters Region_027 <gen>
  Conditions
    (Unit-type of (Entering unit)) Equal to Vampier Mini
  Actions
    Unit - Move (Entering unit) instantly to (Center of Region_020 <gen>)
    Trigger - Turn off (This trigger)
    Wait 5.00 seconds
    Trigger - Turn on (This trigger)
Go in Copy Copy 2
  Events
    Unit - A unit enters Region_020 <gen>
  Conditions
    (Unit-type of (Entering unit)) Equal to Vampier
  Actions
    Unit - Move (Entering unit) instantly to (Center of Region_027 <gen>)
    Trigger - Turn off (This trigger)
    Wait 5.00 seconds
    Trigger - Turn on (This trigger)