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Trigger Viewer

WarCraft Maul Complete 1.4.w3x
Variables
AdminKick
kick blue
kick teal
kick purple
kick yellow
kick orange
kick green
kick pink
kick gray
-Air
air
Anti-Stuck
Prod
Player Leave
Player 1 Copy
Player 2 Copy
Player 3 Copy
Player 4 Copy
Player 5 Copy
Player 6 Copy
Player 7 Copy
Player 8 Copy
Player 9 Copy
Player unused
Red
Blue
Teal
Purple
Yellow
Orange
Green
Pink
Grey
-destroy
Destroy Red
Destroy Blue
Destroy Teal
Destroy Purple
Destroy Yellow
Destroy Orange
Destroy Green
Destroy Pink
Destroy Grey
Startup
Int WinTD
Player Units Create
Instructions
Updates
Core Functions
Remove
Core Funtion
Next Level
Gold and Tips
Set Levels
Defeat
Sell
Victory
Set Tips
Remove Corpses
Prevent Attack
Difficulty
IntDifficulty
Very Easy
Very Easy Plus
Easy
Easy Plus
Normal
Normal Plus
Hard
Hard Plus
Perfection
Perfection Plus
Anti Return
Left
Middle Left
Middle Right
Right
Move Units
Startup Movement
Move Left
Move Grey
Move Orange
Move Middle Left
Move Middle Right
Move Right
Move Purple
Move Bottom Left
Move Bottom Right
Left 0
Left 1
Left 2
Left 2 Copy
Left 3
Left 4
Left 5
Orange 0
Orange 1
Orange 2
Orange 3
Purple 0
Purple 1
Purple 2
Purple 3
Middle
Right 0
Right 1
Right 2
Right 2 Copy
Right 3
Right 4
Right 5
Unit Board Ship
Bottom right
Bottom Left
Bonus Load
Special Towers
Mountain King
Super Slowing Demon
Maiev
Lady Vashj
Lich King
Alexzandra
Kael
Royal Guard
Sea Giant
Blademaster
Chaos Blademaster
Tyrande
Nether Dragon
Crypt Fiend
Gyrocopter
Chaos Farseer
Siren
Blue Dragon Whelp
Chaos Pool
Knight
Shaman
Wyvern
Myrmidon
Illidan
Bloodmage
Tauren
Adult Green Dragon
Mountain Giant
Flesh Golem
Jaina
Archmage
Lich
Abomination
Akama
Untitled Trigger 001
Earth Pandaren
Fire Pandaren
Corrupted Ancient of War
Tinker
Goblin Alchemist
Enraged Goblins Ogre
Decepticon Goblin Autobot
Goblin Tesla Coil
PoopOnUrPorch
Shelbmonster
Test
Test
Leaderboard
Setup Leaderboard
Update Leaderboard
Update Title

		
Name Type Is Array Initial Value
Attackers player No Player11
Attackers_Bottom_left group No
Attackers_Bottom_Right group No
Attackers_Grey group No
Attackers_LeftSide group No
Attackers_Middle_LeftSide group No
Attackers_Middle_RightSide group No
Attackers_RightSide group No
BootSysOn boolean No false
BootSysTimer timer No
Chances player No
Defeat boolean No false
Defenders force No
DiffDialog dialog No
Easy button No
EasyPlus button No
Gold_Amount integer No 10
GoldSent integer No
Hard button No
HardPlus button No
kills integer Yes
Level_Number integer No 0
Lives integer No 20
Lives_Lost integer No 0
Monster_Amount integer No
Monster_Type unitcode No
Next_Level timer No
NoLivesLost boolean No true
Normal button No
NormalPlus button No
Orange group No
Perfection button No
PerfectionPlus button No
PlayersPlaying integer No 9
Purple group No
QuittersGold integer No
RandomTip integer No 0
Sell unitcode No nC57
SendersGold integer No
TestMode string No Duke-Wintermaul
Tip string Yes
VeryEasy button No
VeryEasyPlus button No
kick blue
  Events
    Player - Player 1 (Red) types a chat message containing -kick blue (stringnoformat) as An exact match
  Conditions
  Actions
    Game - Defeat Player 2 (Blue) with the message: You Have Been Booted!
kick teal
  Events
    Player - Player 1 (Red) types a chat message containing -kick teal (stringnoformat) as An exact match
  Conditions
  Actions
    Game - Defeat Player 3 (Teal) with the message: You Have Been Booted!
kick purple
  Events
    Player - Player 1 (Red) types a chat message containing -kick purple (stringnoformat) as An exact match
  Conditions
  Actions
    Game - Defeat Player 4 (Purple) with the message: You Have Been Booted!
kick yellow
  Events
    Player - Player 1 (Red) types a chat message containing -kick yellow (stringnoformat) as An exact match
  Conditions
  Actions
    Game - Defeat Player 5 (Yellow) with the message: You Have Been Booted!
kick orange
  Events
    Player - Player 1 (Red) types a chat message containing -kick orange (stringnoformat) as An exact match
  Conditions
  Actions
    Game - Defeat Player 6 (Orange) with the message: You Have Been Booted!
kick green
  Events
    Player - Player 1 (Red) types a chat message containing -kick green (stringnoformat) as An exact match
  Conditions
  Actions
    Game - Defeat Player 7 (Green) with the message: You Have Been Booted!
kick pink
  Events
    Player - Player 1 (Red) types a chat message containing -kick pink (stringnoformat) as An exact match
  Conditions
  Actions
    Game - Defeat Player 8 (Pink) with the message: You Have Been Booted!
kick gray
  Events
    Player - Player 1 (Red) types a chat message containing -kick grey (stringnoformat) as An exact match
  Conditions
  Actions
    Game - Defeat Player 9 (Gray) with the message: You Have Been Booted!
air
  Events
    Player - Player 1 (Red) types a chat message containing -air (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -air (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -air (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -air (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -air (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -air (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -air (stringnoformat) as An exact match
    Player - Player 7 (Green) types a chat message containing -air (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing -air (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -air (stringnoformat) as An exact match
  Conditions
  Actions
    Game - Display to (Player group((Triggering player))) the text: |c0000cdf9Warcraft MaulAir-(5/15/20/25/30)Fortified-(10/18/22/26/31)Champion-(9/14/19/24/29/31)Boss-(32)Lumber is given on round 15.
Prod
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to Prod Worker
  Actions
    Unit - Order (Target unit of ability being cast) to Move To.(Center of Load <gen>)
Player 1 Copy
  Events
    Time - Every 2 seconds of game time
  Conditions
    (Player 1 (Red) slot status) Equal to Has left the game
  Actions
    Trigger - Turn off (This trigger)
    Game - Display to (All players) for 25.00 seconds the text: ((Name of Player 1 (Red)) + |c0000cdf9 has left the game|r)
    Player Group - Remove Player 1 (Red) from Defenders.
    Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 1 (Red)) and do (Change ownership of (Picked unit) to (Random player from Defenders) and Change color)
    Leaderboard - Change the label for Player 1 (Red) in (Last created leaderboard) to <Quit>
    Set VariableSet PlayersPlaying = (PlayersPlaying - 1)
    Set VariableSet QuittersGold = (Player 1 (Red) Current gold)
    Player Group - Pick every player in Defenders and do (Add (QuittersGold / PlayersPlaying) to (Picked player).Current gold)
    Game - Display to (All players) the text: ((All Players Recieve ( + (String((QuittersGold / PlayersPlaying)))) + ) from the quitting player!)
Player 2 Copy
  Events
    Time - Every 2 seconds of game time
  Conditions
    (Player 2 (Blue) slot status) Equal to Has left the game
  Actions
    Trigger - Turn off (This trigger)
    Game - Display to (All players) for 25.00 seconds the text: ((Name of Player 2 (Blue)) + |c0000cdf9 has left the game|r)
    Player Group - Remove Player 2 (Blue) from Defenders.
    Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 2 (Blue)) and do (Change ownership of (Picked unit) to (Random player from Defenders) and Change color)
    Leaderboard - Change the label for Player 2 (Blue) in (Last created leaderboard) to <Quit>
    Set VariableSet PlayersPlaying = (PlayersPlaying - 1)
    Set VariableSet QuittersGold = (Player 2 (Blue) Current gold)
    Player Group - Pick every player in Defenders and do (Add (QuittersGold / PlayersPlaying) to (Picked player).Current gold)
    Game - Display to (All players) the text: ((All Players Recieve ( + (String((QuittersGold / PlayersPlaying)))) + ) from the quitting player!)
Player 3 Copy
  Events
    Time - Every 2 seconds of game time
  Conditions
    (Player 3 (Teal) slot status) Equal to Has left the game
  Actions
    Trigger - Turn off (This trigger)
    Game - Display to (All players) for 25.00 seconds the text: ((Name of Player 3 (Teal)) + |c0000cdf9 has left the game|r)
    Player Group - Remove Player 3 (Teal) from Defenders.
    Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 3 (Teal)) and do (Change ownership of (Picked unit) to (Random player from Defenders) and Change color)
    Leaderboard - Change the label for Player 3 (Teal) in (Last created leaderboard) to <Quit>
    Set VariableSet PlayersPlaying = (PlayersPlaying - 1)
    Set VariableSet QuittersGold = (Player 3 (Teal) Current gold)
    Player Group - Pick every player in Defenders and do (Add (QuittersGold / PlayersPlaying) to (Picked player).Current gold)
    Game - Display to (All players) the text: ((All Players Recieve ( + (String((QuittersGold / PlayersPlaying)))) + ) from the quitting player!)
Player 4 Copy
  Events
    Time - Every 2 seconds of game time
  Conditions
    (Player 4 (Purple) slot status) Equal to Has left the game
  Actions
    Trigger - Turn off (This trigger)
    Game - Display to (All players) for 25.00 seconds the text: ((Name of Player 4 (Purple)) + |c0000cdf9 has left the game|r)
    Player Group - Remove Player 4 (Purple) from Defenders.
    Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 4 (Purple)) and do (Change ownership of (Picked unit) to (Random player from Defenders) and Change color)
    Leaderboard - Change the label for Player 4 (Purple) in (Last created leaderboard) to <Quit>
    Set VariableSet PlayersPlaying = (PlayersPlaying - 1)
    Set VariableSet QuittersGold = (Player 4 (Purple) Current gold)
    Player Group - Pick every player in Defenders and do (Add (QuittersGold / PlayersPlaying) to (Picked player).Current gold)
    Game - Display to (All players) the text: ((All Players Recieve ( + (String((QuittersGold / PlayersPlaying)))) + ) from the quitting player!)
Player 5 Copy
  Events
    Time - Every 2 seconds of game time
  Conditions
    (Player 5 (Yellow) slot status) Equal to Has left the game
  Actions
    Trigger - Turn off (This trigger)
    Game - Display to (All players) for 25.00 seconds the text: ((Name of Player 5 (Yellow)) + |c0000cdf9 has left the game|r)
    Player Group - Remove Player 5 (Yellow) from Defenders.
    Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 5 (Yellow)) and do (Change ownership of (Picked unit) to (Random player from Defenders) and Change color)
    Leaderboard - Change the label for Player 5 (Yellow) in (Last created leaderboard) to <Quit>
    Set VariableSet PlayersPlaying = (PlayersPlaying - 1)
    Set VariableSet QuittersGold = (Player 5 (Yellow) Current gold)
    Player Group - Pick every player in Defenders and do (Add (QuittersGold / PlayersPlaying) to (Picked player).Current gold)
    Game - Display to (All players) the text: ((All Players Recieve ( + (String((QuittersGold / PlayersPlaying)))) + ) from the quitting player!)
Player 6 Copy
  Events
    Time - Every 2 seconds of game time
  Conditions
    (Player 6 (Orange) slot status) Equal to Has left the game
  Actions
    Trigger - Turn off (This trigger)
    Game - Display to (All players) for 25.00 seconds the text: ((Name of Player 6 (Orange)) + |c0000cdf9 has left the game|r)
    Player Group - Remove Player 6 (Orange) from Defenders.
    Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 6 (Orange)) and do (Change ownership of (Picked unit) to (Random player from Defenders) and Change color)
    Leaderboard - Change the label for Player 6 (Orange) in (Last created leaderboard) to <Quit>
    Set VariableSet PlayersPlaying = (PlayersPlaying - 1)
    Set VariableSet QuittersGold = (Player 6 (Orange) Current gold)
    Player Group - Pick every player in Defenders and do (Add (QuittersGold / PlayersPlaying) to (Picked player).Current gold)
    Game - Display to (All players) the text: ((All Players Recieve ( + (String((QuittersGold / PlayersPlaying)))) + ) from the quitting player!)
Player 7 Copy
  Events
    Time - Every 2 seconds of game time
  Conditions
    (Player 7 (Green) slot status) Equal to Has left the game
  Actions
    Trigger - Turn off (This trigger)
    Game - Display to (All players) for 25.00 seconds the text: ((Name of Player 7 (Green)) + |c0000cdf9 has left the game|r)
    Player Group - Remove Player 7 (Green) from Defenders.
    Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 7 (Green)) and do (Change ownership of (Picked unit) to (Random player from Defenders) and Change color)
    Leaderboard - Change the label for Player 7 (Green) in (Last created leaderboard) to <Quit>
    Set VariableSet PlayersPlaying = (PlayersPlaying - 1)
    Set VariableSet QuittersGold = (Player 7 (Green) Current gold)
    Player Group - Pick every player in Defenders and do (Add (QuittersGold / PlayersPlaying) to (Picked player).Current gold)
    Game - Display to (All players) the text: ((All Players Recieve ( + (String((QuittersGold / PlayersPlaying)))) + ) from the quitting player!)
Player 8 Copy
  Events
    Time - Every 2 seconds of game time
  Conditions
    (Player 8 (Pink) slot status) Equal to Has left the game
  Actions
    Trigger - Turn off (This trigger)
    Game - Display to (All players) for 25.00 seconds the text: ((Name of Player 8 (Pink)) + |c0000cdf9 has left the game|r)
    Player Group - Remove Player 8 (Pink) from Defenders.
    Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 8 (Pink)) and do (Change ownership of (Picked unit) to (Random player from Defenders) and Change color)
    Leaderboard - Change the label for Player 8 (Pink) in (Last created leaderboard) to <Quit>
    Set VariableSet PlayersPlaying = (PlayersPlaying - 1)
    Set VariableSet QuittersGold = (Player 8 (Pink) Current gold)
    Player Group - Pick every player in Defenders and do (Add (QuittersGold / PlayersPlaying) to (Picked player).Current gold)
    Game - Display to (All players) the text: ((All Players Recieve ( + (String((QuittersGold / PlayersPlaying)))) + ) from the quitting player!)
Player 9 Copy
  Events
    Time - Every 2 seconds of game time
  Conditions
    (Player 9 (Gray) slot status) Equal to Has left the game
  Actions
    Trigger - Turn off (This trigger)
    Game - Display to (All players) for 25.00 seconds the text: ((Name of Player 9 (Gray)) + |c0000cdf9 has left the game|r)
    Player Group - Remove Player 9 (Gray) from Defenders.
    Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 9 (Gray)) and do (Change ownership of (Picked unit) to (Random player from Defenders) and Change color)
    Leaderboard - Change the label for Player 9 (Gray) in (Last created leaderboard) to <Quit>
    Set VariableSet PlayersPlaying = (PlayersPlaying - 1)
    Set VariableSet QuittersGold = (Player 9 (Gray) Current gold)
    Player Group - Pick every player in Defenders and do (Add (QuittersGold / PlayersPlaying) to (Picked player).Current gold)
    Game - Display to (All players) the text: ((All Players Recieve ( + (String((QuittersGold / PlayersPlaying)))) + ) from the quitting player!)
Red
  Events
    Time - Elapsed game time is 2.00 seconds
  Conditions
    (Player 1 (Red) slot status) Equal to Is unused
  Actions
    Set VariableSet PlayersPlaying = (PlayersPlaying - 1)
Blue
  Events
    Time - Elapsed game time is 2.00 seconds
  Conditions
    (Player 2 (Blue) slot status) Equal to Is unused
  Actions
    Set VariableSet PlayersPlaying = (PlayersPlaying - 1)
Teal
  Events
    Time - Elapsed game time is 2.00 seconds
  Conditions
    (Player 3 (Teal) slot status) Equal to Is unused
  Actions
    Set VariableSet PlayersPlaying = (PlayersPlaying - 1)
Purple
  Events
    Time - Elapsed game time is 2.00 seconds
  Conditions
    (Player 4 (Purple) slot status) Equal to Is unused
  Actions
    Set VariableSet PlayersPlaying = (PlayersPlaying - 1)
Yellow
  Events
    Time - Elapsed game time is 2.00 seconds
  Conditions
    (Player 5 (Yellow) slot status) Equal to Is unused
  Actions
    Set VariableSet PlayersPlaying = (PlayersPlaying - 1)
Orange
  Events
    Time - Elapsed game time is 2.00 seconds
  Conditions
    (Player 6 (Orange) slot status) Equal to Is unused
  Actions
    Set VariableSet PlayersPlaying = (PlayersPlaying - 1)
Green
  Events
    Time - Elapsed game time is 2.00 seconds
  Conditions
    (Player 7 (Green) slot status) Equal to Is unused
  Actions
    Set VariableSet PlayersPlaying = (PlayersPlaying - 1)
Pink
  Events
    Time - Elapsed game time is 2.00 seconds
  Conditions
    (Player 8 (Pink) slot status) Equal to Is unused
  Actions
    Set VariableSet PlayersPlaying = (PlayersPlaying - 1)
Grey
  Events
    Time - Elapsed game time is 2.00 seconds
  Conditions
    (Player 9 (Gray) slot status) Equal to Is unused
  Actions
    Set VariableSet PlayersPlaying = (PlayersPlaying - 1)
Destroy Red
  Events
    Player - Player 1 (Red) types a chat message containing -destroy (stringnoformat) as An exact match
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in Red_Base <gen>) and do (If ((((Picked unit) is A structure) Equal to True) and ((Owner of (Picked unit)) Not equal to Player 1 (Red))) then do (Kill (Picked unit)) else do (Do nothing))
    Wait 5.00 seconds
    Unit - Remove (Picked unit) from the game
Destroy Blue
  Events
    Player - Player 2 (Blue) types a chat message containing -destroy (stringnoformat) as An exact match
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in Blue_Base <gen>) and do (If ((((Picked unit) is A structure) Equal to True) and ((Owner of (Picked unit)) Not equal to Player 2 (Blue))) then do (Kill (Picked unit)) else do (Do nothing))
    Wait 5.00 seconds
    Unit - Remove (Picked unit) from the game
Destroy Teal
  Events
    Player - Player 3 (Teal) types a chat message containing -destroy (stringnoformat) as An exact match
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in Teal_Base <gen>) and do (If ((((Picked unit) is A structure) Equal to True) and ((Owner of (Picked unit)) Not equal to Player 3 (Teal))) then do (Kill (Picked unit)) else do (Do nothing))
    Wait 5.00 seconds
    Unit - Remove (Picked unit) from the game
Destroy Purple
  Events
    Player - Player 4 (Purple) types a chat message containing -destroy (stringnoformat) as An exact match
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in Purple_Base <gen>) and do (If ((((Picked unit) is A structure) Equal to True) and ((Owner of (Picked unit)) Not equal to Player 4 (Purple))) then do (Kill (Picked unit)) else do (Do nothing))
    Wait 5.00 seconds
    Unit - Remove (Picked unit) from the game
Destroy Yellow
  Events
    Player - Player 5 (Yellow) types a chat message containing -destroy (stringnoformat) as An exact match
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in Yellow_Base <gen>) and do (If ((((Picked unit) is A structure) Equal to True) and ((Owner of (Picked unit)) Not equal to Player 5 (Yellow))) then do (Kill (Picked unit)) else do (Do nothing))
    Wait 5.00 seconds
    Unit - Remove (Picked unit) from the game
Destroy Orange
  Events
    Player - Player 6 (Orange) types a chat message containing -destroy (stringnoformat) as An exact match
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in Orange_Base <gen>) and do (If ((((Picked unit) is A structure) Equal to True) and ((Owner of (Picked unit)) Not equal to Player 6 (Orange))) then do (Kill (Picked unit)) else do (Do nothing))
    Wait 5.00 seconds
    Unit - Remove (Picked unit) from the game
Destroy Green
  Events
    Player - Player 7 (Green) types a chat message containing -destroy (stringnoformat) as An exact match
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in Green_Base <gen>) and do (If ((((Picked unit) is A structure) Equal to True) and ((Owner of (Picked unit)) Not equal to Player 7 (Green))) then do (Kill (Picked unit)) else do (Do nothing))
    Wait 5.00 seconds
    Unit - Remove (Picked unit) from the game
Destroy Pink
  Events
    Player - Player 8 (Pink) types a chat message containing -destroy (stringnoformat) as An exact match
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in Pink_Base <gen>) and do (If ((((Picked unit) is A structure) Equal to True) and ((Owner of (Picked unit)) Not equal to Player 8 (Pink))) then do (Kill (Picked unit)) else do (Do nothing))
    Wait 5.00 seconds
    Unit - Remove (Picked unit) from the game
Destroy Grey
  Events
    Player - Player 9 (Gray) types a chat message containing -destroy (stringnoformat) as An exact match
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in Grey_Base <gen>) and do (If ((((Picked unit) is A structure) Equal to True) and ((Owner of (Picked unit)) Not equal to Player 9 (Gray))) then do (Kill (Picked unit)) else do (Do nothing))
    Wait 5.00 seconds
    Unit - Remove (Picked unit) from the game
Int WinTD
  Events
    Map initialization
  Conditions
  Actions
    -------- Play Sound --------
    Player Group - Pick every player in (All players) and do (Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across (Playable map area))
    -------- Setup Game Speed --------
    Game - Set game speed to Fastest
    Game - Lock the game speed
    -------- Setup Time of Day --------
    Game - Set the time of day to 18.01
    Game - Set time of day speed to 0.50% of the default speed
    -------- Setup Players --------
    Player Group - Pick every player in (All players) and do (Add (Picked player) to Defenders)
    Player Group - Remove Player 12 (Brown) from Defenders.
    Player - Turn Gives bounty On for Player 12 (Brown)
    Player Group - Pick every player in (All players) and do (Set (Picked player).Current gold to 60)
    Player Group - Pick every player in (All players) and do (Set (Picked player).Current lumber to 1)
    Unit - Make Ship 0009 <gen> Invulnerable
Player Units Create
  Events
    Time - Elapsed game time is 2.00 seconds
  Conditions
  Actions
    Unit - Kill TriggerMan 0011 <gen>
    Game - Display to (All players) the text: |c0000cdf9For help on how to play type... -helpTo see the HUGE amount of updates press F9|r
    If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 1.Race Chooser for Player 1 (Red) at (Player 1 (Red) start location) facing Default building facing degrees) else do (Do nothing)
    If ((Player 2 (Blue) slot status) Equal to Is playing) then do (Create 1.Race Chooser for Player 2 (Blue) at (Player 2 (Blue) start location) facing Default building facing degrees) else do (Do nothing)
    If ((Player 3 (Teal) slot status) Equal to Is playing) then do (Create 1.Race Chooser for Player 3 (Teal) at (Player 3 (Teal) start location) facing Default building facing degrees) else do (Do nothing)
    If ((Player 4 (Purple) slot status) Equal to Is playing) then do (Create 1.Race Chooser for Player 4 (Purple) at (Player 4 (Purple) start location) facing Default building facing degrees) else do (Do nothing)
    If ((Player 5 (Yellow) slot status) Equal to Is playing) then do (Create 1.Race Chooser for Player 5 (Yellow) at (Player 5 (Yellow) start location) facing Default building facing degrees) else do (Do nothing)
    If ((Player 6 (Orange) slot status) Equal to Is playing) then do (Create 1.Race Chooser for Player 6 (Orange) at (Player 6 (Orange) start location) facing Default building facing degrees) else do (Do nothing)
    If ((Player 7 (Green) slot status) Equal to Is playing) then do (Create 1.Race Chooser for Player 7 (Green) at (Player 7 (Green) start location) facing Default building facing degrees) else do (Do nothing)
    If ((Player 8 (Pink) slot status) Equal to Is playing) then do (Create 1.Race Chooser for Player 8 (Pink) at (Player 8 (Pink) start location) facing Default building facing degrees) else do (Do nothing)
    If ((Player 9 (Gray) slot status) Equal to Is playing) then do (Create 1.Race Chooser for Player 9 (Gray) at (Player 9 (Gray) start location) facing Default building facing degrees) else do (Do nothing)
Instructions
  Events
    Player - Player 1 (Red) types a chat message containing -help (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -help (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -help (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -help (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -help (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -help (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -help (stringnoformat) as An exact match
    Player - Player 7 (Green) types a chat message containing -help (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing -help (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -help (stringnoformat) as An exact match
  Conditions
  Actions
    Game - Display to (Player group((Triggering player))) the text: |c0000cdf9Warcraft Maul-Air levels 5/10/15/20/25/30-You select an race at your race chooser, the races all have their strengths and weaknesses, so pick one that suits your playing style.-Once you have selected your race, build the worker at your race building-Attackers come from the top thr
Updates
  Events
    Map initialization
  Conditions
  Actions
    Quest - Create a Required quest titled 1.4 Complete Updates with the description |c0000cdf9Ultron Updates: - Added New Race- Added New Difficulty Settings- Added Difficulty Ratings For Each Race- Added Chaos BladeMaster (new chaos orcs tower)- Added Silver Arrow (new Ultron tower)- Added Fire Lord (new Tavern tower)- Fixed Arachnid Main Building Size (same as all the others now)- Fixed Arachnid Builder (now summons like others)- Fixed Dreanei Builder (now summons like others)- Fixed Corrupted NE Towers Being Able To Build Anywhere- Fixed Hapry Scout Being Inplace of Naga Tower- Fixed Drenai Towers Still Doing Dmg To Each Other (should no longer happen :D)- Fixed Arachnid Worker Not Counting As A Worker- Fixed a few minor spelling mistakes 'arrack' (PoopOnUrPorch)- Changed Dreadlord attack model (was laggy and annoying)- Changed Some Of The Arachnid Icons - Changed Arachnid Webcasters Ability To On By Default- Reduced Cost of the Corrupted NE Den (Shelbmonster)- Reduced Spiderling Range- Reduced Jake's Dmg- Reduced Corrupt Moonwell Dmg- Reduced Corrupted Fountain of LIfe Dmg- Reduced Model Sizes Of Multiple Larger Towers Such As The Corrupted Fountain of Life - Removed Poison from Arachnid Towers- Increased Corrupt NE Wisp Selection Size (shoudl be a little easier to select), using icon path ReplaceableTextures\CommandButtons\BTNBookOfTheDead.blp
    Quest - Create a Required quest titled 1.3 Complete Updates with the description |c0000cdf9Ultron Updates: - Fixed Fire Pandaren not doing the amount of dmg it should- Fixed Corrupted Warden not doing the amount of dmg it should- Fixed Corrupted Shandris attack range, ment to be 1000 not 100- Gnoll Warden now has chaos dmg- Reworked the Corrupted NE again as splash, using icon path ReplaceableTextures\CommandButtons\BTNBookOfTheDead.blp
    Quest - Create a Required quest titled 1.2b Complete Updates with the description |c0000cdf9Ultron Updates: - Fixed the splash on the Corrupted Ancient Protector- Gave the Corrupted Ent a VERY small splash, using icon path ReplaceableTextures\CommandButtons\BTNBookOfTheDead.blp
    Quest - Create a Required quest titled 1.2 Complete Updates with the description |c0000cdf9Ultron Updates: - Changed map Texture- Added 2 new raves- Changed Chaos Orcs icon- Fixed Riflemans Barrage attack- Organized Arachnid icon placement when building- Organized Dreaneis Icon placement when building- Fixed Vorpal Blades not being researched for the Dreamei- I, using icon path ReplaceableTextures\CommandButtons\BTNBookOfTheDead.blp
    Quest - Create a Required quest titled 1.1 Complete Updates with the description |c0000cdf9Ultron Updates: - Fixed sell bug with Ultron race- Balance: increased Poop tower price and increased cooldown, using icon path ReplaceableTextures\CommandButtons\BTNBookOfTheDead.blp
    Quest - Create a Required quest titled 1.0 Complete Updates with the description |c0000cdf9Ultron Updates: - Added the Additional Races building - Added the Dreanai, and Arachnid Races from WC maul delux 4- Added a race in my honor because im humble like that (no its not the best, and yes its quite balanced)- Readded the Laser Tower- Fixed the drainai towers from dmg, using icon path ReplaceableTextures\CommandButtons\BTNBookOfTheDead.blp
    Quest - Create a Required quest titled 2.0 Updates(Units Added) with the description |c0000cdf9Units Added: Demons: Mannorath/Super Slowing Demon/Dreadlord/InfernalHumans: Medivh/Marine/Mountain King/Mortar TeamNight Elf: Tyrande/Maiev/Keeper of the Grove/DryadUndead: Lich King/Anub'Arak/Dark Ranger/BansheeOrc: Rokhan/Rexxar/Tauren Chieftain/Witch DoctorD, using icon path UI\Widgets\Console\Human\infocard-banshee.blp
    Quest - Create a Required quest titled 2.0 Updates(Changes) with the description |c0000cdf9Changes: Two units in each race have a different damage type than there basic race type. Example Ogre Warrior deals normal damage rather than siege damage and Mountain Giant Deals pierce instead of siege. Besides the 2 units the remainder of the units do the general race damage type. The Second Unit in each race with the exception of Chaos Raiders(Chaos Raiders have web making them useful throughout the entire game) has a secondary attack for fighting air(Deals Splash). The Levels have been changed in the unit types that spawn are different than the traditional maul. Armor types are MUCH more mixed also. There is a total of 32 levels not counting the 3 bonus stages. Levels 5/15/20/25/30 are air levels, Levels 9/14/19/24/29/31 are champions (come in groups of 5 rather then 20 and have higher life and a smarter ai) and 32 is the boss!, using icon path UI\Widgets\Console\Human\infocard-witchdoctor.blp
    Quest - Create a Required quest titled 2.0 Updates(Commands) with the description |c0000cdf9Commands+Features:1. "-destroy": Kills all towers built in your spot that are not yours. Base divisions are fairly obvious, they are the entrance points to your base.2. When you click the remove icon the worker will suicide.3. The teleport ability allows you to get around the map faster. It has a cooldown though.4. The prod icon allows you to unstuck an enemy. It replaces the anti-stuck towers.5. Towers with spells automatically cast them.6. "-air": Tells when champion/air/boss are., using icon path UI\Widgets\Console\Human\infocard-necromancer.blp
Remove
  Events
    Unit - A unit owned by Player 1 (Red).Sells a unit
    Unit - A unit owned by Player 2 (Blue).Sells a unit
    Unit - A unit owned by Player 3 (Teal).Sells a unit
    Unit - A unit owned by Player 4 (Purple).Sells a unit
    Unit - A unit owned by Player 5 (Yellow).Sells a unit
    Unit - A unit owned by Player 6 (Orange).Sells a unit
    Unit - A unit owned by Player 7 (Green).Sells a unit
    Unit - A unit owned by Player 8 (Pink).Sells a unit
    Unit - A unit owned by Player 9 (Gray).Sells a unit
  Conditions
    (Unit-type of (Sold unit)) Equal to Remove
  Actions
    Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
    Unit - Remove (Triggering unit) from the game
    Unit - Remove (Sold unit) from the game
Core Funtion
  Events
    Time - Next_Level expires
  Conditions
    Defeat Equal to False
  Actions
    -------- Setup Timer --------
    Countdown Timer - Pause Next_Level
    Countdown Timer - Destroy (Last created timer window)
    -------- Create Units --------
    Unit - Create Monster_Amount.Monster_Type for Player 12 (Brown) at (Center of Left_Spawn <gen>) facing Default building facing degrees
    Unit - Create Monster_Amount.Monster_Type for Player 12 (Brown) at (Center of Left_Spawn_2 <gen>) facing Default building facing degrees
    Unit - Create Monster_Amount.Monster_Type for Player 12 (Brown) at (Center of Middle_Left_Spawn <gen>) facing Default building facing degrees
    Unit - Create Monster_Amount.Monster_Type for Player 12 (Brown) at (Center of Middle_Right_Spawn <gen>) facing Default building facing degrees
    Unit - Create Monster_Amount.Monster_Type for Player 12 (Brown) at (Center of Right_Spawn <gen>) facing Default building facing degrees
    Unit - Create Monster_Amount.Monster_Type for Player 12 (Brown) at (Center of Right_Spawn_2 <gen>) facing Default building facing degrees
    Unit - Create Monster_Amount.Monster_Type for Player 12 (Brown) at (Center of Bottom_Left_Spawn <gen>) facing Default building facing degrees
    Unit - Create Monster_Amount.Monster_Type for Player 12 (Brown) at (Center of Bottom_Left_Spawn_2 <gen>) facing Default building facing degrees
    Unit - Create Monster_Amount.Monster_Type for Player 12 (Brown) at (Center of Bottom_Right_Spawn <gen>) facing Default building facing degrees
    Unit - Create Monster_Amount.Monster_Type for Player 12 (Brown) at (Center of Bottom_Right_Spawn_2 <gen>) facing Default building facing degrees
    Unit - Create Monster_Amount.Monster_Type for Player 12 (Brown) at (Center of orange_lower <gen>) facing Default building facing degrees
    Unit - Create Monster_Amount.Monster_Type for Player 12 (Brown) at (Center of orange_upper <gen>) facing Default building facing degrees
    Unit - Create Monster_Amount.Monster_Type for Player 12 (Brown) at (Center of purp_lower <gen>) facing Default building facing degrees
    Unit - Create Monster_Amount.Monster_Type for Player 12 (Brown) at (Center of purp_upper <gen>) facing Default building facing degrees
    Unit - Create Monster_Amount.Monster_Type for Player 12 (Brown) at (Center of yellow_left <gen>) facing Default building facing degrees
    Unit - Create Monster_Amount.Monster_Type for Player 12 (Brown) at (Center of yellow_right <gen>) facing Default building facing degrees
    Unit - Create Monster_Amount.Monster_Type for Player 12 (Brown) at (Center of Grey_Spawn <gen>) facing Default building facing degrees
    -------- Level Info --------
    If (Level_Number Equal to 32) then do (Display to (All players) the text: |c00ff0000BOSS LEVEL|r) else do (Do nothing)
    If (Level_Number Equal to 35) then do (Display to (All players) the text: |c00ff0000BONUS BOSS LEVEL|r) else do (Do nothing)
    Game - Display to (All players) the text: ((Level + (String(Level_Number))) + ( - + ((Name of (Last created unit)) + s)))
    -------- Run Triggers --------
    Trigger - Run Startup_Movement <gen> (checking conditions)
    -------- Misc. --------
    Unit Group - Pick every unit in (Units owned by Player 12 (Brown).) and do (Set (Picked unit) acquisition range to 0.00)
Next Level
  Events
    Player - Player 12 (Brown)'s Food used becomes Less than or equal to 0.00
  Conditions
    Defeat Equal to False
  Actions
    -------- Gold Change --------
    Set VariableSet Gold_Amount = (Gold_Amount + 2)
    -------- Lives Comment --------
    If ((NoLivesLost Equal to True) and (Level_Number Greater than or equal to 1)) then do (Display to (All players) the text: |c0000cdf9Very good, no chances have been wasted|r) else do (If (Level_Number Greater than or equal to 1) then do (Display to (All players) the text: ((String(Lives_Lost)) + |c0000cdf9 chances have been lost|r)) else do (Do nothing))
    -------- Level Setup --------
    Set VariableSet Level_Number = (Level_Number + 1)
    Trigger - Run Update_Title <gen> (checking conditions)
    -------- Timer --------
    If (Level_Number Equal to 1) then do (Start Next_Level as a One-shot timer that will expire in 60.00 seconds) else do (Start Next_Level as a One-shot timer that will expire in 30 seconds)
    Countdown Timer - Create a timer window for (Last started timer) with title ((Level + (String(Level_Number))) + in...)
    -------- Set Next Level --------
    If (Level_Number Equal to 1) then do (Wait 29.50 seconds) else do (Do nothing)
    Game - Display to (All players) the text: |c0000cdf9Next level in 30 seconds|r
    If (Level_Number Equal to 33) then do (Display to (All players) for 30.00 seconds the text: |c0000cdf9Excellent! You have successfully completed the "real" part of Warcraft Maul. But what's a good maul without Bonus levels? Enjoy the three bonus levels without fear, as you can no longer lose lives. Heres a bonus lumber, take a look at another of the races.|r) else do (Do nothing)
    Trigger - Run Set_Levels <gen> (checking conditions)
    Trigger - Run Gold_and_Tips <gen> (checking conditions)
Gold and Tips
  Events
  Conditions
    Level_Number Greater than or equal to 2
    Defeat Equal to False
  Actions
    -------- Player Gold & Player 9 Extra Gold --------
    Player Group - Pick every player in Defenders and do (Add Gold_Amount to (Picked player).Current gold)
    Game - Display to (All players) the text: ((|c0000cdf9You recieved |r + (String(Gold_Amount))) + (|c0000cdf9 extra gold for completing level |r + (String((Level_Number - 1)))))
    If ((Player 9 (Gray) slot status) Equal to Is playing) then do (Add (Gold_Amount x 1) to Player 9 (Gray).Current gold) else do (Do nothing)
    If ((Player 9 (Gray) slot status) Equal to Is playing) then do (Display to (All players) the text: ((Name of Player 9 (Gray)) + (( + recieved ) + ((String((Gold_Amount x 1))) + additional gold for being the last defender)))) else do (Do nothing)
    -------- Bounty Comment --------
    Wait 15.00 seconds
    If ((Level_Number Equal to 5) or ((Level_Number Equal to 15) or ((Level_Number Equal to 20) or (Level_Number Equal to 25)))) then do (Display to (All players) the text: |c0000cdf9Bounty has been increased|r) else do (Do nothing)
    If (Level_Number Equal to 5) then do (Play Hint <gen>) else do (Do nothing)
    If (Level_Number Equal to 15) then do (Play Hint <gen>) else do (Do nothing)
    If (Level_Number Equal to 20) then do (Play Hint <gen>) else do (Do nothing)
    If (Level_Number Equal to 25) then do (Play Hint <gen>) else do (Do nothing)
    -------- Lumber --------
    If (Level_Number Equal to 15) then do (Display to (All players) the text: |c0000ff00You have recieved another piece of lumber!|r) else do (Do nothing)
    If (Level_Number Equal to 15) then do (Pick every player in Defenders and do (Add 1 to (Picked player).Current lumber)) else do (Do nothing)
    If (Level_Number Equal to 33) then do (Display to (All players) the text: |c0000ff00You have recieved another piece of lumber!|r) else do (Do nothing)
    If (Level_Number Equal to 33) then do (Pick every player in Defenders and do (Add 1 to (Picked player).Current lumber)) else do (Do nothing)
    -------- Random Tip --------
    Wait 10.00 seconds
    Game - Display to (All players) for 10.00 seconds the text: Tip[(Random integer number between 1 and 30)]
Set Levels
  Events
  Conditions
    Defeat Equal to False
  Actions
    -------- Level 1 --------
    If (Level_Number Equal to 1) then do (Set VariableSet Monster_Type = Scout lvl 1) else do (Do nothing)
    If (Level_Number Equal to 1) then do (Set VariableSet Monster_Amount = 20) else do (Do nothing)
    -------- Level 2 --------
    If (Level_Number Equal to 2) then do (Set VariableSet Monster_Type = Engineer lvl 2) else do (Do nothing)
    If (Level_Number Equal to 2) then do (Set VariableSet Monster_Amount = 20) else do (Do nothing)
    -------- Level 3 --------
    If (Level_Number Equal to 3) then do (Set VariableSet Monster_Type = Night Ranger lvl 3) else do (Do nothing)
    If (Level_Number Equal to 3) then do (Set VariableSet Monster_Amount = 20) else do (Do nothing)
    -------- Level 4 --------
    If (Level_Number Equal to 4) then do (Set VariableSet Monster_Type = Soldier lvl 4) else do (Do nothing)
    If (Level_Number Equal to 4) then do (Set VariableSet Monster_Amount = 20) else do (Do nothing)
    -------- Level 5 --------
    If (Level_Number Equal to 5) then do (Set VariableSet Monster_Type = Baby Dragon lvl 5) else do (Do nothing)
    If (Level_Number Equal to 5) then do (Set VariableSet Monster_Amount = 15) else do (Do nothing)
    -------- Level 6 --------
    If (Level_Number Equal to 6) then do (Set VariableSet Monster_Type = Tauren Mystic lvl 6) else do (Do nothing)
    If (Level_Number Equal to 6) then do (Set VariableSet Monster_Amount = 20) else do (Do nothing)
    -------- Level 7 --------
    If (Level_Number Equal to 7) then do (Set VariableSet Monster_Type = Skeletal Barbarian lvl 7) else do (Do nothing)
    If (Level_Number Equal to 7) then do (Set VariableSet Monster_Amount = 20) else do (Do nothing)
    -------- Level 8 --------
    If (Level_Number Equal to 8) then do (Set VariableSet Monster_Type = Makrura Snapper lvl 8) else do (Do nothing)
    If (Level_Number Equal to 8) then do (Set VariableSet Monster_Amount = 20) else do (Do nothing)
    -------- Level 9 --------
    If (Level_Number Equal to 9) then do (Set VariableSet Monster_Type = Half-Dragon Warrior lvl 9) else do (Do nothing)
    If (Level_Number Equal to 9) then do (Set VariableSet Monster_Amount = 4) else do (Do nothing)
    -------- Level 10 --------
    If (Level_Number Equal to 10) then do (Set VariableSet Monster_Type = Mini-Tank lvl 10) else do (Do nothing)
    If (Level_Number Equal to 10) then do (Set VariableSet Monster_Amount = 20) else do (Do nothing)
    -------- Level 11 --------
    If (Level_Number Equal to 11) then do (Set VariableSet Monster_Type = Enraged Yeti lvl 11) else do (Do nothing)
    If (Level_Number Equal to 11) then do (Set VariableSet Monster_Amount = 20) else do (Do nothing)
    -------- Level 12 --------
    If (Level_Number Equal to 12) then do (Set VariableSet Monster_Type = Faceless Brute lvl 12) else do (Do nothing)
    If (Level_Number Equal to 12) then do (Set VariableSet Monster_Amount = 20) else do (Do nothing)
    -------- Level 13 --------
    If (Level_Number Equal to 13) then do (Set VariableSet Monster_Type = Stampeding Reptile lvl 13) else do (Do nothing)
    If (Level_Number Equal to 13) then do (Set VariableSet Monster_Amount = 20) else do (Do nothing)
    -------- Level 14 --------
    If (Level_Number Equal to 14) then do (Set VariableSet Monster_Type = Nymph lvl 14) else do (Do nothing)
    If (Level_Number Equal to 14) then do (Set VariableSet Monster_Amount = 4) else do (Do nothing)
    -------- Level 15 --------
    If (Level_Number Equal to 15) then do (Set VariableSet Monster_Type = Matured Dragon lvl 15) else do (Do nothing)
    If (Level_Number Equal to 15) then do (Set VariableSet Monster_Amount = 15) else do (Do nothing)
    -------- Level 16 --------
    If (Level_Number Equal to 16) then do (Set VariableSet Monster_Type = Merfolk Champion lvl 16) else do (Do nothing)
    If (Level_Number Equal to 16) then do (Set VariableSet Monster_Amount = 20) else do (Do nothing)
    -------- Level 17 --------
    If (Level_Number Equal to 17) then do (Set VariableSet Monster_Type = Eternal Spirit lvl 17) else do (Do nothing)
    If (Level_Number Equal to 17) then do (Set VariableSet Monster_Amount = 20) else do (Do nothing)
    -------- Level 18 --------
    If (Level_Number Equal to 18) then do (Set VariableSet Monster_Type = Granite Golem lvl 18) else do (Do nothing)
    If (Level_Number Equal to 18) then do (Set VariableSet Monster_Amount = 20) else do (Do nothing)
    -------- Level 19 --------
    If (Level_Number Equal to 19) then do (Set VariableSet Monster_Type = Walking Corpse lvl 19) else do (Do nothing)
    If (Level_Number Equal to 19) then do (Set VariableSet Monster_Amount = 4) else do (Do nothing)
    -------- Level 20 --------
    If (Level_Number Equal to 20) then do (Set VariableSet Monster_Type = Adult Dragon lvl 20) else do (Do nothing)
    If (Level_Number Equal to 20) then do (Set VariableSet Monster_Amount = 15) else do (Do nothing)
    -------- Level 21 --------
    If (Level_Number Equal to 21) then do (Set VariableSet Monster_Type = Corrupted Ent lvl 21) else do (Do nothing)
    If (Level_Number Equal to 21) then do (Set VariableSet Monster_Amount = 20) else do (Do nothing)
    -------- Level 22 --------
    If (Level_Number Equal to 22) then do (Set VariableSet Monster_Type = Heavy Tank lvl 22) else do (Do nothing)
    If (Level_Number Equal to 22) then do (Set VariableSet Monster_Amount = 20) else do (Do nothing)
    -------- Level 23 --------
    If (Level_Number Equal to 23) then do (Set VariableSet Monster_Type = Big Game Hunter lvl 23) else do (Do nothing)
    If (Level_Number Equal to 23) then do (Set VariableSet Monster_Amount = 20) else do (Do nothing)
    -------- Level 24 --------
    If (Level_Number Equal to 24) then do (Set VariableSet Monster_Type = Water Spirit lvl 24) else do (Do nothing)
    If (Level_Number Equal to 24) then do (Set VariableSet Monster_Amount = 4) else do (Do nothing)
    -------- Level 25 --------
    If (Level_Number Equal to 25) then do (Set VariableSet Monster_Type = Ancient Dragon lvl 25) else do (Do nothing)
    If (Level_Number Equal to 25) then do (Set VariableSet Monster_Amount = 15) else do (Do nothing)
    -------- Level 26 --------
    If (Level_Number Equal to 26) then do (Set VariableSet Monster_Type = Steel Golem lvl 26) else do (Do nothing)
    If (Level_Number Equal to 26) then do (Set VariableSet Monster_Amount = 20) else do (Do nothing)
    -------- Level 27 --------
    If (Level_Number Equal to 27) then do (Set VariableSet Monster_Type = Demonic Minion lvl 27) else do (Do nothing)
    If (Level_Number Equal to 27) then do (Set VariableSet Monster_Amount = 20) else do (Do nothing)
    -------- Level 28 --------
    If (Level_Number Equal to 28) then do (Set VariableSet Monster_Type = Fire Spirit lvl 28) else do (Do nothing)
    If (Level_Number Equal to 28) then do (Set VariableSet Monster_Amount = 20) else do (Do nothing)
    -------- Level 29 --------
    If (Level_Number Equal to 29) then do (Set VariableSet Monster_Type = Demon Queen lvl 29) else do (Do nothing)
    If (Level_Number Equal to 29) then do (Set VariableSet Monster_Amount = 4) else do (Do nothing)
    -------- Level 30 --------
    If (Level_Number Equal to 30) then do (Set VariableSet Monster_Type = Nether Dragon lvl 30) else do (Do nothing)
    If (Level_Number Equal to 30) then do (Set VariableSet Monster_Amount = 15) else do (Do nothing)
    -------- Level 31 --------
    If (Level_Number Equal to 31) then do (Set VariableSet Monster_Type = Blood Golem lvl 31) else do (Do nothing)
    If (Level_Number Equal to 31) then do (Set VariableSet Monster_Amount = 4) else do (Do nothing)
    -------- Level 32 --------
    If (Level_Number Equal to 32) then do (Set VariableSet Monster_Type = Archimonde lvl 32) else do (Do nothing)
    If (Level_Number Equal to 32) then do (Set VariableSet Monster_Amount = 1) else do (Do nothing)
    -------- Level 33 --------
    If (Level_Number Equal to 33) then do (Set VariableSet Monster_Type = Zergling lvl 33) else do (Do nothing)
    If (Level_Number Equal to 33) then do (Set VariableSet Monster_Amount = 4) else do (Do nothing)
    -------- Level 34 --------
    If (Level_Number Equal to 34) then do (Set VariableSet Monster_Type = Jet Pack Marine lvl 34) else do (Do nothing)
    If (Level_Number Equal to 34) then do (Set VariableSet Monster_Amount = 15) else do (Do nothing)
    -------- Level 35 --------
    If (Level_Number Equal to 35) then do (Set VariableSet Monster_Type = Hydralisk lvl 35) else do (Do nothing)
    If (Level_Number Equal to 35) then do (Set VariableSet Monster_Amount = 1) else do (Do nothing)
Defeat
  Events
    Time - Every 0.50 seconds of game time
  Conditions
    Lives Less than or equal to 0
  Actions
    Trigger - Turn off (This trigger)
    Set VariableSet Defeat = True
    Unit Group - Pick every unit in (Units in (Playable map area)) and do (Remove (Picked unit) from the game)
    Game - Display to (All players) the text: |c0000cdf9You have failed|r
    Trigger - Turn off Unit_Board_Ship <gen>
    Wait 5.00 seconds
    Player Group - Pick every player in Defenders and do (Defeat (Picked player) with the message: You have failed... Try again)
Sell
  Events
    Unit - A unit owned by Player 1 (Red).Finishes training a unit
    Unit - A unit owned by Player 2 (Blue).Finishes training a unit
    Unit - A unit owned by Player 3 (Teal).Finishes training a unit
    Unit - A unit owned by Player 4 (Purple).Finishes training a unit
    Unit - A unit owned by Player 5 (Yellow).Finishes training a unit
    Unit - A unit owned by Player 6 (Orange).Finishes training a unit
    Unit - A unit owned by Player 7 (Green).Finishes training a unit
    Unit - A unit owned by Player 8 (Pink).Finishes training a unit
    Unit - A unit owned by Player 9 (Gray).Finishes training a unit
  Conditions
    (Unit-type of (Trained unit)) Equal to Sell
  Actions
    Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Items\ResourceItems\ResourceEffectTarget.mdl
    Sound - Play ReceiveGold <gen> at 100% volume, attached to (Trained unit)
    Unit - Remove (Triggering unit) from the game
    Unit - Remove (Trained unit) from the game
    Player - Add (Point-value of (Triggering unit)) to (Owner of (Trained unit)).Current gold
    Game - Display to (Player group((Owner of (Trained unit)))) the text: ((|c0000cdf9You recieved |r + (String((Point-value of (Triggering unit))))) + (|c0000cdf9 gold for selling a |r + (Name of (Triggering unit))))
Victory
  Events
    Time - Every 0.50 seconds of game time
  Conditions
    Lives Greater than 0
    Level_Number Equal to 36
  Actions
    Trigger - Turn off (This trigger)
    Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 12 (Brown)) and do (Remove (Picked unit) from the game)
    Trigger - Turn off Unit_Board_Ship <gen>
    Player Group - Pick every player in (All players) and do (Victory (Picked player) (Show dialogs, Show scores))
Set Tips
  Events
    Map initialization
  Conditions
  Actions
    Set VariableSet Tip[1] = |c0000ff00Tip 1 of 30|r - |c0000cdf9Champions can be very tough, they come in groups of 4 rather then 20, but have higher life making splash less effective!.|r
    Set VariableSet Tip[2] = |c0000ff00Tip 2 of 30|r - |c0000cdf9Building the Shrine to Ultron hoping for an unbalanced super race will leave you dissapointed as its as balanced as any other.|r
    Set VariableSet Tip[3] = |c0000ff00Tip 3 of 30|r - |c0000cdf9READ THE FUCKING DESCRIPTIONS!!! god knows how many times a moron has left after spending all there gold on towers that are only melee, somthing they woulda known if they had only read the descriptions|r
    Set VariableSet Tip[4] = |c0000ff00Tip 4 of 30|r - |c0000cdf9Do not block, it can cause splits/enemy attacking or enemies to take different paths!|r
    Set VariableSet Tip[5] = |c0000ff00Tip 5 of 30|r - |c0000cdf9The Additonal Races Building upgrades into the Dragon and Night Elf race, as well as other races. They have NOT! been removed|r
    Set VariableSet Tip[6] = |c0000ff00Tip 6 of 30|r - |c0000cdf9Air is one of the hardest things, if not the hardest thing to stop on this. High elves are the best versus it!|r
    Set VariableSet Tip[7] = |c0000ff00Tip 7 of 30|r - |c0000cdf9Knights will not do the extra 500 damage if the unit being attacked has less than 500 hp, the same rule applys to nether dragons, they will not deal 550 damage to units if the units life is below 550!|r
    Set VariableSet Tip[8] = |c0000ff00Tip 8 of 30|r - |c0000cdf9Be sure to build higher end towers. Basic towers will not cut it later!|r
    Set VariableSet Tip[9] = |c0000ff00Tip 9 of 30|r - |c0000cdf9At level 15, you get ONE more piece of lumber, don't forget you have it!|r
    Set VariableSet Tip[10] = |c0000ff00Tip 10 of 30|r - |c0000cdf9Special Ability towers such as Kael and the Sea Giant automatically cast there abilities when they attack.|r
    Set VariableSet Tip[11] = |c0000ff00Tip 11 of 30|r - |c0000cdf9Don't build in another person's area! If someone builds in your spot without permission, type -destroy to kill that players tower/s!|r
    Set VariableSet Tip[12] = |c0000ff00Tip 12 of 30|r - |c0000cdf9Be careful with ranged towers, build them close to your spawn and not someone elses!|r
    Set VariableSet Tip[13] = |c0000ff00Tip 13 of 30|r - |c0000cdf9Though leaking a champion costs 1 life, the gold loss is equivalent to 5 guys!|r
    Set VariableSet Tip[14] = |c0000ff00Tip 14 of 30|r - |c0000cdf9Mazing is very important, try and give more powerful towers more exposure|r
    Set VariableSet Tip[15] = |c0000ff00Tip 15 of 30|r - |c0000cdf9Be sure to read your units description carefully. The units have there stats listed under the description.|r
    Set VariableSet Tip[16] = |c0000ff00Tip 16 of 30|r - |c0000cdf9Units that cast spells do "spell damage". This ignores armor and armor type.|r
    Set VariableSet Tip[17] = |c0000ff00Tip 17 of 30|r - |c0000cdf9Creeps require 1/2 a square to move through.|r
    Set VariableSet Tip[18] = |c0000ff00Tip 18 of 30|r - |c0000cdf9If you get another worker from a race you don't want remove it with the remove button on the worker you don't want!|r
    Set VariableSet Tip[19] = |c0000ff00Tip 19 of 30|r - |c0000cdf9Champions appear on levels 9/14/19/24/29/31!|r
    Set VariableSet Tip[20] = |c0000ff00Tip 20 of 30|r - |c0000cdf9Champions are different than the boss in that towers that don't work on bosses will effect them!|r
    Set VariableSet Tip[21] = |c0000ff00Tip 21 of 30|r - |c0000cdf9Sometimes selling a bunch of towers to get a more powerful one can be a mistake|r
    Set VariableSet Tip[22] = |c0000ff00Tip 22 of 30|r - |c0000cdf9If someone leaves, unless the person the leaks go to can't handle, you should leave it open!|r
    Set VariableSet Tip[23] = |c0000ff00Tip 23 of 30|r - |c0000cdf9The life total of the tower is a direct representation of the power of the tower. Basic towers would be 1000 while your ultimate will be 10000!|r
    Set VariableSet Tip[24] = |c0000ff00Tip 24 of 30|r - |c0000cdf9The kid gloves start coming off after 15, so expect the unexpected!|r
    Set VariableSet Tip[25] = |c0000ff00Tip 25 of 30|r - |c0000cdf9If you get a worker you do not want. Click the remove icon on the upper right of the worker to get rid of him!|r
    Set VariableSet Tip[26] = |c0000ff00Tip 26 of 30|r - |c0000cdf9Champions don't clutter like normal units can, be sure to maze or you will leak!|r
    Set VariableSet Tip[27] = |c0000ff00Tip 27 of 30|r - |c0000cdf9Its smart for players to have at least 2 different damage types after round 15. Otherwise later levels may be very hard|r
    Set VariableSet Tip[28] = |c0000ff00Tip 28 of 30|r - |c0000cdf9Be sure to choose a second race wisely, if your having a problem with fortified for example get a race which deals siege damage!|r
    Set VariableSet Tip[29] = |c0000ff00Tip 29 of 30|r - |c0000cdf9Air Levels 5/15/20/25/30!.|r
    Set VariableSet Tip[30] = |c0000ff00Tip 30 of 30|r - |c0000cdf9Having the highest score on this map means nothing. What matters is that enemy's do not reach the portal. This maps about team success not on individuals!|r
Remove Corpses
  Events
    Unit - A unit owned by Player 12 (Brown).Dies
  Conditions
  Actions
    Wait 3.00 seconds
    Unit - Remove (Dying unit) from the game
Prevent Attack
  Events
    Unit - A unit owned by Player 1 (Red).Is attacked
    Unit - A unit owned by Player 2 (Blue).Is attacked
    Unit - A unit owned by Player 3 (Teal).Is attacked
    Unit - A unit owned by Player 4 (Purple).Is attacked
    Unit - A unit owned by Player 5 (Yellow).Is attacked
    Unit - A unit owned by Player 6 (Orange).Is attacked
    Unit - A unit owned by Player 7 (Green).Is attacked
    Unit - A unit owned by Player 8 (Pink).Is attacked
    Unit - A unit owned by Player 9 (Gray).Is attacked
  Conditions
    (Owner of (Attacking unit)) Equal to Player 12 (Brown)
  Actions
    Wait 1.00 seconds
    Unit - Order (Attacking unit) to Move To.(Center of Load <gen>)
IntDifficulty
  Events
    Time - Elapsed game time is 1.00 seconds
  Conditions
  Actions
    Dialog - Change the title of DiffDialog to |c0000cdf9Warcraft MaulPick Difficulty|r
    Dialog - Create a dialog button for DiffDialog labelled |c0000cdf9Very Easy (60 Lives)|r
    Set VariableSet VeryEasy = (Last created dialog Button)
    Dialog - Create a dialog button for DiffDialog labelled |CFFED1C24Very Easy + (Enemies 150% HP)
    Set VariableSet VeryEasyPlus = (Last created dialog Button)
    Dialog - Create a dialog button for DiffDialog labelled |c0000cdf9Easy (40 Lives)|r
    Set VariableSet Easy = (Last created dialog Button)
    Dialog - Create a dialog button for DiffDialog labelled |CFFED1C24Easy + (Enemies 150% HP)
    Set VariableSet EasyPlus = (Last created dialog Button)
    Dialog - Create a dialog button for DiffDialog labelled |c0000cdf9Normal (20 Lives)|r
    Set VariableSet Normal = (Last created dialog Button)
    Dialog - Create a dialog button for DiffDialog labelled |CFFED1C24Normal + (Enemies 150% HP)
    Set VariableSet NormalPlus = (Last created dialog Button)
    Dialog - Create a dialog button for DiffDialog labelled |c0000cdf9Hard (10 Lives)|r
    Set VariableSet Hard = (Last created dialog Button)
    Dialog - Create a dialog button for DiffDialog labelled |CFFED1C24Hard + (Enemies 150% HP)
    Set VariableSet HardPlus = (Last created dialog Button)
    Dialog - Create a dialog button for DiffDialog labelled |c0000cdf9Perfection (1 Life)|r
    Set VariableSet Perfection = (Last created dialog Button)
    Dialog - Create a dialog button for DiffDialog labelled |CFFED1C24Perfection + (Enemies 150% HP)
    Set VariableSet PerfectionPlus = (Last created dialog Button)
    Dialog - Show DiffDialog for Player 1 (Red)
    Game - Display to (All players) for 29.00 seconds the text: |c0000cdf9-Player 1 (Red) has 30 seconds to pick a difficulty-If he does not choose or Player 1 (Red) is not playing, difficulty will automatically be set to normal (20 lives)|r
    Wait 30.00 seconds
    Dialog - Hide DiffDialog for Player 1 (Red)
Very Easy
  Events
    Dialog - A dialog button is clicked for DiffDialog
  Conditions
    (Clicked dialog button) Equal to VeryEasy
  Actions
    Set VariableSet Lives = (Lives + 40)
    Game - Display to (All players) for 10.00 seconds the text: |c0000cdf9Difficulty has been set to Very Easy (60 lives) |r
    Dialog - Hide DiffDialog for Player 1 (Red)
Very Easy Plus
  Events
    Dialog - A dialog button is clicked for DiffDialog
  Conditions
    (Clicked dialog button) Equal to VeryEasyPlus
  Actions
    Player - Set Player 12 (Brown) handicap to 150.00%
    Set VariableSet Lives = (Lives + 40)
    Game - Display to (All players) for 10.00 seconds the text: |CFFED1C24Difficulty has been set to Very Easy + (Enemies 150% HP)
    Dialog - Hide DiffDialog for Player 1 (Red)
Easy
  Events
    Dialog - A dialog button is clicked for DiffDialog
  Conditions
    (Clicked dialog button) Equal to Easy
  Actions
    Set VariableSet Lives = (Lives + 20)
    Game - Display to (All players) for 10.00 seconds the text: |c0000cdf9Difficulty has been set to Easy (40 lives) |r
    Dialog - Hide DiffDialog for Player 1 (Red)
Easy Plus
  Events
    Dialog - A dialog button is clicked for DiffDialog
  Conditions
    (Clicked dialog button) Equal to EasyPlus
  Actions
    Player - Set Player 12 (Brown) handicap to 150.00%
    Set VariableSet Lives = (Lives + 20)
    Game - Display to (All players) for 10.00 seconds the text: |CFFED1C24Difficulty has been set to Easy + (Enemies 150% HP)
    Dialog - Hide DiffDialog for Player 1 (Red)
Normal
  Events
    Dialog - A dialog button is clicked for DiffDialog
  Conditions
    (Clicked dialog button) Equal to Normal
  Actions
    Set VariableSet Lives = Lives
    Game - Display to (All players) for 10.00 seconds the text: |c0000cdf9Difficulty has been set to Normal (20 lives) |r
    Dialog - Hide DiffDialog for Player 1 (Red)
Normal Plus
  Events
    Dialog - A dialog button is clicked for DiffDialog
  Conditions
    (Clicked dialog button) Equal to NormalPlus
  Actions
    Player - Set Player 12 (Brown) handicap to 150.00%
    Game - Display to (All players) for 10.00 seconds the text: |CFFED1C24Difficulty has been set to Normal + (Enemies 150% HP)
    Set VariableSet Lives = Lives
    Dialog - Hide DiffDialog for Player 1 (Red)
Hard
  Events
    Dialog - A dialog button is clicked for DiffDialog
  Conditions
    (Clicked dialog button) Equal to Hard
  Actions
    Set VariableSet Lives = (Lives - 10)
    Game - Display to (All players) for 10.00 seconds the text: |c0000cdf9Difficulty has been set to hard (10 lives) |r
    Dialog - Hide DiffDialog for Player 1 (Red)
Hard Plus
  Events
    Dialog - A dialog button is clicked for DiffDialog
  Conditions
    (Clicked dialog button) Equal to HardPlus
  Actions
    Player - Set Player 12 (Brown) handicap to 150.00%
    Dialog - Hide DiffDialog for Player 1 (Red)
    Game - Display to (All players) for 10.00 seconds the text: |CFFED1C24Difficulty has been set to Hard + (Enemies 150% HP)
    Set VariableSet Lives = (Lives - 10)
Perfection
  Events
    Dialog - A dialog button is clicked for DiffDialog
  Conditions
    (Clicked dialog button) Equal to Perfection
  Actions
    Set VariableSet Lives = (Lives - 1)
    Game - Display to (All players) for 10.00 seconds the text: |c0000cdf9PERFECTION MODE ENABLED (1 LIFE) |r
    Dialog - Hide DiffDialog for Player 1 (Red)
Perfection Plus
  Events
    Dialog - A dialog button is clicked for DiffDialog
  Conditions
    (Clicked dialog button) Equal to Perfection
  Actions
    Player - Set Player 12 (Brown) handicap to 150.00%
    Dialog - Hide DiffDialog for Player 1 (Red)
    Game - Display to (All players) for 10.00 seconds the text: |CFFED1C24 PERFECTION + MODE ENABLED (1 LIFE 150% HP) Good luck... kookie mofos|r
    Set VariableSet Lives = (Lives - 1)
Left
  Events
    Unit - A unit enters Left_Spawn <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To.(Center of Left_Move_1 <gen>)
Middle Left
  Events
    Unit - A unit enters Middle_Left_Spawn <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To.(Center of Middle_Move <gen>)
Middle Right
  Events
    Unit - A unit enters Middle_Right_Spawn <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To.(Center of Middle_Move <gen>)
Right
  Events
    Unit - A unit enters Right_Spawn <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Order (Entering unit) to Move To.(Center of Right_Move_1 <gen>)
Startup Movement
  Events
  Conditions
  Actions
    -------- Put Units into Groups --------
    Unit Group - Pick every unit in (Units in Left_Spawn <gen> owned by Player 12 (Brown)) and do (Add (Picked unit) to Attackers_LeftSide)
    Unit Group - Pick every unit in (Units in Left_Spawn_2 <gen> owned by Player 12 (Brown)) and do (Add (Picked unit) to Attackers_LeftSide)
    Unit Group - Pick every unit in (Units in Middle_Left_Spawn <gen> owned by Player 12 (Brown)) and do (Add (Picked unit) to Attackers_Middle_LeftSide)
    Unit Group - Pick every unit in (Units in Middle_Right_Spawn <gen> owned by Player 12 (Brown)) and do (Add (Picked unit) to Attackers_Middle_RightSide)
    Unit Group - Pick every unit in (Units in Right_Spawn <gen> owned by Player 12 (Brown)) and do (Add (Picked unit) to Attackers_RightSide)
    Unit Group - Pick every unit in (Units in Right_Spawn_2 <gen> owned by Player 12 (Brown)) and do (Add (Picked unit) to Attackers_RightSide)
    Unit Group - Pick every unit in (Units in Bottom_Left_Spawn <gen> owned by Player 12 (Brown)) and do (Add (Picked unit) to Attackers_Bottom_left)
    Unit Group - Pick every unit in (Units in Bottom_Left_Spawn_2 <gen> owned by Player 12 (Brown)) and do (Add (Picked unit) to Attackers_Bottom_left)
    Unit Group - Pick every unit in (Units in Bottom_Right_Spawn <gen> owned by Player 12 (Brown)) and do (Add (Picked unit) to Attackers_Bottom_Right)
    Unit Group - Pick every unit in (Units in Bottom_Right_Spawn_2 <gen> owned by Player 12 (Brown)) and do (Add (Picked unit) to Attackers_Bottom_Right)
    Unit Group - Pick every unit in (Units in orange_lower <gen> owned by Player 12 (Brown)) and do (Add (Picked unit) to Orange)
    Unit Group - Pick every unit in (Units in orange_upper <gen> owned by Player 12 (Brown)) and do (Add (Picked unit) to Orange)
    Unit Group - Pick every unit in (Units in purp_lower <gen> owned by Player 12 (Brown)) and do (Add (Picked unit) to Purple)
    Unit Group - Pick every unit in (Units in purp_upper <gen> owned by Player 12 (Brown)) and do (Add (Picked unit) to Purple)
    Unit Group - Pick every unit in (Units in yellow_left <gen> owned by Player 12 (Brown)) and do (Add (Picked unit) to Attackers_Middle_LeftSide)
    Unit Group - Pick every unit in (Units in yellow_right <gen> owned by Player 12 (Brown)) and do (Add (Picked unit) to Attackers_Middle_RightSide)
    Unit Group - Pick every unit in (Units in Grey_Spawn <gen> owned by Player 12 (Brown)) and do (Add (Picked unit) to Attackers_Grey)
    -------- Order Move --------
    Trigger - Run Move_Left <gen> (ignoring conditions)
    Trigger - Run Move_Orange <gen> (ignoring conditions)
    Trigger - Run Move_Middle_Left <gen> (ignoring conditions)
    Trigger - Run Move_Middle_Right <gen> (ignoring conditions)
    Trigger - Run Move_Right <gen> (ignoring conditions)
    Trigger - Run Move_Purple <gen> (ignoring conditions)
    Trigger - Run Move_Bottom_Left <gen> (ignoring conditions)
    Trigger - Run Move_Bottom_Right <gen> (ignoring conditions)
    Trigger - Run Move_Grey <gen> (ignoring conditions)
Move Left
  Events
  Conditions
  Actions
    Unit Group - Pick every unit in Attackers_LeftSide and do (Order (Picked unit) to Move To.(Center of Left_Move_1_Order <gen>))
Move Grey
  Events
  Conditions
  Actions
    Unit Group - Pick every unit in Attackers_Grey and do (Order (Picked unit) to Move To.(Center of Load <gen>))
Move Orange
  Events
  Conditions
  Actions
    Unit Group - Pick every unit in Orange and do (Order (Picked unit) to Move To.(Center of Left_Move_0_Order <gen>))
Move Middle Left
  Events
  Conditions
  Actions
    Unit Group - Pick every unit in Attackers_Middle_LeftSide and do (Order (Picked unit) to Move To.(Center of Middle_Move_Order <gen>))
Move Middle Right
  Events
  Conditions
  Actions
    Unit Group - Pick every unit in Attackers_Middle_RightSide and do (Order (Picked unit) to Move To.(Center of Middle_Move_Order <gen>))
Move Right
  Events
  Conditions
  Actions
    Unit Group - Pick every unit in Attackers_RightSide and do (Order (Picked unit) to Move To.(Center of Right_Move_1_Order <gen>))
Move Purple
  Events
  Conditions
  Actions
    Unit Group - Pick every unit in Purple and do (Order (Picked unit) to Move To.(Center of Right_Move_0_Order <gen>))
Move Bottom Left
  Events
  Conditions
  Actions
    Unit Group - Pick every unit in Attackers_Bottom_left and do (Order (Picked unit) to Move To.(Center of Bottom_Left_1_Order <gen>))
Move Bottom Right
  Events
  Conditions
  Actions
    Unit Group - Pick every unit in Attackers_Bottom_Right and do (Order (Picked unit) to Move To.(Center of Bottom_Right_1_Order <gen>))
Left 0
  Events
    Unit - A unit enters Left_Move_0 <gen>
  Conditions
    (((Entering unit) is in Attackers_Middle_LeftSide.) Equal to True) or (((Entering unit) is in Attackers_LeftSide.) Equal to True)
  Actions
    Unit - Order (Entering unit) to Move To.(Center of Left_Move_1_Order <gen>)
Left 1
  Events
    Unit - A unit enters Left_Move_1 <gen>
  Conditions
    (((Entering unit) is in Attackers_LeftSide.) Equal to True) or (((Entering unit) is in Attackers_Middle_LeftSide.) Equal to True)
  Actions
    Unit - Order (Entering unit) to Move To.(Center of Left_Move_2 <gen>)
Left 2
  Events
    Unit - A unit enters Left_Move_2 <gen>
  Conditions
    (((Entering unit) is in Attackers_LeftSide.) Equal to True) or (((Entering unit) is in Attackers_Middle_LeftSide.) Equal to True)
  Actions
    Unit - Order (Entering unit) to Move To.(Center of Go_to_load <gen>)
Left 2 Copy
  Events
    Unit - A unit enters Go_to_load <gen>
  Conditions
    (((Entering unit) is in Attackers_LeftSide.) Equal to True) or (((Entering unit) is in Attackers_Middle_LeftSide.) Equal to True)
  Actions
    Unit - Order (Entering unit) to Move To.(Center of Load <gen>)
Left 3
  Events
    Unit - A unit enters Left_Move_1 <gen>
  Conditions
    ((Entering unit) is in Attackers_Bottom_left.) Equal to True
  Actions
    Unit - Order (Entering unit) to Move To.(Center of Left_Move_2 <gen>)
Left 4
  Events
    Unit - A unit enters Left_Move_2 <gen>
  Conditions
    ((Entering unit) is in Attackers_Bottom_left.) Equal to True
  Actions
    Unit - Order (Entering unit) to Move To.(Center of Go_to_load <gen>)
Left 5
  Events
    Unit - A unit enters Go_to_load <gen>
  Conditions
    ((Entering unit) is in Attackers_Bottom_left.) Equal to True
  Actions
    Unit - Order (Entering unit) to Move To.(Center of Load <gen>)
Orange 0
  Events
    Unit - A unit enters Left_Move_0 <gen>
  Conditions
    ((Entering unit) is in Orange.) Equal to True
  Actions
    Unit - Order (Entering unit) to Move To.(Center of Left_Move_1_Order <gen>)
Orange 1
  Events
    Unit - A unit enters Left_Move_1 <gen>
  Conditions
    ((Entering unit) is in Orange.) Equal to True
  Actions
    Unit - Order (Entering unit) to Move To.(Center of Left_Move_2 <gen>)
Orange 2
  Events
    Unit - A unit enters Left_Move_2 <gen>
  Conditions
    ((Entering unit) is in Orange.) Equal to True
  Actions
    Unit - Order (Entering unit) to Move To.(Center of Go_to_load <gen>)
Orange 3
  Events
    Unit - A unit enters Go_to_load <gen>
  Conditions
    ((Entering unit) is in Orange.) Equal to True
  Actions
    Unit - Order (Entering unit) to Move To.(Center of Load <gen>)
Purple 0
  Events
    Unit - A unit enters Right_Move_0 <gen>
  Conditions
    ((Entering unit) is in Purple.) Equal to True
  Actions
    Unit - Order (Entering unit) to Move To.(Center of Right_Move_1 <gen>)
Purple 1
  Events
    Unit - A unit enters Right_Move_1 <gen>
  Conditions
    ((Entering unit) is in Purple.) Equal to True
  Actions
    Unit - Order (Entering unit) to Move To.(Center of Right_Move_2 <gen>)
Purple 2
  Events
    Unit - A unit enters Right_Move_2 <gen>
  Conditions
    ((Entering unit) is in Purple.) Equal to True
  Actions
    Unit - Order (Entering unit) to Move To.(Center of Go_to_load <gen>)
Purple 3
  Events
    Unit - A unit enters Go_to_load <gen>
  Conditions
    ((Entering unit) is in Purple.) Equal to True
  Actions
    Unit - Order (Entering unit) to Move To.(Center of Load <gen>)
Middle
  Events
    Unit - A unit enters Middle_Move <gen>
  Conditions
  Actions
    If (((Entering unit) is in Attackers_Middle_LeftSide.) Equal to True) then do (Order (Entering unit) to Move To.(Center of Left_Move_0_Order <gen>)) else do (Do nothing)
    If (((Entering unit) is in Attackers_Middle_RightSide.) Equal to True) then do (Order (Entering unit) to Move To.(Center of Right_Move_0_Order <gen>)) else do (Do nothing)
Right 0
  Events
    Unit - A unit enters Right_Move_0 <gen>
  Conditions
    ((Entering unit) is in Attackers_Middle_RightSide.) Equal to True
  Actions
    Unit - Order (Entering unit) to Move To.(Center of Right_Move_1_Order <gen>)
Right 1
  Events
    Unit - A unit enters Right_Move_1 <gen>
  Conditions
    (((Entering unit) is in Attackers_Middle_RightSide.) Equal to True) or (((Entering unit) is in Attackers_RightSide.) Equal to True)
  Actions
    Unit - Order (Entering unit) to Move To.(Center of Right_Move_2 <gen>)
Right 2
  Events
    Unit - A unit enters Right_Move_2 <gen>
  Conditions
    (((Entering unit) is in Attackers_Middle_RightSide.) Equal to True) or (((Entering unit) is in Attackers_RightSide.) Equal to True)
  Actions
    Unit - Order (Entering unit) to Move To.(Center of Go_to_load <gen>)
Right 2 Copy
  Events
    Unit - A unit enters Go_to_load <gen>
  Conditions
    (((Entering unit) is in Attackers_Middle_RightSide.) Equal to True) or (((Entering unit) is in Attackers_RightSide.) Equal to True)
  Actions
    Unit - Order (Entering unit) to Move To.(Center of Load <gen>)
Right 3
  Events
    Unit - A unit enters Right_Move_1 <gen>
  Conditions
    ((Entering unit) is in Attackers_Bottom_Right.) Equal to True
  Actions
    Unit - Order (Entering unit) to Move To.(Center of Right_Move_2 <gen>)
Right 4
  Events
    Unit - A unit enters Right_Move_2 <gen>
  Conditions
    ((Entering unit) is in Attackers_Bottom_Right.) Equal to True
  Actions
    Unit - Order (Entering unit) to Move To.(Center of Go_to_load <gen>)
Right 5
  Events
    Unit - A unit enters Go_to_load <gen>
  Conditions
    ((Entering unit) is in Attackers_Bottom_Right.) Equal to True
  Actions
    Unit - Order (Entering unit) to Move To.(Center of Load <gen>)
Unit Board Ship
  Events
    Unit - A unit enters Load <gen>
  Conditions
    Level_Number Less than or equal to 32
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    If ((Unit-type of (Entering unit)) Equal to Archimonde lvl 32) then do (Pick every player in Defenders and do (Defeat (Picked player) with the message: |c0000cdf9Archimonde boarded the ship!|r)) else do (Do nothing)
    If ((Unit-type of (Entering unit)) Equal to Archimonde lvl 32) then do (Skip remaining actions) else do (Do nothing)
    Set VariableSet Lives = (Lives - 1)
    Set VariableSet Lives_Lost = (Lives_Lost + 1)
    Set VariableSet NoLivesLost = False
    Game - Display to (All players) the text: (|c00ff0000A unit has boarded the ship! |r + ((String(Lives)) + |c00ff0000chances left|r))
    Unit - Remove (Entering unit) from the game
    Sound - Play Loading <gen>
Bottom right
  Events
    Unit - A unit enters Bottom_Right <gen>
  Conditions
    ((Entering unit) is in Attackers_Bottom_Right.) Equal to True
  Actions
    Unit - Order (Entering unit) to Move To.(Center of Right_Move_1_Order <gen>)
Bottom Left
  Events
    Unit - A unit enters Bottom_Left <gen>
  Conditions
    ((Entering unit) is in Attackers_Bottom_left.) Equal to True
  Actions
    Unit - Order (Entering unit) to Move To.(Center of Left_Move_1_Order <gen>)
Bonus Load
  Events
    Unit - A unit enters Load <gen>
  Conditions
    Level_Number Greater than 32
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Unit - Remove (Entering unit) from the game
Mountain King
  Events
    Unit - A unit owned by Player 12 (Brown).Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Mountain King
  Actions
    Unit - Order (Attacking unit) to Human Mountain King - Storm Bolt.(Attacked unit)
Super Slowing Demon
  Events
    Unit - A unit owned by Player 12 (Brown).Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Super Slowing Demon
  Actions
    Unit - Order (Attacking unit) to Undead Necromancer - Cripple.(Attacked unit)
Maiev
  Events
    Unit - A unit owned by Player 12 (Brown).Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Warden
  Actions
    Unit - Order (Attacking unit) to Night Elf Warden - Fan Of Knives.
Lady Vashj
  Events
    Unit - A unit owned by Player 12 (Brown).Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Lady Vashj
  Actions
    Unit - Order (Attacking unit) to Neutral Sea Witch - Forked Lightning.(Attacked unit)
Lich King
  Events
    Unit - A unit owned by Player 12 (Brown).Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Lich King
  Actions
    Unit - Order (Attacking unit) to Undead Lich - Frost Nova.(Attacked unit)
Alexzandra
  Events
    Unit - A unit owned by Player 12 (Brown).Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Queen Alexstrasza
  Actions
    Unit - Order (Attacking unit) to Neutral - Breath Of Frost.(Position of (Attacked unit))
Kael
  Events
    Unit - A unit owned by Player 12 (Brown).Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Kael
  Actions
    Unit - Order (Attacking unit) to Human Blood Mage - Flame Strike.(Position of (Attacked unit))
Royal Guard
  Events
    Unit - A unit owned by Player 12 (Brown).Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Royal Guard
  Actions
    Unit - Order (Attacking unit) to Undead Dreadlord - Carrion Swarm.(Position of (Attacked unit))
Sea Giant
  Events
    Unit - A unit owned by Player 12 (Brown).Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Sea Giant
  Actions
    Unit - Order (Attacking unit) to Neutral - Slam.
Blademaster
  Events
    Unit - A unit owned by Player 12 (Brown).Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Blademaster
  Actions
    Unit - Order (Attacking unit) to Orc Blademaster - Bladestorm.
Chaos Blademaster
  Events
    Unit - A unit owned by Player 12 (Brown).Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Chaos Blademaster
  Actions
    Unit - Order (Attacking unit) to Orc Blademaster - Bladestorm.
Tyrande
  Events
    Unit - A unit owned by Player 12 (Brown).Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Tyrande
  Actions
    Unit - Order (Attacking unit) to Night Elf Priestess Of The Moon - Starfall.
Nether Dragon
  Events
    Unit - A unit owned by Player 12 (Brown).Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Ancient Nether Dragon
  Actions
    Unit Group - Pick every unit in (Units in (Region centered at (Position of (Attacking unit)) with size (400.00, 400.00)) owned by Player 12 (Brown)) and do (If ((Life of (Picked unit)) Greater than or equal to 551.00) then do (Set life of (Picked unit) to ((Life of (Picked unit)) - 550.00)) else do (Do nothing))
    Unit Group - Pick every unit in (Units in (Region centered at (Position of (Attacking unit)) with size (400.00, 400.00)) owned by Player 12 (Brown)) and do (Create a special effect at (Center of (Region centered at (Position of (Attacked unit)) with size (800.00, 800.00))) using Abilities\Spells\Undead\DarkRitual\DarkRitualCaster.mdl)
Crypt Fiend
  Events
    Unit - A unit owned by Player 12 (Brown).Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Crypt Fiend
  Actions
    Special Effect - Create a special effect attached to the origin (attachpoint) of (Attacked unit) using Abilities\Spells\Undead\AnimateDead\AnimateDeadTarget.mdl
Gyrocopter
  Events
    Unit - A unit owned by Player 12 (Brown).Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Gyrocopter
  Actions
    Unit - Order (Attacking unit) to Orc Far Seer - Chain Lightning.(Attacked unit)
    Unit - Set mana of (Attacking unit) to 100%
Chaos Farseer
  Events
    Unit - A unit owned by Player 12 (Brown).Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Chaos Farseer
  Actions
    Unit - Order (Attacking unit) to Orc Far Seer - Chain Lightning.(Attacked unit)
Siren
  Events
    Unit - A unit owned by Player 12 (Brown).Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Siren
  Actions
    Special Effect - Create a special effect attached to the origin (attachpoint) of (Attacked unit) using Abilities\Spells\Human\Blizzard\BlizzardTarget.mdx
Blue Dragon Whelp
  Events
    Unit - A unit owned by Player 12 (Brown).Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Blue Dragon Whelp
  Actions
    Unit - Order (Attacking unit) to Human Sorceress - Slow.(Attacked unit)
    Unit - Set mana of (Attacking unit) to 100%
Chaos Pool
  Events
    Unit - A unit owned by Player 12 (Brown).Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Chaos Pool
  Actions
    Unit - Order (Attacking unit) to Human Sorceress - Slow.(Attacked unit)
Knight
  Events
    Unit - A unit owned by Player 12 (Brown).Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Knight
  Actions
    Special Effect - Create a special effect attached to the origin (attachpoint) of (Attacked unit) using Abilities\Spells\NightElf\ReviveNightElf\ReviveNightElf.mdl
    If ((Life of (Attacked unit)) Less than or equal to 500.00) then do (Skip remaining actions) else do (Do nothing)
    Unit - Set life of (Attacked unit) to ((Life of (Attacked unit)) - 500.00)
Shaman
  Events
    Unit - A unit owned by Player 12 (Brown).Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Shaman
  Actions
    Special Effect - Create a special effect attached to the origin (attachpoint) of (Attacked unit) using Abilities\Spells\Demon\RainOfFire\RainOfFireTarget.mdl
Wyvern
  Events
    Unit - A unit owned by Player 12 (Brown).Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Wyvern
    Level_Number Not equal to 32
    Level_Number Not equal to 35
  Actions
    Unit Group - Pick every unit in (Units in (Region centered at (Position of (Attacking unit)) with size (400.00, 400.00)) owned by Player 12 (Brown)) and do (Set life of (Picked unit) to (((Life of (Picked unit)) / 4.00) x 3.00))
    Unit Group - Pick every unit in (Units in (Region centered at (Position of (Attacking unit)) with size (400.00, 400.00)) owned by Player 12 (Brown)) and do (Create a special effect attached to the origin (attachpoint) of (Picked unit) using Abilities\Spells\Orc\LightningShield\LightningShieldTarget.mdl)
Myrmidon
  Events
    Unit - A unit owned by Player 12 (Brown).Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Myrmidon
    Level_Number Not equal to 32
    Level_Number Not equal to 35
  Actions
    Wait 0.66 seconds
    Unit - Pause (Attacked unit)
    Special Effect - Create a special effect attached to the origin (attachpoint) of (Attacked unit) using Abilities\Spells\Undead\FreezingBreath\FreezingBreathTargetArt.mdl
    Wait 3.00 seconds
    Unit - Order (Attacking unit) to Stop.
Illidan
  Events
    Unit - A unit owned by Player 12 (Brown).Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Illidan
  Actions
    Special Effect - Create a special effect attached to the origin (attachpoint) of (Attacked unit) using Abilities\Spells\Undead\FrostNova\FrostNovaTarget.mdl
Bloodmage
  Events
    Unit - A unit owned by Player 12 (Brown).Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to High Elf Blood Mage
  Actions
    Special Effect - Create a special effect attached to the origin (attachpoint) of (Attacked unit) using Abilities\Spells\Undead\FrostArmor\FrostArmorTarget.mdl
Tauren
  Events
    Unit - A unit owned by Player 12 (Brown).Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Tauren
  Actions
    Special Effect - Create a special effect attached to the origin (attachpoint) of (Attacked unit) using Abilities\Spells\Demon\ReviveDemon\ReviveDemon.mdl
Adult Green Dragon
  Events
    Unit - A unit owned by Player 12 (Brown).Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Adult Green Dragon
    Level_Number Not equal to 32
    Level_Number Not equal to 35
  Actions
    Unit - Set life of (Attacked unit) to ((Life of (Attacked unit)) x 0.70)
Mountain Giant
  Events
    Unit - A unit owned by Player 12 (Brown).Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Mountain Giant
  Actions
    Wait 0.50 seconds
    Unit - Order (Attacking unit) to Night Elf Druid Of The Talon - Faerie Fire.(Attacked unit)
Flesh Golem
  Events
    Unit - A unit owned by Player 12 (Brown).Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Flesh Golem
    Level_Number Not equal to 32
    Level_Number Not equal to 35
  Actions
    Unit - Set life of (Attacked unit) to 10.00
Jaina
  Events
    Unit - A unit owned by Player 12 (Brown).Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Jaina
  Actions
    Special Effect - Create a special effect attached to the origin (attachpoint) of (Attacked unit) using Abilities\Spells\Human\Flare\FlareTarget.mdl
Archmage
  Events
    Unit - A unit owned by Player 12 (Brown).Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Archmage
  Actions
    Special Effect - Create a special effect attached to the origin (attachpoint) of (Attacked unit) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl
Lich
  Events
    Unit - A unit owned by Player 12 (Brown).Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Lich
    Level_Number Not equal to 32
    Level_Number Not equal to 35
  Actions
    Unit - Set life of (Attacked unit) to ((Life of (Attacked unit)) / 2.00)
Abomination
  Events
    Unit - A unit owned by Player 12 (Brown).Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Abomination
  Actions
    Special Effect - Create a special effect attached to the origin (attachpoint) of (Attacked unit) using Abilities\Spells\Orc\Reincarnation\ReincarnationTarget.mdl
Akama
  Events
    Unit - A unit owned by Player 12 (Brown).Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Akama
  Actions
    Unit - Order (Attacking unit) to Neutral Sea Witch - Forked Lightning.(Attacked unit)
    Unit - Set mana of (Attacking unit) to 100%
Untitled Trigger 001
  Events
    Unit - A unit owned by Player 12 (Brown).Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Draenei Assassin
  Actions
    Unit - Set mana of (Attacking unit) to 100%
    Unit - Order (Attacking unit) to Undead Crypt Lord - Impale.(Attacked unit)
Earth Pandaren
  Events
    Unit - A unit owned by Player 12 (Brown).Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Earth Pandaren
  Actions
    Unit - Order (Attacking unit) to Neutral Brewmaster - Drunken Haze.(Attacked unit)
    Unit - Set mana of (Attacking unit) to 100%
Fire Pandaren
  Events
    Unit - A unit owned by Player 12 (Brown).Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Fire Pandaren
  Actions
    Unit - Order (Attacking unit) to Neutral Brewmaster - Breath Of Fire.(Position of (Attacked unit))
    Unit - Set mana of (Attacking unit) to 100%
Corrupted Ancient of War
  Events
    Unit - A unit owned by Player 12 (Brown).Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Corrupted Ancient of War
  Actions
    Unit - Order (Attacking unit) to Neutral Alchemist - Acid Bomb.(Attacked unit)
    Unit - Set mana of (Attacking unit) to 100%
Tinker
  Events
    Unit - A unit owned by Player 12 (Brown).Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Goblin Tinker
  Actions
    Unit - Order (Attacking unit) to Neutral Tinker - Cluster Rockets.(Position of (Attacked unit))
Goblin Alchemist
  Events
    Unit - A unit owned by Player 12 (Brown).Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Goblin Alchemist
  Actions
    Unit - Set mana of (Attacking unit) to 100%
    Unit - Order (Attacking unit) to Neutral Alchemist - Transmute.(Attacked unit)
Enraged Goblins Ogre
  Events
    Unit - A unit Finishes construction
  Conditions
    (Unit-type of (Constructed structure)) Equal to Enraged Goblin's Ogre
  Actions
    Unit - Order (Constructed structure) to Neutral Alchemist - Chemical Rage.
Decepticon Goblin Autobot
  Events
    Unit - A unit Finishes construction
  Conditions
    (Unit-type of (Constructed structure)) Equal to Decepticon Goblin Autobot
  Actions
    Unit - Order (Constructed structure) to Neutral Tinker - Activate Robo-Goblin.
Goblin Tesla Coil
  Events
    Unit - A unit owned by Player 12 (Brown).Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Goblin Tesla Coil
  Actions
    Unit - Order (Attacking unit) to Neutral Dark Ranger - Life Drain.(Attacked unit)
    Unit - Set mana of (Attacking unit) to 100%
PoopOnUrPorch
  Events
    Unit - A unit owned by Player 12 (Brown).Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to PoopOnUrPorch
  Actions
    Unit - Order (Attacking unit) to Orc Far Seer - Chain Lightning.(Attacked unit)
    Unit - Set mana of (Attacking unit) to 100%
Shelbmonster
  Events
    Unit - A unit owned by Player 12 (Brown).Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Shelbmonster
  Actions
    Special Effect - Create a special effect attached to the origin (attachpoint) of (Attacked unit) using Objects\Spawnmodels\Orc\Orcblood\BattrollBlood.mdl
    Special Effect - Create a special effect attached to the origin (attachpoint) of (Attacked unit) using Objects\Spawnmodels\Human\HumanBlood\BloodElfSpellThiefBlood.mdl
    Special Effect - Create a special effect attached to the origin (attachpoint) of (Attacked unit) using Objects\Spawnmodels\Human\HumanBlood\HumanBloodKnight.mdl
    Special Effect - Create a special effect attached to the origin (attachpoint) of (Attacked unit) using Objects\Spawnmodels\Orc\Orcblood\OrcBloodGrunt.mdl
Test
  Events
    Player - Player 1 (Red) types a chat message containing -testing... 1, 2, 3 (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -testing... 1, 2, 3 (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -testing... 1, 2, 3 (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -testing... 1, 2, 3 (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -testing... 1, 2, 3 (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -testing... 1, 2, 3 (stringnoformat) as An exact match
    Player - Player 7 (Green) types a chat message containing -testing... 1, 2, 3 (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing -testing... 1, 2, 3 (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -testing... 1, 2, 3 (stringnoformat) as An exact match
  Conditions
    (Name of (Triggering player)) Equal to TestMode
    Defeat Equal to False
  Actions
    Game - Display to (All players) the text: |c0000cdf9Test Mode Enabled|r
    Set VariableSet Lives = (Lives + 2880)
    Trigger - Turn off (This trigger)
Setup Leaderboard
  Events
    Time - Elapsed game time is 2.00 seconds
  Conditions
  Actions
    Leaderboard - Create a leaderboard for (All players) titled (|c0000cdf9Warcraft Maul Complete 1.4|r + (|c0000cdf9Round |r + (String(Level_Number))))
    Player Group - Pick every player in (All players matching (((Matching player) slot status) Equal to Is playing).) and do (Add (Picked player) to (Last created leaderboard) with label (Name of (Picked player)) and value 0)
    Leaderboard - Remove Player 12 (Brown) from (Last created leaderboard).
    Leaderboard - Show (Last created leaderboard)
Update Leaderboard
  Events
    Unit - A unit owned by Player 12 (Brown).Dies
  Conditions
    (Owner of (Triggering unit)) Not equal to (Owner of (Killing unit))
  Actions
    Set VariableSet kills[(Player number of (Owner of (Killing unit)))] = (kills[(Player number of (Owner of (Killing unit)))] + 1)
    Leaderboard - Change the value for (Owner of (Killing unit)) in (Last created leaderboard) to kills[(Player number of (Owner of (Killing unit)))]
    Leaderboard - Sort (Last created leaderboard) by Value in Descending order
Update Title
  Events
  Conditions
  Actions
    Leaderboard - Change the title of (Last created leaderboard) to (|c0000cdf9Warcraft Maul Complete 1.4|r + (|c0000cdf9Round |r + (String(Level_Number))))