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60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Trigger Viewer

WOAR V4.32.w3x
Variables
README
---------------------------
WOAR
Tango
Random total All
Change Courier
Fly Up
Shield of Deathlord
Shield of the Honor
sOUND
Battle
Guides
Check
README
Cheater
Upgrade
Upgrade
Upgrade2 Senti
Upgrade2 Scor
Sentioff
Scoroff
Sound
Set Music
Support Theme
Morning Sentinel
Day Sentinel
Dawn Sentinel
Night Sentinel
Morning Scourge
Day Scourge
Dawn Scourge
Night Scourge
Initialization
--- Click me ---
Initialization
Bounty
PlayerGroups
Initial Money
Invul
Die
Rich
Pick
Weather Show
Weather Set
Weather On
Weather Rain Heavy
Weather Rain Light
Weather Wind Heavy
Weather Wind Light
Weather Fog Light
Weather Fog Heavy
Weather Snow Light
Weather Snow Heavy
Weather Blizzard
Weather Light
Terrain
Terrain 1
Terrain 2
Terrain 3
Terrain 4
Terrain 5
Terrain 6
Terrain 7
Player
Player Hero
Player Handicap
Hero Setup
Sentinel Heroes
Scourge Heroes
Heroes General Setup
Player Setup
Setup Players
Player Colors
Modes and Gameplay
Time is 15 seconds
Time is 45 seconds
Turn On Spawns
---------------------------
Command All Pick
Command Skilltalk
Cms
Ra
ML
Ct
Command All Random
Command Reverse
Command Super Creeps
Command Item Drop
Command Death Match
Command Short Mode
Command Ultra Short Mode
Command Uber
Command Multiboard Deaths
Command Godcast
ChatTalk
Chatalkoff
Skilltalk
Talkon
Destalk
Godcast
Untitled Category
Hero Picks
Tavern Sentinel
Tavern Scourge
Tavern All Heroes
Tavern All Heroes Reverse
----------------------------
Random Sentinel
Random Scourge
Random All Heroes
----------------------------
Repick Sentinel
Repick Scourge
Repick All Heroes
Hero Triggers
Revive Hero
Revive Hero Timer
Revive Hero Tavern
Move Heroes
Prevent Team Kill
Deny
Heroes Kill
DeniedSent
DeniedScor
Item Drop
Death Match
Uber Mode
Player Triggers
Victory Sentinel
Victory Scourge
Player Leaves Game
Free Gold
Matchup
Enemy Gold ST
Enemy Gold SC
Enemy Lumber ST
Enemy Lumber SC
Score
Movespeed
Multiboard
Multiboard Setup
Create Multiboard
Tally Score
Tally Clock
Tally Deaths
Sort Multiboard
Unit Spawns
Spawn Sentinel
Spawn Scourge
War Setinel
War Scourge
Move to Base
Move North Sentinel
Move North Scourge
Move Center Sentinel
Move Center Scourge
Move South Sentinel
Move South Scourge
Super Creeps
Super Creeps Setup
Supers Creeps Spawn
Super Off
Super Creep North Sentinel On
Super Creep North Sentinel
Super Creep Center Sentinel On
Super Creep Center Sentinel
Super Creep Sentinel South On
Super Creep Sentinel South
Super Creep North Scourge On
Super Creep North Scourge
Super Creep Center Scourge On
Super Creep Center Scourge
Super Creep Scourge South On
Super Creep Scourge South
Hostile Creeps
Store Creeps
Revive Creeps
Item Triggers
Setup Items
LevelItem
Item List
River Items
River Items Taken
Creep Items
Combine Charged Items
Combine Item
Item Combinating Level 1
Samurai
Hand of Midas
ElixirofPower
Sachillus Ring
Buster Axe
Power Pendant
Woodern Shield
Haste Leg
Bracer
Wrath Band
Null Talisman
Preserverance
Ring of Bassilius
Headress of Rejuvenation
Warrior Shield
Net
Town Badge
Haste Claw
Power Treads
Power Treads Click STR
Power Treads Click AGI
Power Treads Click INT
Power Treads Agi
Power Treads Str
Power Treads Int
Power Treads Allstats
Vital Drum
Pendat Clarity
Item Combinating Level 2
Helm of Pit Drake
Assassin Cloack
Maelstorms
Necromonian
Warhammer
Rust Hammer
Sange
Two Hand
Yasha
Poison Dagger
Book of Wisdom
Eye of Omniscience
Vital Mail
Helm of Dominator
Chainnet
War Metal Axe
Mekanism
Hammer of Strength
Wand of Inteligent
Spear of Agility
Oblivion Staff
Blade Mail
Item Combinating Level 3
Aquanox Sword
Sledgeranch
Necromonicon
Necromonicon 2
Necromonicon 3
Sharp Rapier
Hammer of Fate
Linker Spere
Sange Yasha
Elegant Eye
Averniza
Gemstone of Immortality
Winder Bar
Barbarian Bar
Headress of Wizardy
Air Shield
Static Wand
Mask of Chaos
Runed Shaman Claw
Berserker Axe
Bronze Rustshield
Vampiric Teeth
Calibur Vold
Phanasms
Item Combinating Level 4
Axerer
Levis Shard
Eye Skadi
DemonSled
HardenStoneMail
MKB
BDK
Archaueq
Thueeira
Aegis Falchion
Imbued Tjunkulety
Arc Scepter
Legendary Falchion
Book of Lord Lightning
Guinzoo
Tarrasque
The Butterfly
Maxenergy Gloves
Desolator
The Painnest
Plaierce
TwinSwordHarrak
Item Combinating New
Empty Vial Sent
Empty Vial Scor
Vial Full
Vial Half
Vial Quarter
Shield of Ancestral
Steel Metal Plate
Liutes Armor
Vanguard
Ring of Griffin
Medallion of Knowledge
Magic Coat
Sharp Arrow
Legend crossbow
Chakram
Ancient Relic
Bless Wand
Flyng
Immaterial Flame Rapier
Frostmourne
Sagair
Excalibur of the Dammed
Orbals Scepter
Vladmir Offering
Assassins Glade
Assassins Glade2
Secret Item
Mjolnir
Aghanim
Empty Vial
Empty Vial USE
Soul Booster
Bloodstones
Healing Ward
Ethereal Orb
Power Boots
Ultimate Item
Headress of Wizardy 2
Headress of Wizardy 3
Headress of Wizardy Ultimate
Archanueq Endow
Archanueq Energy
Archanueq Magical
Archanueq Enpowered
Archanueq Essenced
Aegis Powered
Aegis Quaqe
Aegis Stealth
Aegis Corrupter
Tueeira Imbued
Tueeira Immortal
Tueeira Ultrashoot
Tueeira Avenger
Glonet
ATSF
ADS
Tue
Ultimate Aura
VenomSoul
TrabathHoul
Arcliches
Whisp
UmbraMage
BlackAvatar
TemptressIncubus
GrooveProtector
BoneDragon
DragonStorm
MagiLair
FrostBanshee
GorgonEye
Wigh
WrathShade
VolcanoVulcan
LordofValhalla
Vandicator2
Dendroid Solider
DileSnapper
BattleGuard
TortoiseGolem
LoyalZergling
Monsters
PitLord
Paladins
HellDrakes
Shagerok
OrcSlayer
PoisonSkiter
VampireLord
WyrmMonger
MarineShooter
Skeleton
SucubusMistress
GraveBeetle
MedusaQueen
Sharpshooter
Phantom
Gargoyle
Nagas
Alien
Windarge Lord
Skull Wizard
Archmage
Disease Revenant
Ruptaze
Slare
Backdooring
Setup Invunerable
Sentinel North 1
Sentinel North 2
Sentinel North 3
---------------------------
Sentinel Center 1
Sentinel Center 2
Sentinel Center 3
---------------------------
Sentinel South 1
Sentinel South 2
Sentinel South 3
---------------------------
Scourge North 1
Scourge North 2
Scourge North 3
---------------------------
Scourge Center 1
Scourge Center 2
Scourge Center 3
---------------------------
Scourge South 1
Scourge South 2
Scourge South 3
---------------------------
Sentinel Base
Scourge Base
Floatoff
Miscellaneous
Ground Knock
Darkgrant
Immediate
Venom Spray
Nature Greeding
Summon Max
Frozenflacer
HardenMail
Dark Armour
DeadBody
Shield
Spirit Shield
Freezing Splash
Detrack
Vengal Craft
Avenger Rage
UnholyFrenzy
Enferal
Revengal Sprite
Calbus
Necro Revenge
Set NecroRevenge
Night Fervor
NitedeCroup
Shadow Knock
Set Shadance
Shadow Dance
Aura Spirit
AuraSpirit Learn
Doomb
Ensnare
Harm Touch
Harm Touch Ulti
Eagleye
Chain Flame
Ritheousc
CrvSdr
FireWhurl
Bt Rs
Lsr Bls
Stonef In
Stonef Vul
Woodern ShieldEffect
Grove
Hunt
Huntarget
HuntLearn
VoodeathSet
Voodeath
Voodeath Ultimate
Crushingtgt
Crushing Blow
Crushing Blow Ultimate
Rospeed
Beast Creature
Wind Assistance
Twister
Wardlink
Dissipate
Tame
Tame Cast
Manesoul
Carric 1
Coldaze 1
Unflammable 1
Unflammable2
UnflammableSet
Dualstrike
Burrowrush
Fly Courier
Dominate
Warhold 2
Snapped
Soul Ripper 1
Soul Decay 1
Fly
Soul Destroyer 1
Dreed Spirit
Faith Light 1
Faith Light 1 Ulti
Malevo 1
MalevoVulne
Malevo 1 Ulti
BSTR
Repel Arrow
Eldricth 1
Eldricth 1 Ulti
Vine Thrust
Rising Slow
Graveherted 1
Graveherted 2
Graveherted 3
Graveherted 3 Ulti
Avernizaa
Suicide
Bloodstone
Town Portal
Hydropped
Call of wild
Hydroclash
Phanasm
Blink Strike
BlinkStrike 1
Crawl
CrawlSet
Spear Shower
Regrow Trees Setup
RegrowTrees
Goblin Shop
First Blood
Last Hero Standing
Leaderboard
Leaderboard
Dragon
Dragon Rgion
Dragon Pay Sent
Dragon Pay Scor
Dragon
Fist
Stednat ghost
Sted
Sted2
Stede
GOD STEDNAT
Born
Tavern
Hide
Cinematic
Stednat Lose
Sentinel Kill
Off
First Bloods
FHK
First Hero Kill
KS
Killing Spree
WS
Wicked Sick
MK
Mega Kill
DM
Dominating
UK
Ultrakill
MS
Monster Kill
UB
Unstoppable
BG
Beyond Goodlike
GD
Godlike
HS
Holy Shit
Redo
Double Kill On
Double Kill
Double Kill End
Tripple Kill On
Triple Kill
Tripple Kill End
Owning
Owning HalfGod
Owning God
Owning UltimateGod
Scorge Kill
Off 2
First Bloods 2
FHK 2
First Hero Kill 2
KS 2
Killing Spree 2
WS 2
Wicked Sick 2
MK 2
Mega Kill 2
DM 2
Dominating 2
UK 2
Ultrakill 2
MS 2
Monster Kill 2
UB 2
Unstoppable 2
BG 2
Beyond Goodlike 2
GD 2
Godlike 2
HS 2
Holy Shit 2
Redo 2
Double Kill On 2
Double Kill 2
Double Kill End 2
Tripple Kill On 2
Triple Kill 2
Tripple Kill End 2
Owning 2
Owning HalfGod 2
Owning God 2
Owning UltimateGod 2

		
Name Type Is Array Initial Value
Agiitem itemcode Yes
Agiitem_Count integer No
AI unitcode No
AICount integer No
AiEnemy group No
AiHero unit Yes
AiHeroCount integer No
AIHeroRegionCount integer No
AIItem item Yes
AIMatch unitcode Yes
AIPlayer group Yes
AIRegion location Yes
AIUnit unitcode No
Allien unitcode No
Beast unitcode Yes
BeastCount integer No
Combine_Charged_Items boolean No
Combine_Charges_Max integer No
Courier unitcode Yes
Courier_Fly unitcode Yes
Couriercount integer No
Courierfly integer No
Creep_Positions location Yes
Creep_Types unitcode Yes
CreepItems itemcode Yes
CreepItemsCount integer No
DeathMatch integer Yes
DGREGION location Yes
DgRegionCount integer No
Diecost real No
Diecostreal real No
DieEx integer No
Diepay integer No
Dragonregion location Yes
Dragonregioncount integer No
End_Game_If_All_Gone boolean No
Floatex string Yes
Floatex_Ct string Yes
Floatex_Nm string Yes
Game_Minutes integer No
Game_Seconds integer No
Game_Time timer No
GameMode integer No
Hero_Revive_Time_Factor real No
Heroes_All unitcode Yes
Heroes_Scourge unitcode Yes
Heroes_Sentinel unitcode Yes
HeroSpec unit Yes
Hostile_Revive_Time real No
Hunt unit No
HuntCount integer No
Intem itemcode Yes
Intem_Count integer No
ItemDrop integer Yes
ItemDropCount integer No
Itemlevel1 itemcode Yes
Itemlevel1count integer No
Itemlevel2 itemcode Yes
Itemlevel2count integer No
Itemlevel3 itemcode Yes
Itemlevel3count integer No
Itemlevel4 itemcode Yes
Itemlevel4count integer No
ItemList itemcode Yes
Itemspotregion location No
LastHeroStanding force No
LeaderboardScourge leaderboard No
LeaderboardSentinel leaderboard No
LoopCreep integer No
LoopRandom integer No
LoopSuper integer No
MODE_AllRandom_AllPick integer No 1
MODE_Normal integer No 0
MODE_Reverse integer No 2
MoveRegion location Yes
MoveRegionCount integer No
Multiboard_Clock integer No
Multiboard_ShowDeaths boolean No true
Multiboard_Spots integer Yes
Newitem itemcode Yes
Newitemcount integer No
Odd_Man_Out force No
PanicMsg texttag No
Player player No
Player_Already_Picked integer Yes
Player_Colors string Yes
Player_Starting_Gold integer No
PlayerNames string Yes
Players force No
PlayersCount integer No
PlayersScourge force No
PlayersScourgeCount integer No
PlayersScourgePlaying force No
PlayersScourgeReverse force No
PlayersSentinel force No
PlayersSentinelCount integer No
PlayersSentinelPlaying force No
PlayersSentinelReverse force No
Point location No
Random_Hero integer No
RandomData_All integer Yes
RandomData_Scourge integer Yes
RandomData_Sentinel integer Yes
RandomTotal_All integer No
RandomTotal_Scourge integer No
RandomTotal_Sentinel integer No
Repick_Cost_Ammount integer No
RevivableHeroes group No
RevivableTimersWindows timerdialog Yes
ReviveTimers timer Yes
RiverItems itemcode Yes
RiverItemsCount integer No
RiverItemsRegions location Yes
RiverItemsRegionsCount integer No
RiverItemsTaken boolean Yes
Score_Deaths integer Yes
Score_Kills integer Yes
ShopRegion location Yes
ShopRegionCount integer No
ShortMode_On boolean No
Sort_Board_By_Kills boolean No
Soul unitcode Yes
SoulCount integer No
Sound sound Yes
SoundCount integer No
StrItem itemcode Yes
StrItem_Count integer No
Super_Chances integer Yes
Super_Creeps unitcode Yes
Super_Creeps_On boolean No
Super_Names string Yes
Super_Regions rect Yes
TargetArray unit Yes
TempInteger integer No
TempReal real No
UberMode_On boolean No
UltraShortMode_On boolean No
UnitGroup group No
VarUnitGroup group No
Weather trigger Yes
WeatherCount integer No
ytuty weathereffect Yes
Rylai trained in Winterspring for years under Raishali, the ancient troll frost mage. Wielding an impressive display of inhibiting magics and a powerful area of effect ultimate spell, Rylai is one of the most powerful casters enlisted by the Sentinel.|n|n|c000042ffStrength|r - 16 + 1.7|n|c000042ffAgility|r - 16 + 1.6|n|c00ff0303Intelligence|r - 21 + 2.9|n|nLearns Frost Nova, Frostbite, Brilliance Aura, and |c00ff8000Freezing Field|r.|n|nAttack range of 600.

8
War Of Ancient Region V4.29

WOAR - War Of Ancient Region

War Of Ancient Region V4.29
-New Item
-Unique Item(Combine)
-New Item Lumber
-New Heroes 72 Unique Hero
-New Mods(Total Patch)
-New Neutral Monster
with:-ap(host only),-random,-ms,-mb,-sc,-id,-sm,-usm,-uber,-dm,-ma,-sg,-sl
Tips -(Defeat Neutral Monster To Get Some Lumber)
-(Get More Stats In The River)
Last Update From 4.28b to 4.29
Note:If you want to active -ap you must wait for 2 second after the game started
Tango
  Events
    Unit - A unit Uses an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Ancient Targo
  Actions
    Player - Add 1 to (Owner of (Triggering unit)).Current lumber
Random total All
  Events
    Time - Elapsed game time is 2.00 seconds
  Conditions
  Actions
    Game - Display to (All players) the text: |c00fffc01|c00ff8000-Ra|r to Gives All Player Random Heroes|r
    Sound - Play DaybreakRooster <gen> at 100% volume, located at (Center of SentinelTavernRect <gen>) with Z offset 0
    Sound - Play DuskWolf <gen> at 100% volume, located at (Center of ScourgeTavernRect <gen>) with Z offset 0
Change Courier
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to Change Courier (Neutral Hostile)
  Actions
    Unit - Replace (Casting unit) with a Courier[(Random integer number between 1 and Couriercount)] using The old unit's relative life and mana
Fly Up
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to Flying Upgrade (item)
    ((Casting unit) has an item of type Flying Courier - 300) Equal to True
  Actions
    Unit - Replace (Casting unit) with a Snowy Owl using The new unit's default life and mana
    Item - Remove (Item carried by (Casting unit) of type Flying Courier - 300)
Shield of Deathlord
  Events
    Unit - A unit Acquires an item
  Conditions
    ((Hero manipulating item) has an item of type Strout Shield) Equal to True
    ((Hero manipulating item) has an item of type Point Booster) Equal to True
    ((Hero manipulating item) has an item of type Orb of Fire) Equal to True
  Actions
    Item - Remove (Item carried by (Hero manipulating item) of type Point Booster)
    Item - Remove (Item carried by (Hero manipulating item) of type Strout Shield)
    Item - Remove (Item carried by (Hero manipulating item) of type Orb of Fire)
    Hero - Create Shield of the Deathlord and give it to (Hero manipulating item)
    Special Effect - Create a special effect attached to the origin (attachpoint) of (Hero manipulating item) using Abilities\Spells\Demon\DarkPortal\DarkPortalTarget.mdl
    Special Effect - Destroy (Last created special effect)
Shield of the Honor
  Events
    Unit - A unit Acquires an item
  Conditions
    ((Hero manipulating item) has an item of type Strout Shield) Equal to True
    ((Hero manipulating item) has an item of type Grand Mace) Equal to True
    (Charges remaining in (Item carried by (Hero manipulating item) of type Strout Shield)) Equal to 2
  Actions
    Item - Remove (Item carried by (Hero manipulating item) of type Strout Shield)
    Item - Remove (Item carried by (Hero manipulating item) of type Strout Shield)
    Item - Remove (Item carried by (Hero manipulating item) of type Grand Mace)
    Hero - Create Shield of Honor and give it to (Hero manipulating item)
    Special Effect - Create a special effect attached to the origin (attachpoint) of (Hero manipulating item) using Abilities\Spells\Demon\DarkPortal\DarkPortalTarget.mdl
    Special Effect - Destroy (Last created special effect)
sOUND
  Events
    Player - Player 2 (Blue) types a chat message containing -MONSTERKILL- (stringnoformat) as An exact match
  Conditions
  Actions
    Sound - Play MonsterKill <gen>
Battle
  Events
    Time - Elapsed game time is 59.00 seconds
  Conditions
  Actions
    Sound - Play ClanInvitation <gen>
Guides
  Events
    Time - Elapsed game time is 66.00 seconds
  Conditions
  Actions
    Game - Display to (All players) the text: Download The Latest Version of WOAR at |c00fffc01www.dotaportal.com, www.epicwar.com, www.hiveworkshop.com|r or |c00fffc01www.warcraft3.filefront.com
Check
  Events
    Time - Elapsed game time is 15.00 seconds
  Conditions
  Actions
    Game - Display to (All players) the text: If You Find any Bugs or has any Suggestion please Email me at |c00fffc01Glodes.glodez@yahoo.com|r
Available modes (host only):

-ap
-allpick

All pick.

-ar
-allrandom

All random.

-reverse

Every player picks a Hero from either Tavern.
That Hero is randomly assigned to a player of the other team!
If there's more players in one team, those poor sobs get a random Hero.
-repick and -random are not available in this mode.

-sc
-supercreeps

Every now and then a couple Super Creeps (really strong Creeps) will spawn for your team.

-id
-itemdrop

A dying Hero drops a random item. Even undroppable ones!

-dm [number]
-deathmatch [number]

Death Match. Each player gets [number] lives.
If your Hero dies too often, you're history.
If no number is given, it defaults to 3.

-uber

Heroes start at level 10 and revive in half the time.

-sm
-shortmode

Heroes gain experience faster
Structures have less hitpoints.
You get more Gold (16 every 8 seconds, instead of only 8 every 8 seconds).

-usm
-ultrashortmode

Heroes gain experience faster.
Towers are weaker.
More money.
Heroes start at level 10 and revive in half the time.

-mb
-multiboard

Toggle.
Revival times will show either in the multiboard, visible for all players, or only for the owner of the dead Hero.


Commands available to all players:

-random

Random Hero.
Don't know what Hero to pick?
Random only works once.

-repick

Repick a Hero.
Didn't like the Hero you got?
Try another one.
Repick only works once.

-ms
-movespeed

Shows your Hero's movement speed.

-ma
-matchup

Shows which Heroes your opponents control.
README
  Events
    Map initialization
  Conditions
  Actions
    Quest - Create a Required quest titled Command Message with the description -ap[(host only)for allpick],-Ra(All Player will give random hero),-sc(all creeps turn into super),-id(each player always drop item upon death),-dm [number](set live to all player),-uber(hero start at level 10 and revive in half time),-sm(Heroes gain experience faster Structures have less hitpoints,You get more Gold (16 every 8 second).-Riches(For Get More Resource),-ml(for get Hinghest level),-st(Make Hero when casting a spell be talking that ability), using icon path ReplaceableTextures\CommandButtons\BTNSelectHeroOn.blp
    Quest - Create a Required quest titled Player Command with the description -random(player has a random hero),-repick(player already picked hero to reset picked hero but can once repicked),-ms(show hero movement speed),-ma(show controled unit),-sg(show enemy current gold),-sl(show enemy current lumber)., using icon path ReplaceableTextures\CommandButtons\BTNLoadDwarf.blp
    Quest - Create a Optional quest titled Secret with the description There are many secret,the secret is:Item Secret:For Many Item Dropped By Neutral,Item Combinating and Item Dropped By Owner of This Region or The Ultimate Item.Monster Secret:For The Monster Can Appear By You Defeated Owner of Region., using icon path ReplaceableTextures\CommandButtons\BTNCloakOfFlames.blp
Cheater
  Events
    Player - Player 2 (Blue) types a chat message containing Greedishgood (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing Greedishgoods (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing whosyourdaddy (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing whosyoursdaddy (stringnoformat) as An exact match
  Conditions
  Actions
    Game - Defeat Player 2 (Blue) with the message: You're Cheater!!!!!
Upgrade
  Events
    Time - Elapsed game time is 550.00 seconds
  Conditions
  Actions
    Unit - Order Ancient of Wind 0169 <gen> to research R002 (techcode)
    Unit - Order Ancient of Wind 0169 <gen> to research R001 (techcode)
    Unit - Order Sacrificial Pit 0170 <gen> to research R001 (techcode)
    Unit - Order Sacrificial Pit 0170 <gen> to research R001 (techcode)
    Trigger - Turn on Upgrade2_Senti <gen>
    Trigger - Turn on Upgrade2_Scor <gen>
    Trigger - Turn off (This trigger)
Upgrade2 Senti
  Events
    Time - Every 210.00 seconds of game time
  Conditions
  Actions
    Unit - Order Ancient of Wind 0169 <gen> to research R002 (techcode)
    Unit - Order Ancient of Wind 0169 <gen> to research R001 (techcode)
Upgrade2 Scor
  Events
    Time - Every 210.00 seconds of game time
  Conditions
  Actions
    Unit - Order Sacrificial Pit 0170 <gen> to research R002 (techcode)
    Unit - Order Sacrificial Pit 0170 <gen> to research R001 (techcode)
Sentioff
  Events
    Unit - Ancient of Wind 0169 <gen> Dies
  Conditions
  Actions
    Trigger - Turn off Upgrade2_Senti <gen>
Scoroff
  Events
    Unit - Sacrificial Pit 0170 <gen> Dies
  Conditions
  Actions
    Trigger - Turn off Upgrade2_Scor <gen>
Set Music
  Events
    Time - Elapsed game time is 5 seconds
  Conditions
  Actions
    Set VariableSet SoundCount = 2
    Set VariableSet Sound[1] = War2IntroMusic <gen>
    Set VariableSet Sound[2] = Comradeship <gen>
Support Theme
  Events
    Time - Elapsed game time is 1800.00 seconds
  Conditions
  Actions
    Sound - Play Sound[(Random integer number between 1 and SoundCount)]
Morning Sentinel
  Events
    Game - The in-game time of day becomes Equal to 5.00
  Conditions
  Actions
    Sound - Stop NightElf3 <gen> Immediately
    Sound - Play NightElf2 <gen> at 100% volume, located at (Center of ST1 <gen>) with Z offset 0
    Sound - Play NightElf2 <gen> at 100% volume, located at (Center of ST2 <gen>) with Z offset 0
    Sound - Play NightElf2 <gen> at 100% volume, located at (Center of ST3 <gen>) with Z offset 0
    Sound - Play NightElf2 <gen> at 100% volume, located at (Center of Sentinel <gen>) with Z offset 0
Day Sentinel
  Events
    Game - The in-game time of day becomes Equal to 12.00
  Conditions
  Actions
    Sound - Stop NightElf2 <gen> Immediately
    Sound - Play NightElf1 <gen> at 100% volume, located at (Center of ST1 <gen>) with Z offset 0
    Sound - Play NightElf1 <gen> at 100% volume, located at (Center of ST3 <gen>) with Z offset 0
    Sound - Play NightElf1 <gen> at 100% volume, located at (Center of ST2 <gen>) with Z offset 0
    Sound - Play NightElf1 <gen> at 100% volume, located at (Center of Sentinel <gen>) with Z offset 0
Dawn Sentinel
  Events
    Game - The in-game time of day becomes Equal to 17.00
  Conditions
  Actions
    Sound - Stop NightElf1 <gen> Immediately
    Sound - Play NightElfX1 <gen> at 100% volume, located at (Center of ST1 <gen>) with Z offset 0
    Sound - Play NightElfX1 <gen> at 100% volume, located at (Center of ST2 <gen>) with Z offset 0
    Sound - Play NightElfX1 <gen> at 100% volume, located at (Center of ST3 <gen>) with Z offset 0
    Sound - Play NightElfX1 <gen> at 100% volume, located at (Center of Sentinel <gen>) with Z offset 0
Night Sentinel
  Events
    Game - The in-game time of day becomes Equal to 24.00
  Conditions
  Actions
    Sound - Stop NightElfX1 <gen> Immediately
    Sound - Play NightElf3 <gen> at 100% volume, located at (Center of ST1 <gen>) with Z offset 0
    Sound - Play NightElf3 <gen> at 100% volume, located at (Center of ST2 <gen>) with Z offset 0
    Sound - Play NightElf3 <gen> at 100% volume, located at (Center of ST3 <gen>) with Z offset 0
    Sound - Play NightElf3 <gen> at 100% volume, located at (Center of Sentinel <gen>) with Z offset 0
Morning Scourge
  Events
    Game - The in-game time of day becomes Equal to 5.00
  Conditions
  Actions
    Sound - Stop UndeadX1 <gen> Immediately
    Sound - Play Undead1 <gen> at 100% volume, located at (Center of SC1 <gen>) with Z offset 0
    Sound - Play Undead1 <gen> at 100% volume, located at (Center of SC2 <gen>) with Z offset 0
    Sound - Play Undead1 <gen> at 100% volume, located at (Center of SC3 <gen>) with Z offset 0
    Sound - Play Undead1 <gen> at 100% volume, located at (Center of Scourge <gen>) with Z offset 0
Day Scourge
  Events
    Game - The in-game time of day becomes Equal to 12.00
  Conditions
  Actions
    Sound - Stop Undead1 <gen> Immediately
    Sound - Play Undead3 <gen> at 100% volume, located at (Center of SC1 <gen>) with Z offset 0
    Sound - Play Undead3 <gen> at 100% volume, located at (Center of SC2 <gen>) with Z offset 0
    Sound - Play Undead3 <gen> at 100% volume, located at (Center of SC3 <gen>) with Z offset 0
    Sound - Play Undead3 <gen> at 100% volume, located at (Center of Scourge <gen>) with Z offset 0
Dawn Scourge
  Events
    Game - The in-game time of day becomes Equal to 17.00
  Conditions
  Actions
    Sound - Stop Undead3 <gen> Immediately
    Sound - Play Undead2 <gen> at 100% volume, located at (Center of SC1 <gen>) with Z offset 0
    Sound - Play Undead2 <gen> at 100% volume, located at (Center of SC2 <gen>) with Z offset 0
    Sound - Play Undead2 <gen> at 100% volume, located at (Center of SC3 <gen>) with Z offset 0
    Sound - Play Undead2 <gen> at 100% volume, located at (Center of Scourge <gen>) with Z offset 0
Night Scourge
  Events
    Game - The in-game time of day becomes Equal to 5.00
  Conditions
  Actions
    Sound - Stop Undead2 <gen> Immediately
    Sound - Play UndeadX1 <gen> at 100% volume, located at (Center of SC1 <gen>) with Z offset 0
    Sound - Play UndeadX1 <gen> at 100% volume, located at (Center of SC2 <gen>) with Z offset 0
    Sound - Play UndeadX1 <gen> at 100% volume, located at (Center of SC3 <gen>) with Z offset 0
    Sound - Play UndeadX1 <gen> at 100% volume, located at (Center of Scourge <gen>) with Z offset 0
Available modes (host only):

-ap
-allpick

All pick.

-ar
-allrandom

All random.

-reverse

Every player picks a Hero from either Tavern.
That Hero is randomly assigned to a player of the other team!
If there's more players in one team, those poor sobs get a random Hero.
-repick and -random are not available in this mode.

-sc
-supercreeps

Every now and then a couple Super Creeps (really strong Creeps) will spawn for your team.

-id
-itemdrop

A dying Hero drops a random item. Even undroppable ones!

-dm [number]
-deathmatch [number]

Death Match. Each player gets [number] lives.
If your Hero dies too often, you're history.
If no number is given, it defaults to 3.

-uber

Heroes start at level 10 and revive in half the time.

-sm
-shortmode

Heroes gain experience faster
Structures have less hitpoints.
You get more Gold (16 every 8 seconds, instead of only 8 every 8 seconds).

-usm
-ultrashortmode

Heroes gain experience faster.
Towers are weaker.
More money.
Heroes start at level 10 and revive in half the time.

-mb
-multiboard

Toggle.
Revival times will show either in the multiboard, visible for all players, or only for the owner of the dead Hero.


Commands available to all players:

-random

Random Hero.
Don't know what Hero to pick?
Random only works once.

-repick

Repick a Hero.
Didn't like the Hero you got?
Try another one.
Repick only works once.

-ms
-movespeed

Shows your Hero's movement speed.

-ma
-matchup

Shows which Heroes your opponents control.
initialization for all players
Initialization
  Events
    Map initialization
  Conditions
  Actions
    Player Group - Pick every player in (All players) and do (Set (Picked player).Available free Heroes to 1)
    Player Group - Pick every player in (All players) and do (Set (Picked player).Current lumber to 10)
    Player Group - Pick every player in (All players) and do (Set (Picked player).Current gold to 3500)
    Player Group - Pick every player in (All players) and do (Set (Picked player).Food cap to 5)
    Player Group - Pick every player in (All players) and do (Set (Picked player).Food max to 5)
    Player Group - Pick every player in (All players) and do (Make (Picked player) Heroes gain 150.00% experience from future kills)
    Sound - Set volume of (Last played sound) to 100.00%
    Sound - Play (Last played music)
    Sound - Enable dawn and dusk sounds
    Sound - Use the Lordaeron Summer daytime ambient theme
    Sound - Use the Lordaeron Summer nighttime ambient theme
    Set VariableSet Combine_Charged_Items = True
    Set VariableSet Combine_Charges_Max = 15
    Set VariableSet End_Game_If_All_Gone = False
    Set VariableSet Hero_Revive_Time_Factor = 3.00
    Set VariableSet Hostile_Revive_Time = 120.00
    Set VariableSet Player_Starting_Gold = 700
    Set VariableSet Repick_Cost_Ammount = -150
    Set VariableSet Sort_Board_By_Kills = True
    Set VariableSet Diecost = -45.00
    Set VariableSet Diecostreal = (((Real((Hero level of (Dying unit)))) x Diecost) - 100.00)
    Set VariableSet Diepay = ((Hero level of (Dying unit)) x -55)
    Set VariableSet DieEx = ((Level of (Dying unit)) x -55)
    -------- - --------
    -------- Order is important. Leave as is. --------
    -------- - --------
    Game - Set the time of day to (Random real number between 1.00 and 24.00)
    Trigger - Run Setup_Players <gen> (ignoring conditions)
    Trigger - Run Sentinel_Heroes <gen> (ignoring conditions)
    Trigger - Run Scourge_Heroes <gen> (ignoring conditions)
    Trigger - Run Heroes_General_Setup <gen> (ignoring conditions)
    Trigger - Run Player_Colors <gen> (ignoring conditions)
    Trigger - Run Store_Creeps <gen> (ignoring conditions)
    Trigger - Run Setup_Invunerable <gen> (ignoring conditions)
    Trigger - Run Super_Creeps_Setup <gen> (ignoring conditions)
    Trigger - Run Setup_Items <gen> (ignoring conditions)
    Set VariableSet Courierfly = 3
    Set VariableSet Courier_Fly[1] = Snowy Owl
    Set VariableSet Courier_Fly[2] = Albatross
    Set VariableSet Courier_Fly[3] = Vulture
    Set VariableSet Couriercount = 10
    Set VariableSet Courier[1] = Rabbit
    Set VariableSet Courier[2] = Raccoon
    Set VariableSet Courier[3] = Pig
    Set VariableSet Courier[4] = Penguin
    Set VariableSet Courier[5] = Rat
    Set VariableSet Courier[6] = Chicken
    Set VariableSet Courier[7] = Dog
    Set VariableSet Courier[8] = Dune Worm
    Set VariableSet Courier[9] = Seal
    Set VariableSet Courier[10] = Sheep
    Set VariableSet SoulCount = 4
    Set VariableSet Soul[1] = Lesser Voidwalker
    Set VariableSet Soul[2] = Shade
    Set VariableSet Soul[3] = Voidwalker
    Set VariableSet Soul[4] = Soul
    Set VariableSet BeastCount = 7
    Set VariableSet Beast[1] = Big Quillboar
    Set VariableSet Beast[2] = Fulborg
    Set VariableSet Beast[3] = Hound Wolf
    Set VariableSet Beast[4] = Lightning Lizard
    Set VariableSet Beast[5] = Polar Bear
    Set VariableSet Beast[6] = Misha Bear
    Set VariableSet Beast[7] = Raging Crocodile
    Melee Game - Limit Heroes to 1 per Hero-type (for all players)
Bounty
  Events
    Map initialization
  Conditions
  Actions
    Player - Turn Gives bounty On for Player 1 (Red)
    Player - Turn Gives bounty On for Player 7 (Green)
Default melee game initialization for all players
PlayerGroups
  Events
    Map initialization
  Conditions
  Actions
    Player Group - Add Player 1 (Red) to Player Group - Player 1 (Red)
    Player Group - Add Player 2 (Blue) to Player Group - Player 1 (Red)
    Player Group - Add Player 3 (Teal) to Player Group - Player 1 (Red)
    Player Group - Add Player 4 (Purple) to Player Group - Player 1 (Red)
    Player Group - Add Player 5 (Yellow) to Player Group - Player 1 (Red)
    Player Group - Add Player 6 (Orange) to Player Group - Player 1 (Red)
    Player Group - Add Player 7 (Green) to Player Group - Player 7 (Green)
    Player Group - Add Player 8 (Pink) to Player Group - Player 7 (Green)
    Player Group - Add Player 9 (Gray) to Player Group - Player 7 (Green)
    Player Group - Add Player 10 (Light Blue) to Player Group - Player 7 (Green)
    Player Group - Add Player 11 (Dark Green) to Player Group - Player 7 (Green)
    Player Group - Add Player 12 (Brown) to Player Group - Player 7 (Green)
Initial Money
  Events
    Map initialization
  Conditions
  Actions
    Player - Add 2800 to Player 2 (Blue).Current gold
    Player - Add 2800 to Player 3 (Teal).Current gold
    Player - Add 2800 to Player 4 (Purple).Current gold
    Player - Add 2800 to Player 5 (Yellow).Current gold
    Player - Add 2800 to Player 6 (Orange).Current gold
    Player - Add 2800 to Player 8 (Pink).Current gold
    Player - Add 2800 to Player 9 (Gray).Current gold
    Player - Add 2800 to Player 10 (Light Blue).Current gold
    Player - Add 2800 to Player 11 (Dark Green).Current gold
    Player - Add 2800 to Player 12 (Brown).Current gold
Invul
  Events
    Time - Elapsed game time is 1.00 seconds
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in SentinelTavernRect <gen>) and do (Make (Picked unit) Invulnerable)
    Unit Group - Pick every unit in (Units in ScourgeTavernRect <gen>) and do (Make (Picked unit) Invulnerable)
    Game - Turn the day/night cycle On
    Sound - Enable dawn and dusk sounds
Die
  Events
    Unit - A unit Dies
  Conditions
    ((Dying unit) is A Hero) Equal to True
    ((Owner of (Dying unit)) controller) Not equal to Computer
  Actions
    Player - Add ((Hero level of (Dying unit)) x -45) to (Owner of (Dying unit)).Current gold
    Player - Add ((Hero level of (Dying unit)) x -2) to (Owner of (Dying unit)).Current lumber
Rich
  Events
    Player - Player 2 (Blue) types a chat message containing -riches (stringnoformat) as An exact match
  Conditions
  Actions
    Player - Add 10000 to Player 2 (Blue).Current gold
    Player - Add 10000 to Player 3 (Teal).Current gold
    Player - Add 10000 to Player 4 (Purple).Current gold
    Player - Add 10000 to Player 5 (Yellow).Current gold
    Player - Add 10000 to Player 6 (Orange).Current gold
    Player - Add 10000 to Player 8 (Pink).Current gold
    Player - Add 10000 to Player 9 (Gray).Current gold
    Player - Add 10000 to Player 10 (Light Blue).Current gold
    Player - Add 10000 to Player 11 (Dark Green).Current gold
    Player - Add 10000 to Player 12 (Brown).Current gold
    Player - Add 50 to Player 2 (Blue).Current lumber
    Player - Add 50 to Player 3 (Teal).Current lumber
    Player - Add 50 to Player 4 (Purple).Current lumber
    Player - Add 50 to Player 5 (Yellow).Current lumber
    Player - Add 50 to Player 6 (Orange).Current lumber
    Player - Add 50 to Player 8 (Pink).Current lumber
    Player - Add 50 to Player 9 (Gray).Current lumber
    Player - Add 50 to Player 10 (Light Blue).Current lumber
    Player - Add 50 to Player 11 (Dark Green).Current lumber
    Player - Add 50 to Player 12 (Brown).Current lumber
    Trigger - Turn off (This trigger)
Pick
  Events
    Unit - A unit enters SentinelBase <gen>
    Unit - A unit enters ScourgeBase <gen>
  Conditions
    ((Entering unit) is A Hero) Equal to True
    (Level of (Entering unit)) Equal to 1
  Actions
    If ((Owner of (Entering unit)) Equal to Player 2 (Blue)) then do (Make Heroes_Scourge[(Min(1, 37))] Unavailable for training/construction by Player 2 (Blue)) else do (Make Heroes_Sentinel[(Max(1, 37))] Available for training/construction by Player 2 (Blue))
    If ((Owner of (Entering unit)) Equal to Player 3 (Teal)) then do (Make Heroes_Scourge[(Min(1, 37))] Unavailable for training/construction by Player 3 (Teal)) else do (Make Heroes_Sentinel[(Max(1, 37))] Available for training/construction by Player 3 (Teal))
    If ((Owner of (Entering unit)) Equal to Player 4 (Purple)) then do (Make Heroes_Scourge[(Min(1, 37))] Unavailable for training/construction by Player 4 (Purple)) else do (Make Heroes_Sentinel[(Max(1, 37))] Available for training/construction by Player 4 (Purple))
    If ((Owner of (Entering unit)) Equal to Player 5 (Yellow)) then do (Make Heroes_Scourge[(Min(1, 37))] Unavailable for training/construction by Player 5 (Yellow)) else do (Make Heroes_Sentinel[(Max(1, 37))] Available for training/construction by Player 5 (Yellow))
    If ((Owner of (Entering unit)) Equal to Player 6 (Orange)) then do (Make Heroes_Scourge[(Min(1, 37))] Unavailable for training/construction by Player 6 (Orange)) else do (Make Heroes_Sentinel[(Max(1, 37))] Available for training/construction by Player 6 (Orange))
    If ((Owner of (Entering unit)) Equal to Player 8 (Pink)) then do (Make Heroes_Scourge[(Min(1, 37))] Unavailable for training/construction by Player 8 (Pink)) else do (Make Heroes_Sentinel[(Max(1, 37))] Available for training/construction by Player 8 (Pink))
    If ((Owner of (Entering unit)) Equal to Player 9 (Gray)) then do (Make Heroes_Scourge[(Min(1, 37))] Unavailable for training/construction by Player 9 (Gray)) else do (Make Heroes_Sentinel[(Max(1, 37))] Available for training/construction by Player 9 (Gray))
    If ((Owner of (Entering unit)) Equal to Player 10 (Light Blue)) then do (Make Heroes_Scourge[(Min(1, 37))] Unavailable for training/construction by Player 10 (Light Blue)) else do (Make Heroes_Sentinel[(Max(1, 37))] Available for training/construction by Player 10 (Light Blue))
    If ((Owner of (Entering unit)) Equal to Player 11 (Dark Green)) then do (Make Heroes_Scourge[(Min(1, 37))] Unavailable for training/construction by Player 11 (Dark Green)) else do (Make Heroes_Sentinel[(Max(1, 37))] Available for training/construction by Player 11 (Dark Green))
    If ((Owner of (Entering unit)) Equal to Player 12 (Brown)) then do (Make Heroes_Scourge[(Min(1, 37))] Unavailable for training/construction by Player 12 (Brown)) else do (Make Heroes_Sentinel[(Max(1, 37))] Available for training/construction by Player 12 (Brown))
Weather Show
  Events
    Time - Elapsed game time is 50.00 seconds
  Conditions
  Actions
    Game - Display to (All players) the text: Weather Effect has been Enable
Weather Set
  Events
    Time - Elapsed game time is 5 seconds
  Conditions
  Actions
    Set VariableSet WeatherCount = 10
    Set VariableSet Weather[1] = _Weather_Rain_Light <gen>
    Set VariableSet Weather[2] = _Weather_Rain_Heavy <gen>
    Set VariableSet Weather[3] = _Weather_Wind_Heavy <gen>
    Set VariableSet Weather[4] = _Weather_Wind_Light <gen>
    Set VariableSet Weather[5] = _Weather_Fog_Heavy <gen>
    Set VariableSet Weather[6] = _Weather_Fog_Light <gen>
    Set VariableSet Weather[7] = _Weather_Snow_Light <gen>
    Set VariableSet Weather[8] = _Weather_Snow_Heavy <gen>
    Set VariableSet Weather[9] = _Weather_Light <gen>
    Set VariableSet Weather[10] = _Weather_Blizzard <gen>
Weather On
  Events
    Time - Every (Random real number between 120.00 and 250.00) seconds of game time
  Conditions
  Actions
    Trigger - Turn on Weather[(Random integer number between 1 and WeatherCount)]
Weather Rain Heavy
  Events
    Time - Every 3.00 seconds of game time
  Conditions
  Actions
    Environment - Create at Region_049 <gen> the weather effect Ashenvale Rain (Heavy)
    Environment - Create at ST2 <gen> the weather effect Ashenvale Rain (Heavy)
    Environment - Create at ST1 <gen> the weather effect Ashenvale Rain (Heavy)
    Environment - Create at ST3 <gen> the weather effect Ashenvale Rain (Heavy)
    Environment - Create at SC1 <gen> the weather effect Ashenvale Rain (Heavy)
    Environment - Create at SC2 <gen> the weather effect Ashenvale Rain (Heavy)
    Environment - Create at SC3 <gen> the weather effect Ashenvale Rain (Heavy)
    Trigger - Turn off (This trigger)
Weather Rain Light
  Events
    Time - Every 3.00 seconds of game time
  Conditions
  Actions
    Environment - Create at Region_049 <gen> the weather effect Ashenvale Rain (Light)
    Environment - Create at SC1 <gen> the weather effect Ashenvale Rain (Light)
    Environment - Create at SC2 <gen> the weather effect Ashenvale Rain (Light)
    Environment - Create at SC3 <gen> the weather effect Ashenvale Rain (Light)
    Environment - Create at ST1 <gen> the weather effect Ashenvale Rain (Light)
    Environment - Create at ST2 <gen> the weather effect Ashenvale Rain (Light)
    Environment - Create at ST3 <gen> the weather effect Ashenvale Rain (Light)
    Trigger - Turn off (This trigger)
Weather Wind Heavy
  Events
    Time - Every 3.00 seconds of game time
  Conditions
  Actions
    Environment - Create at Region_049 <gen> the weather effect Wind (Heavy)
    Environment - Create at SC1 <gen> the weather effect Wind (Heavy)
    Environment - Create at SC2 <gen> the weather effect Wind (Heavy)
    Environment - Create at SC3 <gen> the weather effect Wind (Heavy)
    Environment - Create at ST1 <gen> the weather effect Wind (Heavy)
    Environment - Create at ST2 <gen> the weather effect Wind (Heavy)
    Environment - Create at ST3 <gen> the weather effect Wind (Heavy)
    Trigger - Turn off (This trigger)
Weather Wind Light
  Events
    Time - Every 3.00 seconds of game time
  Conditions
  Actions
    Environment - Create at Region_049 <gen> the weather effect Outland Wind (Light)
    Environment - Create at SC1 <gen> the weather effect Outland Wind (Light)
    Environment - Create at SC2 <gen> the weather effect Outland Wind (Light)
    Environment - Create at SC3 <gen> the weather effect Outland Wind (Light)
    Environment - Create at ST1 <gen> the weather effect Outland Wind (Light)
    Environment - Create at ST2 <gen> the weather effect Outland Wind (Light)
    Environment - Create at ST3 <gen> the weather effect Outland Wind (Light)
    Trigger - Turn off (This trigger)
Weather Fog Light
  Events
    Time - Every 3.00 seconds of game time
  Conditions
  Actions
    Environment - Create at Region_049 <gen> the weather effect Dungeon White Fog (Light)
    Environment - Create at SC1 <gen> the weather effect Dungeon White Fog (Light)
    Environment - Create at SC2 <gen> the weather effect Dungeon White Fog (Light)
    Environment - Create at SC3 <gen> the weather effect Dungeon White Fog (Light)
    Environment - Create at ST1 <gen> the weather effect Dungeon White Fog (Light)
    Environment - Create at ST2 <gen> the weather effect Dungeon White Fog (Light)
    Environment - Create at ST3 <gen> the weather effect Dungeon White Fog (Light)
    Trigger - Turn off (This trigger)
Weather Fog Heavy
  Events
    Time - Every 3.00 seconds of game time
  Conditions
  Actions
    Environment - Create at Region_049 <gen> the weather effect Dungeon White Fog (Heavy)
    Environment - Create at SC1 <gen> the weather effect Dungeon White Fog (Heavy)
    Environment - Create at SC2 <gen> the weather effect Dungeon White Fog (Heavy)
    Environment - Create at SC3 <gen> the weather effect Dungeon White Fog (Heavy)
    Environment - Create at ST1 <gen> the weather effect Dungeon White Fog (Heavy)
    Environment - Create at ST2 <gen> the weather effect Dungeon White Fog (Heavy)
    Environment - Create at ST3 <gen> the weather effect Dungeon White Fog (Heavy)
    Trigger - Turn off (This trigger)
Weather Snow Light
  Events
    Time - Every 3.00 seconds of game time
  Conditions
  Actions
    Environment - Create at Region_049 <gen> the weather effect Northrend Snow (Light)
    Environment - Create at SC1 <gen> the weather effect Northrend Snow (Light)
    Environment - Create at SC2 <gen> the weather effect Northrend Snow (Light)
    Environment - Create at SC3 <gen> the weather effect Northrend Snow (Light)
    Environment - Create at ST1 <gen> the weather effect Northrend Snow (Light)
    Environment - Create at ST2 <gen> the weather effect Northrend Snow (Light)
    Environment - Create at ST3 <gen> the weather effect Northrend Snow (Light)
    Trigger - Turn off (This trigger)
Weather Snow Heavy
  Events
    Time - Every 3.00 seconds of game time
  Conditions
  Actions
    Environment - Create at Region_049 <gen> the weather effect Northrend Snow (Heavy)
    Environment - Create at SC1 <gen> the weather effect Northrend Snow (Heavy)
    Environment - Create at SC2 <gen> the weather effect Northrend Snow (Heavy)
    Environment - Create at SC3 <gen> the weather effect Northrend Snow (Heavy)
    Environment - Create at ST1 <gen> the weather effect Northrend Snow (Heavy)
    Environment - Create at ST2 <gen> the weather effect Northrend Snow (Heavy)
    Environment - Create at ST3 <gen> the weather effect Northrend Snow (Heavy)
    Trigger - Turn off (This trigger)
Weather Blizzard
  Events
    Time - Every 3.00 seconds of game time
  Conditions
  Actions
    Environment - Create at Region_049 <gen> the weather effect Northrend Blizzard
    Environment - Create at SC1 <gen> the weather effect Northrend Blizzard
    Environment - Create at SC2 <gen> the weather effect Northrend Blizzard
    Environment - Create at SC3 <gen> the weather effect Northrend Blizzard
    Environment - Create at ST1 <gen> the weather effect Northrend Blizzard
    Environment - Create at ST2 <gen> the weather effect Northrend Blizzard
    Environment - Create at ST3 <gen> the weather effect Northrend Blizzard
    Trigger - Turn off (This trigger)
Weather Light
  Events
    Time - Every 3.00 seconds of game time
  Conditions
  Actions
    Environment - Create at Region_049 <gen> the weather effect Rays Of Light
    Environment - Create at SC1 <gen> the weather effect Rays Of Light
    Environment - Create at SC2 <gen> the weather effect Rays Of Light
    Environment - Create at SC3 <gen> the weather effect Rays Of Light
    Environment - Create at ST1 <gen> the weather effect Rays Of Light
    Environment - Create at ST2 <gen> the weather effect Rays Of Light
    Environment - Create at ST3 <gen> the weather effect Rays Of Light
    Trigger - Turn off (This trigger)
Terrain
  Events
    Player - Player 2 (Blue) types a chat message containing -TT (stringnoformat) as An exact match
  Conditions
  Actions
    Game - Display to (All players) the text: Please insert integer beteewn 1 and 7
Terrain 1
  Events
    Player - Player 2 (Blue) types a chat message containing -TT 1 (stringnoformat) as An exact match
  Conditions
  Actions
    Environment - Change terrain type at (Center of Region_049 <gen>) to Lordaeron Summer - Rock using variation -1 in an area of size 1 and shape Circle
    Trigger - Turn off Terrain <gen>
    Trigger - Turn off Terrain_7 <gen>
    Trigger - Turn off Terrain_6 <gen>
    Trigger - Turn off Terrain_5 <gen>
    Trigger - Turn off Terrain_4 <gen>
    Trigger - Turn off Terrain_3 <gen>
    Trigger - Turn off Terrain_2 <gen>
    Trigger - Turn off Terrain_1 <gen>
    Trigger - Turn off (This trigger)
Terrain 2
  Events
    Player - Player 2 (Blue) types a chat message containing -TT 2 (stringnoformat) as An exact match
  Conditions
  Actions
    Environment - Change terrain type at (Center of Region_049 <gen>) to Lordaeron Summer - Grass using variation -1 in an area of size 1 and shape Circle
    Trigger - Turn off Terrain <gen>
    Trigger - Turn off Terrain_7 <gen>
    Trigger - Turn off Terrain_6 <gen>
    Trigger - Turn off Terrain_5 <gen>
    Trigger - Turn off Terrain_4 <gen>
    Trigger - Turn off Terrain_3 <gen>
    Trigger - Turn off Terrain_2 <gen>
    Trigger - Turn off Terrain_1 <gen>
    Trigger - Turn off (This trigger)
Terrain 3
  Events
    Player - Player 2 (Blue) types a chat message containing -TT 3 (stringnoformat) as An exact match
  Conditions
  Actions
    Environment - Change terrain type at (Center of Region_049 <gen>) to Lordaeron Winter - Snow using variation -1 in an area of size 1 and shape Circle
    Trigger - Turn off Terrain <gen>
    Trigger - Turn off Terrain_7 <gen>
    Trigger - Turn off Terrain_6 <gen>
    Trigger - Turn off Terrain_5 <gen>
    Trigger - Turn off Terrain_4 <gen>
    Trigger - Turn off Terrain_3 <gen>
    Trigger - Turn off Terrain_2 <gen>
    Trigger - Turn off Terrain_1 <gen>
    Trigger - Turn off (This trigger)
Terrain 4
  Events
    Player - Player 2 (Blue) types a chat message containing -TT 4 (stringnoformat) as An exact match
  Conditions
  Actions
    Environment - Change terrain type at (Center of Region_049 <gen>) to Village - Dirt using variation -1 in an area of size 1 and shape Circle
    Trigger - Turn off Terrain <gen>
    Trigger - Turn off Terrain_7 <gen>
    Trigger - Turn off Terrain_6 <gen>
    Trigger - Turn off Terrain_5 <gen>
    Trigger - Turn off Terrain_4 <gen>
    Trigger - Turn off Terrain_3 <gen>
    Trigger - Turn off Terrain_2 <gen>
    Trigger - Turn off Terrain_1 <gen>
    Trigger - Turn off (This trigger)
Terrain 5
  Events
    Player - Player 2 (Blue) types a chat message containing -TT 5 (stringnoformat) as An exact match
  Conditions
  Actions
    Environment - Change terrain type at (Center of Region_049 <gen>) to Northrend - Ice using variation -1 in an area of size 1 and shape Circle
    Trigger - Turn off Terrain <gen>
    Trigger - Turn off Terrain_7 <gen>
    Trigger - Turn off Terrain_6 <gen>
    Trigger - Turn off Terrain_5 <gen>
    Trigger - Turn off Terrain_4 <gen>
    Trigger - Turn off Terrain_3 <gen>
    Trigger - Turn off Terrain_2 <gen>
    Trigger - Turn off Terrain_1 <gen>
    Trigger - Turn off (This trigger)
Terrain 6
  Events
    Player - Player 2 (Blue) types a chat message containing -TT 6 (stringnoformat) as An exact match
  Conditions
  Actions
    Environment - Change terrain type at (Center of Region_049 <gen>) to Cityscape - Brick using variation -1 in an area of size 1 and shape Circle
    Trigger - Turn off Terrain <gen>
    Trigger - Turn off Terrain_7 <gen>
    Trigger - Turn off Terrain_6 <gen>
    Trigger - Turn off Terrain_5 <gen>
    Trigger - Turn off Terrain_4 <gen>
    Trigger - Turn off Terrain_3 <gen>
    Trigger - Turn off Terrain_2 <gen>
    Trigger - Turn off Terrain_1 <gen>
    Trigger - Turn off (This trigger)
Terrain 7
  Events
    Player - Player 2 (Blue) types a chat message containing -TT 7 (stringnoformat) as An exact match
  Conditions
  Actions
    Environment - Change terrain type at (Center of Region_049 <gen>) to Icecrown Glacier - Rune Bricks Cliff using variation -1 in an area of size 1 and shape Circle
    Trigger - Turn off Terrain <gen>
    Trigger - Turn off Terrain_7 <gen>
    Trigger - Turn off Terrain_6 <gen>
    Trigger - Turn off Terrain_5 <gen>
    Trigger - Turn off Terrain_4 <gen>
    Trigger - Turn off Terrain_3 <gen>
    Trigger - Turn off Terrain_2 <gen>
    Trigger - Turn off Terrain_1 <gen>
    Trigger - Turn off (This trigger)
Player Hero
  Events
    Player - Player 2 (Blue)'s Available free Heroes becomes Not equal to 1.00
    Player - Player 3 (Teal)'s Available free Heroes becomes Not equal to 1.00
    Player - Player 4 (Purple)'s Available free Heroes becomes Not equal to 1.00
    Player - Player 5 (Yellow)'s Available free Heroes becomes Not equal to 1.00
    Player - Player 6 (Orange)'s Available free Heroes becomes Not equal to 1.00
    Player - Player 8 (Pink)'s Available free Heroes becomes Not equal to 1.00
    Player - Player 9 (Gray)'s Available free Heroes becomes Not equal to 1.00
    Player - Player 10 (Light Blue)'s Available free Heroes becomes Not equal to 1.00
    Player - Player 11 (Dark Green)'s Available free Heroes becomes Not equal to 1.00
    Player - Player 12 (Brown)'s Available free Heroes becomes Not equal to 1.00
  Conditions
  Actions
    Player - Limit training of Heroes to 1 for Player 2 (Blue)
    Player - Limit training of Heroes to 1 for Player 3 (Teal)
    Player - Limit training of Heroes to 1 for Player 4 (Purple)
    Player - Limit training of Heroes to 1 for Player 5 (Yellow)
    Player - Limit training of Heroes to 1 for Player 6 (Orange)
    Player - Limit training of Heroes to 1 for Player 8 (Pink)
    Player - Limit training of Heroes to 1 for Player 9 (Gray)
    Player - Limit training of Heroes to 1 for Player 10 (Light Blue)
    Player - Limit training of Heroes to 1 for Player 11 (Dark Green)
    Player - Limit training of Heroes to 1 for Player 12 (Brown)
Player Handicap
  Events
    Player - Player 2 (Blue) Selects a unit
    Player - Player 3 (Teal) Selects a unit
    Player - Player 4 (Purple) Selects a unit
    Player - Player 5 (Yellow) Selects a unit
    Player - Player 6 (Orange) Selects a unit
    Player - Player 8 (Pink) Selects a unit
    Player - Player 9 (Gray) Selects a unit
    Player - Player 10 (Light Blue) Selects a unit
    Player - Player 11 (Dark Green) Selects a unit
    Player - Player 12 (Brown) Selects a unit
  Conditions
  Actions
    Player - Set Player 2 (Blue) handicap to 100%
    Player - Set Player 3 (Teal) handicap to 100%
    Player - Set Player 4 (Purple) handicap to 100%
    Player - Set Player 5 (Yellow) handicap to 100%
    Player - Set Player 6 (Orange) handicap to 100%
    Player - Set Player 8 (Pink) handicap to 100%
    Player - Set Player 9 (Gray) handicap to 100%
    Player - Set Player 10 (Light Blue) handicap to 100%
    Player - Set Player 11 (Dark Green) handicap to 100%
    Player - Set Player 12 (Brown) handicap to 100%
    Player - Limit training of Heroes to 1 for Player 2 (Blue)
    Player - Limit training of Heroes to 1 for Player 3 (Teal)
    Player - Limit training of Heroes to 1 for Player 4 (Purple)
    Player - Limit training of Heroes to 1 for Player 5 (Yellow)
    Player - Limit training of Heroes to 1 for Player 6 (Orange)
    Player - Limit training of Heroes to 1 for Player 8 (Pink)
    Player - Limit training of Heroes to 1 for Player 9 (Gray)
    Player - Limit training of Heroes to 1 for Player 10 (Light Blue)
    Player - Limit training of Heroes to 1 for Player 11 (Dark Green)
    Player - Limit training of Heroes to 1 for Player 12 (Brown)
Change the total Heroes for Sentinel (Ran_Total_Sent).
Then change the Heroes in the array.

You MUST add every custom hero to menu: Advanced / Gameplay constants:
Techtree - Dependency Equivalents - Hero : ADD ALL THERE.
Sentinel Heroes
  Events
  Conditions
  Actions
    -------- Sentinel Heroes --------
    Set VariableSet RandomTotal_Sentinel = 42
    Set VariableSet Heroes_Sentinel[1] = Light Wisp
    Set VariableSet Heroes_Sentinel[2] = Dendroid Solider
    Set VariableSet Heroes_Sentinel[3] = Battle Guardian
    Set VariableSet Heroes_Sentinel[4] = Mountain Berserker
    Set VariableSet Heroes_Sentinel[5] = Poison Skitter
    Set VariableSet Heroes_Sentinel[6] = Bazooka Sniper
    Set VariableSet Heroes_Sentinel[7] = Tortoise Golem
    Set VariableSet Heroes_Sentinel[8] = Marine Shooter
    Set VariableSet Heroes_Sentinel[9] = Orc Slayer
    Set VariableSet Heroes_Sentinel[10] = Groove Protector
    Set VariableSet Heroes_Sentinel[11] = Druid of the Wind
    Set VariableSet Heroes_Sentinel[12] = Mightdog
    Set VariableSet Heroes_Sentinel[13] = Spymaster
    Set VariableSet Heroes_Sentinel[14] = Runner Sprinter
    Set VariableSet Heroes_Sentinel[15] = Loyal Zergling
    Set VariableSet Heroes_Sentinel[16] = Owl Spirit
    Set VariableSet Heroes_Sentinel[17] = Vandicator
    Set VariableSet Heroes_Sentinel[18] = Aura Bearer
    Set VariableSet Heroes_Sentinel[19] = Ancient Treant
    Set VariableSet Heroes_Sentinel[20] = Bandit Leader
    Set VariableSet Heroes_Sentinel[21] = Minotaur Guard
    Set VariableSet Heroes_Sentinel[22] = Wyrm Monger
    Set VariableSet Heroes_Sentinel[23] = Dile Snapper
    Set VariableSet Heroes_Sentinel[24] = Fulborg Tiger
    Set VariableSet Heroes_Sentinel[25] = Beast Tamer
    Set VariableSet Heroes_Sentinel[26] = Jungle Assaulter
    Set VariableSet Heroes_Sentinel[27] = Dragon Stormurner
    Set VariableSet Heroes_Sentinel[28] = Magi Lair
    Set VariableSet Heroes_Sentinel[29] = Sharpshooter
    Set VariableSet Heroes_Sentinel[30] = Paladin
    Set VariableSet Heroes_Sentinel[31] = Moon Warden
    Set VariableSet Heroes_Sentinel[32] = Flame-Seeker
    Set VariableSet Heroes_Sentinel[33] = Queen Naga's
    Set VariableSet Heroes_Sentinel[34] = Windarge Lord
    Set VariableSet Heroes_Sentinel[35] = Beastmaster
    Set VariableSet Heroes_Sentinel[36] = Cyber Robot
    Set VariableSet Heroes_Sentinel[37] = Arcmage
    Set VariableSet Heroes_Sentinel[38] = Shadow Dancer
    Set VariableSet Heroes_Sentinel[39] = Dragonner Emperor
    Set VariableSet Heroes_Sentinel[40] = Night Huntress
    Set VariableSet Heroes_Sentinel[41] = Centaur Hunter
    Set VariableSet Heroes_Sentinel[42] = Night Elf Summoner
Change the total Heroes for Scourge (Ran_Total_Scrg).
Then change the Heroes in the array.

You MUST add every custom hero to menu: Advanced / Gameplay constants:
Techtree - Dependency Equivalents - Hero : ADD ALL THERE.
Scourge Heroes
  Events
  Conditions
  Actions
    -------- Scourge Heroes --------
    Set VariableSet RandomTotal_Scourge = 42
    Set VariableSet Heroes_Scourge[1] = Succubus Mistress
    Set VariableSet Heroes_Scourge[2] = Wraith Shade
    Set VariableSet Heroes_Scourge[3] = Umbra Mage
    Set VariableSet Heroes_Scourge[4] = Lord of Valhalla
    Set VariableSet Heroes_Scourge[5] = Android Ork
    Set VariableSet Heroes_Scourge[6] = Crypt Ghoul
    Set VariableSet Heroes_Scourge[7] = Vampire Lord
    Set VariableSet Heroes_Scourge[8] = High Necromancer
    Set VariableSet Heroes_Scourge[9] = Dracula King
    Set VariableSet Heroes_Scourge[10] = Temptress Incubus
    Set VariableSet Heroes_Scourge[11] = Monster
    Set VariableSet Heroes_Scourge[12] = Medusa Queen
    Set VariableSet Heroes_Scourge[13] = Venom Soul
    Set VariableSet Heroes_Scourge[14] = Gorgon Eye
    Set VariableSet Heroes_Scourge[15] = Ancient Mummy
    Set VariableSet Heroes_Scourge[16] = Shadow Phantom
    Set VariableSet Heroes_Scourge[17] = Black Avatar
    Set VariableSet Heroes_Scourge[18] = Plague Zombie
    Set VariableSet Heroes_Scourge[19] = Pit Lord
    Set VariableSet Heroes_Scourge[20] = Grave Beetle
    Set VariableSet Heroes_Scourge[21] = Hell Drake
    Set VariableSet Heroes_Scourge[22] = Volcano Vulcan
    Set VariableSet Heroes_Scourge[23] = Evilliar
    Set VariableSet Heroes_Scourge[24] = Skeleton Troops
    Set VariableSet Heroes_Scourge[25] = Archlich
    Set VariableSet Heroes_Scourge[26] = Dread Knight
    Set VariableSet Heroes_Scourge[27] = Bone Dragon
    Set VariableSet Heroes_Scourge[28] = Frost Banshee
    Set VariableSet Heroes_Scourge[29] = Obsidian Gargoyle
    Set VariableSet Heroes_Scourge[30] = Wraith Wight
    Set VariableSet Heroes_Scourge[31] = Blood Harmed Fiend
    Set VariableSet Heroes_Scourge[32] = Alien Minion
    Set VariableSet Heroes_Scourge[33] = Devil Assassin
    Set VariableSet Heroes_Scourge[34] = Fel Dawn-Hunter
    Set VariableSet Heroes_Scourge[35] = Carrion Spiderling
    Set VariableSet Heroes_Scourge[36] = Soul Trainer
    Set VariableSet Heroes_Scourge[37] = Revenant of the Disease
    Set VariableSet Heroes_Scourge[38] = Necro Rebirth
    Set VariableSet Heroes_Scourge[39] = Skeletal Avenger
    Set VariableSet Heroes_Scourge[40] = Skull Wizard
    Set VariableSet Heroes_Scourge[41] = Bone Scout
    Set VariableSet Heroes_Scourge[42] = Undead Sprites
Don't touch this.
Heroes General Setup
  Events
  Conditions
  Actions
    Set VariableSet LoopRandom = 0
    Game Cache - Create a game cache from WOAR V4.32 (stringnoformat)
    For each (Integer A) from 1 to RandomTotal_Sentinel, do (Actions)
      Loop - Actions
        Set VariableSet RandomData_Sentinel[(Integer A)] = (Integer A)
        Set VariableSet LoopRandom = (LoopRandom + 1)
        Set VariableSet Heroes_All[LoopRandom] = Heroes_Sentinel[(Integer A)]
        Game Cache - Store LoopRandom as (String(Heroes_Sentinel[(Integer A)])) of All (stringnoformat) in (Last created game cache)
        Game Cache - Store (Integer A) as (String(Heroes_Sentinel[(Integer A)])) of Sentinel (stringnoformat) in (Last created game cache)
        Set VariableSet RandomData_All[LoopRandom] = LoopRandom
    For each (Integer A) from 1 to RandomTotal_Scourge, do (Actions)
      Loop - Actions
        Set VariableSet RandomData_Scourge[(Integer A)] = (Integer A)
        Set VariableSet LoopRandom = (LoopRandom + 1)
        Set VariableSet Heroes_All[LoopRandom] = Heroes_Scourge[(Integer A)]
        Game Cache - Store LoopRandom as (String(Heroes_Scourge[(Integer A)])) of All (stringnoformat) in (Last created game cache)
        Game Cache - Store (Integer A) as (String(Heroes_Scourge[(Integer A)])) of Scourge (stringnoformat) in (Last created game cache)
        Set VariableSet RandomData_All[LoopRandom] = LoopRandom
    Set VariableSet RandomTotal_All = (RandomTotal_Sentinel + RandomTotal_Scourge)
Setup Players
  Events
  Conditions
  Actions
    -------- All players --------
    Set VariableSet Players = (All players matching ((((Matching player) controller) Equal to User) and (((Matching player) slot status) Equal to Is playing)).)
    Set VariableSet LastHeroStanding = (All players matching ((((Matching player) controller) Equal to User) and (((Matching player) slot status) Equal to Is playing)).)
    Set VariableSet PlayersCount = (Number of players in Players)
    Player Group - Pick every player in Players and do (Actions)
      Loop - Actions
        Player - Set (Picked player).Current gold to Player_Starting_Gold
        Player - Set (Picked player).Food cap to 6
    -------- Sentinel --------
    Set VariableSet PlayersSentinel = (All allies of Player 1 (Red).)
    Player Group - Remove Player 1 (Red) from PlayersSentinel.
    Set VariableSet PlayersSentinelCount = (Number of players in PlayersSentinel)
    Set VariableSet PlayersSentinelReverse = (All allies of Player 1 (Red).)
    Player Group - Remove Player 1 (Red) from PlayersSentinelReverse.
    Set VariableSet PlayersSentinelPlaying = (All allies of Player 1 (Red).)
    Player Group - Remove Player 1 (Red) from PlayersSentinelPlaying.
    -------- Scourge --------
    Set VariableSet PlayersScourge = (All allies of Player 7 (Green).)
    Player Group - Remove Player 7 (Green) from PlayersScourge.
    Set VariableSet PlayersScourgeCount = (Number of players in PlayersScourge)
    Set VariableSet PlayersScourgeReverse = (All allies of Player 7 (Green).)
    Player Group - Remove Player 7 (Green) from PlayersScourgeReverse.
    Set VariableSet PlayersScourgePlaying = (All allies of Player 7 (Green).)
    Player Group - Remove Player 7 (Green) from PlayersScourgePlaying.
    -------- General --------
    Player - Turn Gives bounty On for Player 1 (Red)
    Player - Turn Gives bounty On for Player 2 (Blue)
    Player - Turn Gives bounty On for Player 3 (Teal)
    Player - Turn Gives bounty On for Player 4 (Purple)
    Player - Turn Gives bounty On for Player 5 (Yellow)
    Player - Turn Gives bounty On for Player 6 (Orange)
    Player - Turn Gives bounty On for Player 7 (Green)
    Player - Turn Gives bounty On for Player 8 (Pink)
    Player - Turn Gives bounty On for Player 9 (Gray)
    Player - Turn Gives bounty On for Player 10 (Light Blue)
    Player - Turn Gives bounty On for Player 11 (Dark Green)
    Player - Turn Gives bounty On for Player 12 (Brown)
    Player - Turn Gives bounty On for Neutral Hostile
Player Colors
  Events
  Conditions
  Actions
    Set VariableSet Player_Colors[1] = |c00ff0303
    Set VariableSet Player_Colors[2] = |c000042ff
    Set VariableSet Player_Colors[3] = |c001ce6b9
    Set VariableSet Player_Colors[4] = |c00540081
    Set VariableSet Player_Colors[5] = |c00fffc01
    Set VariableSet Player_Colors[6] = |c00ff8000
    Set VariableSet Player_Colors[7] = |c0020c000
    Set VariableSet Player_Colors[8] = |c00e55bb0
    Set VariableSet Player_Colors[9] = |c00959697
    Set VariableSet Player_Colors[10] = |c007ebff1
    Set VariableSet Player_Colors[11] = |c00106246
    Set VariableSet Player_Colors[12] = |c004e2a04
    For each (Integer A) from 1 to 12, do (Actions)
      Loop - Actions
        Set VariableSet PlayerNames[(Integer A)] = ((Player_Colors[(Integer A)] + (Name of (Player((Integer A))))) + |r)
At 15 seconds, the heroes are available.

Turn on random, and repick.

Turn off allrandom.
Turn off allpick.
Turn off reverse.
Time is 15 seconds
  Events
    Time - Elapsed game time is 15.00 seconds
  Conditions
  Actions
    Trigger - Turn on Random_Sentinel <gen>
    Trigger - Turn on Random_Scourge <gen>
    Trigger - Turn on Random_All_Heroes <gen>
    Trigger - Turn off Ra <gen>
    -------- - --------
    Trigger - Turn on Repick_Sentinel <gen>
    Trigger - Turn on Repick_Scourge <gen>
    Trigger - Turn on Repick_All_Heroes <gen>
    -------- - --------
    Trigger - Turn off Command_All_Pick <gen>
    Trigger - Turn off Command_All_Random <gen>
    Trigger - Turn off Command_Reverse <gen>
    Trigger - Turn off Command_Multiboard_Deaths <gen>
At 45 seconds, you can't random or repick anymore. You're stuck with your Hero.

Turn off random.
Turn off repick.
Game mode can not be changed anymore.
Time is 45 seconds
  Events
    Time - Elapsed game time is 45.00 seconds
  Conditions
  Actions
    Trigger - Turn off Random_Sentinel <gen>
    Trigger - Turn off Random_Scourge <gen>
    Trigger - Turn off Random_All_Heroes <gen>
    -------- - --------
    Trigger - Turn off Repick_Sentinel <gen>
    Trigger - Turn off Repick_Scourge <gen>
    Trigger - Turn off Repick_All_Heroes <gen>
    -------- - --------
    Trigger - Turn off Command_Super_Creeps <gen>
    Trigger - Turn off Command_Item_Drop <gen>
    Trigger - Turn off Command_Death_Match <gen>
    Trigger - Turn off Command_Short_Mode <gen>
    Trigger - Turn off Command_Uber <gen>
    Trigger - Turn off Command_Godcast <gen>
    -------- - --------
    Trigger - Turn on Free_Gold <gen>
Turn On Spawns
  Events
    Time - Elapsed game time is 40.00 seconds
  Conditions
  Actions
    Trigger - Turn on Spawn_Scourge <gen>
    Trigger - Turn on Spawn_Sentinel <gen>
    Trigger - Turn on Supers_Creeps_Spawn <gen>
Enable picking from either Tavern.
Command All Pick
  Events
    Player - Player 2 (Blue) types a chat message containing -ap (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -allpick (stringnoformat) as An exact match
  Conditions
    GameMode Equal to MODE_Normal
  Actions
    Set VariableSet GameMode = MODE_AllRandom_AllPick
    Game - Display to (All players) the text: All pick mode enabled. You may pick from any Hero Tavern.
    Player Group - Pick every player in PlayersSentinel and do (Actions)
      Loop - Actions
        Unit - Create 1.Zone Indicator (second) for (Picked player) at (Center of Allpick_Scourge <gen>) facing Default building facing degrees
    Player Group - Pick every player in PlayersScourge and do (Actions)
      Loop - Actions
        Unit - Create 1.Zone Indicator (second) for (Picked player) at (Center of Allpick_Sentinel <gen>) facing Default building facing degrees
Command Skilltalk
  Events
    Player - Player 2 (Blue) types a chat message containing -st (stringnoformat) as An exact match
  Conditions
  Actions
    Trigger - Turn on Skilltalk <gen>
    Trigger - Turn off (This trigger)
Cms
  Events
    Player - Player 2 (Blue) types a chat message containing -cms (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -cms (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -cms (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -cms (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -cms (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing -cms (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -cms (stringnoformat) as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -cms (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -cms (stringnoformat) as An exact match
    Player - Player 12 (Brown) types a chat message containing -cms (stringnoformat) as An exact match
  Conditions
  Actions
    Game - Display to (Player group((Triggering player))) the text: (Player_Colors[(Player number of (Triggering player))] + ((Name of (Picked unit)) + (|r movement speed is + (String((Current movement speed of (Picked unit)), 4, 3)))))
Ra
  Events
    Player - Player 2 (Blue) types a chat message containing -Ra (stringnoformat) as An exact match
  Conditions
  Actions
    Set VariableSet GameMode = MODE_AllRandom_AllPick
    Player Group - Pick every player in Players and do (Actions)
      Loop - Actions
        Set VariableSet Random_Hero = (Random integer number between 1 and RandomTotal_All)
        If ((Player 2 (Blue) slot status) Equal to Is playing) then do (Create 1.Heroes_All[(Random integer number between 1 and RandomTotal_All)] 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.Heroes_All[(Random integer number between 1 and RandomTotal_All)] 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.Heroes_All[(Random integer number between 1 and RandomTotal_All)] 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.Heroes_All[(Random integer number between 1 and RandomTotal_All)] 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.Heroes_All[(Random integer number between 1 and RandomTotal_All)] for Player 6 (Orange) at (Player 6 (Orange) 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.Heroes_All[(Random integer number between 1 and RandomTotal_All)] 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.Heroes_All[(Random integer number between 1 and RandomTotal_All)] for Player 9 (Gray) at (Player 9 (Gray) start location) facing Default building facing degrees) else do (Do nothing)
        If ((Player 10 (Light Blue) slot status) Equal to Is playing) then do (Create 1.Heroes_All[(Random integer number between 1 and RandomTotal_All)] for Player 10 (Light Blue) at (Player 10 (Light Blue) start location) facing Default building facing degrees) else do (Do nothing)
        If ((Player 11 (Dark Green) slot status) Equal to Is playing) then do (Create 1.Heroes_All[(Random integer number between 1 and RandomTotal_All)] for Player 11 (Dark Green) at (Player 11 (Dark Green) start location) facing Default building facing degrees) else do (Do nothing)
        If ((Player 12 (Brown) slot status) Equal to Is playing) then do (Create 1.Heroes_All[(Random integer number between 1 and RandomTotal_All)] for Player 12 (Brown) at (Player 12 (Brown) start location) facing Default building facing degrees) else do (Do nothing)
        Quest - Display to (All enemies of (Picked player).) the Hint message: (A player has randomed + (Name of (Last created unit)))
        Set VariableSet Player_Already_Picked[(Player number of (Picked player))] = (Player_Already_Picked[(Player number of (Picked player))] + 1)
        Player Group - Pick every player in Players and do (Actions)
          Loop - Actions
            Player - Make (Unit-type of (Last created unit)) Unavailable for training/construction by (Picked player)
        Set VariableSet RandomData_All[Random_Hero] = RandomData_All[RandomTotal_All]
        Set VariableSet RandomTotal_All = (RandomTotal_All - 1)
    Unit - Remove Select Unit from Sentinel Tavern 0064 <gen>
    Unit - Remove Select Unit from Scourge Tavern 0065 <gen>
    Unit - Remove Select Unit from Undead Tavern 0150 <gen>
    Unit - Remove Select Unit from Groove Tavern 0149 <gen>
    Unit - Remove Select Unit from Demoness Tavern 0158 <gen>
    Unit - Remove Select Unit from Fortress Tavern 0157 <gen>
    Unit - Remove Select Unit from Stronghold Tavern 0181 <gen>
    Unit - Remove Select Unit from Darkness Tavern 0182 <gen>
    Trigger - Turn off Hide <gen>
ML
  Events
    Player - Player 2 (Blue) types a chat message containing -ML (stringnoformat) as An exact match
  Conditions
  Actions
    Hero - Set (Leveling Hero) Hero-level to 25, Show level-up graphics
Ct
  Events
    Player - Player 2 (Blue) types a chat message containing -ct (stringnoformat) as An exact match
  Conditions
  Actions
    Trigger - Turn on ChatTalk <gen>
    Trigger - Turn off (This trigger)
This command chooses random Heroes for every player.
Command All Random
  Events
    Player - Player 2 (Blue) types a chat message containing -ar (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -ar (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -ar (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -ar (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -ar (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing -ar (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -ar (stringnoformat) as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -ar (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -ar (stringnoformat) as An exact match
    Player - Player 12 (Brown) types a chat message containing -ar (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -allrandom (stringnoformat) as An exact match
  Conditions
    GameMode Equal to MODE_Normal
  Actions
    Set VariableSet GameMode = MODE_AllRandom_AllPick
    Quest - Display to Players the Secret message: All random mode enabled. Each player receives a random Hero.
    Player Group - Pick every player in Players and do (Actions)
      Loop - Actions
        Set VariableSet Random_Hero = (Random integer number between 1 and RandomTotal_All)
        Unit - Create 1.Heroes_All[RandomData_All[Random_Hero]] for (Picked player) at ((Picked player) start location) facing Default building facing degrees
        Quest - Display to (All enemies of (Picked player).) the Hint message: (A player has randomed + (Name of (Last created unit)))
        Set VariableSet Player_Already_Picked[(Player number of (Picked player))] = (Player_Already_Picked[(Player number of (Picked player))] + 1)
        Player Group - Pick every player in Players and do (Actions)
          Loop - Actions
            Player - Make (Unit-type of (Last created unit)) Unavailable for training/construction by (Picked player)
        Set VariableSet RandomData_All[Random_Hero] = RandomData_All[RandomTotal_All]
        Set VariableSet RandomTotal_All = (RandomTotal_All - 1)
Command Reverse
  Events
    Player - Player 2 (Blue) types a chat message containing -re (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -reverse (stringnoformat) as An exact match
  Conditions
    GameMode Equal to MODE_Normal
  Actions
    Set VariableSet GameMode = MODE_Reverse
    Quest - Display to Players the Secret message: Reverse mode. Pick your OPPONENTS' Heroes from any Tavern. You may not repick.
    Player Group - Pick every player in PlayersSentinel and do (Actions)
      Loop - Actions
        Unit - Create 1.Zone Indicator (second) for (Picked player) at (Center of Allpick_Scourge <gen>) facing Default building facing degrees
    Player Group - Pick every player in PlayersScourge and do (Actions)
      Loop - Actions
        Unit - Create 1.Zone Indicator (second) for (Picked player) at (Center of Allpick_Sentinel <gen>) facing Default building facing degrees
    For each (Integer A) from 1 to (PlayersSentinelCount - PlayersScourgeCount), do (Actions)
      Loop - Actions
        Set VariableSet Player = (Random player from PlayersSentinelReverse)
        Player Group - Remove Player from PlayersSentinelReverse.
        Player Group - Add Player to Odd_Man_Out
    For each (Integer A) from 1 to (PlayersScourgeCount - PlayersSentinelCount), do (Actions)
      Loop - Actions
        Set VariableSet Player = (Random player from PlayersScourgeReverse)
        Player Group - Remove Player from PlayersScourgeReverse.
        Player Group - Add Player to Odd_Man_Out
    If (PlayersSentinelCount Greater than PlayersScourgeCount) then do (Display to Players the text: Sentinel has more players. A random hero will be picked.) else do (Do nothing)
    If (PlayersScourgeCount Greater than PlayersSentinelCount) then do (Display to Players the text: Scourge has more players. A random hero will be picked.) else do (Do nothing)
    Player Group - Pick every player in Odd_Man_Out and do (Actions)
      Loop - Actions
        Set VariableSet Random_Hero = (Random integer number between 1 and RandomTotal_All)
        Unit - Create 1.Heroes_All[RandomData_All[Random_Hero]] for (Picked player) at ((Picked player) start location) facing Default building facing degrees
        Quest - Display to (All enemies of (Picked player).) the Hint message: (A player has randomed + (Name of (Last created unit)))
        Set VariableSet Player_Already_Picked[(Player number of (Picked player))] = (Player_Already_Picked[(Player number of (Picked player))] + 1)
        Player Group - Pick every player in Players and do (Actions)
          Loop - Actions
            Player - Make (Unit-type of (Last created unit)) Unavailable for training/construction by (Picked player)
        Player - Add -250 to (Picked player).Current gold
        Set VariableSet RandomData_All[Random_Hero] = RandomData_All[RandomTotal_All]
        Set VariableSet RandomTotal_All = (RandomTotal_All - 1)
Command Super Creeps
  Events
    Player - Player 2 (Blue) types a chat message containing -sc (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -supercreeps (stringnoformat) as An exact match
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Super_Creeps_On Equal to False
      Then - Actions
        Set VariableSet Super_Creeps_On = True
        Quest - Display to Players the Secret message: Super Creeps enabled! They will spawn randomly for both sides.
      Else - Actions
        Quest - Display to (Player group((Triggering player))) the Warning message: Super Creeps is already enabled...
Command Item Drop
  Events
    Player - Player 2 (Blue) types a chat message containing -id (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -itemdrop (stringnoformat) as An exact match
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Item_Drop <gen> is on) Equal to False
      Then - Actions
        Trigger - Turn on Item_Drop <gen>
        Quest - Display to Players the Secret message: Item Drop enabled. Dying Heroes will drop an item choosen at random.
      Else - Actions
        Quest - Display to (Player group((Triggering player))) the Warning message: Item Drop is already enabled...
Command Death Match
  Events
    Player - Player 2 (Blue) types a chat message containing -dm (stringnoformat) as A substring
    Player - Player 2 (Blue) types a chat message containing -deathmatch (stringnoformat) as A substring
  Conditions
  Actions
    Set VariableSet TempInteger = 3
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Matched chat string) Equal to -dm
        (Length of (Entered chat string)) Greater than or equal to 4
      Then - Actions
        Set VariableSet TempInteger = (Integer((Substring((Entered chat string), 4, (Length of (Entered chat string))))))
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Matched chat string) Equal to -deathmatch
        (Length of (Entered chat string)) Greater than or equal to 13
      Then - Actions
        Set VariableSet TempInteger = (Integer((Substring((Entered chat string), 13, (Length of (Entered chat string))))))
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        TempInteger Less than 1
      Then - Actions
        Set VariableSet TempInteger = 3
      Else - Actions
    Quest - Display to Players the Secret message: (Death Match enabled. Each player has + ((String(TempInteger)) + Lives.))
    Player Group - Pick every player in Players and do (Actions)
      Loop - Actions
        Set VariableSet DeathMatch[(Player number of (Picked player))] = TempInteger
    Trigger - Turn on Death_Match <gen>
Command Short Mode
  Events
    Player - Player 2 (Blue) types a chat message containing -sm (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -shortmode (stringnoformat) as An exact match
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ShortMode_On Equal to True
      Then - Actions
        Quest - Display to (Player group((Triggering player))) the Warning message: Short Mode is already enabled...
      Else - Actions
        Set VariableSet ShortMode_On = True
        Quest - Display to Players the Secret message: Short Mode enabled.
        Player - Set Player 1 (Red) handicap to 75.00%
        Player - Set Player 7 (Green) handicap to 75.00%
        Player Group - Pick every player in Players and do (Actions)
          Loop - Actions
            Hero - Make (Picked player) Heroes gain 150.00% experience from future kills
Command Ultra Short Mode
  Events
    Player - Player 2 (Blue) types a chat message containing -usm (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -ultrashortmode (stringnoformat) as An exact match
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        UltraShortMode_On Equal to True
      Then - Actions
        Quest - Display to (Player group((Triggering player))) the Warning message: Ultra Short Mode is already enabled...
      Else - Actions
        Set VariableSet UltraShortMode_On = True
        Quest - Display to Players the Secret message: Ultra Short Mode enabled.
        Player - Set Player 1 (Red) handicap to 50.00%
        Player - Set Player 7 (Green) handicap to 50.00%
        Player Group - Pick every player in Players and do (Actions)
          Loop - Actions
            Hero - Make (Picked player) Heroes gain 175.00% experience from future kills
        Trigger - Turn on Uber_Mode <gen>
Command Uber
  Events
    Player - Player 2 (Blue) types a chat message containing -uber (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -shortmode (stringnoformat) as An exact match
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        UberMode_On Equal to True
      Then - Actions
        Quest - Display to (Player group((Triggering player))) the Warning message: Uber Mode is already enabled...
      Else - Actions
        Set VariableSet UberMode_On = True
        Trigger - Turn on Uber_Mode <gen>
        Quest - Display to Players the Secret message: Uber Mode enabled.
Command Multiboard Deaths
  Events
    Player - Player 2 (Blue) types a chat message containing -mb (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -multiboard (stringnoformat) as An exact match
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Multiboard_ShowDeaths Equal to True
      Then - Actions
        Set VariableSet Multiboard_ShowDeaths = False
        Quest - Display to (Player group((Triggering player))) the Secret message: Multiboard will not show Hero revival times.
      Else - Actions
        Set VariableSet Multiboard_ShowDeaths = True
        Quest - Display to (Player group((Triggering player))) the Secret message: Multiboard will show Hero revival times.
Command Godcast
  Events
    Player - Player 2 (Blue) types a chat message containing -godcast (stringnoformat) as An exact match
  Conditions
  Actions
    Trigger - Turn on Godcast <gen>
    Quest - Display to (All players) the Hint message: Godcast Enable Each Player Skill not has a Cooldown
ChatTalk
  Events
    Player - Player 2 (Blue) types a chat message containing (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing (stringnoformat) as An exact match
    Player - Player 10 (Light Blue) types a chat message containing (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing (stringnoformat) as An exact match
    Player - Player 12 (Brown) types a chat message containing (stringnoformat) as An exact match
  Conditions
  Actions
    Floating Text - Create floating text that reads (Entered chat string) above (Triggering unit) with Z offset 20.00, using font size 10, color (100%, 100%, 100%), and 20.00% transparency
    Trigger - Turn on Chatalkoff <gen>
Chatalkoff
  Events
    Time - Every 1.80 seconds of game time
  Conditions
  Actions
    Floating Text - Destroy (Last created floating text)
    Trigger - Turn off (This trigger)
Skilltalk
  Events
    Unit - A unit Begins casting an ability
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Floating Text - Create floating text that reads (Name of (Ability being cast)) above (Casting unit) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 10.00% transparency
    Floating Text - Set the velocity of (Last created floating text) to 64 towards 60.00 degrees
    Trigger - Turn on Talkon <gen>
    Trigger - Turn off (This trigger)
Talkon
  Events
    Time - Every 1.50 seconds of game time
  Conditions
  Actions
    Trigger - Turn on Destalk <gen>
    Trigger - Turn off (This trigger)
Destalk
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    Floating Text - Destroy (Last created floating text)
    Trigger - Turn on Skilltalk <gen>
    Trigger - Turn off (This trigger)
Godcast
  Events
    Unit - A unit Begins casting an ability
    Unit - A unit Finishes casting an ability
  Conditions
  Actions
    Unit - Reset ability cooldowns for (Casting unit).
    Unit - Set mana of (Casting unit) to 100%
Sentinel Tavern sells a Hero

Not using random. Not using allrandom.

Game mode 0: Standard play
Game mode 1: All pick or all random
Game mode 2: Reverse
Tavern Sentinel
  Events
    Unit - A unit Sells a unit
  Conditions
    GameMode Equal to MODE_Normal
    ((Sold unit) is A Hero) Equal to True
    ((Owner of (Sold unit)) is in PlayersSentinel.) Equal to True
  Actions
    Player Group - Pick every player in Players and do (Actions)
      Loop - Actions
        Player - Make (Unit-type of (Sold unit)) Unavailable for training/construction by (Picked player)
    Quest - Display to (All enemies of (Owner of (Sold unit)).) the Hint message: (A player has chosen + (Name of (Sold unit)))
    Set VariableSet RandomData_Sentinel[(Load (String((Unit-type of (Sold unit)))) of Sentinel from (Last created game cache))] = RandomData_Sentinel[RandomTotal_Sentinel]
    Set VariableSet RandomTotal_Sentinel = (RandomTotal_Sentinel - 1)
    Set VariableSet Player_Already_Picked[(Player number of (Owner of (Sold unit)))] = (Player_Already_Picked[(Player number of (Owner of (Sold unit)))] + 1)
Sentinel Tavern sells a Hero

Not using random. Not using allrandom.
Tavern Scourge
  Events
    Unit - A unit Sells a unit
  Conditions
    GameMode Equal to MODE_Normal
    ((Sold unit) is A Hero) Equal to True
    ((Owner of (Sold unit)) is in PlayersScourge.) Equal to True
  Actions
    Player Group - Pick every player in Players and do (Actions)
      Loop - Actions
        Player - Make (Unit-type of (Sold unit)) Unavailable for training/construction by (Picked player)
    Quest - Display to (All enemies of (Owner of (Sold unit)).) the Hint message: (A player has chosen + (Name of (Sold unit)))
    Set VariableSet RandomData_Scourge[(Load (String((Unit-type of (Sold unit)))) of Scourge from (Last created game cache))] = RandomData_Scourge[RandomTotal_Scourge]
    Set VariableSet RandomTotal_Scourge = (RandomTotal_Scourge - 1)
    Set VariableSet Player_Already_Picked[(Player number of (Owner of (Sold unit)))] = (Player_Already_Picked[(Player number of (Owner of (Sold unit)))] + 1)
Tavern All Heroes
  Events
    Unit - A unit Sells a unit
  Conditions
    GameMode Equal to MODE_AllRandom_AllPick
    ((Sold unit) is A Hero) Equal to True
  Actions
    Player Group - Pick every player in Players and do (Actions)
      Loop - Actions
        Player - Make (Unit-type of (Sold unit)) Unavailable for training/construction by (Picked player)
    Quest - Display to (All enemies of (Owner of (Sold unit)).) the Hint message: (A player has chosen + (Name of (Sold unit)))
    Set VariableSet RandomData_All[(Load (String((Unit-type of (Sold unit)))) of All from (Last created game cache))] = RandomData_All[RandomTotal_All]
    Set VariableSet RandomTotal_All = (RandomTotal_All - 1)
    Set VariableSet Player_Already_Picked[(Player number of (Owner of (Sold unit)))] = (Player_Already_Picked[(Player number of (Owner of (Sold unit)))] + 1)
Tavern All Heroes Reverse
  Events
    Unit - A unit Sells a unit
  Conditions
    GameMode Equal to MODE_Reverse
    ((Sold unit) is A Hero) Equal to True
  Actions
    Player Group - Pick every player in Players and do (Actions)
      Loop - Actions
        Player - Make (Unit-type of (Sold unit)) Unavailable for training/construction by (Picked player)
    Set VariableSet RandomData_All[(Load (String((Unit-type of (Sold unit)))) of All from (Last created game cache))] = RandomData_All[RandomTotal_All]
    Set VariableSet RandomTotal_All = (RandomTotal_All - 1)
    Player - Set (Owner of (Sold unit)).Available free Heroes to 0
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Owner of (Sold unit)) is in PlayersSentinel.) Equal to True
      Then - Actions
        Set VariableSet Player = (Random player from PlayersScourgeReverse)
        Player Group - Remove Player from PlayersScourgeReverse.
      Else - Actions
        Set VariableSet Player = (Random player from PlayersSentinelReverse)
        Player Group - Remove Player from PlayersSentinelReverse.
    Unit - Change ownership of (Sold unit) to Player and Change color
    Quest - Display to (All enemies of Player.) the Hint message: (A player has chosen + (Name of (Sold unit)))
    Set VariableSet Player_Already_Picked[(Player number of Player)] = (Player_Already_Picked[(Player number of Player)] + 1)
Random Sentinel
  Events
    Player - Player 2 (Blue) types a chat message containing -random (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -random (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -random (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -random (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -random (stringnoformat) as An exact match
  Conditions
    GameMode Equal to MODE_Normal
    Player_Already_Picked[(Player number of (Triggering player))] Equal to 0
  Actions
    Set VariableSet Random_Hero = (Random integer number between 1 and RandomTotal_Sentinel)
    Unit - Create 1.Heroes_Sentinel[RandomData_Sentinel[Random_Hero]] for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
    Quest - Display to (All enemies of (Triggering player).) the Hint message: (A player has randomed + (Name of (Last created unit)))
    Set VariableSet Player_Already_Picked[(Player number of (Triggering player))] = (Player_Already_Picked[(Player number of (Triggering player))] + 1)
    Player Group - Pick every player in Players and do (Actions)
      Loop - Actions
        Player - Make (Unit-type of (Last created unit)) Unavailable for training/construction by (Picked player)
    Set VariableSet RandomData_Sentinel[Random_Hero] = RandomData_Sentinel[RandomTotal_Sentinel]
    Set VariableSet RandomTotal_Sentinel = (RandomTotal_Sentinel - 1)
Random Scourge
  Events
    Player - Player 8 (Pink) types a chat message containing -random (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -random (stringnoformat) as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -random (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -random (stringnoformat) as An exact match
    Player - Player 12 (Brown) types a chat message containing -random (stringnoformat) as An exact match
  Conditions
    GameMode Equal to MODE_Normal
    Player_Already_Picked[(Player number of (Triggering player))] Equal to 0
  Actions
    Set VariableSet Random_Hero = (Random integer number between 1 and RandomTotal_Scourge)
    Unit - Create 1.Heroes_Scourge[RandomData_Scourge[Random_Hero]] for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
    Quest - Display to (All enemies of (Triggering player).) the Hint message: (A player has randomed + (Name of (Last created unit)))
    Set VariableSet Player_Already_Picked[(Player number of (Triggering player))] = (Player_Already_Picked[(Player number of (Triggering player))] + 1)
    Player Group - Pick every player in Players and do (Actions)
      Loop - Actions
        Player - Make (Unit-type of (Last created unit)) Unavailable for training/construction by (Picked player)
    Set VariableSet RandomData_Scourge[Random_Hero] = RandomData_Scourge[RandomTotal_Scourge]
    Set VariableSet RandomTotal_Scourge = (RandomTotal_Scourge - 1)
Random All Heroes
  Events
    Player - Player 2 (Blue) types a chat message containing -random (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -random (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -random (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -random (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -random (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing -random (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -random (stringnoformat) as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -random (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -random (stringnoformat) as An exact match
    Player - Player 12 (Brown) types a chat message containing -random (stringnoformat) as An exact match
  Conditions
    GameMode Equal to MODE_AllRandom_AllPick
    Player_Already_Picked[(Player number of (Triggering player))] Equal to 0
  Actions
    Set VariableSet Random_Hero = (Random integer number between 1 and RandomTotal_All)
    Unit - Create 1.Heroes_All[RandomData_All[Random_Hero]] for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
    Quest - Display to (All enemies of (Triggering player).) the Hint message: (A player has randomed + (Name of (Last created unit)))
    Set VariableSet Player_Already_Picked[(Player number of (Triggering player))] = (Player_Already_Picked[(Player number of (Triggering player))] + 1)
    Player Group - Pick every player in Players and do (Actions)
      Loop - Actions
        Player - Make (Unit-type of (Last created unit)) Unavailable for training/construction by (Picked player)
    Set VariableSet RandomData_All[Random_Hero] = RandomData_All[RandomTotal_All]
    Set VariableSet RandomTotal_All = (RandomTotal_All - 1)
Repick Sentinel
  Events
    Player - Player 2 (Blue) types a chat message containing -repick (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -repick (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -repick (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -repick (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -repick (stringnoformat) as An exact match
  Conditions
    GameMode Equal to MODE_Normal
    Player_Already_Picked[(Player number of (Triggering player))] Equal to 1
  Actions
    Quest - Display to (All enemies of (Triggering player).) the Hint message: A player has repicked!
    Unit Group - Pick every unit in (Units owned by (Triggering player) matching (((Matching unit) is A Hero) Equal to True).) and do (Actions)
      Loop - Actions
        Set VariableSet RandomTotal_Sentinel = (RandomTotal_Sentinel + 1)
        Set VariableSet RandomData_Sentinel[RandomTotal_Sentinel] = (Load (String((Unit-type of (Picked unit)))) of Sentinel from (Last created game cache))
        Player Group - Pick every player in Players and do (Actions)
          Loop - Actions
            Player - Make (Unit-type of (Picked unit)) Available for training/construction by (Picked player)
        Unit - Remove (Picked unit) from the game
    Set VariableSet Player_Already_Picked[(Player number of (Triggering player))] = (Player_Already_Picked[(Player number of (Triggering player))] + 1)
    Player - Add Repick_Cost_Ammount to (Triggering player).Current gold
    If (RandomTotal_Sentinel Greater than 1) then do (Set VariableSet Random_Hero = (Random integer number between 1 and (RandomTotal_Sentinel - 1))) else do (Set VariableSet Random_Hero = 1)
    Unit - Create 1.Heroes_Sentinel[RandomData_Sentinel[Random_Hero]] for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
    Quest - Display to (All enemies of (Triggering player).) the Hint message: (A player has randomed + (Name of (Last created unit)))
    Player Group - Pick every player in Players and do (Actions)
      Loop - Actions
        Player - Make (Unit-type of (Last created unit)) Unavailable for training/construction by (Picked player)
    Set VariableSet RandomData_Sentinel[Random_Hero] = RandomData_Sentinel[RandomTotal_Sentinel]
    Set VariableSet RandomTotal_Sentinel = (RandomTotal_Sentinel - 1)
Repick Scourge
  Events
    Player - Player 8 (Pink) types a chat message containing -repick (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -repick (stringnoformat) as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -repick (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -repick (stringnoformat) as An exact match
    Player - Player 12 (Brown) types a chat message containing -repick (stringnoformat) as An exact match
  Conditions
    GameMode Equal to MODE_Normal
    Player_Already_Picked[(Player number of (Triggering player))] Equal to 1
  Actions
    Quest - Display to (All enemies of (Triggering player).) the Hint message: A player has repicked!
    Unit Group - Pick every unit in (Units owned by (Triggering player) matching (((Matching unit) is A Hero) Equal to True).) and do (Actions)
      Loop - Actions
        Set VariableSet RandomTotal_Scourge = (RandomTotal_Scourge + 1)
        Set VariableSet RandomData_Scourge[RandomTotal_Scourge] = (Load (String((Unit-type of (Picked unit)))) of Scourge from (Last created game cache))
        Player Group - Pick every player in Players and do (Actions)
          Loop - Actions
            Player - Make (Unit-type of (Picked unit)) Available for training/construction by (Picked player)
        Unit - Remove (Picked unit) from the game
    Set VariableSet Player_Already_Picked[(Player number of (Triggering player))] = (Player_Already_Picked[(Player number of (Triggering player))] + 1)
    Player - Add Repick_Cost_Ammount to (Triggering player).Current gold
    If (RandomTotal_Scourge Greater than 1) then do (Set VariableSet Random_Hero = (Random integer number between 1 and (RandomTotal_Scourge - 1))) else do (Set VariableSet Random_Hero = 1)
    Unit - Create 1.Heroes_Scourge[RandomData_Scourge[Random_Hero]] for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
    Quest - Display to (All enemies of (Triggering player).) the Hint message: (A player has randomed + (Name of (Last created unit)))
    Player Group - Pick every player in Players and do (Actions)
      Loop - Actions
        Player - Make (Unit-type of (Last created unit)) Unavailable for training/construction by (Picked player)
    Set VariableSet RandomData_Scourge[Random_Hero] = RandomData_Scourge[RandomTotal_Scourge]
    Set VariableSet RandomTotal_Scourge = (RandomTotal_Scourge - 1)
Repick All Heroes
  Events
    Player - Player 2 (Blue) types a chat message containing -repick (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -repick (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -repick (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -repick (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -repick (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing -repick (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -repick (stringnoformat) as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -repick (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -repick (stringnoformat) as An exact match
    Player - Player 12 (Brown) types a chat message containing -repick (stringnoformat) as An exact match
  Conditions
    GameMode Equal to MODE_AllRandom_AllPick
    Player_Already_Picked[(Player number of (Triggering player))] Equal to 1
  Actions
    Quest - Display to (All enemies of (Triggering player).) the Hint message: A player has repicked!
    Unit Group - Pick every unit in (Units owned by (Triggering player) matching (((Matching unit) is A Hero) Equal to True).) and do (Actions)
      Loop - Actions
        Set VariableSet RandomTotal_All = (RandomTotal_All + 1)
        Set VariableSet RandomData_All[RandomTotal_All] = (Load (String((Unit-type of (Picked unit)))) of All from (Last created game cache))
        Player Group - Pick every player in Players and do (Actions)
          Loop - Actions
            Player - Make (Unit-type of (Picked unit)) Available for training/construction by (Picked player)
        Unit - Remove (Picked unit) from the game
    Set VariableSet Player_Already_Picked[(Player number of (Triggering player))] = (Player_Already_Picked[(Player number of (Triggering player))] + 1)
    Player - Add Repick_Cost_Ammount to (Triggering player).Current gold
    If (RandomTotal_All Greater than 1) then do (Set VariableSet Random_Hero = (Random integer number between 1 and (RandomTotal_All - 1))) else do (Set VariableSet Random_Hero = 1)
    Unit - Create 1.Heroes_All[RandomData_All[Random_Hero]] for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
    Quest - Display to (All enemies of (Triggering player).) the Hint message: (A player has randomed + (Name of (Last created unit)))
    Player Group - Pick every player in Players and do (Actions)
      Loop - Actions
        Player - Make (Unit-type of (Last created unit)) Unavailable for training/construction by (Picked player)
    Set VariableSet RandomData_All[Random_Hero] = RandomData_All[RandomTotal_All]
    Set VariableSet RandomTotal_All = (RandomTotal_All - 1)
Revive Hero
  Events
    Unit - A unit Dies
  Conditions
    ((Dying unit) is A Hero) Equal to True
  Actions
    Unit Group - Add (Dying unit) to RevivableHeroes
    Set VariableSet TempReal = (((Real((Hero level of (Dying unit)))) x Hero_Revive_Time_Factor) + 5.00)
    If (UberMode_On Equal to True) then do (Set VariableSet TempReal = (TempReal x 0.50)) else do (Do nothing)
    Countdown Timer - Start ReviveTimers[(Player number of (Owner of (Dying unit)))] as a One-shot timer that will expire in TempReal seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Multiboard_ShowDeaths Equal to False
      Then - Actions
        Countdown Timer - Create a timer window for (Last started timer) with title (Name of (Owner of (Dying unit)))
        Countdown Timer - Show (Last created timer window) for (Owner of (Dying unit))
        Set VariableSet RevivableTimersWindows[(Player number of (Owner of (Dying unit)))] = (Last created timer window)
      Else - Actions
Revive Hero Timer
  Events
    Time - ReviveTimers[2] expires
    Time - ReviveTimers[3] expires
    Time - ReviveTimers[4] expires
    Time - ReviveTimers[5] expires
    Time - ReviveTimers[6] expires
    Time - ReviveTimers[8] expires
    Time - ReviveTimers[9] expires
    Time - ReviveTimers[10] expires
    Time - ReviveTimers[11] expires
    Time - ReviveTimers[12] expires
  Conditions
  Actions
    Unit Group - Pick every unit in RevivableHeroes and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Remaining time for ReviveTimers[(Player number of (Owner of (Picked unit)))]) Less than 1.00
          Then - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                ((Owner of (Picked unit)) is in PlayersSentinel.) Equal to True
              Then - Actions
                Hero - Instantly revive (Picked unit) at (Center of HeroCreationSentinel <gen>), Show revival graphics
              Else - Actions
                Hero - Instantly revive (Picked unit) at (Center of HeroCreationScourge <gen>), Show revival graphics
          Else - Actions
Revive Hero Tavern
  Events
    Unit - A unit Finishes reviving
  Conditions
    ((Reviving Hero) is in RevivableHeroes.) Equal to True
  Actions
    Unit Group - Remove (Reviving Hero) from RevivableHeroes.
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Multiboard_ShowDeaths Equal to True
      Then - Actions
        Multiboard - Set the text for (Last created multiboard) item in column 2, row Multiboard_Spots[(Player number of (Owner of (Reviving Hero)))] to
      Else - Actions
        Countdown Timer - Destroy RevivableTimersWindows[(Player number of (Owner of (Reviving Hero)))]
    Camera - Pan camera for (Owner of (Reviving Hero)) to (Position of (Reviving Hero)) over 0.60 seconds
    Selection - Select (Reviving Hero) for (Owner of (Reviving Hero))
Move Heroes
  Events
    Unit - A unit enters SentinelTavernRect <gen>
    Unit - A unit enters ScourgeTavernRect <gen>
  Conditions
    (Unit-type of (Entering unit)) Not equal to Zone Indicator (second)
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Owner of (Entering unit)) is in PlayersSentinel.) Equal to True
      Then - Actions
        Unit - Move (Entering unit) instantly to (Center of HeroCreationSentinel <gen>)
      Else - Actions
        Unit - Move (Entering unit) instantly to (Center of HeroCreationScourge <gen>)
    Selection - Select (Entering unit) for (Owner of (Entering unit))
    Camera - Pan camera for (Owner of (Entering unit)) to (Position of (Entering unit)) over 1.00 seconds
Prevent Team Kill
  Events
    Unit - A unit Is attacked
  Conditions
    ((Owner of (Attacking unit)) is an ally of (Owner of (Attacked unit)).) Equal to True
    (Life of (Attacked unit)) Greater than 175.00
    ((Attacked unit) is A structure) Not equal to True
  Actions
    Unit - Order (Attacking unit) to Stop.
Deny
  Events
    Unit - A unit Is attacked
  Conditions
    ((Owner of (Attacking unit)) is an ally of (Owner of (Attacked unit)).) Equal to True
    (Life of (Attacked unit)) Greater than 500.00
    ((Attacked unit) is A structure) Equal to True
  Actions
    Unit - Order (Attacking unit) to Stop.
Heroes Kill
  Events
    Unit - A unit Is attacked
  Conditions
    ((Owner of (Attacking unit)) is an ally of (Owner of (Attacked unit)).) Equal to True
    ((Attacked unit) is A Hero) Equal to True
  Actions
    Unit - Order (Attacking unit) to Stop.
DeniedSent
  Events
    Unit - A unit Dies
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Dying unit)) Equal to Tree Protector
        (Unit-type of (Dying unit)) Equal to Tree Protector 2
        (Unit-type of (Dying unit)) Equal to Tree Protector 3
        (Unit-type of (Dying unit)) Equal to Tree Protector 4
    Or - Any (Conditions) are true
      Conditions
        (Owner of (Killing unit)) Equal to Player 2 (Blue)
        (Owner of (Killing unit)) Equal to Player 3 (Teal)
        (Owner of (Killing unit)) Equal to Player 4 (Purple)
        (Owner of (Killing unit)) Equal to Player 5 (Yellow)
        (Owner of (Killing unit)) Equal to Player 6 (Orange)
  Actions
    Quest - Display to Players the Hint message: ((Name of (Owner of (Killing unit))) + Has Denied A Tower)
DeniedScor
  Events
    Unit - A unit Dies
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Dying unit)) Equal to Soul Tower
        (Unit-type of (Dying unit)) Equal to Soul Tower 2
        (Unit-type of (Dying unit)) Equal to Soul Tower 3
        (Unit-type of (Dying unit)) Equal to Soul Tower 4
    Or - Any (Conditions) are true
      Conditions
        (Owner of (Killing unit)) Equal to Player 8 (Pink)
        (Owner of (Killing unit)) Equal to Player 9 (Gray)
        (Owner of (Killing unit)) Equal to Player 10 (Light Blue)
        (Owner of (Killing unit)) Equal to Player 11 (Dark Green)
        (Owner of (Killing unit)) Equal to Player 12 (Brown)
  Actions
    Quest - Display to Players the Hint message: ((Name of (Owner of (Killing unit))) + Has Denied A Tower)
Item Drop
  Events
    Unit - A unit Dies
  Conditions
    ((Dying unit) is A Hero) Equal to True
  Actions
    Set VariableSet ItemDropCount = 0
    For each (Integer A) from 1 to 6, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Item carried by (Dying unit) in slot (Integer A)) is owned) Equal to True
          Then - Actions
            Set VariableSet ItemDropCount = (ItemDropCount + 1)
            Set VariableSet ItemDrop[ItemDropCount] = (Integer A)
          Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ItemDropCount Greater than 0
      Then - Actions
        Hero - Drop the item from slot ItemDrop[(Random integer number between 1 and ItemDropCount)] of (Dying unit).
      Else - Actions
Death Match
  Events
    Unit - A unit Dies
  Conditions
    ((Dying unit) is A Hero) Equal to True
  Actions
    Set VariableSet TempInteger = (Player number of (Owner of (Dying unit)))
    Set VariableSet DeathMatch[TempInteger] = (DeathMatch[TempInteger] - 1)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        DeathMatch[TempInteger] Less than 1
      Then - Actions
        Quest - Display to Players the Hint message: ((Name of (Owner of (Dying unit))) + has died too often.)
        Game - Defeat (Owner of (Dying unit)) with the message: Defeat!
      Else - Actions
Uber Mode
  Events
    Unit - A unit enters (Playable map area)
  Conditions
    Or - Any (Conditions) are true
      Conditions
        UberMode_On Equal to True
        UltraShortMode_On Equal to True
    ((Entering unit) is A Hero) Equal to True
    (Hero level of (Entering unit)) Less than 10
  Actions
    Hero - Set (Entering unit) Hero-level to 10, Hide level-up graphics
Victory Sentinel
  Events
    Unit - The Frozen Throne 0031 <gen> Dies
  Conditions
  Actions
    Trigger - Turn off Player_Leaves_Game <gen>
    Player Group - Pick every player in PlayersSentinel and do (Victory (Picked player) (Show dialogs, Show scores))
    Player Group - Pick every player in PlayersScourge and do (Defeat (Picked player) with the message: Defeat!)
Victory Scourge
  Events
    Unit - The World Tree 0012 <gen> Dies
  Conditions
  Actions
    Trigger - Turn off Player_Leaves_Game <gen>
    Player Group - Pick every player in PlayersScourge and do (Victory (Picked player) (Show dialogs, Show scores))
    Player Group - Pick every player in PlayersSentinel and do (Defeat (Picked player) with the message: Defeat!)
Player Leaves Game
  Events
    Player - Player 2 (Blue) leaves the game
    Player - Player 3 (Teal) leaves the game
    Player - Player 4 (Purple) leaves the game
    Player - Player 5 (Yellow) leaves the game
    Player - Player 6 (Orange) leaves the game
    Player - Player 8 (Pink) leaves the game
    Player - Player 9 (Gray) leaves the game
    Player - Player 10 (Light Blue) leaves the game
    Player - Player 11 (Dark Green) leaves the game
    Player - Player 12 (Brown) leaves the game
  Conditions
  Actions
    Quest - Display to Players the Warning message: ((Name of (Triggering player)) + has left the game.)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Triggering player) is in PlayersSentinel.) Equal to True
      Then - Actions
        Set VariableSet TempInteger = ((((Triggering player) Current gold) / (Number of players in PlayersSentinelPlaying)) + 1)
        Player Group - Remove (Triggering player) from PlayersSentinelPlaying.
        Player Group - Pick every player in PlayersSentinelPlaying and do (Actions)
          Loop - Actions
            Player - Add TempInteger to (Picked player).Current gold
            Player - Make (Triggering player) treat (Picked player) as an Ally with shared vision and full shared units
      Else - Actions
        Set VariableSet TempInteger = ((((Triggering player) Current gold) / (Number of players in PlayersScourgePlaying)) + 1)
        Player Group - Remove (Triggering player) from PlayersScourgePlaying.
        Player Group - Pick every player in PlayersScourgePlaying and do (Actions)
          Loop - Actions
            Player - Add TempInteger to (Picked player).Current gold
            Player - Make (Triggering player) treat (Picked player) as an Ally with shared vision and full shared units
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        End_Game_If_All_Gone Equal to True
        (Number of players in PlayersSentinelPlaying) Equal to 0
      Then - Actions
        Player Group - Pick every player in PlayersScourge and do (Actions)
          Loop - Actions
            Game - Victory (Picked player) (Skip dialogs, Show scores)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        End_Game_If_All_Gone Equal to True
        (Number of players in PlayersScourgePlaying) Equal to 0
      Then - Actions
        Player Group - Pick every player in PlayersSentinel and do (Actions)
          Loop - Actions
            Game - Victory (Picked player) (Skip dialogs, Show scores)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Triggering player) slot status) Not equal to Has left the game
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Triggering player) is in PlayersSentinel.) Equal to True
          Then - Actions
            Player Group - Make (Player group((Triggering player))) treat PlayersSentinel as an Ally with shared vision and full shared units
          Else - Actions
            Player Group - Make (Player group((Triggering player))) treat PlayersScourge as an Ally with shared vision and full shared units
      Else - Actions
Free Gold
  Events
    Time - Every 8.00 seconds of game time
  Conditions
  Actions
    Set VariableSet TempInteger = 8
    If (ShortMode_On Equal to True) then do (Set VariableSet TempInteger = 12) else do (Do nothing)
    If (UltraShortMode_On Equal to True) then do (Set VariableSet TempInteger = 16) else do (Do nothing)
    Player Group - Pick every player in Players and do (Actions)
      Loop - Actions
        Player - Add TempInteger to (Picked player).Current gold
Matchup
  Events
    Player - Player 2 (Blue) types a chat message containing -ma (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -ma (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -ma (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -ma (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -ma (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing -ma (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -ma (stringnoformat) as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -ma (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -ma (stringnoformat) as An exact match
    Player - Player 12 (Brown) types a chat message containing -ma (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -matchup (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -matchup (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -matchup (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -matchup (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -matchup (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing -matchup (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -matchup (stringnoformat) as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -matchup (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -matchup (stringnoformat) as An exact match
    Player - Player 12 (Brown) types a chat message containing -matchup (stringnoformat) as An exact match
  Conditions
  Actions
    Set VariableSet UnitGroup = (Units in (Playable map area) matching (((Matching unit) is A Hero) Equal to True))
    Unit Group - Pick every unit in UnitGroup and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Owner of (Picked unit)) is an enemy of (Triggering player).) Equal to True
          Then - Actions
            Game - Display to (Player group((Triggering player))) the text: (PlayerNames[(Player number of (Owner of (Picked unit)))] + ( controls + (Name of (Picked unit))))
          Else - Actions
Enemy Gold ST
  Events
    Player - Player 2 (Blue) types a chat message containing -sg (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -sg (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -sg (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -sg (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -sg (stringnoformat) as An exact match
  Conditions
  Actions
    Set VariableSet UnitGroup = (Units in (Playable map area) matching (((Matching unit) is A Hero) Equal to True))
    Unit Group - Pick every unit in UnitGroup and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Owner of (Picked unit)) is an enemy of (Triggering player).) Equal to True
          Then - Actions
            Game - Display to (All allies of (Triggering player).) the text: ((PlayerNames[((Player number of (Owner of (Picked unit))) + (Player 8 (Pink) Current gold))] + Gold) + Remain)
            Game - Display to (All allies of (Triggering player).) the text: ((PlayerNames[((Player number of (Owner of (Picked unit))) + (Player 9 (Gray) Current gold))] + Gold) + Remain)
            Game - Display to (All allies of (Triggering player).) the text: ((PlayerNames[((Player number of (Owner of (Picked unit))) + (Player 10 (Light Blue) Current gold))] + Gold) + Remain)
            Game - Display to (All allies of (Triggering player).) the text: ((PlayerNames[((Player number of (Owner of (Picked unit))) + (Player 11 (Dark Green) Current gold))] + Gold) + Remain)
            Game - Display to (All allies of (Triggering player).) the text: ((PlayerNames[((Player number of (Owner of (Picked unit))) + (Player 12 (Brown) Current gold))] + Gold) + Remain)
          Else - Actions
Enemy Gold SC
  Events
    Player - Player 8 (Pink) types a chat message containing -sg (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -sg (stringnoformat) as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -sg (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -sg (stringnoformat) as An exact match
    Player - Player 12 (Brown) types a chat message containing -sg (stringnoformat) as An exact match
  Conditions
  Actions
    Set VariableSet UnitGroup = (Units in (Playable map area) matching (((Matching unit) is A Hero) Equal to True))
    Unit Group - Pick every unit in UnitGroup and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Owner of (Picked unit)) is an enemy of (Triggering player).) Equal to True
          Then - Actions
            Game - Display to (All allies of (Triggering player).) the text: ((PlayerNames[((Player number of (Owner of (Picked unit))) + (Player 2 (Blue) Current gold))] + Gold) + Remain)
            Game - Display to (All allies of (Triggering player).) the text: ((PlayerNames[((Player number of (Owner of (Picked unit))) + (Player 3 (Teal) Current gold))] + Gold) + Remain)
            Game - Display to (All allies of (Triggering player).) the text: ((PlayerNames[((Player number of (Owner of (Picked unit))) + (Player 4 (Purple) Current gold))] + Gold) + Remain)
            Game - Display to (All allies of (Triggering player).) the text: ((PlayerNames[((Player number of (Owner of (Picked unit))) + (Player 5 (Yellow) Current gold))] + Gold) + Remain)
            Game - Display to (All allies of (Triggering player).) the text: ((PlayerNames[((Player number of (Owner of (Picked unit))) + (Player 6 (Orange) Current gold))] + Gold) + Remain)
          Else - Actions
Enemy Lumber ST
  Events
    Player - Player 2 (Blue) types a chat message containing -sl (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -sl (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -sl (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -sl (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -sl (stringnoformat) as An exact match
  Conditions
  Actions
    Set VariableSet UnitGroup = (Units in (Playable map area) matching (((Matching unit) is A Hero) Equal to True))
    Unit Group - Pick every unit in UnitGroup and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Owner of (Picked unit)) is an enemy of (Triggering player).) Equal to True
          Then - Actions
            Game - Display to (All allies of (Triggering player).) the text: ((PlayerNames[((Player number of (Owner of (Picked unit))) + (Player 8 (Pink) Current lumber))] + Lumber) + Remain)
            Game - Display to (All allies of (Triggering player).) the text: ((PlayerNames[((Player number of (Owner of (Picked unit))) + (Player 9 (Gray) Current lumber))] + Lumber) + Remain)
            Game - Display to (All allies of (Triggering player).) the text: ((PlayerNames[((Player number of (Owner of (Picked unit))) + (Player 10 (Light Blue) Current lumber))] + Lumber) + Remain)
            Game - Display to (All allies of (Triggering player).) the text: ((PlayerNames[((Player number of (Owner of (Picked unit))) + (Player 11 (Dark Green) Current lumber))] + Lumber) + Remain)
            Game - Display to (All allies of (Triggering player).) the text: ((PlayerNames[((Player number of (Owner of (Picked unit))) + (Player 12 (Brown) Current lumber))] + Lumber) + Remain)
          Else - Actions
Enemy Lumber SC
  Events
    Player - Player 8 (Pink) types a chat message containing -sl (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -sl (stringnoformat) as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -sl (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -sl (stringnoformat) as An exact match
    Player - Player 12 (Brown) types a chat message containing -sl (stringnoformat) as An exact match
  Conditions
  Actions
    Set VariableSet UnitGroup = (Units in (Playable map area) matching (((Matching unit) is A Hero) Equal to True))
    Unit Group - Pick every unit in UnitGroup and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Owner of (Picked unit)) is an enemy of (Triggering player).) Equal to True
          Then - Actions
            Game - Display to (All allies of (Triggering player).) the text: ((PlayerNames[((Player number of (Owner of (Picked unit))) + (Player 2 (Blue) Current lumber))] + Lumber) + Remain)
            Game - Display to (All allies of (Triggering player).) the text: ((PlayerNames[((Player number of (Owner of (Picked unit))) + (Player 3 (Teal) Current lumber))] + Lumber) + Remain)
            Game - Display to (All allies of (Triggering player).) the text: ((PlayerNames[((Player number of (Owner of (Picked unit))) + (Player 4 (Purple) Current lumber))] + Lumber) + Remain)
            Game - Display to (All allies of (Triggering player).) the text: ((PlayerNames[((Player number of (Owner of (Picked unit))) + (Player 5 (Yellow) Current lumber))] + Lumber) + Remain)
            Game - Display to (All allies of (Triggering player).) the text: ((PlayerNames[((Player number of (Owner of (Picked unit))) + (Player 6 (Orange) Current lumber))] + Lumber) + Remain)
          Else - Actions
Score
  Events
    Player - Player 2 (Blue) types a chat message containing -Score (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -Score (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -Score (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -Score (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -Score (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing -Score (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -Score (stringnoformat) as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -Score (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -Score (stringnoformat) as An exact match
    Player - Player 12 (Brown) types a chat message containing -Score (stringnoformat) as An exact match
  Conditions
  Actions
    Set VariableSet UnitGroup = (Units owned by (Triggering player) matching (((Matching unit) is A Hero) Equal to True).)
    Game - Display to (All players) the text: (PlayerNames[((Triggering player) Total Hero Score)] + Point)
Movespeed
  Events
    Player - Player 2 (Blue) types a chat message containing -ms (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -ms (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -ms (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -ms (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -ms (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing -ms (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -ms (stringnoformat) as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -ms (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -ms (stringnoformat) as An exact match
    Player - Player 12 (Brown) types a chat message containing -ms (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -movespeed (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -movespeed (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -movespeed (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -movespeed (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -movespeed (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing -movespeed (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -movespeed (stringnoformat) as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -movespeed (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -movespeed (stringnoformat) as An exact match
    Player - Player 12 (Brown) types a chat message containing -movespeed (stringnoformat) as An exact match
  Conditions
  Actions
    Set VariableSet UnitGroup = (Units owned by (Triggering player) matching (((Matching unit) is A Hero) Equal to True).)
    Unit Group - Pick every unit in UnitGroup and do (Actions)
      Loop - Actions
        Game - Display to (Player group((Triggering player))) the text: (Player_Colors[(Player number of (Triggering player))] + ((Name of (Picked unit)) + (|r movement speed is + (String((Current movement speed of (Picked unit)), 4, 3)))))
Multiboard Setup
  Events
    Time - Elapsed game time is 16.00 seconds
  Conditions
  Actions
    Countdown Timer - Start Game_Time as a One-shot timer that will expire in 999999.00 seconds
    Leaderboard - Create a leaderboard for PlayersSentinel titled Sentinel
    Set VariableSet LeaderboardSentinel = (Last created leaderboard)
    Leaderboard - Hide LeaderboardSentinel
    Leaderboard - Create a leaderboard for PlayersScourge titled Scourge
    Set VariableSet LeaderboardScourge = (Last created leaderboard)
    Leaderboard - Hide LeaderboardScourge
    Player Group - Pick every player in PlayersSentinel and do (Actions)
      Loop - Actions
        Leaderboard - Add (Picked player) to LeaderboardSentinel with label (Name of (Picked player)) and value 0
    Player Group - Pick every player in PlayersScourge and do (Actions)
      Loop - Actions
        Leaderboard - Add (Picked player) to LeaderboardScourge with label (Name of (Picked player)) and value 0
    Trigger - Run Create_Multiboard <gen> (ignoring conditions)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Multiboard_ShowDeaths Equal to True
      Then - Actions
        Trigger - Turn on Tally_Deaths <gen>
      Else - Actions
Multiboard with Kills and Deaths per player and per team.
Show revival times for dead Heroes.
Create Multiboard
  Events
  Conditions
  Actions
    Multiboard - Create a multiboard with 4 columns and (6 + PlayersCount) rows, titled WOAR V4.32.
    Multiboard - Set the text for (Last created multiboard) item in column 1, row 1 to Player
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Multiboard_ShowDeaths Equal to True
      Then - Actions
        Multiboard - Set the text for (Last created multiboard) item in column 2, row 1 to Dead
      Else - Actions
    Multiboard - Set the text for (Last created multiboard) item in column 3, row 1 to Kills
    Multiboard - Set the text for (Last created multiboard) item in column 4, row 1 to Deaths
    -------- Now set the fields for the first row, AND our player rows. --------
    Multiboard - Set the display style for (Last created multiboard) item in column 0, row 0 to Show text and Hide icons
    Multiboard - Set the width for (Last created multiboard) item in column 1, row 0 to 10.00% of the total screen width
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Multiboard_ShowDeaths Equal to True
      Then - Actions
        Multiboard - Set the width for (Last created multiboard) item in column 2, row 0 to 4.00% of the total screen width
      Else - Actions
        Multiboard - Set the width for (Last created multiboard) item in column 2, row 0 to 0.50% of the total screen width
    Multiboard - Set the width for (Last created multiboard) item in column 3, row 0 to 3.00% of the total screen width
    Multiboard - Set the width for (Last created multiboard) item in column 4, row 0 to 5.00% of the total screen width
    Multiboard - Set the color for (Last created multiboard) item in column 2, row 0 to (70.00%, 70.00%, 70.00%) with 0% transparency
    Multiboard - Set the color for (Last created multiboard) item in column 3, row 0 to (70.00%, 70.00%, 70.00%) with 0% transparency
    Multiboard - Set the color for (Last created multiboard) item in column 4, row 0 to (70.00%, 70.00%, 70.00%) with 0% transparency
    -------- DEFINE PLAYERS ON THE BOARD --------
    Trigger - Run Sort_Multiboard <gen> (ignoring conditions)
    -------- Sentinel Team --------
    Set VariableSet TempInteger = 2
    Set VariableSet Multiboard_Spots[1] = TempInteger
    Multiboard - Set the text for (Last created multiboard) item in column 1, row TempInteger to PlayerNames[1]
    Multiboard - Set the text for (Last created multiboard) item in column 2, row TempInteger to
    Multiboard - Set the text for (Last created multiboard) item in column 3, row TempInteger to 0
    Multiboard - Set the text for (Last created multiboard) item in column 4, row TempInteger to 0
    -------- Scourge Team --------
    Set VariableSet TempInteger = ((Number of players in PlayersSentinel) + 4)
    Set VariableSet Multiboard_Spots[7] = TempInteger
    Multiboard - Set the text for (Last created multiboard) item in column 1, row TempInteger to PlayerNames[7]
    Multiboard - Set the text for (Last created multiboard) item in column 2, row TempInteger to
    Multiboard - Set the text for (Last created multiboard) item in column 3, row TempInteger to 0
    Multiboard - Set the text for (Last created multiboard) item in column 4, row TempInteger to 0
    -------- Clock --------
    Set VariableSet Multiboard_Clock = (PlayersCount + 6)
    Multiboard - Set the text for (Last created multiboard) item in column 1, row Multiboard_Clock to Game Time:
    Multiboard - Set the text for (Last created multiboard) item in column 3, row Multiboard_Clock to 0:00
    Multiboard - Set the color for (Last created multiboard) item in column 2, row 1 to (100.00%, 100.00%, 100.00%) with 0% transparency
    Multiboard - Set the color for (Last created multiboard) item in column 3, row 1 to (100.00%, 100.00%, 100.00%) with 0% transparency
    Multiboard - Set the color for (Last created multiboard) item in column 4, row 1 to (100.00%, 100.00%, 100.00%) with 0% transparency
    Multiboard - Show (Last created multiboard)
Tally Score
  Events
    Unit - A unit Dies
  Conditions
    ((Dying unit) is A Hero) Equal to True
    (Player number of (Owner of (Killing unit))) Greater than 0
    (Player number of (Owner of (Killing unit))) Less than or equal to 12
  Actions
    Set VariableSet Score_Kills[(Player number of (Owner of (Killing unit)))] = (Score_Kills[(Player number of (Owner of (Killing unit)))] + 1)
    Set VariableSet Score_Deaths[(Player number of (Owner of (Dying unit)))] = (Score_Deaths[(Player number of (Owner of (Dying unit)))] + 1)
    If (((Owner of (Dying unit)) is in PlayersSentinel.) Equal to True) then do (Set VariableSet Score_Deaths[1] = (Score_Deaths[1] + 1)) else do (Do nothing)
    If (((Owner of (Dying unit)) is in PlayersScourge.) Equal to True) then do (Set VariableSet Score_Deaths[7] = (Score_Deaths[7] + 1)) else do (Do nothing)
    Set VariableSet TempInteger = (((Hero level of (Dying unit)) x 5) + 100)
    Player - Add TempInteger to (Owner of (Killing unit)).Current gold
    Game - Display to (All players) the text: (PlayerNames[(Player number of (Owner of (Killing unit)))] + ( has just pawned + (PlayerNames[(Player number of (Owner of (Dying unit)))] + ('s head for an extra + ((String(TempInteger)) + gold.)))))
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Owner of (Killing unit)) is in PlayersSentinel.) Equal to True
      Then - Actions
        Set VariableSet Score_Kills[1] = (Score_Kills[1] + 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Owner of (Killing unit)) is in PlayersScourge.) Equal to True
      Then - Actions
        Set VariableSet Score_Kills[7] = (Score_Kills[7] + 1)
      Else - Actions
    Trigger - Run Sort_Multiboard <gen> (checking conditions)
    Multiboard - Set the text for (Last created multiboard) item in column 3, row Multiboard_Spots[1] to ( + (String(Score_Kills[1])))
    Multiboard - Set the text for (Last created multiboard) item in column 3, row Multiboard_Spots[7] to ( + (String(Score_Kills[7])))
    Multiboard - Set the text for (Last created multiboard) item in column 4, row Multiboard_Spots[1] to ( + (String(Score_Deaths[1])))
    Multiboard - Set the text for (Last created multiboard) item in column 4, row Multiboard_Spots[7] to ( + (String(Score_Deaths[7])))
Tally Clock
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    Set VariableSet Game_Minutes = ((Integer((Elapsed time for Game_Time))) / 60)
    Set VariableSet Game_Seconds = ((Integer((Elapsed time for Game_Time))) mod 60)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Game_Seconds Greater than or equal to 10
      Then - Actions
        Multiboard - Set the text for (Last created multiboard) item in column 3, row Multiboard_Clock to ((String(Game_Minutes)) + (: + (String(Game_Seconds))))
      Else - Actions
        Multiboard - Set the text for (Last created multiboard) item in column 3, row Multiboard_Clock to ((String(Game_Minutes)) + (:0 + (String(Game_Seconds))))
Tally Deaths
  Events
    Time - Every 1.00 seconds of game time
  Conditions
    (RevivableHeroes is empty) Equal to False
  Actions
    Unit Group - Pick every unit in RevivableHeroes and do (Actions)
      Loop - Actions
        Multiboard - Set the text for (Last created multiboard) item in column 2, row Multiboard_Spots[(Player number of (Owner of (Picked unit)))] to (String((Integer((Remaining time for ReviveTimers[(Player number of (Owner of (Picked unit)))])))))
Sort Multiboard
  Events
  Conditions
  Actions
    Player Group - Pick every player in PlayersSentinel and do (Actions)
      Loop - Actions
        Leaderboard - Change the value for (Picked player) in LeaderboardSentinel to ((Score_Kills[(Player number of (Picked player))] x 10000) - Score_Deaths[(Player number of (Picked player))])
    Player Group - Pick every player in PlayersScourge and do (Actions)
      Loop - Actions
        Leaderboard - Change the value for (Picked player) in LeaderboardScourge to ((Score_Kills[(Player number of (Picked player))] x 10000) - Score_Deaths[(Player number of (Picked player))])
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Sort_Board_By_Kills Equal to True
      Then - Actions
        Leaderboard - Sort LeaderboardSentinel by Value in Descending order
        Leaderboard - Sort LeaderboardScourge by Value in Descending order
      Else - Actions
        Leaderboard - Sort LeaderboardSentinel by Player in Ascending order
        Leaderboard - Sort LeaderboardScourge by Player in Ascending order
    Set VariableSet TempInteger = 2
    Player Group - Pick every player in PlayersSentinel and do (Actions)
      Loop - Actions
        Set VariableSet Multiboard_Spots[(Player number of (Picked player))] = ((Position of (Picked player) in LeaderboardSentinel) + TempInteger)
    Set VariableSet TempInteger = ((Number of players in PlayersSentinel) + 4)
    Player Group - Pick every player in PlayersScourge and do (Actions)
      Loop - Actions
        Set VariableSet Multiboard_Spots[(Player number of (Picked player))] = ((Position of (Picked player) in LeaderboardScourge) + TempInteger)
    Player Group - Pick every player in Players and do (Actions)
      Loop - Actions
        Set VariableSet TempInteger = (Player number of (Picked player))
        Multiboard - Set the text for (Last created multiboard) item in column 1, row Multiboard_Spots[TempInteger] to PlayerNames[TempInteger]
        Multiboard - Set the text for (Last created multiboard) item in column 2, row Multiboard_Spots[TempInteger] to
        Multiboard - Set the text for (Last created multiboard) item in column 3, row Multiboard_Spots[TempInteger] to ( + (String(Score_Kills[TempInteger])))
        Multiboard - Set the text for (Last created multiboard) item in column 4, row Multiboard_Spots[TempInteger] to ( + (String(Score_Deaths[TempInteger])))
Spawn Sentinel
  Events
    Time - Every 30.00 seconds of game time
  Conditions
  Actions
    -------- SPAWN NORTH --------
    Set VariableSet Point = (Position of Ancient of War 0034 <gen>)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Crypt 0055 <gen> is alive) Equal to True
      Then - Actions
        Unit - Create 4.Treant for Player 1 (Red) at (Center of War_North <gen>) facing 90.00 degrees
      Else - Actions
        Unit - Create 2.Treant for Player 1 (Red) at (Center of War_North <gen>) facing 90.00 degrees
    Set VariableSet Point = (Position of Hunter's Hall 0032 <gen>)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ziggurat 0052 <gen> is alive) Equal to True
      Then - Actions
        Unit - Create 1.Druid of the Talon (Night Elf Form) for Player 1 (Red) at (Center of Lore_North <gen>) facing 90.00 degrees
      Else - Actions
        Unit - Create 1.Druid of the Talon (Night Elf Form) for Player 1 (Red) at (Center of Lore_North <gen>) facing 90.00 degrees
    -------- SPAWN CENTER --------
    If ((Crypt 0048 <gen> is alive) Equal to True) then do (Create 4.Treant for Player 1 (Red) at (Center of War_Center <gen>) facing 40.00 degrees) else do (Create 2.Treant for Player 1 (Red) at (Center of War_Center <gen>) facing 40.00 degrees)
    If ((Ziggurat 0051 <gen> is alive) Equal to True) then do (Create 1.Druid of the Talon (Night Elf Form) for Player 1 (Red) at (Center of Lore_Center <gen>) facing 40.00 degrees) else do (Create 1.Druid of the Talon (Night Elf Form) for Player 1 (Red) at (Center of Lore_Center <gen>) facing 40.00 degrees)
    -------- SPAWN SOUTH --------
    If ((Crypt 0047 <gen> is alive) Equal to True) then do (Create 4.Treant for Player 1 (Red) at (Center of War_South <gen>) facing 10.00 degrees) else do (Create 2.Treant for Player 1 (Red) at (Center of War_South <gen>) facing 10.00 degrees)
    If ((Ziggurat 0044 <gen> is alive) Equal to True) then do (Create 1.Druid of the Talon (Night Elf Form) for Player 1 (Red) at (Center of Lore_South <gen>) facing 10.00 degrees) else do (Create 1.Druid of the Talon (Night Elf Form) for Player 1 (Red) at (Center of Lore_South <gen>) facing 10.00 degrees)
Spawn Scourge
  Events
    Time - Every 30.00 seconds of game time
  Conditions
  Actions
    -------- SPAWN NORTH --------
    If ((Ancient of War 0034 <gen> is alive) Equal to True) then do (Create 4.Ghoul for Player 7 (Green) at (Center of Crypt_North <gen>) facing 180.00 degrees) else do (Create 2.Ghoul for Player 7 (Green) at (Center of Crypt_North <gen>) facing 180.00 degrees)
    If ((Hunter's Hall 0032 <gen> is alive) Equal to True) then do (Create 1.Necromancer for Player 7 (Green) at (Center of Temple_North <gen>) facing 180.00 degrees) else do (Create 1.Necromancer for Player 7 (Green) at (Center of Temple_North <gen>) facing 180.00 degrees)
    -------- SPAWN CENTER --------
    If ((Ancient of War 0039 <gen> is alive) Equal to True) then do (Create 4.Ghoul for Player 7 (Green) at (Center of Crypt_Center <gen>) facing 235.00 degrees) else do (Create 2.Ghoul for Player 7 (Green) at (Center of Crypt_Center <gen>) facing 235.00 degrees)
    If ((Hunter's Hall 0036 <gen> is alive) Equal to True) then do (Create 1.Necromancer for Player 7 (Green) at (Center of Temple_Center <gen>) facing 235.00 degrees) else do (Create 1.Necromancer for Player 7 (Green) at (Center of Temple_Center <gen>) facing 235.00 degrees)
    -------- SPAWN SOUTH --------
    If ((Ancient of War 0040 <gen> is alive) Equal to True) then do (Create 4.Ghoul for Player 7 (Green) at (Center of Crypt_South <gen>) facing 270.00 degrees) else do (Create 2.Ghoul for Player 7 (Green) at (Center of Crypt_South <gen>) facing 270.00 degrees)
    If ((Hunter's Hall 0043 <gen> is alive) Equal to True) then do (Create 1.Necromancer for Player 7 (Green) at (Center of Temple_South <gen>) facing 270.00 degrees) else do (Create 1.Necromancer for Player 7 (Green) at (Center of Temple_South <gen>) facing 270.00 degrees)
War Setinel
  Events
    Time - Every 60.00 seconds of game time
  Conditions
  Actions
    -------- SPAWN NORTH --------
    If ((Slaughterhouse 0073 <gen> is alive) Equal to True) then do (Create 1.Glaive Thrower for Player 1 (Red) at (Center of Rost_North <gen>) facing 90.00 degrees) else do (Create 1.Glaive Thrower for Player 1 (Red) at (Center of Rost_North <gen>) facing 90.00 degrees)
    -------- SPAWN CENTER --------
    If ((Slaughterhouse 0072 <gen> is alive) Equal to True) then do (Create 1.Glaive Thrower for Player 1 (Red) at (Center of Rost_Center <gen>) facing 40.00 degrees) else do (Create 1.Glaive Thrower for Player 1 (Red) at (Center of Rost_Center <gen>) facing 40.00 degrees)
    -------- SPAWN SOUTH --------
    If ((Slaughterhouse 0074 <gen> is alive) Equal to True) then do (Create 1.Glaive Thrower for Player 1 (Red) at (Center of Rost_South <gen>) facing 0.00 degrees) else do (Create 1.Glaive Thrower for Player 1 (Red) at (Center of Rost_South <gen>) facing 0.00 degrees)
War Scourge
  Events
    Time - Every 60.00 seconds of game time
  Conditions
  Actions