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

Trigger Viewer

World of Fantasy, chapter 5, v1.4.w3x
Variables
Initialization
Melee Initialization
give population
give capital
give wisdom
alchemist helper
alchemist helper 00
warp point
Start
the transporter
the transporter Copy
the transporter Copy 1
the transporter Copy 2
the transporter Copy 3
unit choose merchant
unit choose merchant Copy
unit choose blacksmith
unit choose blacksmith copy
unit choose craftman
unit choose craftman Copy
dummy pr get out forbid
back from penitence
ingame script constant
hero killed
item remover
spirit remover
zanarkan anti hostile
zanarkan anti violence
exp pasif
bounty for lv 1
bounty for lv 10
bounty for lv 30
bounty for lv 50
bounty for lv 70
bounty for lv 90
fish remover
bounty forever
hero kill each other
bad guy want shop
winning game
inn 1
inn 2
inn 3
job initial trigger
ranger attack need arrow
arrows for ranger
arrows is empty
arrows is empty 2
arrows is empty 3
arrows is empty 4
arrows is empty 5
merchant gilgame heart
merchant discount
merchant sell high
blacksmith ore research
blacksmith ore research list
job changer
knight
berserker
white mage
black mage
red mage
ninja
ranger
lancer
paladin
dark knight
samurai
summoner
beastmaster
bard
sage
monk
skill mod 1
blitz memoria
last blood 1
last blood 2
last blood 3
mad rush 1
mana nucturne 1
mana nucturne 2
mug 1
mug 2
mug 3
crypto strife
kusanagi
bushido
flash trap
riot 0 damage
riot off
earthquake 0 damage
charm limited time
holy rampage
sacrifar
zantetzuken
curse
fear
magic break
no mercy
dash momentum
skill mod 2
blitz assault 1
blitz assault 2
chef knife
tiger claw
vajra fist
secret fist
way of phoenix
different beat
eternal flame
moon tears 1
moon tears 2
moon tears 3
sweet lullaby
summer adante
heaven wish 1
heaven wish 2
melody of secret garden
rejuvenation
time aging
double
triple
triple 2
back track
time lock
genocide slam
skill mod 3
survival
herb list
steal
steal item list
fishing
fishing item list
mix
lockpick
dragon bane
dark requiem
town warp
chain lightning improve
apocalypse improve
dark void improve
dolphin blow improve
gotetsu no shouryu improve
defense break improve
katzbalger
bounty up item
tranquilizer
skill mod 4
evil branch list
evil branch
powersoul restoration
fantasy phenomenon
zantetzuken auto killer
beastmaster learn true form
forging
dream wand forge
artemis bow forge
demon star forge
tetra silence shield forge
kaiser knuckle forge
geyser axe forge
ruby helmet forge
chemeti forge
frost blade forge
solar blade forge
slepnir forge
mjolnir forge
galiendra forge
boadeca forge
aegis forge
tsurugi fire forge
tsurugi water forge
tsurugi wind forge
tsurugi earth forge
crescent wish fire forge
crescent wish water forge
crescent wish earth forge
crescent wish wind forge
craftman enchant
nibelungen ring en
talisman en
ramuh necklace en
rosary en
aurora armlet en
ribbon en
catalyst en
landmine en
drop item 1
universal drop
level 1 s 20 drop
level drop list
level 20 s 40 drop
level drop list 2
level 50 s 70 drop
level drop list 3
beast drop
beast drop list
sea beast drop
sea beast drop list
plant drop
plant drop list
battle ground drop
battle ground drop list
drop item 2
fur beast drop
fur beast drop list
tiamat drop
tiamat drop list
leviathan drop
leviathan drop list
phoenix drop
phoenix drop lost
ashura drop
ashura fiend drop list
quadra harpy drop
pet eggs drop list
jewel drop list
penitence drop
lord of death drop
lord of death drop list
unit spawn
rockbrist 1
rockbrist 1 end
forest gnoll
forest gnoll end
batch killer
batch killer end
thug 1
thug 1 end
flame golem
flame golem end
savage 1
savage 1 end
savage 2
savage 2 end
troll n furbeast 1
troll n furbeast 1 end
furbeast 1
furbeast 1 end
furbeast 2
furbeast 2 end
furbeast 3
furbeast 3 end
willow 1
willow 1 end
trent 1
trent 1 end
forest spider n troll
forest spider n troll end
forest spider 1
forest spider 1 end
forest spider 2
forest spider 2 end
mountain harpy
mountain harpy end
desert 1
desert 1 end
desert 2
desert 2 end
unit spawn 2
treasure box spawn
phoenix forest
phoenix forest end
black mountain 1
black mountain 1 end
black mountain 2
black mountain 2 end
black mountain 3
black mountain 3 end
ice west 1
ice west 1 end
ice west 2
ice west 2 end
forest of misty 1
forest of misty 1 end
forest of misty 2
forest of misty 2 end
secret forest 1
secret forest 1 end
secret forest 2
secret forest 2 end
secret forest 3
secret forest 3 end
secret forest 4
secret forest 4 end
quu cave 1
quu cave 1 end
quu cave 2
quu cave 2 end
quu cave 3
quu cave 3 end
unit spawn 3
quu island
quu island end
bat cave
bat cave end
ultimate moonraker
ancient 1
ancient 2
ancient 3
ancient castle
ancient castle end
mvp spawn
gulinbursi
ashura fiend
tiamat
leviathan
phoenix
lord of death
head gear mod
crown if darklord
mistress coronet
brissingammen
cloak of darkness
mask of light
armor mod
cloth
chain mail
costume
dragon bangle
hunter outfit
magus robe
plate mail
suit
tight
vest of survival
armor denial
magus robe de
chain mail de
plate mail de
suit de
tight de
hunter outfit de
dragon bangle de
costume de
shield mod
wooden shield
ironyte shield
adaman shield
shield denial
wooden shield de
ironyte shield de
adaman shield de
weapon mod
all weapon script
weapon denial
broad sword de
claymore de
buster sword de
great axe de
harbeld de
flare gun de
electrojolt de
rain rod de
princess guard de
nirvana de
oak staff de
scepter of flame de
wizard staff de
oracle rod de
dagger de
gladius de
grimtooth de
bazerald de
yuki kunai de
kusanagi kobushi de
long bow de
crossbow de
arbalest de
spear de
spirit lariart de
gungnir de
murasame de
masamune de
excalibur de
illumina de
gaebolg de
gildmore de
finger de
premium heart de
kaiser knuckle de
ehrgeiz de
lunar wand de
crescent wand de
orb of vermilion de
orb of ashe de
lunar harp de
lamia flute de
whip de
arrows
elemental roles
fire element magic
water element magic
earth elemental magic
wind elemental magic
fire element weapon
water element weapon
earth element weapon
wind element weapon
quest list
pirate quest list
pet dig site list
odin the last guardian list
weapon note
bossess note
forging item note
enchant craft note
mix note
credit
quest n quest
pirate won
gambling money small
gambling money big
gambling money list
pet master 1
pet master 2
pet master 3
pet master 4
pet master 5
pet master 6
dig level up 1
dig site 1
dig site 2
dig site 3
dig site 4
quest generator
quest generator list
alpha moonraker
fisherman card
coffee on trenz
beastman is dead
eastern merchant sell
eastern jewel
mini altar from lazuli
mini quest
quest of ambusher
quest of dragon lizard
quest of cactuar
quest of fairy dragon
quest of gilmoure
quest of great harpy
quest of hyprodine
quest of stegosaurs
quest of terror shadowlord
quest of wildkin
battle arena
easy spawn
easy spawn drop
moderate spawn
moderate spawn drop
advance spawn
advance spawn drop
expert spawn
expert drop
odin spawn
odin drop
exit spawn
enter spawn
world constant
world zeppelin
eagle transmigration
about word
gambling invitation word
gambling invitation word 2
island of Quu
phoenix tower word
town of beruce
merchant word
blacksmith word
craftman word
profession choose
mvp killed
zantetzuken word
fisherman horizont word
GM
create ranger plz
create knight plz
create white mage plz
create dark knight plz
create summoner plz
create black mage plz
create sage plz
create wolf plz
create beastmaster plz
limit break is here
create monk plz
gold saucher plz
ancient capital plz
midgar plz
junon plz
Enter map-specific custom script code below. This text will be included in the map script after variables are declared and before any trigger code.

		
Name Type Is Array Initial Value
ancient_castle group No
ashura_droplist itemcode Yes
bat_cave group No
batchkiller1 group No
battleground_droplist itemcode Yes
battleground_quest quest No
beast_drop_list itemcode Yes
beastman_1 group No
black_furbeast1 group No
black_furbeast2 group No
black_mountain1 group No
black_mountain2 group No
black_mountain3 group No
desert1 group No
desert2 group No
eggs_droplist itemcode Yes
evilbranch_monlist unitcode Yes
fishing_itemlist itemcode Yes
flame_golem group No
forest_gnoll1 group No
forest_spider1 group No
forest_spider2 group No
forest_spider_n_troll group No
furbeast_droplist itemcode Yes
gamblingmoney_list itemcode Yes
herb_list itemcode Yes
ice_west1 group No
ice_west2 group No
jewel_droplist itemcode Yes
Level1_droplist itemcode Yes
Level20_droplist itemcode Yes
Level50_droplist itemcode Yes
levi_droplist itemcode Yes
lord_o_death_droplist itemcode Yes
misty_forest1 group No
misty_forest2 group No
odin_quest quest No
ore_list itemcode Yes
phoenix_droplist itemcode Yes
phoenix_forest group No
pirate_quest quest No
plant_dropist itemcode Yes
playerunits group No
quest_generator itemcode Yes
quu1 group No
quu2 group No
quu3 group No
quu_island group No
rock_harpy group No
rockbrist1 group No
savage1 group No
savage2 group No
sea_droplist itemcode Yes
secret_forest1 group No
secret_forest2 group No
secret_forest3 group No
secret_forest4 group No
steal_list itemcode Yes
thug1 group No
tiamat_droplist itemcode Yes
trent1 group No
troll_n_furbeast1 group No
willow1 group No
yellow_furbeast group No
Default melee game initialization for all players
Melee Initialization
  Events
    Map initialization
  Conditions
  Actions
    Melee Game - Use melee time of day (for all players)
    Sound - Set the music list to Music, starting with a random song
give population
  Events
    Time - Elapsed game time is 1.00 seconds
  Conditions
  Actions
    Player - Set Player 1 (Red).Food cap to 6
    Player - Set Player 2 (Blue).Food cap to 6
    Player - Set Player 3 (Teal).Food cap to 6
    Player - Set Player 4 (Purple).Food cap to 6
    Player - Set Player 5 (Yellow).Food cap to 6
    Player - Set Player 6 (Orange).Food cap to 6
    Player - Set Player 7 (Green).Food cap to 6
    Player - Set Player 8 (Pink).Food cap to 6
    Player - Set Player 9 (Gray).Food cap to 6
    Player - Set Player 10 (Light Blue).Food cap to 6
give capital
  Events
    Time - Elapsed game time is 1.00 seconds
  Conditions
  Actions
    Player - Set Player 1 (Red).Current gold to 500
    Player - Set Player 2 (Blue).Current gold to 500
    Player - Set Player 3 (Teal).Current gold to 500
    Player - Set Player 4 (Purple).Current gold to 500
    Player - Set Player 5 (Yellow).Current gold to 500
    Player - Set Player 6 (Orange).Current gold to 500
    Player - Set Player 7 (Green).Current gold to 500
    Player - Set Player 8 (Pink).Current gold to 500
    Player - Set Player 9 (Gray).Current gold to 500
    Player - Set Player 10 (Light Blue).Current gold to 500
give wisdom
  Events
    Time - Elapsed game time is 1.00 seconds
  Conditions
  Actions
    Player - Set Player 1 (Red).Current lumber to 100
    Player - Set Player 2 (Blue).Current lumber to 100
    Player - Set Player 3 (Teal).Current lumber to 100
    Player - Set Player 4 (Purple).Current lumber to 100
    Player - Set Player 5 (Yellow).Current lumber to 100
    Player - Set Player 6 (Orange).Current lumber to 100
    Player - Set Player 7 (Green).Current lumber to 100
    Player - Set Player 8 (Pink).Current lumber to 100
    Player - Set Player 9 (Gray).Current lumber to 100
    Player - Set Player 10 (Light Blue).Current lumber to 100
alchemist helper
  Events
    Time - Every 60.00 seconds of game time
  Conditions
  Actions
    Neutral Building - Add Fur to Alchemist Helper 0074 <gen> with 1 in stock and a max stock of 1
    Neutral Building - Add Fish Meat to Alchemist Helper 0074 <gen> with 1 in stock and a max stock of 1
    Neutral Building - Add Icy Heart to Alchemist Helper 0074 <gen> with 1 in stock and a max stock of 1
    Neutral Building - Add Misty Venom to Alchemist Helper 0074 <gen> with 1 in stock and a max stock of 1
    Trigger - Turn on alchemist_helper_00 <gen>
    Wait 2 seconds
    Trigger - Turn off (This trigger)
alchemist helper 00
  Events
    Time - Every 60.00 seconds of game time
  Conditions
  Actions
    Neutral Building - Add Speckled Ring to Alchemist Helper 0074 <gen> with 1 in stock and a max stock of 1
    Neutral Building - Add Honey to Alchemist Helper 0074 <gen> with 1 in stock and a max stock of 1
    Neutral Building - Add Bear Coat to Alchemist Helper 0074 <gen> with 1 in stock and a max stock of 1
    Neutral Building - Add Dream Stone to Alchemist Helper 0074 <gen> with 1 in stock and a max stock of 1
    Trigger - Turn on alchemist_helper <gen>
Start
  Events
    Unit - A unit enters Hero_Choose_Begining <gen>
  Conditions
    ((Entering unit) is A Hero) Equal to True
  Actions
    Unit - Move (Entering unit) instantly to (Random point in profession <gen>)
the transporter
  Events
    Unit - A unit Sells an item (from shop)
  Conditions
    (Item-type of (Sold Item)) Equal to Transport to Beruce Capitol
  Actions
    Unit - Move (Buying unit) instantly to (Center of beruce_imperial_enter <gen>)
the transporter Copy
  Events
    Unit - A unit Sells an item (from shop)
  Conditions
    (Item-type of (Sold Item)) Equal to Transport to Condrie Evretz
  Actions
    Unit - Move (Buying unit) instantly to (Center of conde_evretz <gen>)
the transporter Copy 1
  Events
    Unit - A unit Sells an item (from shop)
  Conditions
    (Item-type of (Sold Item)) Equal to Transport to Quu Island
  Actions
    Unit - Move (Buying unit) instantly to (Center of quu_island <gen>)
the transporter Copy 2
  Events
    Unit - A unit Sells an item (from shop)
  Conditions
    (Item-type of (Sold Item)) Equal to Transport to Ancient Passage
  Actions
    Unit - Move (Buying unit) instantly to (Center of ancient_enter <gen>)
the transporter Copy 3
  Events
    Unit - A unit Sells an item (from shop)
  Conditions
    (Item-type of (Sold Item)) Equal to Transport to Ancient Forest
  Actions
    Unit - Move (Buying unit) instantly to (Center of secret_forest_2 <gen>)
unit choose merchant
  Events
    Unit - A unit enters merchant_way <gen>
  Conditions
    ((Entering unit) is A Hero) Equal to True
  Actions
    Unit - Move (Entering unit) instantly to (Center of Start <gen>)
    Unit - Create 1.Pro Dummy - merchant for (Owner of (Entering unit)) at (Random point in profession_dummy <gen>) facing Default building facing degrees
unit choose merchant Copy
  Events
    Unit - A unit Sells an item (from shop)
  Conditions
    (Item-type of (Sold Item)) Equal to Merchant
  Actions
    Unit - Move (Buying unit) instantly to (Center of Start <gen>)
    Unit - Create 1.Pro Dummy - merchant for (Owner of (Buying unit)) at (Random point in profession_dummy <gen>) facing Default building facing degrees
unit choose blacksmith
  Events
    Unit - A unit enters merchant_way <gen>
  Conditions
    ((Entering unit) is A Hero) Equal to True
  Actions
    Unit - Move (Entering unit) instantly to (Random point in Start <gen>)
    Unit - Create 1.Pro Dummy - blacksmith for (Owner of (Entering unit)) at (Random point in profession_dummy <gen>) facing Default building facing degrees
    Unit - Create 1.Forging Tools for (Owner of (Entering unit)) at (Random point in Start <gen>) facing Default building facing degrees
unit choose blacksmith copy
  Events
    Unit - A unit Sells an item (from shop)
  Conditions
    (Item-type of (Sold Item)) Equal to Blacksmith
  Actions
    Unit - Move (Buying unit) instantly to (Center of Start <gen>)
    Unit - Create 1.Pro Dummy - blacksmith for (Owner of (Buying unit)) at (Random point in profession_dummy <gen>) facing Default building facing degrees
    Unit - Create 1.Forging Tools for (Owner of (Buying unit)) at (Random point in Start <gen>) facing Default building facing degrees
unit choose craftman
  Events
    Unit - A unit enters merchant_way <gen>
  Conditions
    ((Entering unit) is A Hero) Equal to True
  Actions
    Unit - Move (Entering unit) instantly to (Random point in Start <gen>)
    Unit - Create 1.Pro Dummy - craftman for (Owner of (Entering unit)) at (Random point in profession_dummy <gen>) facing Default building facing degrees
    Unit - Create 1.Enchanter for (Owner of (Entering unit)) at (Random point in Start <gen>) facing Default building facing degrees
unit choose craftman Copy
  Events
    Unit - A unit Sells an item (from shop)
  Conditions
    Craftman Equal to (Item-type of (Sold Item))
  Actions
    Unit - Move (Buying unit) instantly to (Random point in Start <gen>)
    Unit - Create 1.Pro Dummy - craftman for (Owner of (Buying unit)) at (Random point in profession_dummy <gen>) facing Default building facing degrees
    Unit - Create 1.Enchanter for (Owner of (Buying unit)) at (Random point in Start <gen>) facing Default building facing degrees
dummy pr get out forbid
  Events
    Unit - A unit leaves profession_dummy <gen>
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Leaving unit)) Equal to Pro Dummy - blacksmith
        (Unit-type of (Leaving unit)) Equal to Pro Dummy - merchant
        (Unit-type of (Leaving unit)) Equal to Pro Dummy - craftman
  Actions
    Unit - Move (Leaving unit) instantly to (Random point in profession_dummy <gen>)
back from penitence
  Events
    Unit - A unit Sells an item (from shop)
  Conditions
    (Item-type of (Sold Item)) Equal to Exit Penitence Arena
  Actions
    Unit - Move (Buying unit) instantly to (Center of penitence_door <gen>)
hero killed
  Events
    Unit - A unit Dies
  Conditions
    ((Dying unit) is A Hero) Equal to True
  Actions
    Quest - Display to (All players) the Warning message: Your Hero will revived in town after some second (depend on your level)
    Cinematic - Ping minimap for (All players) at (Center of Start <gen>) for 3.00 seconds
    Wait ((1.00 x (Real((Level of (Dying unit))))) + 30.00) seconds
    Hero - Instantly revive (Dying unit) at (Random point in Start <gen>), Show revival graphics
    Hero - Add (-10 x (Hero level of (Dying unit))) experience to (Dying unit), Hide level-up graphics
item remover
  Events
    Time - Every 62.00 seconds of game time
  Conditions
  Actions
    Item - Remove (Random item in (Playable map area))
spirit remover
  Events
    Unit - A unit Sells a unit
  Conditions
    (Unit-type of (Buying unit)) Equal to Spirit
  Actions
    Unit - Remove (Buying unit) from the game
zanarkan anti hostile
  Events
    Unit - A unit enters neutral_forbidden_to_enter_1 <gen>
  Conditions
    ((Entering unit) belongs to an enemy of Player 1 (Red).) Equal to True
  Actions
    Unit - Order Guard Tower 0099 <gen> to Attack.(Entering unit)
    Unit - Order Guard Tower 0098 <gen> to Attack.(Entering unit)
zanarkan anti violence
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacked unit)) Equal to Guard Soldier
  Actions
    Unit - Order Guard Soldier 0093 <gen> to Attack.(Attacking unit)
    Unit - Order Guard Soldier 0094 <gen> to Attack.(Attacking unit)
    Unit - Order Guard Soldier 0096 <gen> to Attack.(Attacking unit)
    Unit - Order Guard Soldier 0095 <gen> to Attack.(Attacking unit)
    Unit - Order Guard Soldier 0097 <gen> to Attack.(Attacking unit)
exp pasif
  Events
    Unit - A unit Is attacked
  Conditions
    ((Attacked unit) belongs to an enemy of Player 1 (Red).) Equal to True
  Actions
    Hero - Add 5 experience to (Attacking unit), Show level-up graphics
bounty for lv 1
  Events
    Unit - A unit Dies
  Conditions
    (Owner of (Dying unit)) Equal to Neutral Hostile
    ((Killing unit) is A Hero) Equal to True
  Actions
    Hero - Add 5 experience to (Killing unit), Show level-up graphics
bounty for lv 10
  Events
    Unit - A unit Dies
  Conditions
    (Owner of (Dying unit)) Equal to Neutral Hostile
    ((Killing unit) is A Hero) Equal to True
    (Level of (Dying unit)) Greater than or equal to 10
  Actions
    Hero - Add ((Hero level of (Killing unit)) + 14) experience to (Killing unit), Show level-up graphics
    Hero - Add ((Hero level of (Killing unit)) + 0) experience to (Random unit from (Units owned by (Random player from (All allies of Player 1 (Red).)).)), Show level-up graphics
    Player - Add ((Hero level of (Killing unit)) + 1) to (Owner of (Killing unit)).Current gold
bounty for lv 30
  Events
    Unit - A unit Dies
  Conditions
    (Owner of (Dying unit)) Equal to Neutral Hostile
    ((Killing unit) is A Hero) Equal to True
    (Level of (Dying unit)) Greater than or equal to 30
  Actions
    Hero - Add ((Hero level of (Killing unit)) + 30) experience to (Killing unit), Show level-up graphics
    Hero - Add ((Hero level of (Killing unit)) + 10) experience to (Random unit from (Units within 512 of (Position of (Killing unit)).)), Show level-up graphics
    Player - Add ((Hero level of (Killing unit)) + 10) to (Owner of (Killing unit)).Current gold
bounty for lv 50
  Events
    Unit - A unit Dies
  Conditions
    (Owner of (Dying unit)) Equal to Neutral Hostile
    ((Killing unit) is A Hero) Equal to True
    (Level of (Dying unit)) Greater than or equal to 50
  Actions
    Hero - Add ((Hero level of (Killing unit)) + 400) experience to (Killing unit), Show level-up graphics
    Hero - Add ((Hero level of (Killing unit)) + 25) experience to (Random unit from (Units within 512 of (Position of (Killing unit)).)), Show level-up graphics
    Player - Add ((Level of (Dying unit)) + 20) to (Owner of (Killing unit)).Current gold
bounty for lv 70
  Events
    Unit - A unit Dies
  Conditions
    (Owner of (Dying unit)) Equal to Neutral Hostile
    ((Killing unit) is A Hero) Equal to True
    (Level of (Dying unit)) Greater than or equal to 70
  Actions
    Hero - Add ((Hero level of (Killing unit)) + 300) experience to (Killing unit), Show level-up graphics
    Hero - Add ((Hero level of (Killing unit)) + 15) experience to (Random unit from (Units within 512 of (Position of (Killing unit)).)), Show level-up graphics
    Player - Add ((Level of (Dying unit)) + 20) to (Owner of (Killing unit)).Current gold
bounty for lv 90
  Events
    Unit - A unit Dies
  Conditions
    (Owner of (Dying unit)) Equal to Neutral Hostile
    ((Killing unit) is A Hero) Equal to True
    (Level of (Dying unit)) Greater than or equal to 90
  Actions
    Hero - Add ((Hero level of (Killing unit)) + 400) experience to (Killing unit), Show level-up graphics
    Hero - Add ((Hero level of (Killing unit)) + 50) experience to (Random unit from (Units within 512 of (Position of (Killing unit)).)), Show level-up graphics
    Player - Add ((Level of (Dying unit)) + 100) to (Owner of (Killing unit)).Current gold
fish remover
  Events
    Time - Every 60.00 seconds of game time
  Conditions
  Actions
    Unit Group - Pick every unit in (Units of type Fish Lure/ Bait) and do (Remove (Picked unit) from the game)
bounty forever
  Events
    Unit - A unit Dies
  Conditions
    And - All (Conditions) are true
      Conditions
        (Owner of (Dying unit)) Equal to Neutral Hostile
        ((Killing unit) is A Hero) Equal to True
        (Level of (Dying unit)) Greater than or equal to (Hero level of (Killing unit))
  Actions
    Hero - Add (((Level of (Killing unit)) / 2) x (Level of (Dying unit))) experience to (Killing unit), Show level-up graphics
    Player - Add ((Level of (Dying unit)) x (Supply used by (Triggering unit))) to (Owner of (Killing unit)).Current gold
    Hero - Add ((Hero level of (Killing unit)) + 10) experience to (Random unit from (Units owned by (Random player from (All allies of Player 1 (Red).)).)), Show level-up graphics
hero kill each other
  Events
    Unit - A unit Is attacked
  Conditions
    ((Attacking unit) belongs to an ally of (Owner of (Attacked unit)).) Equal to True
  Actions
    Player - Add -5 to (Owner of (Attacking unit)).Current lumber
bad guy want shop
  Events
    Unit - A unit Sells an item (from shop)
  Conditions
    (Real(((Owner of (Buying unit)) Current lumber))) Less than 10.00
  Actions
    Item - Remove (Sold Item)
    Quest - Display to (All players) the Warning message: You cant buy item because your wisdom is too low.
winning game
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Dying unit)) Equal to Ultimate Moonraker
  Actions
    Game - Victory Player 1 (Red) (Show dialogs, Show scores)
    Game - Victory Player 2 (Blue) (Show dialogs, Show scores)
    Game - Victory Player 3 (Teal) (Show dialogs, Show scores)
    Game - Victory Player 4 (Purple) (Show dialogs, Show scores)
    Game - Victory Player 5 (Yellow) (Show dialogs, Show scores)
    Game - Victory Player 6 (Orange) (Show dialogs, Show scores)
    Game - Victory Player 7 (Green) (Show dialogs, Show scores)
    Game - Victory Player 8 (Pink) (Show dialogs, Show scores)
    Game - Victory Player 9 (Gray) (Show dialogs, Show scores)
    Game - Victory Player 10 (Light Blue) (Show dialogs, Show scores)
inn 1
  Events
    Unit - A unit Sells an item (from shop)
  Conditions
    (Item-type of (Sold Item)) Equal to Rent a Small Room
  Actions
    Unit - Set life of (Buying unit) to 25.00%
inn 2
  Events
    Unit - A unit Sells an item (from shop)
  Conditions
    (Item-type of (Sold Item)) Equal to Rent a Executive Room
  Actions
    Unit - Set life of (Buying unit) to 65.00%
inn 3
  Events
    Unit - A unit Sells an item (from shop)
  Conditions
    (Item-type of (Sold Item)) Equal to Rent a Lux Suite
  Actions
    Unit - Set life of (Buying unit) to 100.00%
ranger attack need arrow
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Ranger
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            ((Attacking unit) has an item of type Arrows) Equal to True
            ((Attacking unit) has an item of type Fire Arrows) Equal to True
            ((Attacking unit) has an item of type Frozen Arrows) Equal to True
            ((Attacking unit) has an item of type Verdure Arrows) Equal to True
            ((Attacking unit) has an item of type Dark Arrows) Equal to True
      Then - Actions
        Do nothing
      Else - Actions
        Unit - Order (Attacking unit) to Stop.
        Floating Text - Create floating text that reads You can't attacking enemies without any arrows. at (Position of (Attacking unit)) with Z offset 0, using font size 12.00, color (100%, 100%, 100%), and 0% transparency
        Floating Text - Change (Last created floating text): Disable permanence
        Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
        Wait 2.00 seconds
        Floating Text - Destroy (Last created floating text)
arrows for ranger
  Events
    Unit - A unit Is attacked
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Attacking unit) has an item of type Arrows) Equal to True
      Then - Actions
        Item - Set charges remaining in (Item carried by (Attacking unit) of type Arrows) to ((Charges remaining in (Item carried by (Attacking unit) of type Arrows)) - 1)
        Unit - Cause (Attacking unit) to damage (Attacked unit), dealing 5.00 damage of attack type Pierce and damage type Normal
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Attacking unit) has an item of type Dark Arrows) Equal to True
      Then - Actions
        Item - Set charges remaining in (Item carried by (Attacking unit) of type Dark Arrows) to ((Charges remaining in (Item carried by (Attacking unit) of type Dark Arrows)) - 1)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Attacking unit) has an item of type Fire Arrows) Equal to True
      Then - Actions
        Item - Set charges remaining in (Item carried by (Attacking unit) of type Fire Arrows) to ((Charges remaining in (Item carried by (Attacking unit) of type Fire Arrows)) - 1)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Attacking unit) has an item of type Frozen Arrows) Equal to True
      Then - Actions
        Item - Set charges remaining in (Item carried by (Attacking unit) of type Frozen Arrows) to ((Charges remaining in (Item carried by (Attacking unit) of type Frozen Arrows)) - 1)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Attacking unit) has an item of type Verdure Arrows) Equal to True
      Then - Actions
        Item - Set charges remaining in (Item carried by (Attacking unit) of type Verdure Arrows) to ((Charges remaining in (Item carried by (Attacking unit) of type Verdure Arrows)) - 1)
      Else - Actions
        Do nothing
arrows is empty
  Events
    Unit - A unit Is attacked
  Conditions
    (((Attacking unit) has an item of type Arrows) Equal to True) and ((Charges remaining in (Item carried by (Attacking unit) of type Arrows)) Equal to 0)
  Actions
    Item - Remove (Item carried by (Attacking unit) of type Arrows)
arrows is empty 2
  Events
    Unit - A unit Is attacked
  Conditions
    (((Attacking unit) has an item of type Fire Arrows) Equal to True) and ((Charges remaining in (Item carried by (Attacking unit) of type Fire Arrows)) Equal to 0)
  Actions
    Item - Remove (Item carried by (Attacking unit) of type Fire Arrows)
arrows is empty 3
  Events
    Unit - A unit Is attacked
  Conditions
    (((Attacking unit) has an item of type Dark Arrows) Equal to True) and ((Charges remaining in (Item carried by (Attacking unit) of type Dark Arrows)) Equal to 0)
  Actions
    Item - Remove (Item carried by (Attacking unit) of type Dark Arrows)
arrows is empty 4
  Events
    Unit - A unit Is attacked
  Conditions
    (((Attacking unit) has an item of type Frozen Arrows) Equal to True) and ((Charges remaining in (Item carried by (Attacking unit) of type Frozen Arrows)) Equal to 0)
  Actions
    Item - Remove (Item carried by (Attacking unit) of type Frozen Arrows)
arrows is empty 5
  Events
    Unit - A unit Is attacked
  Conditions
    (((Attacking unit) has an item of type Verdure Arrows) Equal to True) and ((Charges remaining in (Item carried by (Attacking unit) of type Verdure Arrows)) Equal to 0)
  Actions
    Item - Remove (Item carried by (Attacking unit) of type Verdure Arrows)
merchant gilgame heart
  Events
    Unit - A unit Dies
  Conditions
    ((Killing unit) has buff Merchant) Equal to True
  Actions
    Player - Add (Level of (Dying unit)) to (Owner of (Killing unit)).Current gold
merchant discount
  Events
    Unit - A unit Sells an item (from shop)
  Conditions
    ((Buying unit) has buff Merchant) Equal to True
  Actions
    Player - Add ((Custom value of (Sold Item)) x (Integer(0.20))) to (Owner of (Buying unit)).Current gold
merchant sell high
  Events
    Unit - A unit Sells an item (from shop)
  Conditions
    ((Selling unit) has buff Merchant) Equal to True
  Actions
    Player - Add ((Custom value of (Sold Item)) x (Integer(0.10))) to (Owner of (Selling unit)).Current gold
blacksmith ore research
  Events
    Unit - A unit Dies
  Conditions
    ((Killing unit) has buff Blacksmith) Equal to True
  Actions
    Item - Create ore_list[(Random integer number between 1 and 50)] at (Position of (Dying unit))
blacksmith ore research list
  Events
    Map initialization
  Conditions
  Actions
    Set VariableSet ore_list[1] = Steel
    Set VariableSet ore_list[2] = Iron
    Set VariableSet ore_list[3] = Ore
knight
  Events
    Unit - A unit Acquires an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Change Warrior into Knight
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Unit-type of (Hero manipulating item)) Equal to Warrior) and ((Real((Level of (Hero manipulating item)))) Greater than or equal to 20.00)
      Then - Actions
        Unit - Create 1.Knight for (Owner of (Hero manipulating item)) at (Position of (Hero manipulating item)) facing Default building facing degrees
        Hero - Give (Item carried by (Hero manipulating item) in slot 1) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 2) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 3) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 4) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 5) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 6) to (Last created unit)
        Unit - Remove (Hero manipulating item) from the game
        Item - Remove (Item being manipulated)
      Else - Actions
        Do nothing
        Item - Remove (Item being manipulated)
berserker
  Events
    Unit - A unit Acquires an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Change Warrior into Berserker
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Unit-type of (Hero manipulating item)) Equal to Warrior) and ((Real((Level of (Hero manipulating item)))) Greater than or equal to 20.00)
      Then - Actions
        Unit - Create 1.Berserker for (Owner of (Hero manipulating item)) at (Position of (Hero manipulating item)) facing Default building facing degrees
        Hero - Give (Item carried by (Hero manipulating item) in slot 1) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 2) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 3) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 4) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 5) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 6) to (Last created unit)
        Unit - Remove (Hero manipulating item) from the game
        Item - Remove (Item being manipulated)
      Else - Actions
        Do nothing
        Item - Remove (Item being manipulated)
white mage
  Events
    Unit - A unit Acquires an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Change Alchemist into White Mage
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Unit-type of (Hero manipulating item)) Equal to Alchemist) and ((Real((Level of (Hero manipulating item)))) Greater than or equal to 20.00)
      Then - Actions
        Unit - Create 1.White Mage for (Owner of (Hero manipulating item)) at (Position of (Hero manipulating item)) facing Default building facing degrees
        Hero - Give (Item carried by (Hero manipulating item) in slot 1) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 2) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 3) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 4) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 5) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 6) to (Last created unit)
        Unit - Remove (Hero manipulating item) from the game
        Item - Remove (Item being manipulated)
      Else - Actions
        Do nothing
        Item - Remove (Item being manipulated)
black mage
  Events
    Unit - A unit Acquires an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Change Alchemist into Black Mage
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Unit-type of (Hero manipulating item)) Equal to Alchemist) and ((Real((Level of (Hero manipulating item)))) Greater than or equal to 20.00)
      Then - Actions
        Unit - Create 1.Black Mage for (Owner of (Hero manipulating item)) at (Position of (Hero manipulating item)) facing Default building facing degrees
        Hero - Give (Item carried by (Hero manipulating item) in slot 1) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 2) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 3) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 4) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 5) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 6) to (Last created unit)
        Unit - Remove (Hero manipulating item) from the game
        Item - Remove (Item being manipulated)
      Else - Actions
        Do nothing
        Item - Remove (Item being manipulated)
red mage
  Events
    Unit - A unit Acquires an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Change Alchemist into Red Mage
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Unit-type of (Hero manipulating item)) Equal to Alchemist) and ((Real((Level of (Hero manipulating item)))) Greater than or equal to 20.00)
      Then - Actions
        Unit - Create 1.Red Mage for (Owner of (Hero manipulating item)) at (Position of (Hero manipulating item)) facing Default building facing degrees
        Hero - Give (Item carried by (Hero manipulating item) in slot 1) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 2) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 3) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 4) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 5) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 6) to (Last created unit)
        Unit - Remove (Hero manipulating item) from the game
        Item - Remove (Item being manipulated)
      Else - Actions
        Do nothing
        Item - Remove (Item being manipulated)
ninja
  Events
    Unit - A unit Acquires an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Change Thief into Ninja
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Unit-type of (Hero manipulating item)) Equal to Thief) and ((Real((Level of (Hero manipulating item)))) Greater than or equal to 20.00)
      Then - Actions
        Unit - Create 1.Ninja for (Owner of (Hero manipulating item)) at (Position of (Hero manipulating item)) facing Default building facing degrees
        Hero - Give (Item carried by (Hero manipulating item) in slot 1) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 2) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 3) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 4) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 5) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 6) to (Last created unit)
        Unit - Remove (Hero manipulating item) from the game
        Item - Remove (Item being manipulated)
      Else - Actions
        Do nothing
        Item - Remove (Item being manipulated)
ranger
  Events
    Unit - A unit Acquires an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Change Thief into Ranger
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Unit-type of (Hero manipulating item)) Equal to Thief) and ((Real((Level of (Hero manipulating item)))) Greater than or equal to 20.00)
      Then - Actions
        Unit - Create 1.Ranger for (Owner of (Hero manipulating item)) at (Position of (Hero manipulating item)) facing Default building facing degrees
        Hero - Give (Item carried by (Hero manipulating item) in slot 1) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 2) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 3) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 4) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 5) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 6) to (Last created unit)
        Unit - Remove (Hero manipulating item) from the game
        Item - Remove (Item being manipulated)
      Else - Actions
        Do nothing
        Item - Remove (Item being manipulated)
lancer
  Events
    Unit - A unit Acquires an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Change Thief into Lancer
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Unit-type of (Hero manipulating item)) Equal to Thief) and ((Real((Level of (Hero manipulating item)))) Greater than or equal to 20.00)
      Then - Actions
        Unit - Create 1.Lancer for (Owner of (Hero manipulating item)) at (Position of (Hero manipulating item)) facing Default building facing degrees
        Hero - Give (Item carried by (Hero manipulating item) in slot 1) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 2) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 3) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 4) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 5) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 6) to (Last created unit)
        Unit - Remove (Hero manipulating item) from the game
        Item - Remove (Item being manipulated)
      Else - Actions
        Do nothing
        Item - Remove (Item being manipulated)
paladin
  Events
    Unit - A unit Acquires an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Change Knight into Paladin
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Unit-type of (Hero manipulating item)) Equal to Knight) and ((Real((Level of (Hero manipulating item)))) Greater than or equal to 40.00)
        ((Hero manipulating item) has an item of type Golden Harpy Feather) Equal to True
        ((Hero manipulating item) has an item of type Holy Stone) Equal to True
      Then - Actions
        Unit - Create 1.Paladin for (Owner of (Hero manipulating item)) at (Position of (Hero manipulating item)) facing Default building facing degrees
        Hero - Give (Item carried by (Hero manipulating item) in slot 1) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 2) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 3) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 4) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 5) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 6) to (Last created unit)
        Unit - Remove (Hero manipulating item) from the game
        Item - Remove (Item being manipulated)
      Else - Actions
        Do nothing
        Item - Remove (Item being manipulated)
dark knight
  Events
    Unit - A unit Acquires an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Change Berserker into Dark Knight
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Unit-type of (Hero manipulating item)) Equal to Berserker) and ((Real((Level of (Hero manipulating item)))) Greater than or equal to 40.00)
        ((Hero manipulating item) has an item of type Angel Ring) Equal to True
        ((Hero manipulating item) has an item of type Cursed Ruby) Equal to True
      Then - Actions
        Unit - Create 1.Dark Knight for (Owner of (Hero manipulating item)) at (Position of (Hero manipulating item)) facing Default building facing degrees
        Hero - Give (Item carried by (Hero manipulating item) in slot 1) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 2) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 3) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 4) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 5) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 6) to (Last created unit)
        Unit - Remove (Hero manipulating item) from the game
        Item - Remove (Item being manipulated)
      Else - Actions
        Do nothing
        Item - Remove (Item being manipulated)
samurai
  Events
    Unit - A unit Acquires an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Change Knight into Samurai
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Unit-type of (Hero manipulating item)) Equal to Knight) and ((Real((Level of (Hero manipulating item)))) Greater than or equal to 40.00)
        ((Hero manipulating item) has an item of type Golden Bell) Equal to True
        ((Hero manipulating item) has an item of type Rusty Iron) Equal to True
      Then - Actions
        Unit - Create 1.Samurai for (Owner of (Hero manipulating item)) at (Position of (Hero manipulating item)) facing Default building facing degrees
        Hero - Give (Item carried by (Hero manipulating item) in slot 1) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 2) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 3) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 4) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 5) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 6) to (Last created unit)
        Unit - Remove (Hero manipulating item) from the game
        Item - Remove (Item being manipulated)
      Else - Actions
        Do nothing
        Item - Remove (Item being manipulated)
summoner
  Events
    Unit - A unit Acquires an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Change Black Mage into Summoner
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Unit-type of (Hero manipulating item)) Equal to Black Mage) and ((Real((Level of (Hero manipulating item)))) Greater than or equal to 40.00)
        ((Hero manipulating item) has an item of type Icy Heart) Equal to True
        ((Hero manipulating item) has an item of type Flaming Soul) Equal to True
      Then - Actions
        Unit - Create 1.Summoner for (Owner of (Hero manipulating item)) at (Position of (Hero manipulating item)) facing Default building facing degrees
        Hero - Give (Item carried by (Hero manipulating item) in slot 1) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 2) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 3) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 4) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 5) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 6) to (Last created unit)
        Unit - Remove (Hero manipulating item) from the game
        Item - Remove (Item being manipulated)
      Else - Actions
        Do nothing
        Item - Remove (Item being manipulated)
beastmaster
  Events
    Unit - A unit Acquires an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Change Ranger into Beastmaster
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Unit-type of (Hero manipulating item)) Equal to Ranger) and ((Real((Level of (Hero manipulating item)))) Greater than or equal to 40.00)
        ((Hero manipulating item) has an item of type Black Pearl) Equal to True
        ((Hero manipulating item) has an item of type Cursed Ruby) Equal to True
      Then - Actions
        Unit - Create 1.Beastmaster for (Owner of (Hero manipulating item)) at (Position of (Hero manipulating item)) facing Default building facing degrees
        Hero - Give (Item carried by (Hero manipulating item) in slot 1) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 2) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 3) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 4) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 5) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 6) to (Last created unit)
        Unit - Remove (Hero manipulating item) from the game
        Item - Remove (Item being manipulated)
      Else - Actions
        Do nothing
        Item - Remove (Item being manipulated)
bard
  Events
    Unit - A unit Acquires an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Change Red Mage into Bard
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Unit-type of (Hero manipulating item)) Equal to Red Mage) and ((Real((Level of (Hero manipulating item)))) Greater than or equal to 40.00)
        ((Hero manipulating item) has an item of type Moon Stone) Equal to True
      Then - Actions
        Unit - Create 1.Bard for (Owner of (Hero manipulating item)) at (Position of (Hero manipulating item)) facing Default building facing degrees
        Hero - Give (Item carried by (Hero manipulating item) in slot 1) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 2) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 3) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 4) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 5) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 6) to (Last created unit)
        Unit - Remove (Hero manipulating item) from the game
        Item - Remove (Item being manipulated)
      Else - Actions
        Do nothing
        Item - Remove (Item being manipulated)
sage
  Events
    Unit - A unit Acquires an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Change White Mage into Sage
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Unit-type of (Hero manipulating item)) Equal to White Mage) and ((Real((Level of (Hero manipulating item)))) Greater than or equal to 40.00)
        ((Hero manipulating item) has an item of type Old Boots) Equal to True
      Then - Actions
        Unit - Create 1.Sage for (Owner of (Hero manipulating item)) at (Position of (Hero manipulating item)) facing Default building facing degrees
        Hero - Give (Item carried by (Hero manipulating item) in slot 1) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 2) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 3) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 4) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 5) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 6) to (Last created unit)
        Unit - Remove (Hero manipulating item) from the game
        Item - Remove (Item being manipulated)
      Else - Actions
        Do nothing
        Item - Remove (Item being manipulated)
monk
  Events
    Unit - A unit Acquires an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Change White Mage into Monk
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Unit-type of (Hero manipulating item)) Equal to White Mage) and ((Real((Level of (Hero manipulating item)))) Greater than or equal to 40.00)
        ((Hero manipulating item) has an item of type Bear Coat) Equal to True
      Then - Actions
        Unit - Create 1.Monk for (Owner of (Hero manipulating item)) at (Position of (Hero manipulating item)) facing Default building facing degrees
        Hero - Give (Item carried by (Hero manipulating item) in slot 1) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 2) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 3) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 4) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 5) to (Last created unit)
        Hero - Give (Item carried by (Hero manipulating item) in slot 6) to (Last created unit)
        Unit - Remove (Hero manipulating item) from the game
        Item - Remove (Item being manipulated)
      Else - Actions
        Do nothing
        Item - Remove (Item being manipulated)
blitz memoria
  Events
    Unit - A unit Finishes casting an ability
  Conditions
    (Ability being cast) Equal to Blitz Memoria
  Actions
    Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing ((Random real number between 1.00 and 3.00) x (Real((Strength of (Casting unit) (Include bonuses))))) damage of attack type Hero and damage type Normal
last blood 1
  Events
    Unit - A unit Finishes casting an ability
  Conditions
    (Ability being cast) Equal to Last Blood - 0,5
  Actions
    Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing (0.50 x (Life of (Casting unit))) damage of attack type Hero and damage type Normal
    Wait 1.00 seconds
    Unit - Set life of (Casting unit) to 1.00
last blood 2
  Events
    Unit - A unit Finishes casting an ability
  Conditions
    (Ability being cast) Equal to Last Blood - 0,8
  Actions
    Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing (0.80 x (Life of (Casting unit))) damage of attack type Hero and damage type Normal
    Wait 1.00 seconds
    Unit - Set life of (Casting unit) to 1.00
last blood 3
  Events
    Unit - A unit Finishes casting an ability
  Conditions
    (Ability being cast) Equal to Last Blood - 1,2
  Actions
    Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing (1.20 x (Life of (Casting unit))) damage of attack type Hero and damage type Normal
    Wait 1.00 seconds
    Unit - Set life of (Casting unit) to 1.00
mad rush 1
  Events
    Unit - A unit Is attacked
  Conditions
    ((Attacked unit) has buff Mad Rush) Equal to True
  Actions
    Unit - Set life of (Casting unit) to 1.00%
mana nucturne 1
  Events
    Unit - A unit Dies
  Conditions
    ((Killing unit) has buff Mana Nucturne 1) Equal to True
  Actions
    Unit - Set mana of (Killing unit) to ((Mana of (Killing unit)) + 10.00)
mana nucturne 2
  Events
    Unit - A unit Dies
  Conditions
    ((Killing unit) has buff Mana Nucturne 2) Equal to True
  Actions
    Unit - Set mana of (Killing unit) to ((Mana of (Killing unit)) + 20.00)
mug 1
  Events
    Unit - A unit Finishes casting an ability
  Conditions
    (Ability being cast) Equal to Mug - 50
  Actions
    Player - Add 50 to (Owner of (Casting unit)).Current gold
mug 2
  Events
    Unit - A unit Finishes casting an ability
  Conditions
    (Ability being cast) Equal to Mug - 100
  Actions
    Player - Add 100 to (Owner of (Casting unit)).Current gold
mug 3
  Events
    Unit - A unit Finishes casting an ability
  Conditions
    (Ability being cast) Equal to Mug - 150
  Actions
    Player - Add 150 to (Owner of (Casting unit)).Current gold
crypto strife
  Events
    Unit - A unit Finishes casting an ability
  Conditions
    (Ability being cast) Equal to Crypto Strife
  Actions
    Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing ((Random real number between 1.00 and 10.00) x (Real((Agility of (Casting unit) (Exclude bonuses))))) damage of attack type Hero and damage type Normal
kusanagi
  Events
    Unit - A unit Finishes casting an ability
  Conditions
    (Ability being cast) Equal to Kusanagi
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Random integer number between 1 and 10) Equal to 1
      Then - Actions
        Unit - Create 1.Kusanagi for (Owner of (Casting unit)) at (Position of (Target unit of ability being cast)) facing Default building facing degrees
      Else - Actions
        Do nothing
bushido
  Events
    Unit - A unit Finishes casting an ability
  Conditions
    (Ability being cast) Equal to Bushido
  Actions
    Unit - Move (Casting unit) instantly to (Position of (Target unit of ability being cast)), facing (Position of (Target unit of ability being cast))
flash trap
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacked unit)) Equal to Flash Trap
  Actions
    Unit - Move (Attacking unit) instantly to (Random point in (Region centered at (Position of (Attacking unit)) with size ((Distance between (Position of (Attacked unit)) and (Position of (Attacking unit))), (Distance between (Position of (Attacked unit)) and (Position of (Attacking unit))))))
riot 0 damage
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in (Playable map area) matching (((Picked unit) has buff Riot) Equal to True)) and do (Set life of (Picked unit) to ((Life of (Picked unit)) - 20.00))
riot off
  Events
    Unit - A unit Dies
  Conditions
    ((Killing unit) has buff Riot) Equal to True
  Actions
    Unit - Remove Riot buff from (Casting unit)
earthquake 0 damage
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in (Playable map area) matching (((Picked unit) has buff Earthquake - blue magic) Equal to True)) and do (Set life of (Picked unit) to ((Life of (Picked unit)) - 100.00))
charm limited time
  Events
    Unit - A unit Finishes casting an ability
  Conditions
    (Ability being cast) Equal to Charm - blue magic
  Actions
    Wait 60.00 seconds
    Unit - Remove (Target unit of ability being cast) from the game
holy rampage
  Events
    Unit - A unit Is attacked
  Conditions
    ((Attacked unit) has buff Holy Rampage) Equal to True
  Actions
    Unit - Cause (Attacking unit) to damage (Attacked unit), dealing (Random real number between 25.00 and 50.00) damage of attack type Normal and damage type Normal
sacrifar
  Events
    Unit - A unit Finishes casting an ability
  Conditions
    (Ability being cast) Equal to Sacrifar
  Actions
    Unit - Set life of (Casting unit) to 1.00%
zantetzuken
  Events
    Unit - A unit Finishes casting an ability
  Conditions
    (Ability being cast) Equal to Zantetzuken - samurai
  Actions
    Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing ((Random real number between 1.00 and 100.00) x (Real((Agility of (Casting unit) (Include bonuses))))) damage of attack type Chaos and damage type Normal
curse
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to Curse - dark magic
  Actions
    Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing (5.00 x (Real((Intelligence of (Casting unit) (Include bonuses))))) damage of attack type Hero and damage type Normal
fear
  Events
    Unit - A unit Finishes casting an ability
  Conditions
    (Ability being cast) Equal to Fear
    ((Target unit of ability being cast) belongs to an ally of (Owner of (Casting unit)).) Equal to True
  Actions
    Unit - Set mana of (Target unit of ability being cast) to ((Mana of (Target unit of ability being cast)) + 300.00)
    Unit - Remove Fear - dark magic buff from (Target unit of ability being cast)
magic break
  Events
    Unit - A unit Finishes casting an ability
  Conditions
    ((Casting unit) has buff Magic Break) Equal to True
  Actions
    Unit - Remove Magic Break buff from (Casting unit)
no mercy
  Events
    Unit - A unit Finishes casting an ability
  Conditions
    (Ability being cast) Equal to No Mercy
  Actions
    Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing (5.00 x (Real((Strength of (Casting unit) (Include bonuses))))) damage of attack type Hero and damage type Normal
dash momentum
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Level of (Ability being cast) for (Casting unit)) Equal to 1
      Then - Actions
        Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing (0.10 x (Distance between (Position of (Casting unit)) and (Position of (Target unit of ability being cast)))) damage of attack type Hero and damage type Normal
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Level of (Ability being cast) for (Casting unit)) Equal to 2
      Then - Actions
        Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing (0.30 x (Distance between (Position of (Casting unit)) and (Position of (Target unit of ability being cast)))) damage of attack type Hero and damage type Normal
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Level of (Ability being cast) for (Casting unit)) Equal to 3
      Then - Actions
        Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing (0.60 x (Distance between (Position of (Casting unit)) and (Position of (Target unit of ability being cast)))) damage of attack type Hero and damage type Normal
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Level of (Ability being cast) for (Casting unit)) Equal to 4
      Then - Actions
        Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing (0.90 x (Distance between (Position of (Casting unit)) and (Position of (Target unit of ability being cast)))) damage of attack type Hero and damage type Normal
      Else - Actions
        Do nothing
    Wait 0.50 seconds
    Unit - Move (Casting unit) instantly to (Position of (Target unit of ability being cast)), facing (Position of (Target unit of ability being cast))
blitz assault 1
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Blitz Assault - 40
  Actions
    Unit - Order (Casting unit) to Attack.(Target unit of ability being cast)
    Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing 40.00 damage of attack type Hero and damage type Normal
blitz assault 2
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to Blitz Assault - 60
  Actions
    Unit - Order (Casting unit) to Attack.(Target unit of ability being cast)
    Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing 60.00 damage of attack type Hero and damage type Normal
chef knife
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to Chef Knife - tonberry
  Actions
    Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing ((Max life of (Casting unit)) - (Life of (Casting unit))) damage of attack type Spells and damage type Normal
tiger claw
  Events
    Unit - A unit Begins casting an ability
  Conditions
    ((Ability being cast) Equal to Tiger Claw) and ((Unit-type of (Casting unit)) Equal to Monk)
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Target unit of ability being cast) has buff Beat Rush) Equal to True
      Then - Actions
        Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing 150.00 damage of attack type Hero and damage type Normal
      Else - Actions
        Do nothing
vajra fist
  Events
    Unit - A unit Begins casting an ability
  Conditions
    ((Ability being cast) Equal to Vajra Fist) and ((Unit-type of (Casting unit)) Equal to Monk)
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Target unit of ability being cast) has buff Tiger Claw) Equal to True
      Then - Actions
        Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing (20.00 x (Real((Strength of (Casting unit) (Include bonuses))))) damage of attack type Hero and damage type Normal
      Else - Actions
        Do nothing
secret fist
  Events
    Unit - A unit Begins casting an ability
  Conditions
    ((Ability being cast) Equal to Secret Fist) and ((Unit-type of (Casting unit)) Equal to Monk)
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Target unit of ability being cast) has buff Beat Rush) Equal to True
      Then - Actions
        Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing 175.00 damage of attack type Hero and damage type Normal
      Else - Actions
        Do nothing
way of phoenix
  Events
    Unit - A unit Begins casting an ability
  Conditions
    ((Ability being cast) Equal to Way of Phoenix) and ((Unit-type of (Casting unit)) Equal to Monk)
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Target unit of ability being cast) has buff Secret Fist) Equal to True
      Then - Actions
        Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing 300.00 damage of attack type Chaos and damage type Normal
      Else - Actions
        Do nothing
different beat
  Events
    Unit - A unit Finishes casting an ability
  Conditions
    ((Ability being cast) Equal to Different Beat) and ((Unit-type of (Casting unit)) Equal to Monk)
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Target unit of ability being cast) has buff Dolphin Blow) Equal to True
      Then - Actions
        Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing 1000.00 damage of attack type Chaos and damage type Normal
      Else - Actions
        Do nothing
eternal flame
  Events
    Unit - A unit Dies
  Conditions
    And - All (Conditions) are true
      Conditions
        ((Dying unit) has buff Eternal Flame) Equal to True
        ((Dying unit) is A Hero) Equal to True
  Actions
    Wait 1.00 seconds
    Hero - Instantly revive (Dying unit) at (Position of (Dying unit)), Show revival graphics
moon tears 1
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in (Entire map) matching (((Picked unit) has buff Moon Tears - 1) Equal to True)) and do (Set life of (Picked unit) to ((Life of (Picked unit)) - 10.00))
moon tears 2
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in (Entire map) matching (((Picked unit) has buff Moon Tears - 2) Equal to True)) and do (Set life of (Picked unit) to ((Life of (Picked unit)) - 30.00))
moon tears 3
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in (Entire map) matching (((Picked unit) has buff Moon Tears - 3) Equal to True)) and do (Set life of (Picked unit) to ((Life of (Picked unit)) - 50.00))
sweet lullaby
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in (Entire map) matching (((Picked unit) has buff Lullaby) Equal to True)) and do (Set mana of (Picked unit) to ((Mana of (Picked unit)) - 20.00))
summer adante
  Events
    Unit - A unit Is attacked
  Conditions
    ((Attacked unit) has buff Summer Adante) Equal to True
  Actions
    Unit - Set life of (Attacked unit) to ((Life of (Attacked unit)) + 10.00)
heaven wish 1
  Events
    Unit - A unit Dies
  Conditions
    ((Killing unit) has buff Heaven Wish) Equal to True
  Actions
    Unit - Set mana of (Killing unit) to ((Mana of (Killing unit)) + 100.00)
heaven wish 2
  Events
    Unit - A unit Is attacked
  Conditions
    ((Attacked unit) has buff Heaven Wish) Equal to True
  Actions
    Unit - Cause (Attacking unit) to damage (Attacked unit), dealing 10.00 damage of attack type Chaos and damage type Normal
melody of secret garden
  Events
    Unit - A unit Dies
  Conditions
    ((Dying unit) has buff Melody of Secret Garden) Equal to True
  Actions
    Wait 2 seconds
    Hero - Instantly revive (Dying unit) at (Position of (Dying unit)), Show revival graphics
rejuvenation
  Events
    Unit - A unit Is attacked
  Conditions
    ((Attacked unit) has buff Rejuvenation - beastmaster) Equal to True
  Actions
    Unit - Set life of (Attacked unit) to ((Life of (Attacked unit)) + 100.00)
time aging
  Events
    Unit - A unit Is attacked
  Conditions
    ((Attacked unit) has buff Time Aging) Equal to True
  Actions
    Unit - Cause (Attacking unit) to damage (Attacked unit), dealing 40.00 damage of attack type Chaos and damage type Normal
double
  Events
    Unit - A unit Is attacked
  Conditions
    ((Attacking unit) has buff Double) Equal to True
  Actions
    Unit - Cause (Attacking unit) to damage (Attacked unit), dealing ((Real((Intelligence of (Attacking unit) (Exclude bonuses)))) x 4.00) damage of attack type Hero and damage type Normal
triple
  Events
    Unit - A unit Is attacked
  Conditions
    ((Attacking unit) has buff Triple) Equal to True
  Actions
    Unit - Cause (Attacking unit) to damage (Attacked unit), dealing ((Real((Intelligence of (Attacking unit) (Exclude bonuses)))) x 6.00) damage of attack type Hero and damage type Normal
triple 2
  Events
    Unit - A unit Finishes casting an ability
  Conditions
    (Ability being cast) Equal to Triple
  Actions
    Unit - Reset ability cooldowns for (Target unit of ability being cast).
back track
  Events
    Unit - A unit Is attacked
  Conditions
    ((Attacked unit) has buff Back Track) Equal to True
  Actions
    Unit - Set life of (Attacked unit) to ((Life of (Attacked unit)) + 50.00)
time lock
  Events
    Unit - A unit Finishes casting an ability
  Conditions
    (Ability being cast) Equal to Time Lock
  Actions
    Unit Group - Pick every unit in (Units in (Entire map) matching (((Matching unit) has buff Time Lock) Equal to True)) and do (Actions)
      Loop - Actions
        Unit - Pause (Matching unit)
        Wait 10.00 seconds
        Unit - Unpause (Matching unit)
genocide slam
  Events
    Unit - A unit Is attacked
  Conditions
    ((Attacked unit) has buff Genocide Slam) Equal to True
  Actions
    Unit - Cause (Attacking unit) to damage (Attacked unit), dealing 100.00 damage of attack type Chaos and damage type Normal
survival
  Events
    Unit - A unit Finishes casting an ability
  Conditions
    (Ability being cast) Equal to Survival
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Casting unit) has buff Herb Tree) Equal to True
      Then - Actions
        Item - Create herb_list[(Random integer number between 1 and 5)] at (Position of (Casting unit))
      Else - Actions
        Do nothing
herb list
  Events
    Time - Elapsed game time is 1.00 seconds
  Conditions
  Actions
    Set VariableSet herb_list[1] = Mint Leaf
    Set VariableSet herb_list[2] = Herb
    Set VariableSet herb_list[3] = Herb
    Set VariableSet herb_list[4] = Herb
    Set VariableSet herb_list[5] = Berry
steal
  Events
    Unit - A unit Finishes casting an ability
  Conditions
    (Ability being cast) Equal to Steal
  Actions
    Item - Create herb_list[(Random integer number between 1 and 10)] at (Position of (Casting unit))
steal item list
  Events
    Time - Elapsed game time is 1.00 seconds
  Conditions
  Actions
    Set VariableSet steal_list[1] = Sphere Piece
    Set VariableSet steal_list[2] = Thorned Root
    Set VariableSet steal_list[3] = Rusty Iron
    Set VariableSet steal_list[4] = Ore
    Set VariableSet steal_list[5] = Fang
    Set VariableSet steal_list[6] = Mint Leaf
fishing
  Events
    Unit - A unit Finishes casting an ability
  Conditions
    (Ability being cast) Equal to Fishing 2
  Actions
    Item - Create fishing_itemlist[(Random integer number between 1 and 30)] at (Position of (Casting unit))
fishing item list
  Events
    Time - Elapsed game time is 2.00 seconds
  Conditions
  Actions
    Set VariableSet fishing_itemlist[1] = Fish Meat
    Set VariableSet fishing_itemlist[2] = Old Boots
    Set VariableSet fishing_itemlist[3] = Fish Meat
    Set VariableSet fishing_itemlist[4] = Fish Meat
    Set VariableSet fishing_itemlist[5] = Tome of Strength
    Set VariableSet fishing_itemlist[6] = Tome of Intelligence
    Set VariableSet fishing_itemlist[7] = Tome of Experience
    Set VariableSet fishing_itemlist[8] = Fish Meat
    Set VariableSet fishing_itemlist[9] = Fish Meat
    Set VariableSet fishing_itemlist[10] = Fish Meat
    Set VariableSet fishing_itemlist[11] = Fish Meat
    Set VariableSet fishing_itemlist[12] = Fish Meat
    Set VariableSet fishing_itemlist[13] = Fish Meat
    Set VariableSet fishing_itemlist[14] = Fish Meat
    Set VariableSet fishing_itemlist[15] = Fish Meat
mix
  Events
    Unit - A unit Finishes casting an ability
  Conditions
    (Ability being cast) Equal to Mix
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        And - All (Conditions) are true
          Conditions
            ((Casting unit) has an item of type Empty Vial) Equal to True
            ((Casting unit) has an item of type Herb) Equal to True
      Then - Actions
        Item - Create Enchanted Vial at (Position of (Casting unit))
        Item - Create Herb at (Position of (Casting unit))
        Item - Remove (Item carried by (Casting unit) of type Empty Vial)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        And - All (Conditions) are true
          Conditions
            ((Casting unit) has an item of type Berry) Equal to True
            ((Casting unit) has an item of type Empty Vial) Equal to True
      Then - Actions
        Item - Create Green Ether at (Position of (Casting unit))
        Item - Remove (Item carried by (Casting unit) of type Empty Vial)
        Item - Remove (Item carried by (Casting unit) of type Berry)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        And - All (Conditions) are true
          Conditions
            ((Casting unit) has an item of type Honey) Equal to True
            ((Casting unit) has an item of type Empty Vial) Equal to True
      Then - Actions
        Item - Create Royal Jelly at (Position of (Casting unit))
        Item - Remove (Item carried by (Casting unit) of type Empty Vial)
        Item - Remove (Item carried by (Casting unit) of type Honey)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        And - All (Conditions) are true
          Conditions
            ((Casting unit) has an item of type Fang) Equal to True
            ((Casting unit) has an item of type Empty Vial) Equal to True
      Then - Actions
        Item - Create Vampiric Potion at (Position of (Casting unit))
        Item - Remove (Item carried by (Casting unit) of type Empty Vial)
        Item - Remove (Item carried by (Casting unit) of type Fang)
      Else - Actions
        Do nothing
lockpick
  Events
    Unit - A unit Finishes casting an ability
  Conditions
    (Ability being cast) Equal to Lockpick
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Target unit of ability being cast)) Equal to Treasure Box
      Then - Actions
        Player - Add (Random integer number between 300 and 3000) to (Owner of (Casting unit)).Current gold
        Unit - Remove (Target unit of ability being cast) from the game
      Else - Actions
        Do nothing
dragon bane
  Events
    Unit - A unit Finishes casting an ability
  Conditions
    (Ability being cast) Equal to Dragon Bane
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Unit-type of (Target unit of ability being cast)) Equal to Fairy Dragon
            (Unit-type of (Target unit of ability being cast)) Equal to Lavaguy
            (Unit-type of (Target unit of ability being cast)) Equal to Dragonlizzard
            (Unit-type of (Target unit of ability being cast)) Equal to Tiamat
            (Unit-type of (Target unit of ability being cast)) Equal to Leviathan
      Then - Actions
        Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing 250.00 damage of attack type Chaos and damage type Force
      Else - Actions
        Do nothing
dark requiem
  Events
    Unit - A unit Finishes casting an ability
  Conditions
    (Ability being cast) Equal to Dark Requiem
  Actions
    Unit - Create 1.(Random level (Random integer number between 20 and 40) creep unit-type) for Neutral Hostile at (Position of (Casting unit)) facing Default building facing degrees
town warp
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to Town Warp
  Actions
    Unit - Move (Casting unit) instantly to (Random point in Start <gen>)
chain lightning improve
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to Chain Lightning - 16
  Actions
    Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing ((Real((Intelligence of (Casting unit) (Include bonuses)))) x 5.00) damage of attack type Spells and damage type Normal
apocalypse improve
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to Apocalyps
  Actions
    Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing ((Real((Intelligence of (Casting unit) (Include bonuses)))) x 10.00) damage of attack type Spells and damage type Normal
dark void improve
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to Dark Void - 400
  Actions
    Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing ((Real((Intelligence of (Casting unit) (Include bonuses)))) x 20.00) damage of attack type Spells and damage type Normal
dolphin blow improve
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to Dolphin Blow
  Actions
    Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing ((Real((Strength of (Casting unit) (Include bonuses)))) x 10.00) damage of attack type Spells and damage type Normal
gotetsu no shouryu improve
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to Gotetsu no Shouryu -400
  Actions
    Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing ((Real((Agility of (Casting unit) (Include bonuses)))) x 12.00) damage of attack type Spells and damage type Normal
defense break improve
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to Defense Break - 20
  Actions
    Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing ((Real((Hero level of (Casting unit)))) x 2.00) damage of attack type Normal and damage type Normal
katzbalger
  Events
    Unit - A unit Is attacked
  Conditions
    And - All (Conditions) are true
      Conditions
        (Life of (Attacked unit)) Less than ((Max life of (Attacked unit)) x (15.00 / 100.00))
        ((Attacking unit) has an item of type Katzbalger) Equal to True
  Actions
    Unit - Cause (Attacking unit) to damage (Attacked unit), dealing ((Real((Hero level of (Attacking unit)))) x 10.00) damage of attack type Normal and damage type Normal
bounty up item
  Events
    Unit - A unit Dies
  Conditions
    ((Killing unit) has buff Bounty Up) Equal to True
  Actions
    Player - Add ((Hero level of (Killing unit)) + (Level of (Dying unit))) to (Owner of (Killing unit)).Current gold
tranquilizer
  Events
    Unit - A unit Uses an item
  Conditions
    And - All (Conditions) are true
      Conditions
        (Item-type of (Item being manipulated)) Equal to Tranquilizer
        ((Hero manipulating item) has buff Trouble) Equal to True
  Actions
    Unit - Remove Trouble buff from (Hero manipulating item)
evil branch list
  Events
    Time - Elapsed game time is 15.00 seconds
  Conditions
  Actions
    Set VariableSet evilbranch_monlist[1] = Axe Shocker
    Set VariableSet evilbranch_monlist[2] = Yellow Furbeast
    Set VariableSet evilbranch_monlist[3] = Armandodo
    Set VariableSet evilbranch_monlist[4] = Stegosaurs
    Set VariableSet evilbranch_monlist[5] = Lavaguy
    Set VariableSet evilbranch_monlist[6] = Satyr Ravager
    Set VariableSet evilbranch_monlist[7] = Great Harpy
    Set VariableSet evilbranch_monlist[8] = Quadraharpy
    Set VariableSet evilbranch_monlist[9] = Chocobo Eater
    Set VariableSet evilbranch_monlist[10] = Cactuar
    Set VariableSet evilbranch_monlist[11] = Zerreth
    Set VariableSet evilbranch_monlist[12] = Evil Priest
    Set VariableSet evilbranch_monlist[13] = Elidibs
    Set VariableSet evilbranch_monlist[14] = Fallen Knight of Abyss
    Set VariableSet evilbranch_monlist[15] = Urosborous
    Set VariableSet evilbranch_monlist[16] = Dark Golem
    Set VariableSet evilbranch_monlist[17] = Baltazzio
    Set VariableSet evilbranch_monlist[18] = Magnataur
    Set VariableSet evilbranch_monlist[19] = Thug Magi
    Set VariableSet evilbranch_monlist[20] = Pandemona
    Set VariableSet evilbranch_monlist[21] = Skeleton Archer
    Set VariableSet evilbranch_monlist[22] = Deluga
evil branch
  Events
    Unit - A unit Uses an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Evil Branch
  Actions
    Unit - Create 1.evilbranch_monlist[(Random integer number between 1 and 22)] for Neutral Hostile at (Position of (Hero manipulating item)) facing Default building facing degrees
powersoul restoration
  Events
    Unit - A unit Is attacked
  Conditions
    And - All (Conditions) are true
      Conditions
        ((Attacked unit) has an item of type Powersoul) Equal to True
        (Percentage life of (Attacked unit)) Less than (30.00 / 100.00)
  Actions
    Unit - Set life of (Attacked unit) to 50.00%
fantasy phenomenon
  Events
    Unit - A unit Is attacked
  Conditions
    And - All (Conditions) are true
      Conditions
        ((Attacking unit) has an item of type Fantasy Phenomenon) Equal to True
        Or - Any (Conditions) are true
          Conditions
            (Life of (Attacking unit)) Equal to 7.00
            (Life of (Attacking unit)) Equal to 77.00
            (Life of (Attacking unit)) Equal to 777.00
            (Life of (Attacking unit)) Equal to 7777.00
            (Mana of (Attacking unit)) Equal to 7.00
            (Mana of (Attacking unit)) Equal to 77.00
            (Mana of (Attacking unit)) Equal to 777.00
            (Mana of (Attacking unit)) Equal to 7777.00
  Actions
    Item - Create 777 Bounty at (Position of (Attacking unit))
    Item - Create 777 Bounty at (Position of (Attacking unit))
zantetzuken auto killer
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacked unit)) Equal to Odin
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Life of (Attacked unit)) Less than 3000.00
      Then - Actions
        Unit - Order (Attacked unit) to Human Mountain King - Thunder Clap.
      Else - Actions
        Do nothing
beastmaster learn true form
  Events
    Unit - A unit Learns a skill
  Conditions
    (Level of Beast for (Triggering unit)) Equal to 9
  Actions
    Unit - Add True Form to (Learning Hero)
dream wand forge
  Events
    Unit - A unit Begins casting an ability
  Conditions
    And - All (Conditions) are true
      Conditions
        (Ability being cast) Equal to Forge
        ((Casting unit) has an item of type Dream Stone) Equal to True
        ((Casting unit) has an item of type Lumber) Equal to True
        ((Casting unit) has an item of type Anvil) Equal to True
  Actions
    Item - Remove (Item carried by (Casting unit) of type Dream Stone)
    Item - Remove (Item carried by (Casting unit) of type Lumber)
    Item - Remove (Item carried by (Casting unit) of type Anvil)
    Hero - Create Dream Wand and give it to (Casting unit)
artemis bow forge
  Events
    Unit - A unit Begins casting an ability
  Conditions
    And - All (Conditions) are true
      Conditions
        (Ability being cast) Equal to Forge
        ((Casting unit) has an item of type Thorned Root) Equal to True
        ((Casting unit) has an item of type Steel) Equal to True
        ((Casting unit) has an item of type Artic Wind) Equal to True
        ((Casting unit) has an item of type Orihalcon) Equal to True
        ((Casting unit) has an item of type Anvil) Equal to True
  Actions
    Item - Remove (Item carried by (Casting unit) of type Thorned Root)
    Item - Remove (Item carried by (Casting unit) of type Orihalcon)
    Item - Remove (Item carried by (Casting unit) of type Steel)
    Item - Remove (Item carried by (Casting unit) of type Artic Wind)
    Item - Remove (Item carried by (Casting unit) of type Anvil)
    Hero - Create Artemis Bow and give it to (Casting unit)
demon star forge
  Events
    Unit - A unit Begins casting an ability
  Conditions
    And - All (Conditions) are true
      Conditions
        (Ability being cast) Equal to Forge
        ((Casting unit) has an item of type Iron) Equal to True
        ((Casting unit) has an item of type Steel) Equal to True
        ((Casting unit) has an item of type Dark Matter) Equal to True
        ((Casting unit) has an item of type Orihalcon) Equal to True
        ((Casting unit) has an item of type Anvil) Equal to True
  Actions
    Item - Remove (Item carried by (Casting unit) of type Iron)
    Item - Remove (Item carried by (Casting unit) of type Orihalcon)
    Item - Remove (Item carried by (Casting unit) of type Steel)
    Item - Remove (Item carried by (Casting unit) of type Dark Matter)
    Item - Remove (Item carried by (Casting unit) of type Anvil)
    Hero - Create Demon Star and give it to (Casting unit)
tetra silence shield forge
  Events
    Unit - A unit Begins casting an ability
  Conditions
    And - All (Conditions) are true
      Conditions
        (Ability being cast) Equal to Forge
        ((Casting unit) has an item of type Star Dust) Equal to True
        ((Casting unit) has an item of type Misty Venom) Equal to True
        ((Casting unit) has an item of type Orihalcon) Equal to True
        ((Casting unit) has an item of type Anvil) Equal to True
  Actions
    Item - Remove (Item carried by (Casting unit) of type Star Dust)
    Item - Remove (Item carried by (Casting unit) of type Orihalcon)
    Item - Remove (Item carried by (Casting unit) of type Misty Venom)
    Item - Remove (Item carried by (Casting unit) of type Anvil)
    Hero - Create Tetra Silence Shield and give it to (Casting unit)
kaiser knuckle forge
  Events
    Unit - A unit Begins casting an ability
  Conditions
    And - All (Conditions) are true
      Conditions
        (Ability being cast) Equal to Forge
        ((Casting unit) has an item of type Ore) Equal to True
        ((Casting unit) has an item of type Iron) Equal to True
        ((Casting unit) has an item of type Diamond) Equal to True
        ((Casting unit) has an item of type Orihalcon) Equal to True
        ((Casting unit) has an item of type Anvil) Equal to True
  Actions
    Item - Remove (Item carried by (Casting unit) of type Diamond)
    Item - Remove (Item carried by (Casting unit) of type Orihalcon)
    Item - Remove (Item carried by (Casting unit) of type Iron)
    Item - Remove (Item carried by (Casting unit) of type Ore)
    Item - Remove (Item carried by (Casting unit) of type Anvil)
    Hero - Create Kaiser Knuckle and give it to (Casting unit)
geyser axe forge
  Events
    Unit - A unit Begins casting an ability
  Conditions
    And - All (Conditions) are true
      Conditions
        (Ability being cast) Equal to Forge
        ((Casting unit) has an item of type Icy Heart) Equal to True
        ((Casting unit) has an item of type Iron) Equal to True
        ((Casting unit) has an item of type Opal) Equal to True
        ((Casting unit) has an item of type Orihalcon) Equal to True
        ((Casting unit) has an item of type Anvil) Equal to True
  Actions
    Item - Remove (Item carried by (Casting unit) of type Icy Heart)
    Item - Remove (Item carried by (Casting unit) of type Orihalcon)
    Item - Remove (Item carried by (Casting unit) of type Iron)
    Item - Remove (Item carried by (Casting unit) of type Opal)
    Item - Remove (Item carried by (Casting unit) of type Anvil)
    Hero - Create Geyser Axe and give it to (Casting unit)
ruby helmet forge
  Events
    Unit - A unit Begins casting an ability
  Conditions
    And - All (Conditions) are true
      Conditions
        (Ability being cast) Equal to Forge
        ((Casting unit) has an item of type Steel) Equal to True
        ((Casting unit) has an item of type Iron) Equal to True
        ((Casting unit) has an item of type Cursed Ruby) Equal to True
        ((Casting unit) has an item of type Ruby) Equal to True
        ((Casting unit) has an item of type Anvil) Equal to True
  Actions
    Item - Remove (Item carried by (Casting unit) of type Ruby)
    Item - Remove (Item carried by (Casting unit) of type Steel)
    Item - Remove (Item carried by (Casting unit) of type Iron)
    Item - Remove (Item carried by (Casting unit) of type Cursed Ruby)
    Item - Remove (Item carried by (Casting unit) of type Anvil)
    Hero - Create Ruby Helmet and give it to (Casting unit)
chemeti forge
  Events
    Unit - A unit Begins casting an ability
  Conditions
    And - All (Conditions) are true
      Conditions
        (Ability being cast) Equal to Forge
        ((Casting unit) has an item of type Thorned Root) Equal to True
        ((Casting unit) has an item of type Iron) Equal to True
        ((Casting unit) has an item of type Chain) Equal to True
        ((Casting unit) has an item of type Lumber) Equal to True
        ((Casting unit) has an item of type Anvil) Equal to True
  Actions
    Item - Remove (Item carried by (Casting unit) of type Thorned Root)
    Item - Remove (Item carried by (Casting unit) of type Chain)
    Item - Remove (Item carried by (Casting unit) of type Iron)
    Item - Remove (Item carried by (Casting unit) of type Lumber)
    Item - Remove (Item carried by (Casting unit) of type Anvil)
    Hero - Create Chemeti and give it to (Casting unit)
frost blade forge
  Events
    Unit - A unit Begins casting an ability
  Conditions
    And - All (Conditions) are true
      Conditions
        (Ability being cast) Equal to Forge
        ((Casting unit) has an item of type Icy Heart) Equal to True
        ((Casting unit) has an item of type Steel) Equal to True
        ((Casting unit) has an item of type Manta Anvil) Equal to True
  Actions
    Item - Remove (Item carried by (Casting unit) of type Icy Heart)
    Item - Remove (Item carried by (Casting unit) of type Steel)
    Item - Remove (Item carried by (Casting unit) of type Manta Anvil)
    Hero - Create Frost Blade and give it to (Casting unit)
solar blade forge
  Events
    Unit - A unit Begins casting an ability
  Conditions
    And - All (Conditions) are true
      Conditions
        (Ability being cast) Equal to Forge
        ((Casting unit) has an item of type Flaming Soul) Equal to True
        ((Casting unit) has an item of type Steel) Equal to True
        ((Casting unit) has an item of type Manta Anvil) Equal to True
  Actions
    Item - Remove (Item carried by (Casting unit) of type Flaming Soul)
    Item - Remove (Item carried by (Casting unit) of type Steel)
    Item - Remove (Item carried by (Casting unit) of type Manta Anvil)
    Hero - Create Solar Blade and give it to (Casting unit)
slepnir forge
  Events
    Unit - A unit Begins casting an ability
  Conditions
    And - All (Conditions) are true
      Conditions
        (Ability being cast) Equal to Forge
        ((Casting unit) has an item of type Orihalcon) Equal to True
        ((Casting unit) has an item of type Fur) Equal to True
        ((Casting unit) has an item of type Golden Harpy Feather) Equal to True
        ((Casting unit) has an item of type Anvil) Equal to True
  Actions
    Item - Remove (Item carried by (Casting unit) of type Orihalcon)
    Item - Remove (Item carried by (Casting unit) of type Fur)
    Item - Remove (Item carried by (Casting unit) of type Golden Harpy Feather)
    Item - Remove (Item carried by (Casting unit) of type Anvil)
    Hero - Create Slepnir and give it to (Casting unit)
mjolnir forge
  Events
    Unit - A unit Begins casting an ability
  Conditions
    And - All (Conditions) are true
      Conditions
        (Ability being cast) Equal to Forge
        ((Casting unit) has an item of type Orihalcon) Equal to True
        ((Casting unit) has an item of type Dynamo Stone) Equal to True
        ((Casting unit) has an item of type Manta Anvil) Equal to True
        ((Casting unit) has an item of type Steel) Equal to True
  Actions
    Item - Remove (Item carried by (Casting unit) of type Orihalcon)
    Item - Remove (Item carried by (Casting unit) of type Dynamo Stone)
    Item - Remove (Item carried by (Casting unit) of type Manta Anvil)
    Item - Remove (Item carried by (Casting unit) of type Steel)
    Hero - Create Mjolnir and give it to (Casting unit)
galiendra forge
  Events
    Unit - A unit Begins casting an ability
  Conditions
    And - All (Conditions) are true
      Conditions
        (Ability being cast) Equal to Forge
        ((Casting unit) has an item of type Misty Venom) Equal to True
        ((Casting unit) has an item of type Iron) Equal to True
        ((Casting unit) has an item of type Orihalcon) Equal to True
        ((Casting unit) has an item of type Anvil) Equal to True
  Actions
    Item - Remove (Item carried by (Casting unit) of type Misty Venom)
    Item - Remove (Item carried by (Casting unit) of type Iron)
    Item - Remove (Item carried by (Casting unit) of type Orihalcon)
    Item - Remove (Item carried by (Casting unit) of type Anvil)
    Hero - Create Galiendra and give it to (Casting unit)
boadeca forge
  Events
    Unit - A unit Begins casting an ability
  Conditions
    And - All (Conditions) are true
      Conditions
        (Ability being cast) Equal to Forge
        ((Casting unit) has an item of type Holy Stone) Equal to True
        ((Casting unit) has an item of type Dark Matter) Equal to True
        ((Casting unit) has an item of type Great Nature) Equal to True
        ((Casting unit) has an item of type Manta Anvil) Equal to True
  Actions
    Item - Remove (Item carried by (Casting unit) of type Holy Stone)
    Item - Remove (Item carried by (Casting unit) of type Dark Matter)
    Item - Remove (Item carried by (Casting unit) of type Great Nature)
    Item - Remove (Item carried by (Casting unit) of type Manta Anvil)
    Hero - Create Boadeica and give it to (Casting unit)
aegis forge
  Events
    Unit - A unit Begins casting an ability
  Conditions
    And - All (Conditions) are true
      Conditions
        (Ability being cast) Equal to Forge
        ((Casting unit) has an item of type Holy Stone) Equal to True
        ((Casting unit) has an item of type Dynamo Stone) Equal to True
        ((Casting unit) has an item of type Fur) Equal to True
        ((Casting unit) has an item of type Manta Anvil) Equal to True
  Actions
    Item - Remove (Item carried by (Casting unit) of type Holy Stone)
    Item - Remove (Item carried by (Casting unit) of type Dynamo Stone)
    Item - Remove (Item carried by (Casting unit) of type Fur)
    Item - Remove (Item carried by (Casting unit) of type Manta Anvil)
    Hero - Create Aegis and give it to (Casting unit)
tsurugi fire forge
  Events
    Unit - A unit Begins casting an ability
  Conditions
    And - All (Conditions) are true
      Conditions
        (Ability being cast) Equal to Forge
        ((Casting unit) has an item of type Flaming Soul) Equal to True
        ((Casting unit) has an item of type Steel) Equal to True
        ((Casting unit) has an item of type Anvil) Equal to True
  Actions
    Item - Remove (Item carried by (Casting unit) of type Flaming Soul)
    Item - Remove (Item carried by (Casting unit) of type Steel)
    Item - Remove (Item carried by (Casting unit) of type Anvil)
    Hero - Create Fire Tsurugi and give it to (Casting unit)
tsurugi water forge
  Events
    Unit - A unit Begins casting an ability
  Conditions
    And - All (Conditions) are true
      Conditions
        (Ability being cast) Equal to Forge
        ((Casting unit) has an item of type Icy Heart) Equal to True
        ((Casting unit) has an item of type Steel) Equal to True
        ((Casting unit) has an item of type Anvil) Equal to True
  Actions
    Item - Remove (Item carried by (Casting unit) of type Icy Heart)
    Item - Remove (Item carried by (Casting unit) of type Steel)
    Item - Remove (Item carried by (Casting unit) of type Anvil)
    Hero - Create Water Tsurugi and give it to (Casting unit)
tsurugi wind forge
  Events
    Unit - A unit Begins casting an ability
  Conditions
    And - All (Conditions) are true
      Conditions
        (Ability being cast) Equal to Forge
        ((Casting unit) has an item of type Artic Wind) Equal to True
        ((Casting unit) has an item of type Steel) Equal to True
        ((Casting unit) has an item of type Anvil) Equal to True
  Actions
    Item - Remove (Item carried by (Casting unit) of type Artic Wind)
    Item - Remove (Item carried by (Casting unit) of type Steel)
    Item - Remove (Item carried by (Casting unit) of type Anvil)
    Hero - Create Wind Tsurugi and give it to (Casting unit)
tsurugi earth forge
  Events
    Unit - A unit Begins casting an ability
  Conditions
    And - All (Conditions) are true
      Conditions
        (Ability being cast) Equal to Forge
        ((Casting unit) has an item of type Great Nature) Equal to True
        ((Casting unit) has an item of type Steel) Equal to True
        ((Casting unit) has an item of type Anvil) Equal to True
  Actions
    Item - Remove (Item carried by (Casting unit) of type Great Nature)
    Item - Remove (Item carried by (Casting unit) of type Steel)
    Item - Remove (Item carried by (Casting unit) of type Anvil)
    Hero - Create Earth Tsurugi and give it to (Casting unit)
crescent wish fire forge
  Events
    Unit - A unit Begins casting an ability
  Conditions
    And - All (Conditions) are true
      Conditions
        (Ability being cast) Equal to Forge
        ((Casting unit) has an item of type Flaming Soul) Equal to True
        ((Casting unit) has an item of type Rusty Iron) Equal to True
        ((Casting unit) has an item of type Anvil) Equal to True
  Actions
    Item - Remove (Item carried by (Casting unit) of type Flaming Soul)
    Item - Remove (Item carried by (Casting unit) of type Rusty Iron)
    Item - Remove (Item carried by (Casting unit) of type Anvil)
    Hero - Create Fire Crescent Wish and give it to (Casting unit)
crescent wish water forge
  Events
    Unit - A unit Begins casting an ability
  Conditions
    And - All (Conditions) are true
      Conditions
        (Ability being cast) Equal to Forge
        ((Casting unit) has an item of type Icy Heart) Equal to True
        ((Casting unit) has an item of type Rusty Iron) Equal to True
        ((Casting unit) has an item of type Anvil) Equal to True
  Actions
    Item - Remove (Item carried by (Casting unit) of type Icy Heart)
    Item - Remove (Item carried by (Casting unit) of type Rusty Iron)
    Item - Remove (Item carried by (Casting unit) of type Anvil)
    Hero - Create Water Crescent Wish and give it to (Casting unit)
crescent wish earth forge
  Events
    Unit - A unit Begins casting an ability
  Conditions
    And - All (Conditions) are true
      Conditions
        (Ability being cast) Equal to Forge
        ((Casting unit) has an item of type Great Nature) Equal to True
        ((Casting unit) has an item of type Rusty Iron) Equal to True
        ((Casting unit) has an item of type Anvil) Equal to True
  Actions
    Item - Remove (Item carried by (Casting unit) of type Great Nature)
    Item - Remove (Item carried by (Casting unit) of type Rusty Iron)
    Item - Remove (Item carried by (Casting unit) of type Anvil)
    Hero - Create Earth Crescent Wish and give it to (Casting unit)
crescent wish wind forge
  Events
    Unit - A unit Begins casting an ability
  Conditions
    And - All (Conditions) are true
      Conditions
        (Ability being cast) Equal to Forge
        ((Casting unit) has an item of type Artic Wind) Equal to True
        ((Casting unit) has an item of type Rusty Iron) Equal to True
        ((Casting unit) has an item of type Anvil) Equal to True
  Actions
    Item - Remove (Item carried by (Casting unit) of type Artic Wind)
    Item - Remove (Item carried by (Casting unit) of type Rusty Iron)
    Item - Remove (Item carried by (Casting unit) of type Anvil)
    Hero - Create Wind Crescent Wish and give it to (Casting unit)
nibelungen ring en
  Events
    Unit - A unit Begins casting an ability
  Conditions
    And - All (Conditions) are true
      Conditions
        (Ability being cast) Equal to Jewelry Expert
        ((Casting unit) has an item of type Diamond) Equal to True
        ((Casting unit) has an item of type Icy Heart) Equal to True
        ((Casting unit) has an item of type Catalyst) Equal to True
  Actions
    Item - Remove (Item carried by (Casting unit) of type Icy Heart)
    Item - Remove (Item carried by (Casting unit) of type Diamond)
    Item - Remove (Item carried by (Casting unit) of type Catalyst)
    Hero - Create Nibelungen Ring and give it to (Casting unit)
talisman en
  Events
    Unit - A unit Begins casting an ability
  Conditions
    And - All (Conditions) are true
      Conditions
        (Ability being cast) Equal to Jewelry Expert
        ((Casting unit) has an item of type Emerald) Equal to True
        ((Casting unit) has an item of type Topaz) Equal to True
        ((Casting unit) has an item of type Catalyst) Equal to True
  Actions
    Item - Remove (Item carried by (Casting unit) of type Emerald)
    Item - Remove (Item carried by (Casting unit) of type Topaz)
    Item - Remove (Item carried by (Casting unit) of type Catalyst)
    Hero - Create Talisman and give it to (Casting unit)
ramuh necklace en
  Events
    Unit - A unit Begins casting an ability
  Conditions
    And - All (Conditions) are true
      Conditions
        (Ability being cast) Equal to Jewelry Expert
        ((Casting unit) has an item of type Peridot) Equal to True
        ((Casting unit) has an item of type Iron) Equal to True
        ((Casting unit) has an item of type Catalyst) Equal to True
  Actions
    Item - Remove (Item carried by (Casting unit) of type Iron)
    Item - Remove (Item carried by (Casting unit) of type Peridot)
    Item - Remove (Item carried by (Casting unit) of type Catalyst)
    Hero - Create Ramuh Necklace and give it to (Casting unit)
rosary en
  Events
    Unit - A unit Begins casting an ability
  Conditions
    And - All (Conditions) are true
      Conditions
        (Ability being cast) Equal to Jewelry Expert
        ((Casting unit) has an item of type Opal) Equal to True
        ((Casting unit) has an item of type Amethyz) Equal to True
        ((Casting unit) has an item of type Catalyst) Equal to True
  Actions
    Item - Remove (Item carried by (Casting unit) of type Amethyz)
    Item - Remove (Item carried by (Casting unit) of type Opal)
    Item - Remove (Item carried by (Casting unit) of type Catalyst)
    Hero - Create Rosary and give it to (Casting unit)
aurora armlet en
  Events
    Unit - A unit Begins casting an ability
  Conditions
    And - All (Conditions) are true
      Conditions
        (Ability being cast) Equal to Jewelry Expert
        ((Casting unit) has an item of type Aquamarine) Equal to True
        ((Casting unit) has an item of type Amethyz) Equal to True
        ((Casting unit) has an item of type Catalyst) Equal to True
  Actions
    Item - Remove (Item carried by (Casting unit) of type Amethyz)
    Item - Remove (Item carried by (Casting unit) of type Aquamarine)
    Item - Remove (Item carried by (Casting unit) of type Catalyst)
    Hero - Create Aurora Armlet and give it to (Casting unit)
ribbon en
  Events
    Unit - A unit Begins casting an ability
  Conditions
    And - All (Conditions) are true
      Conditions
        (Ability being cast) Equal to Jewelry Expert
        ((Casting unit) has an item of type Diamond) Equal to True
        ((Casting unit) has an item of type Aquamarine) Equal to True
        ((Casting unit) has an item of type Emerald) Equal to True
        ((Casting unit) has an item of type Topaz) Equal to True
        ((Casting unit) has an item of type Catalyst) Equal to True
        ((Casting unit) has an item of type Ruby) Equal to True
  Actions
    Item - Remove (Item carried by (Casting unit) of type Diamond)
    Item - Remove (Item carried by (Casting unit) of type Aquamarine)
    Item - Remove (Item carried by (Casting unit) of type Emerald)
    Item - Remove (Item carried by (Casting unit) of type Topaz)
    Item - Remove (Item carried by (Casting unit) of type Catalyst)
    Item - Remove (Item carried by (Casting unit) of type Ruby)
    Hero - Create Ribbon and give it to (Casting unit)
catalyst en
  Events
    Unit - A unit Begins casting an ability
  Conditions
    And - All (Conditions) are true
      Conditions
        (Ability being cast) Equal to Craftmanship
        ((Casting unit) has an item of type Empty Vial) Equal to True
        ((Casting unit) has an item of type Star Dust) Equal to True
  Actions
    Item - Remove (Item carried by (Casting unit) of type Empty Vial)
    Item - Remove (Item carried by (Casting unit) of type Star Dust)
    Hero - Create Catalyst and give it to (Casting unit)
landmine en
  Events
    Unit - A unit Begins casting an ability
  Conditions
    And - All (Conditions) are true
      Conditions
        (Ability being cast) Equal to Craftmanship
        ((Casting unit) has an item of type Explosive Powder) Equal to True
        ((Casting unit) has an item of type Detonator) Equal to True
  Actions
    Item - Remove (Item carried by (Casting unit) of type Explosive Powder)
    Item - Remove (Item carried by (Casting unit) of type Detonator)
    Hero - Create Special Land Mine and give it to (Casting unit)
universal drop
  Events
    Unit - A unit Dies
  Conditions
    ((Dying unit) belongs to an enemy of Player 1 (Red).) Equal to True
  Actions
    Item - Create steal_list[(Random integer number between 1 and 100)] at (Position of (Dying unit))
level 1 s 20 drop
  Events
    Unit - A unit Dies
  Conditions
    (Real((Level of (Dying unit)))) Greater than or equal to 1.00
  Actions
    Item - Create Level1_droplist[(Random integer number between 1 and 100)] at (Position of (Dying unit))
level drop list
  Events
    Time - Elapsed game time is 5 seconds
  Conditions
  Actions
    Set VariableSet Level1_droplist[1] = Cloth
    Set VariableSet Level1_droplist[2] = Broad Sword
    Set VariableSet Level1_droplist[3] = Dagger
    Set VariableSet Level1_droplist[4] = Short Sword
    Set VariableSet Level1_droplist[5] = Red Potion
    Set VariableSet Level1_droplist[6] = Wooden Shield
    Set VariableSet Level1_droplist[7] = Oak Staff
level 20 s 40 drop
  Events
    Unit - A unit Dies
  Conditions
    (Real((Level of (Dying unit)))) Greater than or equal to 20.00
  Actions
    Item - Create Level20_droplist[(Random integer number between 1 and 100)] at (Position of (Dying unit))
    Item - Create eggs_droplist[(Random integer number between 1 and 100)] at (Position of (Dying unit))
level drop list 2
  Events
    Time - Elapsed game time is 5 seconds
  Conditions
  Actions
    Set VariableSet Level20_droplist[1] = Remedy
    Set VariableSet Level20_droplist[2] = Long Bow
    Set VariableSet Level20_droplist[3] = Gladius
    Set VariableSet Level20_droplist[4] = Electrojolt
    Set VariableSet Level20_droplist[5] = Ironyte Shield
    Set VariableSet Level20_droplist[6] = Whip
    Set VariableSet Level20_droplist[7] = Star Dust
    Set VariableSet Level20_droplist[8] = Star Dust
    Set VariableSet Level20_droplist[9] = Moon Stone
    Set VariableSet Level20_droplist[10] = Golden Bell
    Set VariableSet Level20_droplist[11] = Carribean Nut Coffee
    Set VariableSet Level20_droplist[12] = Evil Branch
level 50 s 70 drop
  Events
    Unit - A unit Dies
  Conditions
    (Real((Level of (Dying unit)))) Greater than or equal to 50.00
  Actions
    Item - Create Level50_droplist[(Random integer number between 1 and 100)] at (Position of (Dying unit))
    Item - Create jewel_droplist[(Random integer number between 1 and 155)] at (Position of (Dying unit))
    Item - Create eggs_droplist[(Random integer number between 1 and 80)] at (Position of (Dying unit))
level drop list 3
  Events
    Time - Elapsed game time is 5 seconds
  Conditions
  Actions
    Set VariableSet Level50_droplist[1] = Whip
    Set VariableSet Level50_droplist[2] = Red Ether
    Set VariableSet Level50_droplist[3] = Wizard Staff
    Set VariableSet Level50_droplist[4] = Lunar Harp
    Set VariableSet Level50_droplist[5] = Harbeld
    Set VariableSet Level50_droplist[6] = Spirit Lariart
    Set VariableSet Level50_droplist[7] = Black Pearl
    Set VariableSet Level50_droplist[8] = Fantasy Phenomenon
beast drop
  Events
    Unit - A unit Dies
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Dying unit)) Equal to Furbeast
        (Unit-type of (Dying unit)) Equal to Black Furbeast
        (Unit-type of (Dying unit)) Equal to Yellow Furbeast
        (Unit-type of (Dying unit)) Equal to Plain Wolf
        (Unit-type of (Dying unit)) Equal to Dragonlizzard
  Actions
    Item - Create beast_drop_list[(Random integer number between 1 and 20)] at (Position of (Dying unit))
beast drop list
  Events
    Time - Elapsed game time is 5 seconds
  Conditions
  Actions
    Set VariableSet beast_drop_list[1] = Fur
    Set VariableSet beast_drop_list[2] = Tail
    Set VariableSet beast_drop_list[3] = Claw
    Set VariableSet beast_drop_list[4] = Fang
    Set VariableSet beast_drop_list[5] = Ore
sea beast drop
  Events
    Unit - A unit Dies
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Dying unit)) Equal to Murlock
        (Unit-type of (Dying unit)) Equal to Merman
        (Unit-type of (Dying unit)) Equal to Dead Amoeba
        (Unit-type of (Dying unit)) Equal to Deep Prawn
        (Unit-type of (Dying unit)) Equal to Murgul
        (Unit-type of (Dying unit)) Equal to Hyprodine
        (Unit-type of (Dying unit)) Equal to Crab
  Actions
    Item - Create sea_droplist[(Random integer number between 1 and 20)] at (Position of (Dying unit))
sea beast drop list
  Events
    Time - Elapsed game time is 5 seconds
  Conditions
  Actions
    Set VariableSet sea_droplist[1] = Fin
    Set VariableSet sea_droplist[2] = Shell
    Set VariableSet sea_droplist[3] = Schale
    Set VariableSet sea_droplist[4] = Star Dust
    Set VariableSet sea_droplist[5] = Ore
plant drop
  Events
    Unit - A unit Dies
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Dying unit)) Equal to Cactuar
        (Unit-type of (Dying unit)) Equal to Wildkin
        (Unit-type of (Dying unit)) Equal to Poisonous Treant
        (Unit-type of (Dying unit)) Equal to Great Willow
        (Unit-type of (Dying unit)) Equal to Enraged Jungle Stalker
  Actions
    Item - Create plant_dropist[(Random integer number between 1 and 25)] at (Position of (Dying unit))
plant drop list
  Events
    Time - Elapsed game time is 5 seconds
  Conditions
  Actions
    Set VariableSet plant_dropist[1] = Mint Leaf
    Set VariableSet plant_dropist[2] = Thorned Root
    Set VariableSet plant_dropist[3] = Berry
    Set VariableSet plant_dropist[4] = Honey
    Set VariableSet plant_dropist[5] = Lumber
    Set VariableSet plant_dropist[6] = Evil Branch
    Set VariableSet plant_dropist[7] = Lumber
    Set VariableSet plant_dropist[8] = Lumber
    Set VariableSet plant_dropist[9] = Evil Branch
    Set VariableSet plant_dropist[10] = Evil Branch
battle ground drop
  Events
    Unit - A unit Dies
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Dying unit)) Equal to Uruk Hai Rampager
        (Unit-type of (Dying unit)) Equal to Uruk Hai Raider
        (Unit-type of (Dying unit)) Equal to Uruk Hai Auror
        (Unit-type of (Dying unit)) Equal to Gremlin
        (Unit-type of (Dying unit)) Equal to Beastmaster Wraith
        (Unit-type of (Dying unit)) Equal to Evermore
        (Unit-type of (Dying unit)) Equal to Satyr Ravager
        (Unit-type of (Dying unit)) Equal to Wildkin
        (Unit-type of (Dying unit)) Equal to Narzgul
    ((Killing unit) is A Hero) Equal to True
  Actions
    Item - Create battleground_droplist[(Random integer number between 1 and 10)] at (Position of (Dying unit))
battle ground drop list
  Events
    Time - Elapsed game time is 5 seconds
  Conditions
  Actions
    Set VariableSet battleground_droplist[1] = Medal of Honor
fur beast drop
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Dying unit)) Equal to Yellow Furbeast
  Actions
    Item - Create furbeast_droplist[(Random integer number between 1 and 100)] at (Position of (Dying unit))
fur beast drop list
  Events
    Time - Elapsed game time is 11.00 seconds
  Conditions
  Actions
    Set VariableSet furbeast_droplist[1] = Angel Ring
    Set VariableSet furbeast_droplist[2] = Bear Coat
    Set VariableSet furbeast_droplist[3] = Bear Coat
    Set VariableSet furbeast_droplist[4] = Honey
    Set VariableSet furbeast_droplist[5] = Sphere Piece
    Set VariableSet furbeast_droplist[6] = Sphere Piece
    Set VariableSet furbeast_droplist[7] = Sphere Piece
    Set VariableSet furbeast_droplist[8] = Honey
    Set VariableSet furbeast_droplist[9] = Honey
    Set VariableSet furbeast_droplist[10] = Honey
    Set VariableSet furbeast_droplist[11] = Pipe of the Baron
tiamat drop
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Dying unit)) Equal to Tiamat
  Actions
    Item - Create tiamat_droplist[(Random integer number between 1 and 10)] at (Position of (Dying unit))
    Hero - Create tiamat_droplist[(Random integer number between 1 and 10)] and give it to (Killing unit)
tiamat drop list
  Events
    Time - Elapsed game time is 11.00 seconds
  Conditions
  Actions
    Set VariableSet tiamat_droplist[1] = Fury Ring
    Set VariableSet tiamat_droplist[2] = Black Pearl
    Set VariableSet tiamat_droplist[3] = Cursed Ruby
    Set VariableSet tiamat_droplist[4] = Dragon Bangle
    Set VariableSet tiamat_droplist[5] = Flaming Soul
    Set VariableSet tiamat_droplist[6] = Arc Dragon Card
leviathan drop
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Dying unit)) Equal to Leviathan
  Actions
    Item - Create levi_droplist[(Random integer number between 1 and 10)] at (Position of (Dying unit))
    Hero - Create levi_droplist[(Random integer number between 1 and 10)] and give it to (Killing unit)
leviathan drop list
  Events
    Time - Elapsed game time is 11.00 seconds
  Conditions
  Actions
    Set VariableSet levi_droplist[1] = Star Dust
    Set VariableSet levi_droplist[2] = Greenfin Ring
    Set VariableSet levi_droplist[3] = Icy Heart
    Set VariableSet levi_droplist[4] = Premium Heart
    Set VariableSet levi_droplist[5] = Speckled Ring
phoenix drop
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Dying unit)) Equal to Phoenix - mvp
  Actions
    Item - Create phoenix_droplist[(Random integer number between 1 and 10)] at (Position of (Dying unit))
    Hero - Create phoenix_droplist[(Random integer number between 1 and 10)] and give it to (Killing unit)
phoenix drop lost
  Events
    Time - Elapsed game time is 11.00 seconds
  Conditions
  Actions
    Set VariableSet phoenix_droplist[1] = Moon Stone
    Set VariableSet phoenix_droplist[2] = Angel Ring
    Set VariableSet phoenix_droplist[3] = Flaming Soul
    Set VariableSet phoenix_droplist[4] = Scepter of Flame
    Set VariableSet phoenix_droplist[5] = Nirvana
    Set VariableSet phoenix_droplist[6] = Gaebolg
    Set VariableSet phoenix_droplist[7] = Bazerald
ashura drop
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Dying unit)) Equal to Ashura Fiend
  Actions
    Item - Create ashura_droplist[(Random integer number between 1 and 10)] at (Position of (Dying unit))
    Hero - Create ashura_droplist[(Random integer number between 1 and 10)] and give it to (Killing unit)
ashura fiend drop list
  Events
    Time - Elapsed game time is 11.00 seconds
  Conditions
  Actions
    Set VariableSet ashura_droplist[1] = Moon Stone
    Set VariableSet ashura_droplist[2] = Explosive Powder
    Set VariableSet ashura_droplist[3] = Grouper Bracer
    Set VariableSet ashura_droplist[4] = Star Dust
    Set VariableSet ashura_droplist[5] = Opal
    Set VariableSet ashura_droplist[6] = Dark Matter
    Set VariableSet ashura_droplist[7] = Black Pearl
    Set VariableSet ashura_droplist[8] = Harbeld
quadra harpy drop
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Dying unit)) Equal to Quadraharpy
  Actions
    Item - Create eggs_droplist[(Random integer number between 1 and 100)] at (Position of (Dying unit))
pet eggs drop list
  Events
    Time - Elapsed game time is 11.50 seconds
  Conditions
  Actions
    Set VariableSet eggs_droplist[1] = Nibel Wolf Egg
    Set VariableSet eggs_droplist[2] = Fenrir Egg
    Set VariableSet eggs_droplist[3] = Air Elemental Egg
    Set VariableSet eggs_droplist[4] = Earth Elemental Egg
    Set VariableSet eggs_droplist[5] = Fire Elemental Egg
    Set VariableSet eggs_droplist[6] = Water Elemental Egg
jewel drop list
  Events
    Time - Elapsed game time is 6.50 seconds
  Conditions
  Actions
    Set VariableSet jewel_droplist[1] = Sapphire
    Set VariableSet jewel_droplist[2] = Ruby
    Set VariableSet jewel_droplist[3] = Peridot
    Set VariableSet jewel_droplist[4] = Opal
    Set VariableSet jewel_droplist[5] = Emerald
    Set VariableSet jewel_droplist[6] = Diamond
    Set VariableSet jewel_droplist[7] = Aquamarine
    Set VariableSet jewel_droplist[8] = Amethyz
    Set VariableSet jewel_droplist[9] = Cursed Ruby
penitence drop
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Dying unit)) Equal to Great Rat
  Actions
    Player - Add 1 to (Owner of (Killing unit)).Current lumber
    Unit - Create 1.Great Rat for Neutral Hostile at (Random point in penitence <gen>) facing Default building facing degrees
lord of death drop
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Dying unit)) Equal to Lord of Death (Standard)
  Actions
    Item - Create lord_o_death_droplist[(Random integer number between 1 and 10)] at (Position of (Dying unit))
    Item - Create lord_o_death_droplist[(Random integer number between 1 and 10)] at (Position of (Dying unit))
    Item - Create lord_o_death_droplist[(Random integer number