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Trigger Viewer

Weapon System.w3x
Variables
Set
Visibility
Attachments
M16 Gun
AWP Gun
M4A1 Gun
Rocket Launcher Gun
Shotgun Pump Gun
Minigun Gun
Bloody Effect
Changing Weapons
AWP
AWP2
---------------------------
M16
M16 2
---------------------------
M4A1
M4A1 2
---------------------------
Rocket Launcher
Rocket Launcher 2
---------------------------
Shotgun Pump
Shotgun Pump 2
---------------------------
Minigun
Minigun 2
Load Ammo
Reload M16
---------------------------
Reload AWP
---------------------------
Reload M4A1
---------------------------
Reload Rocket Launcher
---------------------------
Reload Shotgun Pump
---------------------------
Adding Ammo
Adding Rockets
---------------------------
Reload Minigun
---------------------------
Remove Weapon Hand
Enter map-specific custom script code below. This text will be included in the map script after variables are declared and before any trigger code.

		
Name Type Is Array Initial Value
Hero unit Yes
Visibility
  Events
    Map initialization
  Conditions
  Actions
    Visibility - Disable fog of war
    Visibility - Disable black mask
    Player - Set Player 1 (Red) Current lumber to 100
    Player - Set Player 1 (Red) Current gold to 10
    Quest - Create a Required quest titled |cffffcc00Credits with the description |cffffcc00Models by: Talon The Mage, using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
M16 Gun
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Weapon: (M16)
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Charges remaining in (Item carried by (Attacking unit) of type Rifle "M16")) Greater than 0
      Then - Actions
        Sound - Play Assault <gen> at 100% volume, attached to (Attacking unit)
        Item - Set charges remaining in (Item carried by (Attacking unit) of type Rifle "M16") to ((Charges remaining in (Item carried by (Attacking unit) of type Rifle "M16")) - 1)
        Wait 0.30 seconds
        Special Effect - Create a special effect attached to the origin of (Attacked unit) using Objects\Spawnmodels\Human\HumanLargeDeathExplode\HumanLargeDeathExplode.mdl
      Else - Actions
        Unit - Order (Attacking unit) to Stop
        Sound - Play No_ammo__u <gen> at 100% volume, attached to (Attacking unit)
        Wait 1.00 seconds
        Sound - Stop No_ammo__u <gen> Immediately
AWP Gun
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Weapon: (Sniper)
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Charges remaining in (Item carried by (Attacking unit) of type Sniper Rifle "AWP")) Greater than 0
      Then - Actions
        Sound - Play Assault <gen> at 100% volume, attached to (Attacking unit)
        Item - Set charges remaining in (Item carried by (Attacking unit) of type Sniper Rifle "AWP") to ((Charges remaining in (Item carried by (Attacking unit) of type Sniper Rifle "AWP")) - 1)
        Wait 0.30 seconds
        Special Effect - Create a special effect attached to the origin of (Attacked unit) using Objects\Spawnmodels\Human\HumanLargeDeathExplode\HumanLargeDeathExplode.mdl
      Else - Actions
        Unit - Order (Attacking unit) to Stop
        Sound - Play No_ammo__u <gen> at 100% volume, attached to (Attacking unit)
        Wait 1.00 seconds
        Sound - Stop No_ammo__u <gen> Immediately
M4A1 Gun
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Weapon: (M4A1)
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Charges remaining in (Item carried by (Attacking unit) of type Rifle "M4A1")) Greater than 0
      Then - Actions
        Item - Set charges remaining in (Item carried by (Attacking unit) of type Rifle "M4A1") to ((Charges remaining in (Item carried by (Attacking unit) of type Rifle "M4A1")) - 1)
        Sound - Play OIH <gen> at 100% volume, attached to (Attacking unit)
        Wait 0.30 seconds
        Special Effect - Create a special effect attached to the origin of (Attacked unit) using Objects\Spawnmodels\Human\HumanLargeDeathExplode\HumanLargeDeathExplode.mdl
      Else - Actions
        Unit - Order (Attacking unit) to Stop
        Sound - Play No_ammo__u <gen> at 100% volume, attached to (Attacking unit)
        Wait 1.00 seconds
        Sound - Stop No_ammo__u <gen> Immediately
Rocket Launcher Gun
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Weapon: (Rocket Launcher)
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Charges remaining in (Item carried by (Attacking unit) of type Rocket Launcher)) Greater than 0
      Then - Actions
        Sound - Play rocket <gen> at 100% volume, attached to (Attacking unit)
        Item - Set charges remaining in (Item carried by (Attacking unit) of type Rocket Launcher) to ((Charges remaining in (Item carried by (Attacking unit) of type Rocket Launcher)) - 1)
        Wait 0.30 seconds
        Special Effect - Create a special effect attached to the origin of (Attacked unit) using Objects\Spawnmodels\Human\HumanLargeDeathExplode\HumanLargeDeathExplode.mdl
      Else - Actions
        Unit - Order (Attacking unit) to Stop
        Sound - Play No_ammo__u <gen> at 100% volume, attached to (Attacking unit)
        Wait 1.00 seconds
        Sound - Stop No_ammo__u <gen> Immediately
Shotgun Pump Gun
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Weapon: (Shotgun "Pump")
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Charges remaining in (Item carried by (Attacking unit) of type Shotgun "Pump")) Greater than 0
      Then - Actions
        Sound - Play shotgun <gen> at 100% volume, attached to (Attacking unit)
        Item - Set charges remaining in (Item carried by (Attacking unit) of type Shotgun "Pump") to ((Charges remaining in (Item carried by (Attacking unit) of type Shotgun "Pump")) - 1)
        Wait 0.30 seconds
        Special Effect - Create a special effect attached to the origin of (Attacked unit) using Objects\Spawnmodels\Human\HumanLargeDeathExplode\HumanLargeDeathExplode.mdl
      Else - Actions
        Unit - Order (Attacking unit) to Stop
        Sound - Play No_ammo__u <gen> at 100% volume, attached to (Attacking unit)
        Wait 1.00 seconds
        Sound - Stop No_ammo__u <gen> Immediately
Minigun Gun
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Weapon: (Minigun)
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Charges remaining in (Item carried by (Attacking unit) of type Minigun)) Greater than 0
      Then - Actions
        Special Effect - Create a special effect attached to the weapon of (Attacking unit) using war3mapImported\Minigun Effect.MDX
        Sound - Play Dual <gen> at 100% volume, attached to (Attacking unit)
        Item - Set charges remaining in (Item carried by (Attacking unit) of type Minigun) to ((Charges remaining in (Item carried by (Attacking unit) of type Minigun)) - 3)
        Wait 0.30 seconds
        Special Effect - Create a special effect attached to the origin of (Attacked unit) using Objects\Spawnmodels\Human\HumanLargeDeathExplode\HumanLargeDeathExplode.mdl
      Else - Actions
        Unit - Order (Attacking unit) to Stop
        Sound - Play No_ammo__u <gen> at 100% volume, attached to (Attacking unit)
        Wait 1.00 seconds
        Sound - Stop No_ammo__u <gen> Immediately
Bloody Effect
  Events
    Unit - A unit Dies
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Dying unit)) Equal to Peasant
        (Unit-type of (Dying unit)) Equal to Peasant
      Then - Actions
        Animation - Play (Dying unit)'s decay flesh animation
        For each (Integer A) from 1 to 3, do (Actions)
          Loop - Actions
            Special Effect - Create a special effect at (Position of (Dying unit)) using Objects\Spawnmodels\Undead\UndeadLargeDeathExplode\UndeadLargeDeathExplode.mdl
            Wait 0.30 seconds
      Else - Actions
AWP
  Events
    Unit - A unit Uses an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Sniper Rifle "AWP"
    (Charges remaining in (Item being manipulated)) Greater than 0
  Actions
    Item - Set charges remaining in (Item being manipulated) to ((Charges remaining in (Item being manipulated)) + 1)
    Unit - Replace (Hero manipulating item) with a Weapon: (Sniper) using The old unit's life and mana
    Unit - Change color of (Last replaced unit) to Black
    Selection - Add (Last replaced unit) to selection for (Owner of (Hero manipulating item))
    Special Effect - Create a special effect attached to the weapon of (Last replaced unit) using war3mapImported\Sniper (weapon).MDX
    Unit - Change color of (Last replaced unit) to Black
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 1 (Red)
      Then - Actions
        Set Hero[1] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 2 (Blue)
      Then - Actions
        Set Hero[2] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 3 (Teal)
      Then - Actions
        Set Hero[3] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 4 (Purple)
      Then - Actions
        Set Hero[4] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 5 (Yellow)
      Then - Actions
        Set Hero[5] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 6 (Orange)
      Then - Actions
        Set Hero[6] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 7 (Green)
      Then - Actions
        Set Hero[7] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 8 (Pink)
      Then - Actions
        Set Hero[8] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 9 (Gray)
      Then - Actions
        Set Hero[9] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 10 (Light Blue)
      Then - Actions
        Set Hero[10] = (Last replaced unit)
      Else - Actions
AWP2
  Events
    Unit - A unit Uses an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Sniper Rifle "AWP"
    (Charges remaining in (Item being manipulated)) Less than or equal to 0
  Actions
    Item - Set charges remaining in (Item being manipulated) to ((Charges remaining in (Item being manipulated)) + 1)
    Item - Set charges remaining in (Item being manipulated) to ((Charges remaining in (Item being manipulated)) - 1)
    Unit - Replace (Hero manipulating item) with a Weapon: (Sniper) using The old unit's life and mana
    Unit - Change color of (Last replaced unit) to Black
    Selection - Add (Last replaced unit) to selection for (Owner of (Hero manipulating item))
    Special Effect - Create a special effect attached to the weapon of (Last replaced unit) using war3mapImported\Sniper (weapon).MDX
    Unit - Change color of (Last replaced unit) to Black
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 1 (Red)
      Then - Actions
        Set Hero[1] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 2 (Blue)
      Then - Actions
        Set Hero[2] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 3 (Teal)
      Then - Actions
        Set Hero[3] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 4 (Purple)
      Then - Actions
        Set Hero[4] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 5 (Yellow)
      Then - Actions
        Set Hero[5] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 6 (Orange)
      Then - Actions
        Set Hero[6] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 7 (Green)
      Then - Actions
        Set Hero[7] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 8 (Pink)
      Then - Actions
        Set Hero[8] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 9 (Gray)
      Then - Actions
        Set Hero[9] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 10 (Light Blue)
      Then - Actions
        Set Hero[10] = (Last replaced unit)
      Else - Actions
M16
  Events
    Unit - A unit Uses an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Rifle "M16"
    (Charges remaining in (Item being manipulated)) Greater than 0
  Actions
    Item - Set charges remaining in (Item being manipulated) to ((Charges remaining in (Item being manipulated)) + 1)
    Unit - Replace (Hero manipulating item) with a Weapon: (M16) using The old unit's life and mana
    Unit - Change color of (Last replaced unit) to Black
    Selection - Add (Last replaced unit) to selection for (Owner of (Hero manipulating item))
    Special Effect - Create a special effect attached to the weapon of (Last replaced unit) using war3mapImported\Sniper (weapon).MDX
    Unit - Change color of (Last replaced unit) to Black
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 1 (Red)
      Then - Actions
        Set Hero[1] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 2 (Blue)
      Then - Actions
        Set Hero[2] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 3 (Teal)
      Then - Actions
        Set Hero[3] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 4 (Purple)
      Then - Actions
        Set Hero[4] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 5 (Yellow)
      Then - Actions
        Set Hero[5] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 6 (Orange)
      Then - Actions
        Set Hero[6] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 7 (Green)
      Then - Actions
        Set Hero[7] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 8 (Pink)
      Then - Actions
        Set Hero[8] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 9 (Gray)
      Then - Actions
        Set Hero[9] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 10 (Light Blue)
      Then - Actions
        Set Hero[10] = (Last replaced unit)
      Else - Actions
M16 2
  Events
    Unit - A unit Uses an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Rifle "M16"
    (Charges remaining in (Item being manipulated)) Less than or equal to 0
  Actions
    Item - Set charges remaining in (Item being manipulated) to ((Charges remaining in (Item being manipulated)) + 1)
    Item - Set charges remaining in (Item being manipulated) to ((Charges remaining in (Item being manipulated)) - 1)
    Unit - Replace (Hero manipulating item) with a Weapon: (M16) using The old unit's life and mana
    Unit - Change color of (Last replaced unit) to Black
    Selection - Add (Last replaced unit) to selection for (Owner of (Hero manipulating item))
    Special Effect - Create a special effect attached to the weapon of (Last replaced unit) using war3mapImported\Sniper (weapon).MDX
    Unit - Change color of (Last replaced unit) to Black
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 1 (Red)
      Then - Actions
        Set Hero[1] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 2 (Blue)
      Then - Actions
        Set Hero[2] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 3 (Teal)
      Then - Actions
        Set Hero[3] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 4 (Purple)
      Then - Actions
        Set Hero[4] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 5 (Yellow)
      Then - Actions
        Set Hero[5] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 6 (Orange)
      Then - Actions
        Set Hero[6] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 7 (Green)
      Then - Actions
        Set Hero[7] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 8 (Pink)
      Then - Actions
        Set Hero[8] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 9 (Gray)
      Then - Actions
        Set Hero[9] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 10 (Light Blue)
      Then - Actions
        Set Hero[10] = (Last replaced unit)
      Else - Actions
M4A1
  Events
    Unit - A unit Uses an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Rifle "M4A1"
    (Charges remaining in (Item being manipulated)) Greater than 0
  Actions
    Item - Set charges remaining in (Item being manipulated) to ((Charges remaining in (Item being manipulated)) + 1)
    Unit - Replace (Hero manipulating item) with a Weapon: (M4A1) using The old unit's life and mana
    Unit - Change color of (Last replaced unit) to Black
    Selection - Add (Last replaced unit) to selection for (Owner of (Hero manipulating item))
    Special Effect - Create a special effect attached to the weapon of (Last replaced unit) using war3mapImported\Sniper (weapon).MDX
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 1 (Red)
      Then - Actions
        Set Hero[1] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 2 (Blue)
      Then - Actions
        Set Hero[2] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 3 (Teal)
      Then - Actions
        Set Hero[3] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 4 (Purple)
      Then - Actions
        Set Hero[4] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 5 (Yellow)
      Then - Actions
        Set Hero[5] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 6 (Orange)
      Then - Actions
        Set Hero[6] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 7 (Green)
      Then - Actions
        Set Hero[7] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 8 (Pink)
      Then - Actions
        Set Hero[8] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 9 (Gray)
      Then - Actions
        Set Hero[9] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 10 (Light Blue)
      Then - Actions
        Set Hero[10] = (Last replaced unit)
      Else - Actions
M4A1 2
  Events
    Unit - A unit Uses an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Rifle "M4A1"
    (Charges remaining in (Item being manipulated)) Less than or equal to 0
  Actions
    Item - Set charges remaining in (Item being manipulated) to ((Charges remaining in (Item being manipulated)) + 1)
    Item - Set charges remaining in (Item being manipulated) to ((Charges remaining in (Item being manipulated)) - 1)
    Unit - Replace (Hero manipulating item) with a Weapon: (M4A1) using The old unit's life and mana
    Unit - Change color of (Last replaced unit) to Black
    Selection - Add (Last replaced unit) to selection for (Owner of (Hero manipulating item))
    Special Effect - Create a special effect attached to the weapon of (Last replaced unit) using war3mapImported\Sniper (weapon).MDX
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 1 (Red)
      Then - Actions
        Set Hero[1] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 2 (Blue)
      Then - Actions
        Set Hero[2] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 3 (Teal)
      Then - Actions
        Set Hero[3] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 4 (Purple)
      Then - Actions
        Set Hero[4] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 5 (Yellow)
      Then - Actions
        Set Hero[5] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 6 (Orange)
      Then - Actions
        Set Hero[6] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 7 (Green)
      Then - Actions
        Set Hero[7] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 8 (Pink)
      Then - Actions
        Set Hero[8] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 9 (Gray)
      Then - Actions
        Set Hero[9] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 10 (Light Blue)
      Then - Actions
        Set Hero[10] = (Last replaced unit)
      Else - Actions
Rocket Launcher
  Events
    Unit - A unit Uses an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Rocket Launcher
    (Charges remaining in (Item being manipulated)) Greater than 0
  Actions
    Item - Set charges remaining in (Item being manipulated) to ((Charges remaining in (Item being manipulated)) + 1)
    Unit - Replace (Hero manipulating item) with a Weapon: (Rocket Launcher) using The old unit's life and mana
    Unit - Change color of (Last replaced unit) to Black
    Selection - Add (Last replaced unit) to selection for (Owner of (Hero manipulating item))
    Special Effect - Create a special effect attached to the weapon of (Last replaced unit) using war3mapImported\Shotgun1.mdx
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 1 (Red)
      Then - Actions
        Set Hero[1] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 2 (Blue)
      Then - Actions
        Set Hero[2] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 3 (Teal)
      Then - Actions
        Set Hero[3] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 4 (Purple)
      Then - Actions
        Set Hero[4] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 5 (Yellow)
      Then - Actions
        Set Hero[5] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 6 (Orange)
      Then - Actions
        Set Hero[6] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 7 (Green)
      Then - Actions
        Set Hero[7] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 8 (Pink)
      Then - Actions
        Set Hero[8] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 9 (Gray)
      Then - Actions
        Set Hero[9] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 10 (Light Blue)
      Then - Actions
        Set Hero[10] = (Last replaced unit)
      Else - Actions
Rocket Launcher 2
  Events
    Unit - A unit Uses an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Rocket Launcher
    (Charges remaining in (Item being manipulated)) Less than or equal to 0
  Actions
    Item - Set charges remaining in (Item being manipulated) to ((Charges remaining in (Item being manipulated)) + 1)
    Item - Set charges remaining in (Item being manipulated) to ((Charges remaining in (Item being manipulated)) - 1)
    Unit - Replace (Hero manipulating item) with a Weapon: (Rocket Launcher) using The old unit's life and mana
    Unit - Change color of (Last replaced unit) to Black
    Selection - Add (Last replaced unit) to selection for (Owner of (Hero manipulating item))
    Special Effect - Create a special effect attached to the weapon of (Last replaced unit) using war3mapImported\Shotgun1.mdx
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 1 (Red)
      Then - Actions
        Set Hero[1] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 2 (Blue)
      Then - Actions
        Set Hero[2] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 3 (Teal)
      Then - Actions
        Set Hero[3] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 4 (Purple)
      Then - Actions
        Set Hero[4] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 5 (Yellow)
      Then - Actions
        Set Hero[5] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 6 (Orange)
      Then - Actions
        Set Hero[6] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 7 (Green)
      Then - Actions
        Set Hero[7] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 8 (Pink)
      Then - Actions
        Set Hero[8] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 9 (Gray)
      Then - Actions
        Set Hero[9] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 10 (Light Blue)
      Then - Actions
        Set Hero[10] = (Last replaced unit)
      Else - Actions
Shotgun Pump
  Events
    Unit - A unit Uses an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Shotgun "Pump"
    (Charges remaining in (Item being manipulated)) Greater than 0
  Actions
    Item - Set charges remaining in (Item being manipulated) to ((Charges remaining in (Item being manipulated)) + 1)
    Unit - Replace (Hero manipulating item) with a Weapon: (Shotgun "Pump") using The old unit's life and mana
    Unit - Change color of (Last replaced unit) to Black
    Selection - Add (Last replaced unit) to selection for (Owner of (Hero manipulating item))
    Special Effect - Create a special effect attached to the weapon of (Last replaced unit) using war3mapImported\Shotgun1.mdx
    Unit - Change color of (Last replaced unit) to Black
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 1 (Red)
      Then - Actions
        Set Hero[1] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 2 (Blue)
      Then - Actions
        Set Hero[2] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 3 (Teal)
      Then - Actions
        Set Hero[3] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 4 (Purple)
      Then - Actions
        Set Hero[4] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 5 (Yellow)
      Then - Actions
        Set Hero[5] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 6 (Orange)
      Then - Actions
        Set Hero[6] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 7 (Green)
      Then - Actions
        Set Hero[7] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 8 (Pink)
      Then - Actions
        Set Hero[8] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 9 (Gray)
      Then - Actions
        Set Hero[9] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 10 (Light Blue)
      Then - Actions
        Set Hero[10] = (Last replaced unit)
      Else - Actions
Shotgun Pump 2
  Events
    Unit - A unit Uses an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Shotgun "Pump"
    (Charges remaining in (Item being manipulated)) Less than or equal to 0
  Actions
    Item - Set charges remaining in (Item being manipulated) to ((Charges remaining in (Item being manipulated)) + 1)
    Item - Set charges remaining in (Item being manipulated) to ((Charges remaining in (Item being manipulated)) - 1)
    Unit - Replace (Hero manipulating item) with a Weapon: (Shotgun "Pump") using The old unit's life and mana
    Unit - Change color of (Last replaced unit) to Black
    Selection - Add (Last replaced unit) to selection for (Owner of (Hero manipulating item))
    Special Effect - Create a special effect attached to the weapon of (Last replaced unit) using war3mapImported\Shotgun1.mdx
    Unit - Change color of (Last replaced unit) to Black
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 1 (Red)
      Then - Actions
        Set Hero[1] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 2 (Blue)
      Then - Actions
        Set Hero[2] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 3 (Teal)
      Then - Actions
        Set Hero[3] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 4 (Purple)
      Then - Actions
        Set Hero[4] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 5 (Yellow)
      Then - Actions
        Set Hero[5] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 6 (Orange)
      Then - Actions
        Set Hero[6] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 7 (Green)
      Then - Actions
        Set Hero[7] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 8 (Pink)
      Then - Actions
        Set Hero[8] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 9 (Gray)
      Then - Actions
        Set Hero[9] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 10 (Light Blue)
      Then - Actions
        Set Hero[10] = (Last replaced unit)
      Else - Actions
Minigun
  Events
    Unit - A unit Uses an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Minigun
    (Charges remaining in (Item being manipulated)) Greater than 0
  Actions
    Item - Set charges remaining in (Item being manipulated) to ((Charges remaining in (Item being manipulated)) + 1)
    Unit - Replace (Hero manipulating item) with a Weapon: (Minigun) using The old unit's life and mana
    Unit - Change color of (Last replaced unit) to Black
    Selection - Add (Last replaced unit) to selection for (Owner of (Hero manipulating item))
    Special Effect - Create a special effect attached to the weapon of (Last replaced unit) using war3mapImported\Minigun.MDX
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 1 (Red)
      Then - Actions
        Set Hero[1] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 2 (Blue)
      Then - Actions
        Set Hero[2] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 3 (Teal)
      Then - Actions
        Set Hero[3] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 4 (Purple)
      Then - Actions
        Set Hero[4] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 5 (Yellow)
      Then - Actions
        Set Hero[5] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 6 (Orange)
      Then - Actions
        Set Hero[6] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 7 (Green)
      Then - Actions
        Set Hero[7] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 8 (Pink)
      Then - Actions
        Set Hero[8] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 9 (Gray)
      Then - Actions
        Set Hero[9] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 10 (Light Blue)
      Then - Actions
        Set Hero[10] = (Last replaced unit)
      Else - Actions
Minigun 2
  Events
    Unit - A unit Uses an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Minigun
    (Charges remaining in (Item being manipulated)) Less than or equal to 0
  Actions
    Item - Set charges remaining in (Item being manipulated) to ((Charges remaining in (Item being manipulated)) + 1)
    Item - Set charges remaining in (Item being manipulated) to ((Charges remaining in (Item being manipulated)) - 1)
    Unit - Replace (Hero manipulating item) with a Weapon: (Minigun) using The old unit's life and mana
    Unit - Change color of (Last replaced unit) to Black
    Selection - Add (Last replaced unit) to selection for (Owner of (Hero manipulating item))
    Special Effect - Create a special effect attached to the weapon of (Last replaced unit) using war3mapImported\Minigun.MDX
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 1 (Red)
      Then - Actions
        Set Hero[1] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 2 (Blue)
      Then - Actions
        Set Hero[2] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 3 (Teal)
      Then - Actions
        Set Hero[3] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 4 (Purple)
      Then - Actions
        Set Hero[4] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 5 (Yellow)
      Then - Actions
        Set Hero[5] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 6 (Orange)
      Then - Actions
        Set Hero[6] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 7 (Green)
      Then - Actions
        Set Hero[7] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 8 (Pink)
      Then - Actions
        Set Hero[8] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 9 (Gray)
      Then - Actions
        Set Hero[9] = (Last replaced unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Last replaced unit)) Equal to Player 10 (Light Blue)
      Then - Actions
        Set Hero[10] = (Last replaced unit)
      Else - Actions
Reload M16
  Events
    Unit - A unit Uses an item
  Conditions
    (Unit-type of (Hero manipulating item)) Equal to Weapon: (M16)
    (Item-type of (Item being manipulated)) Equal to Rifle "M16"
    (Charges remaining in (Item being manipulated)) Less than or equal to 0
    ((Owner of (Hero manipulating item)) Current lumber) Greater than or equal to 50
  Actions
    Game - Display to (Player group((Owner of (Hero manipulating item)))) for 1.00 seconds the text: |cffCA0005Reloading....
    Sound - Play RELOAD <gen> at 100% volume, attached to (Hero manipulating item)
    Item - Set charges remaining in (Item being manipulated) to 50
    Player - Add -50 to (Owner of (Hero manipulating item)) Current lumber
    Sound - Play RELOAD <gen> at 100% volume, attached to (Hero manipulating item)
Reload AWP
  Events
    Unit - A unit Uses an item
  Conditions
    (Unit-type of (Hero manipulating item)) Equal to Weapon: (Sniper)
    (Item-type of (Item being manipulated)) Equal to Sniper Rifle "AWP"
    (Charges remaining in (Item being manipulated)) Less than or equal to 0
    ((Owner of (Hero manipulating item)) Current lumber) Greater than or equal to 10
  Actions
    Game - Display to (Player group((Owner of (Hero manipulating item)))) for 1.00 seconds the text: |cffCA0005Reloading....
    Sound - Play RELOAD <gen> at 100% volume, attached to (Hero manipulating item)
    Item - Set charges remaining in (Item being manipulated) to 10
    Player - Add -10 to (Owner of (Hero manipulating item)) Current lumber
    Sound - Play RELOAD <gen> at 100% volume, attached to (Hero manipulating item)
Reload M4A1
  Events
    Unit - A unit Uses an item
  Conditions
    (Unit-type of (Hero manipulating item)) Equal to Weapon: (M4A1)
    (Item-type of (Item being manipulated)) Equal to Rifle "M4A1"
    (Charges remaining in (Item being manipulated)) Less than or equal to 0
    ((Owner of (Hero manipulating item)) Current lumber) Greater than or equal to 10
  Actions
    Game - Display to (Player group((Owner of (Hero manipulating item)))) for 1.00 seconds the text: |cffCA0005Reloading....
    Sound - Play RELOAD <gen> at 100% volume, attached to (Hero manipulating item)
    Item - Set charges remaining in (Item being manipulated) to 100
    Player - Add -100 to (Owner of (Hero manipulating item)) Current lumber
    Sound - Play RELOAD <gen> at 100% volume, attached to (Hero manipulating item)
Reload Rocket Launcher
  Events
    Unit - A unit Uses an item
  Conditions
    (Unit-type of (Hero manipulating item)) Equal to Weapon: (Rocket Launcher)
    (Item-type of (Item being manipulated)) Equal to Rocket Launcher
    (Charges remaining in (Item being manipulated)) Less than or equal to 0
    ((Owner of (Hero manipulating item)) Current gold) Greater than or equal to 5
  Actions
    Game - Display to (Player group((Owner of (Hero manipulating item)))) for 1.00 seconds the text: |cffCA0005Reloading....
    Sound - Play RELOAD <gen> at 100% volume, attached to (Hero manipulating item)
    Item - Set charges remaining in (Item being manipulated) to 5
    Player - Add -5 to (Owner of (Hero manipulating item)) Current gold
    Sound - Play RELOAD <gen> at 100% volume, attached to (Hero manipulating item)
Reload Shotgun Pump
  Events
    Unit - A unit Uses an item
  Conditions
    (Unit-type of (Hero manipulating item)) Equal to Weapon: (Shotgun "Pump")
    (Item-type of (Item being manipulated)) Equal to Shotgun "Pump"
    (Charges remaining in (Item being manipulated)) Less than or equal to 0
    ((Owner of (Hero manipulating item)) Current lumber) Greater than or equal to 10
  Actions
    Game - Display to (Player group((Owner of (Hero manipulating item)))) for 1.00 seconds the text: |cffCA0005Reloading....
    Sound - Play RELOAD <gen> at 100% volume, attached to (Hero manipulating item)
    Item - Set charges remaining in (Item being manipulated) to 15
    Player - Add -15 to (Owner of (Hero manipulating item)) Current lumber
    Sound - Play RELOAD <gen> at 100% volume, attached to (Hero manipulating item)
Adding Ammo
  Events
    Unit - A unit Uses an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Ammo Box
  Actions
    Player - Add (Charges remaining in (Item being manipulated)) to (Owner of (Hero manipulating item)) Current lumber
    Game - Display to (Player group((Owner of (Hero manipulating item)))) for 1.00 seconds the text: ((|cffCA0005 + You Now Have ) + ((String(((Owner of (Hero manipulating item)) Current lumber))) + Ammo))
    Sound - Play RELOAD <gen> at 100% volume, attached to (Hero manipulating item)
    Item - Remove (Item being manipulated)
Adding Rockets
  Events
    Unit - A unit Uses an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Rockets
  Actions
    Player - Add (Charges remaining in (Item being manipulated)) to (Owner of (Hero manipulating item)) Current gold
    Game - Display to (Player group((Owner of (Hero manipulating item)))) for 1.00 seconds the text: ((|cffCA0005 + You Now Have ) + ((String(((Owner of (Hero manipulating item)) Current gold))) + Rockets))
    Sound - Play RELOAD <gen> at 100% volume, attached to (Hero manipulating item)
    Item - Remove (Item being manipulated)
Reload Minigun
  Events
    Unit - A unit Uses an item
  Conditions
    (Unit-type of (Hero manipulating item)) Equal to Weapon: (Minigun)
    (Item-type of (Item being manipulated)) Equal to Minigun
    (Charges remaining in (Item being manipulated)) Less than or equal to 0
    ((Owner of (Hero manipulating item)) Current lumber) Greater than or equal to 10
  Actions
    Game - Display to (Player group((Owner of (Hero manipulating item)))) for 1.00 seconds the text: |cffCA0005Reloading....
    Sound - Play RELOAD <gen> at 100% volume, attached to (Hero manipulating item)
    Item - Set charges remaining in (Item being manipulated) to 300
    Player - Add -300 to (Owner of (Hero manipulating item)) Current lumber
    Sound - Play RELOAD <gen> at 100% volume, attached to (Hero manipulating item)
Remove Weapon Hand
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to Take Away Currently weapon
  Actions
    Unit - Replace (Casting unit) with a Weapon: (None) using The old unit's relative life and mana
    Unit - Change color of (Last replaced unit) to Black
    Selection - Add (Last replaced unit) to selection for (Owner of (Casting unit))