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Trigger Viewer

Exodus v1.14a(prot).w3x
Variables
EoS Basics
Villager dying warning
NoTut Init
Tutorial Init
Cinematic Tut
Welcome
Map init
Zoom
AI Income Split
Plots
Plot Select
Plot Deselect
iseeall
iseeall off
Cheats
Cheats Copy
Setname
Pick
Difficulty
DifficultyEasy
DifficultyMedium
DifficultyHard
LeaveOrDeath
LaneCheck
Respawn or not
Lives
Villagers stay in village
Villagers stay in village Copy
Villagers stay in village Copy Copy
Villagers stay in village Copy Copy Copy
Villagers stay in camp
Life Loss
Villager Ressurect
Villager Count
The Well
Pack Horse
town tele
arena test
Mr Goblin
Mr Goblin Copy
Find Mr Goblin
Travel
Enchanters Guild
Barrier Remove
Barrier Init
Rock chunks ore
Mithril chunks ore
Color
Color Black
Color Red
Color Blue
Color Teal
Color Purple
Color Yellow
Color Orange
Color Green
Color Pink
Color Gray
Color Light Blue
Color Dark Green
Color Brown
Merc Upgrades
Upgrades Init
RDUP
RAUP
MDUP
MAUP
MasonryUp
Waves
Dragon death
Lothrim death
Hard death
Hard death Copy
Leaks
Lich Drops
Timers
Lane 1
Lore Signs and Items
Lane 2
Lane 3
Lane 4
Send
Send Copy
Periodic Send
PS Necros
Periodic Send Copy
Periodic Send Copy Copy
Events/Quests
Top lane bug
Peasant freed
Peasant freed Copy
Druid Freed
Paladin freed
Battle Mage Free 1
Knight Free 1
Knight Free 2
Battle Mage Free 2
Berserker Freed 01
Berserker Freed 02
Sorceress 01 Freed
Dragon Turtle Freed
Kobold Healer Freed
Furbolg Healer Freed
Prisoners freed Copy 3 Copy Copy
Prisoners freed Copy 3 Copy
Prisoners freed Copy 3
Prisoners freed
Fishing Camp Freed
Fishing Camp Freed Copy
Bandit Grove Freed
Fishing Camp Freed Copy 2
Undead Prisoners freed Copy
Undead Prisoners freed Copy 2
Depraved Freed
Black Wizard
saved
saved Copy
saved Copy 2
Patrol Enforce
Patrol Enforce Copy
Patrol1
Patrol2
Patrol3
Patrol4
Lil Timmy
Lil Peasant
Dragon Peasant
GoblinsCamped Villagers
Egg Collector meet
Dead dragons check
Egg Collector spawn
Egg collector facing
Egg collector enforce move
Merc
Holy
Elementalists
Arcane
Dwarves
Enforce to town
Crafting
Stone Set
Stone Set Copy
Stone Set Copy 2
Bonecrushing Headache
Purified Dragons Eye
Banner of Lords
Swiftwind Longbow
Titans Armor
Headache
Venomous Longbow
Crown of the Lords
Banner of Leadership
Dragons Eye Amulet
Royal Armor of the West
Arachnids Woven Armor
Arachnids Cloak
Arachnids Carapace
Nightwatcher
Titans Shield
Purity
Maelstrom
Boots of Swiftwind
Bonecrusher
Hypothermia
Mithril Broadsword
The Engulfer
Dusk Glyph
Nightwatchers Glyph
Draconic Ring
Arena
Arena Mobs
Arena Stay
Arena init
WinnerCheck
Arena Patrol
Idols
Quest Log
Choose your Idol yo
idol list
glowing vial
ancestral idol
divine idol
signet of the mountain
signet of rebirth
bards idol
signet of the thief
signet of the bull
signet of the oracle
storm idol
ogre magi eye
signet of the titan
ring of the wolf
mini golden statue
Bugfixes n custom shit
Exhumer Drop
Willow Stay
Hydra Stay
Item Charges
Pestilence Cast
Blight Spread
Pestilence Item
Willow
Friendly Fire Off
Seth bug
Tinker bug
Hydromancer bug
Multishot
Multishot Level
Multishot Level Copy
Ring of Skill/Custom Spells
Acquired
Dropped
Band of Brothers
Blizzard Eruption
Concussion Bolt
Turret Acq
Turret Drop
Resurrection Acq
Resurrection Drop
Parry Acq
Parry Drop
Stasis
Shadow
Motivate
Rally
Counter
Frost Bolt
Blood Bolt
Push
Battle Howl
Draconic Rage
Dragon Snare
Push
Force Push Damage
Force Push
Force Wave
Geyser
Geyser Copy
FlyingShades
Cutting Glaive
Cutting Glaive Settings
Cutting Glaive
Cutting Glaive Loop
Rapid Slash
Skill Init
Rapid Slash
Rapid Slash Loop
WaterSpell
WhirlPoolCast
WhirlPoolLoop
HashtableSetup
Burning Arrow
Hashtable
BA Init
BA Loop

		
Name Type Is Array Initial Value
A_AoE real No
A_Bool boolean No
A_Damage real No
A_Duration real No
A_Real real No
A_Real2 real No
A_Real3 real No
A_Speed real No
A_UType unitcode No
AngelofDeath unit No
ArenaHeroes group No
arrayfilled boolean Yes
BA_Arrow unit No
BA_Arrow_Angle real No
BA_Arrowpt location No
BA_Arrows group No
BA_Creatept location No
BA_Damage real No
BA_Dealdmg real No
BA_Distance integer No
BA_Flame_Lvl integer No
BA_Hashtable hashtable No
BA_Movept location No
BA_Startpt location No
BA_Targetpt location No
BA_To_Finish integer No
BA_Victims group No
Bounty integer No
BountyTxt string No
Breaks timer No
Camera_Distance real No
Caster unit No
CasterNumber integer No
CastingPoint location No
CastingUnit unit Yes
CG_Angle real Yes
CG_AoE1 real No
CG_AoE2 real No
CG_Caster unit Yes
CG_Check boolean No
CG_Damage real Yes
CG_Distance real Yes
CG_Dummy unit Yes
CG_Index integer No
CG_Index2 integer No
CG_Index3 integervar No
CG_Jumps integer Yes
CG_Point1 location No
CG_Point2 location No
CG_Point3 location No
CG_Speed real No
CG_Target unit Yes
CG_UnitGroup group Yes
ChosenIdolGroup force No
DamagedGroup group No
DifEasy button No
DifficultyDialog dialog No
DifHard button No
DifMedium button No
Dragons group No
Drain_Caster unit Yes
Drain_Interval integer Yes
Drain_Life_Lightning lightning Yes
Drain_Life_Max integer No
Drain_Max integer No
Drain_Range real Yes
Drain_Targets group Yes
Drain_Value real Yes
DummyCaster unit No
DummyEffect abilcode No
DummySkill abilcode No
DummyUnit unitcode No
EvadeDir location No
Evader unit No
EvaderLoc location No
FirstWave timer No
GeyserCasters group No
GeyserPoint location Yes
Hashtable hashtable No
HeroEffect abilcode No
HydroJetCasters group No
HydroJetProjectiles group No
i integervar No
i2 integer No
IdolText texttag No
IncomeSplit timer No
Lane2Dead boolean No
Lane3Dead boolean No
Lane4Dead boolean No
LiquidElementals group No
Lives multiboard No
loc location No
Location location No
Lothrim unit No
OrbsOfWater group No
Peasants group No
Peasehnt texttag No
PlayerPickedHero force Yes
Players integer No
PreplacedGray group No
PreplacedUndead group No
RDLevel real No
RSCaster unit Yes
RSCount integer No
RSDamage real Yes
RSDistance real Yes
RSEffectDelayer integer Yes
RSHas boolean Yes
RSIndex integer No
RSInteger integervar No
RSLastRecycled integer No
RSMax integer No
RSRecycledList integer Yes
RSRemaining integer Yes
RSTarget unit Yes
SavedUnits group No
SCaster unit No
SFX effect Yes
SFXWater effect Yes
SFXWell effect No
SkilledHero group No
SlowedGroup group No
SpellLevel integer No
STarget unit No
Submerge sound No
Target unit No
TempGroup group No
TempHandle handle No
TempInt integer No
TempInteger integervar No
TempLoc location No
TempLoc2 location No
TempLoc3 location No
TempPoint location No
TempPoint2 location No
TempPoint3 location No
TempText texttag No
TempUnit unit No
TempUnit2 unit No
Timmeh texttag No
TownVis fogmodifier No
UndeadAttacking group No
UpgradesRDRAMDMAMas integer Yes
Villagers group No
WaterWaves group No
WavesWindow timerdialog No
WellDrinkerOwner force No
WhirlPools group No
x real No
x2 real No
y real No
y2 real No
YesTutorial force No
z real No
zLoc location No
Villager dying warning
  Events
    Unit - A unit Is attacked
  Conditions
    (Ovarrak <gen> contains (Attacked unit)) Equal to True
    ((Attacked unit) is in Villagers) Equal to True
  Actions
    Game - Display to (All players) the text: |cffff0000A villager is dying!|r
    Cinematic - Ping minimap for (All players) at (Position of (Attacked unit)) for 5.00 seconds, using a Warning ping of color (100%, 0.00%, 0.00%)
    Trigger - Turn off (This trigger)
    Wait 15.00 seconds
    Trigger - Turn on (This trigger)
NoTut Init
  Events
    Time - Elapsed game time is 50.00 seconds
  Conditions
  Actions
    Trigger - Run Timers <gen> (checking conditions)
    Trigger - Turn off Tutorial_Init <gen>
Tutorial Init
  Events
    Player - Player 1 (Red) skips a cinematic sequence
    Player - Player 2 (Blue) skips a cinematic sequence
    Player - Player 3 (Teal) skips a cinematic sequence
    Player - Player 4 (Purple) skips a cinematic sequence
  Conditions
  Actions
    Player Group - Add (Triggering player) to YesTutorial
    Game - Display to (All players) the text: ((Name of (Triggering player)) + has voted to watch the tutorial. All players must hit ESC.)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Players Equal to 1
      Then - Actions
        Trigger - Run Cinematic_Tut <gen> (checking conditions)
        Trigger - Turn off NoTut_Init <gen>
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Players Equal to 2
            (Number of players in YesTutorial) Equal to 2
          Then - Actions
            Trigger - Run Cinematic_Tut <gen> (checking conditions)
            Trigger - Turn off NoTut_Init <gen>
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                Players Equal to 3
                (Number of players in YesTutorial) Equal to 3
              Then - Actions
                Trigger - Run Cinematic_Tut <gen> (checking conditions)
                Trigger - Turn off NoTut_Init <gen>
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    Players Equal to 4
                    (Number of players in YesTutorial) Equal to 4
                  Then - Actions
                    Trigger - Run Cinematic_Tut <gen> (checking conditions)
                    Trigger - Turn off NoTut_Init <gen>
                  Else - Actions
Cinematic Tut
  Events
  Conditions
  Actions
    Trigger - Turn off Tutorial_Init <gen>
    Player Group - Pick every player in YesTutorial and do (Actions)
      Loop - Actions
        Camera - Pan camera for (Picked player) to (Center of Well <gen>) over 5.00 seconds
        Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Ovarrak <gen>
        Set TownVis = (Last created visibility modifier)
        Cinematic - Clear the screen of text messages for (All players)
        Cinematic - Turn cinematic mode On for (All players)
    Wait 2 seconds
    Player Group - Pick every player in YesTutorial and do (Actions)
      Loop - Actions
        Game - Display to (Player group((Picked player))) for 9.00 seconds the text: First, you will pick your hero. You will then use your hero to defend the town against wave after wave of Undeath.
    Wait 10.00 seconds
    Player Group - Pick every player in YesTutorial and do (Actions)
      Loop - Actions
        Camera - Set (Picked player)'s camera Distance to target to ((Distance to target of (Current camera)) + 500.00) over 5.00 seconds
        Game - Display to (Player group((Picked player))) for 10.00 seconds the text: This is the town center. You will buy items in these shops and powerful recipes in the bottom right shop of the market square.
    Wait 11.00 seconds
    Player Group - Pick every player in YesTutorial and do (Actions)
      Loop - Actions
        Game - Display to (Player group((Picked player))) for 10.00 seconds the text: The well in the middle of the square is in fact a healing fountain. When you approach it, it will fill your health and mana, but will then turn off for a few seconds to prevent abuse.
    Wait 11.00 seconds
    Player Group - Pick every player in YesTutorial and do (Actions)
      Loop - Actions
        Camera - Pan camera for (Picked player) to (Center of ResidentialRegion2 <gen>) over 3.00 seconds
        Game - Display to (Player group((Picked player))) for 14.00 seconds the text: This is a residential area. The villagers you save all around the map will go to one of these 4 areas near the entrance of each of the 4 lanes. They and the lanes are protected by tower plots. Click on any of these to browse towers, then buy one to claim it.
    Wait 15.00 seconds
    Player Group - Pick every player in YesTutorial and do (Actions)
      Loop - Actions
        Game - Display to (Player group((Picked player))) for 10.00 seconds the text: Your villagers are your lives. Your hero will respawn on death UNLESS all the villagers are dead. You can look on the top right of your screen to see how many villagers you have left at any time during the game.
        Camera - Pan camera for (Picked player) to (Center of ResidentialArea4 <gen>) over 2.00 seconds
    Wait 11.00 seconds
    Player Group - Pick every player in YesTutorial and do (Actions)
      Loop - Actions
        Camera - Pan camera for (Picked player) to (Center of ResidentialRegion1 <gen>) over 2.00 seconds
        Game - Display to (Player group((Picked player))) for 11.00 seconds the text: As you explore the map, you will find villagers or other units under attack by the Forces of Undeath, or caged up. You can save them and they will join your ranks.
    Wait 12.00 seconds
    Player Group - Pick every player in YesTutorial and do (Actions)
      Loop - Actions
        Camera - Pan camera for (Picked player) to (Center of ResidentialRegion3 <gen>) over 2.00 seconds
        Game - Display to (Player group((Picked player))) for 14.00 seconds the text: Villagers will go to the residential areas and units capable of fighting will patrol around the town from entrance to entrance and aid you in the defense of the village. Both will give you income every 60 seconds for as long as they live.
    Wait 15.00 seconds
    Player Group - Pick every player in YesTutorial and do (Actions)
      Loop - Actions
        Camera - Pan camera for (Picked player) to (Center of Region_073 <gen>) over 3.00 seconds
        Game - Display to (Player group((Picked player))) for 10.00 seconds the text: This is the Enchanter's Guild Master. He can enchant your allies' weapons and armor for a fee, making them more useful in the defense against the Undeath. He can also enchant your towers to increase their armor.
    Wait 11.00 seconds
    Player Group - Pick every player in YesTutorial and do (Actions)
      Loop - Actions
        Camera - Set (Picked player)'s camera Distance to target to ((Distance to target of (Current camera)) - 700.00) over 5.00 seconds
        Camera - Pan camera for (Picked player) to (Center of Region_080 <gen>) over 2.00 seconds
        Game - Display to (Player group((Picked player))) for 13.00 seconds the text: You can store any items in your stash for further use. Or you can buy a pack horse at the tavern. You can summon your trusty horse to your hero with the -pack command at any time.
    Wait 6.00 seconds
    Player Group - Pick every player in YesTutorial and do (Actions)
      Loop - Actions
        Camera - Pan camera for (Picked player) to (Center of Region_081 <gen>) over 2.00 seconds
    Wait 8.00 seconds
    Player Group - Pick every player in YesTutorial and do (Actions)
      Loop - Actions
        Camera - Pan camera for (Picked player) to (Center of HeroSpawn <gen>) over 2.00 seconds
        Game - Display to (Player group((Picked player))) for 10.00 seconds the text: There is also the -town command which will teleport you here for the measly sum of 200 gold. Your hero will respawn here as well if at least one villager lives.
    Wait 11.00 seconds
    Player Group - Pick every player in YesTutorial and do (Actions)
      Loop - Actions
        Game - Display to (Player group((Picked player))) the text: The rest of the map is yours to explore and discover. You will have time between waves to go out and save as many units as you can. You'd do best to stick together while doing so as Ovarrak's surroundings are very unforgiving.
        Camera - Pan camera for (Picked player) to (Center of Weather_Wisp_Soul_Area <gen>) over 10.00 seconds
    Wait 9.00 seconds
    Player Group - Pick every player in YesTutorial and do (Actions)
      Loop - Actions
        Camera - Set (Picked player)'s camera Distance to target to ((Distance to target of (Current camera)) + 200.00) over 5.00 seconds
        Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Fog of war across Ovarrak <gen>
    Visibility - Destroy TownVis
    Cinematic - Turn cinematic mode Off for (All players)
    Wait 30.00 seconds
    Trigger - Run Timers <gen> (checking conditions)
Welcome
  Events
    Time - Elapsed game time is 0.01 seconds
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 9 (Gray)) and do (Add (Picked unit) to PreplacedGray)
    Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 12 (Brown)) and do (Add (Picked unit) to PreplacedUndead)
    Cinematic - Fade out over 0.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Cinematic - Turn cinematic mode On for (All players)
    Wait 2 seconds
    Cinematic - Clear the screen of text messages for (All players)
    Game - Display to (All players) the text: |cff8b0000Krath|r and |cff006400Saken|r Present...
    Wait 3.00 seconds
    Game - Display to (All players) the text: A |cff808080Wolf Pack|r Production...
    Wait 3.00 seconds
    Game - Display to (All players) the text: |cff008000World of Strife:|r |cffff0000Exodus|r
    Wait 4.00 seconds
    Cinematic - Fade in over 2.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Cinematic - Turn cinematic mode Off for (All players)
    Wait 4.00 seconds
    Cinematic - Clear the screen of text messages for (All players)
    Game - Display to (All players) the text: First time playing? Press Escape if you wish to see the tutorial.
    Trigger - Turn on Tutorial_Init <gen>
Map init
  Events
    Map initialization
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in Ovarrak <gen> owned by Player 9 (Gray)) and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Picked unit) is A structure) Equal to False
          Then - Actions
            Unit Group - Add (Picked unit) to Villagers
          Else - Actions
    Unit Group - Pick every unit in (Units in CampedVillagers <gen> owned by Player 9 (Gray)) and do (Unpause (Picked unit))
    AI - Ignore the guard positions of all Player 9 (Gray) units
    Unit Group - Pick every unit in (Units in Weather_Willow_Swamp_002 <gen>) and do (Actions)
      Loop - Actions
        AI - Lock guard position of (Picked unit)
    Unit Group - Pick every unit in (Units in Weather_Willow_Swamp_003 <gen>) and do (Actions)
      Loop - Actions
        AI - Lock guard position of (Picked unit)
    Player - Turn Gives bounty On for Player 12 (Brown)
    Player - Make Player 12 (Brown) treat Neutral Hostile as an Ally
    Player - Make Neutral Hostile treat Player 12 (Brown) as an Ally
    Player - Make Player 1 (Red) treat Player 2 (Blue) as an Ally with shared vision
    Player - Make Player 1 (Red) treat Player 3 (Teal) as an Ally with shared vision
    Player - Make Player 1 (Red) treat Player 4 (Purple) as an Ally with shared vision
    Player - Make Player 2 (Blue) treat Player 1 (Red) as an Ally with shared vision
    Player - Make Player 2 (Blue) treat Player 3 (Teal) as an Ally with shared vision
    Player - Make Player 2 (Blue) treat Player 4 (Purple) as an Ally with shared vision
    Player - Make Player 3 (Teal) treat Player 1 (Red) as an Ally with shared vision
    Player - Make Player 3 (Teal) treat Player 2 (Blue) as an Ally with shared vision
    Player - Make Player 3 (Teal) treat Player 4 (Purple) as an Ally with shared vision
    Player - Make Player 4 (Purple) treat Player 2 (Blue) as an Ally with shared vision
    Player - Make Player 4 (Purple) treat Player 3 (Teal) as an Ally with shared vision
    Player - Make Player 4 (Purple) treat Player 1 (Red) as an Ally with shared vision
    Player - Set Player 1 (Red) Current gold to 2500
    Player - Set Player 2 (Blue) Current gold to 2500
    Player - Set Player 3 (Teal) Current gold to 2500
    Player - Set Player 4 (Purple) Current gold to 2500
    Player - Set Player 1 (Red) Food cap to 5
    Player - Set Player 2 (Blue) Food cap to 5
    Player - Set Player 3 (Teal) Food cap to 5
    Player - Set Player 4 (Purple) Food cap to 5
    Melee Game - Limit Heroes to 1 per Hero-type (for all players)
    Melee Game - Use melee time of day (for all players)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 1 (Red) slot status) Equal to Is playing
        (Player 2 (Blue) slot status) Equal to Is playing
        (Player 3 (Teal) slot status) Equal to Is playing
        (Player 4 (Purple) slot status) Equal to Is playing
      Then - Actions
        Set Players = 4
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 1 (Red) slot status) Equal to Is playing
        (Player 2 (Blue) slot status) Equal to Is playing
        (Player 3 (Teal) slot status) Equal to Is playing
        (Player 4 (Purple) slot status) Equal to Is unused
      Then - Actions
        Set Players = 3
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 1 (Red) slot status) Equal to Is playing
        (Player 2 (Blue) slot status) Equal to Is playing
        (Player 3 (Teal) slot status) Equal to Is unused
        (Player 4 (Purple) slot status) Equal to Is unused
      Then - Actions
        Set Players = 2
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 1 (Red) slot status) Equal to Is playing
        (Player 2 (Blue) slot status) Equal to Is unused
        (Player 3 (Teal) slot status) Equal to Is unused
        (Player 4 (Purple) slot status) Equal to Is unused
      Then - Actions
        Set Players = 1
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 1 (Red) slot status) Equal to Is playing
        (Player 2 (Blue) slot status) Equal to Is unused
        (Player 3 (Teal) slot status) Equal to Is playing
        (Player 4 (Purple) slot status) Equal to Is unused
      Then - Actions
        Set Players = 2
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 1 (Red) slot status) Equal to Is playing
        (Player 2 (Blue) slot status) Equal to Is unused
        (Player 3 (Teal) slot status) Equal to Is unused
        (Player 4 (Purple) slot status) Equal to Is playing
      Then - Actions
        Set Players = 2
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 1 (Red) slot status) Equal to Is playing
        (Player 2 (Blue) slot status) Equal to Is unused
        (Player 3 (Teal) slot status) Equal to Is unused
        (Player 4 (Purple) slot status) Equal to Is playing
      Then - Actions
        Set Players = 2
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 1 (Red) slot status) Equal to Is playing
        (Player 2 (Blue) slot status) Equal to Is unused
        (Player 3 (Teal) slot status) Equal to Is playing
        (Player 4 (Purple) slot status) Equal to Is playing
      Then - Actions
        Set Players = 3
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 1 (Red) slot status) Equal to Is playing
        (Player 2 (Blue) slot status) Equal to Is playing
        (Player 3 (Teal) slot status) Equal to Is unused
        (Player 4 (Purple) slot status) Equal to Is playing
      Then - Actions
        Set Players = 3
      Else - Actions
Zoom
  Events
    Player - Player 1 (Red) types a chat message containing -zoom as A substring
    Player - Player 2 (Blue) types a chat message containing -zoom as A substring
    Player - Player 3 (Teal) types a chat message containing -zoom as A substring
    Player - Player 4 (Purple) types a chat message containing -zoom as A substring
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Substring((Entered chat string), 7, (Length of (Entered chat string)))) Equal to
      Then - Actions
        Skip remaining actions
      Else - Actions
        Set Camera_Distance = (Real((Substring((Entered chat string), 7, (Length of (Entered chat string))))))
        Camera - Set (Triggering player)'s camera Distance to target to Camera_Distance over 0.20 seconds
AI Income Split
  Events
    Time - Every 60.00 seconds of game time
  Conditions
  Actions
    Player - Add ((Number of units in (Units in Ovarrak <gen> owned by Player 9 (Gray))) x 45) to Player 9 (Gray) Current gold
    Set Bounty = ((Player 9 (Gray) Current gold) / Players)
    Set BountyTxt = (String(Bounty))
    Player Group - Pick every player in (All players controlled by a User player) and do (Actions)
      Loop - Actions
        Player - Add Bounty to (Picked player) Current gold
    Player - Set Player 9 (Gray) Current gold to 0
    Game - Display to (All players) the text: (|cffff7f50Your allies gift you|r + (BountyTxt + |cffff7f50gold.|r))
Plots
  Events
    Unit - A unit Dies
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Dying unit)) Equal to Scout Tower
        (Unit-type of (Dying unit)) Equal to Spearman Tower
        (Unit-type of (Dying unit)) Equal to Catapult Tower
        (Unit-type of (Dying unit)) Equal to Mage Tower
        (Unit-type of (Dying unit)) Equal to Marksman Tower
        (Unit-type of (Dying unit)) Equal to Sniper Tower
        (Unit-type of (Dying unit)) Equal to Artillery Tower
        (Unit-type of (Dying unit)) Equal to Mortar Tower
        (Unit-type of (Dying unit)) Equal to Dark Tower
        (Unit-type of (Dying unit)) Equal to Energy Tower
  Actions
    Unit - Create 1 Tower Plot for Player 9 (Gray) at (Position of (Dying unit)) facing Default building facing degrees
Plot Select
  Events
    Player - Player 1 (Red) Selects a unit
    Player - Player 2 (Blue) Selects a unit
    Player - Player 3 (Teal) Selects a unit
    Player - Player 4 (Purple) Selects a unit
  Conditions
    (Unit-type of (Triggering unit)) Equal to Tower Plot
  Actions
    Unit - Change ownership of (Triggering unit) to (Triggering player) and Change color
Plot Deselect
  Events
    Player - Player 1 (Red) Deselects a unit
    Player - Player 2 (Blue) Deselects a unit
    Player - Player 3 (Teal) Deselects a unit
    Player - Player 4 (Purple) Deselects a unit
  Conditions
    (Unit-type of (Triggering unit)) Equal to Tower Plot
  Actions
    Unit - Change ownership of (Triggering unit) to Player 9 (Gray) and Change color
iseeall
  Events
    Player - Player 1 (Red) types a chat message containing iseeall as An exact match
    Player - Player 2 (Blue) types a chat message containing iseeall as An exact match
    Player - Player 3 (Teal) types a chat message containing iseeall as An exact match
    Player - Player 4 (Purple) types a chat message containing iseeall as An exact match
  Conditions
  Actions
    Visibility - Disable fog of war
    Visibility - Create an initially Enabled visibility modifier for (Triggering player) emitting Visibility across (Playable map area)
iseeall off
  Events
    Player - Player 1 (Red) types a chat message containing iseenun as An exact match
    Player - Player 2 (Blue) types a chat message containing iseenun as An exact match
    Player - Player 3 (Teal) types a chat message containing iseenun as An exact match
    Player - Player 4 (Purple) types a chat message containing iseenun as An exact match
  Conditions
  Actions
    Visibility - Disable (Last created visibility modifier)
    Visibility - Enable fog of war
Cheats
  Events
    Player - Player 1 (Red) types a chat message containing -fuckyou as An exact match
  Conditions
  Actions
    Unit Group - Pick every unit in (Units within 512 of (Position of (Random unit from (Units owned by Player 1 (Red) matching (((Matching unit) is A Hero) Equal to True)))) matching (((Picked unit) is A Hero) Equal to True)) and do (Actions)
      Loop - Actions
        Unit - Explode (Picked unit)
Cheats Copy
  Events
    Player - Player 1 (Red) types a chat message containing -mad as An exact match
  Conditions
  Actions
    Player Group - Pick every player in (All players matching ((Name of (Picked player)) Equal to DukeNukem3D)) and do (Pick every unit in (Units owned by (Picked player)) and do (Explode (Picked unit)))
    Game - Display to (All players) the text: UMAD
Setname
  Events
    Player - Player 1 (Red) types a chat message containing -name as A substring
    Player - Player 2 (Blue) types a chat message containing -name as A substring
    Player - Player 3 (Teal) types a chat message containing -name as A substring
    Player - Player 4 (Purple) types a chat message containing -name as A substring
  Conditions
  Actions
    Player - Set name of (Triggering player) to (Substring((Entered chat string), 7, (Length of (Entered chat string))))
Pick
  Events
    Unit - A unit Sells a unit
  Conditions
    (Selling unit) Equal to |cffeee8aaAltar of Souls|r 0010 <gen>
  Actions
    Unit - Move (Sold unit) instantly to (Center of HeroSpawn <gen>)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Sold unit)) Equal to Krath Drak'il
      Then - Actions
        Player Group - Add (Owner of (Buying unit)) to PlayerPickedHero[1]
        Game - Display to PlayerPickedHero[1] the text: |cffd2691eKrath Drak'il, King's Champion and brother to the High Wizard, was at the King's side as he betrayed his people, completely unaware of what he was planning. He was forced to fight his way out of the capital and barely made it alive to Ovarrak. |r
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Unit-type of (Sold unit)) Equal to Elthina Lynthos
          Then - Actions
            Player Group - Add (Owner of (Buying unit)) to PlayerPickedHero[2]
            Game - Display to PlayerPickedHero[2] the text: |cffd2691eElthina Lynthos, Rakasla's High Cleric, felt the evil powers emanating from the King's castle long before Exodus Day. She stayed and prepared for the onslaught, saving as many as she could while retreating to Ovarrak.|r
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Unit-type of (Sold unit)) Equal to Voruel Ebyncrest
              Then - Actions
                Player Group - Add (Owner of (Buying unit)) to PlayerPickedHero[3]
                Game - Display to PlayerPickedHero[3] the text: |cffd2691eVoruel Ebyncrest, Master Illusionist and a Lord in his own right, was able to elude the undead creatures and escape the city. He chose to make his stand in the nearest village to eventually try and take back his beloved capital.|r
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Unit-type of (Sold unit)) Equal to Kamek Drak'il
                  Then - Actions
                    Player Group - Add (Owner of (Buying unit)) to PlayerPickedHero[4]
                    Game - Display to PlayerPickedHero[4] the text: |cffd2691eKamek Drak'il, Rakasla's High Wizard and brother to the King's Champion, battled his way out of the city from it's very center. He is only alive due to the lethality of his water magics.|r
                  Else - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        (Unit-type of (Sold unit)) Equal to Lashar Ajax
                      Then - Actions
                        Player Group - Add (Owner of (Buying unit)) to PlayerPickedHero[5]
                        Game - Display to PlayerPickedHero[5] the text: |cffd2691eLashar Ajax, the leader of the Ruby Legion, saw his King's corruption coming without any magical powers. His tactical genius allowed him to be one of the few out of the capital, preparing defenses, as the creatures were unleashed.|r
                      Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            (Unit-type of (Sold unit)) Equal to Natalya Felseer
                          Then - Actions
                            Player Group - Add (Owner of (Buying unit)) to PlayerPickedHero[6]
                            Game - Display to PlayerPickedHero[6] the text: |cffd2691eNot much is known about Natalya, including her family name. She saught Rakasla's evil upon hearing of it. This Demon Hunter is not here to save the land, but to exterminate the opposition.|r
                          Else - Actions
                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              If - Conditions
                                (Unit-type of (Sold unit)) Equal to Sapphyre Wyndhart
                              Then - Actions
                                Player Group - Add (Owner of (Buying unit)) to PlayerPickedHero[7]
                                Game - Display to PlayerPickedHero[7] the text: |cffd2691eThe best archer in Rakasla is known as Sapphyre. She led the capital's Ranger Corps at it's finest hour. She was forced to fight her way out of her beloved city and witness her friends and family raised into undead. Only her prowess with the bow allowed her to make it to Ovarrak.|r
                              Else - Actions
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                  If - Conditions
                                    (Unit-type of (Sold unit)) Equal to Norendithas Bladehand
                                  Then - Actions
                                    Player Group - Add (Owner of (Buying unit)) to PlayerPickedHero[8]
                                    Game - Display to PlayerPickedHero[8] the text: |cffd2691eNorendithas Bladehand of the Royal Knights of the West felt it was his duty to defend the land against such evil. He ventured to the Rakasla shortly before it's corruption, sensing the creatures awakening.|r
                                  Else - Actions
                                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                      If - Conditions
                                        (Unit-type of (Sold unit)) Equal to Drokar Ik'Tael
                                      Then - Actions
                                        Player Group - Add (Owner of (Buying unit)) to PlayerPickedHero[9]
                                        Game - Display to PlayerPickedHero[9] the text: |cffd2691eRumor says, for the man rarely speaks, that the enigmatic and deadly Dragon Hunter has travelled to Ovarrak from very, very far away. He hasn't come for glory, nor gold. Drokar merely seeks the thrill of the hunt.|r
                                      Else - Actions
    Camera - Pan camera for (Owner of (Buying unit)) to (Position of (Sold unit)) over 5.00 seconds
    Unit - Remove (Buying unit) from the game
    Cinematic - Ping minimap for (All players) at (Center of Region_009 <gen>) for 45.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Players Equal to 2
      Then - Actions
        Cinematic - Ping minimap for (All players) at (Center of Region_011 <gen>) for 45.00 seconds
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Players Equal to 3
      Then - Actions
        Cinematic - Ping minimap for (All players) at (Center of Region_011 <gen>) for 45.00 seconds
        Cinematic - Ping minimap for (All players) at (Center of Region_010 <gen>) for 45.00 seconds
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Players Equal to 4
      Then - Actions
        Cinematic - Ping minimap for (All players) at (Center of Region_012 <gen>) for 45.00 seconds
        Cinematic - Ping minimap for (All players) at (Center of Region_011 <gen>) for 45.00 seconds
        Cinematic - Ping minimap for (All players) at (Center of Region_010 <gen>) for 45.00 seconds
      Else - Actions
Difficulty
  Events
    Unit - A unit Sells a unit
  Conditions
    (Selling unit) Equal to |cffeee8aaAltar of Souls|r 0010 <gen>
    ((Buying unit) is in (Units owned by Player 1 (Red))) Equal to True
  Actions
    Wait 6.00 seconds
    Dialog - Create a dialog button for DifficultyDialog labelled Normal
    Set DifEasy = (Last created dialog Button)
    Dialog - Create a dialog button for DifficultyDialog labelled Experienced
    Set DifMedium = (Last created dialog Button)
    Dialog - Create a dialog button for DifficultyDialog labelled Veteran
    Set DifHard = (Last created dialog Button)
    Dialog - Change the title of DifficultyDialog to Choose Difficulty
    Dialog - Show DifficultyDialog for Player 1 (Red)
DifficultyEasy
  Events
    Dialog - A dialog button is clicked for DifficultyDialog
  Conditions
    (Clicked dialog button) Equal to DifEasy
  Actions
    Game - Display to (All players) the text: Red has chosen normal difficulty. Lothrim's Forces will be unchanged.
    Dialog - Hide DifficultyDialog for Player 1 (Red)
    Dialog - Clear DifficultyDialog
DifficultyMedium
  Events
    Dialog - A dialog button is clicked for DifficultyDialog
  Conditions
    (Clicked dialog button) Equal to DifMedium
  Actions
    Game - Display to (All players) the text: Red has chosen experienced difficulty. Lothrim's Forces will be stronger.
    Unit - Create 1 Dummy ( difficulty ) for Player 12 (Brown) at (Center of difficulty_dummy <gen>) facing Default building facing degrees
    Dialog - Hide DifficultyDialog for Player 1 (Red)
    Dialog - Clear DifficultyDialog
DifficultyHard
  Events
    Dialog - A dialog button is clicked for DifficultyDialog
  Conditions
    (Clicked dialog button) Equal to DifHard
  Actions
    Game - Display to (All players) the text: Red has chosen veteran difficulty. Lothrim's Forces will be MUCH stronger. Beware!
    Unit - Create 1 Dummy ( difficulty ) for Player 12 (Brown) at (Center of difficulty_dummy <gen>) facing Default building facing degrees
    Unit - Increase level of Difficulty for (Last created unit)
    Unit - Increase level of Difficulty2 for (Last created unit)
    Dialog - Hide DifficultyDialog for Player 1 (Red)
    Dialog - Clear DifficultyDialog
LeaveOrDeath
  Events
    Player - Player 1 (Red) leaves the game
    Player - Player 2 (Blue) leaves the game
    Player - Player 3 (Teal) leaves the game
    Player - Player 4 (Purple) leaves the game
  Conditions
  Actions
    Set Players = (Players - 1)
    Unit Group - Pick every unit in (Units owned by (Triggering player)) and do (Actions)
      Loop - Actions
        Unit - Remove (Picked unit) from the game
    Game - Display to (All players) the text: ((Name of (Triggering player)) + has failed.)
    Player - Add ((Owner of (Dying unit)) Current gold) to Player 9 (Gray) Current gold
    Wait 9.00 seconds
    Trigger - Run LaneCheck <gen> (checking conditions)
LaneCheck
  Events
    Player - Player 1 (Red) types a chat message containing -lanes as An exact match
    Player - Player 2 (Blue) types a chat message containing -lanes as An exact match
    Player - Player 3 (Teal) types a chat message containing -lanes as An exact match
    Player - Player 4 (Purple) types a chat message containing -lanes as An exact match
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Players Equal to 1
      Then - Actions
        Game - Display to (All players) the text: Active lanes are currently being pinged.
        Cinematic - Ping minimap for (All players) at (Center of LeftMidSpawn <gen>) for 8.00 seconds, using a Warning ping of color (100%, 0.00%, 0.00%)
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Players Equal to 2
          Then - Actions
            Game - Display to (All players) the text: Active lanes are currently being pinged.
            Cinematic - Ping minimap for (All players) at (Center of LeftMidSpawn <gen>) for 8.00 seconds, using a Warning ping of color (100%, 0.00%, 0.00%)
            Cinematic - Ping minimap for (All players) at (Center of TopRightSpawn <gen>) for 8.00 seconds, using a Warning ping of color (100%, 0.00%, 0.00%)
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                Players Equal to 3
              Then - Actions
                Game - Display to (All players) the text: Active lanes are currently being pinged.
                Cinematic - Ping minimap for (All players) at (Center of LeftMidSpawn <gen>) for 8.00 seconds, using a Warning ping of color (100%, 0.00%, 0.00%)
                Cinematic - Ping minimap for (All players) at (Center of TopRightSpawn <gen>) for 8.00 seconds, using a Warning ping of color (100%, 0.00%, 0.00%)
                Cinematic - Ping minimap for (All players) at (Center of LeftBotSpawn <gen>) for 8.00 seconds, using a Warning ping of color (100%, 0.00%, 0.00%)
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    Players Equal to 4
                  Then - Actions
                    Game - Display to (All players) the text: Active lanes are currently being pinged.
                    Cinematic - Ping minimap for (All players) at (Center of LeftMidSpawn <gen>) for 8.00 seconds, using a Warning ping of color (100%, 0.00%, 0.00%)
                    Cinematic - Ping minimap for (All players) at (Center of TopRightSpawn <gen>) for 8.00 seconds, using a Warning ping of color (100%, 0.00%, 0.00%)
                    Cinematic - Ping minimap for (All players) at (Center of LeftBotSpawn <gen>) for 8.00 seconds, using a Warning ping of color (100%, 0.00%, 0.00%)
                    Cinematic - Ping minimap for (All players) at (Center of TopMidSpawn <gen>) for 8.00 seconds, using a Warning ping of color (100%, 0.00%, 0.00%)
                  Else - Actions
Respawn or not
  Events
    Unit - A unit Dies
  Conditions
    ((Dying unit) is A Hero) Equal to True
    ((Dying unit) is in (Units owned by Player 12 (Brown))) Equal to False
  Actions
    Wait 2 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Owner of (Dying unit)) slot status) Equal to Is playing
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Number of units in Villagers) Equal to 0
          Then - Actions
            Game - Display to (Player group((Owner of (Dying unit)))) the text: All the villagers have been brutally murdered! You have failed to save Ovarrak.
            Wait 2 seconds
            Game - Defeat (Owner of (Dying unit)) with the message: Try again!
            Trigger - Run LaneCheck <gen> (checking conditions)
            Player - Add ((Owner of (Dying unit)) Current gold) to Player 9 (Gray) Current gold
            Set Players = (Players - 1)
            Set TempGroup = (Units owned by (Owner of (Dying unit)))
            Unit Group - Pick every unit in TempGroup and do (Remove (Picked unit) from the game)
            Custom script: call DestroyGroup(udg_TempGroup)
            Wait 2 seconds
            Trigger - Run LaneCheck <gen> (checking conditions)
          Else - Actions
            Wait 2.00 seconds
            Game - Display to (Player group((Owner of (Dying unit)))) the text: There are still villagers to defend! Get back out there!
            Camera - Pan camera for (Owner of (Dying unit)) to (Center of HeroSpawn <gen>) over 2.00 seconds
            Wait 2 seconds
            Hero - Instantly revive (Dying unit) at (Center of HeroSpawn <gen>), Show revival graphics
            Unit - Make (Dying unit) Invulnerable
            Wait 3.00 seconds
            Unit - Make (Dying unit) Vulnerable
      Else - Actions
Lives
  Events
    Time - Elapsed game time is 1.00 seconds
  Conditions
  Actions
    Multiboard - Create a multiboard with 1 columns and 1 rows, titled Villagers alive
    Set Lives = (Last created multiboard)
    Multiboard - Set the text for (Last created multiboard) item in column 1, row 1 to 6
    Multiboard - Set the icon for Lives item in column 1, row 1 to ReplaceableTextures\CommandButtons\BTNVillagerMan1.blp
Villagers stay in village
  Events
    Unit - A unit leaves ResidentialRegion1 <gen>
  Conditions
    ((Leaving unit) is in Villagers) Equal to True
  Actions
    Unit - Order (Leaving unit) to Move To (Random point in ResidentialRegion1 <gen>)
Villagers stay in village Copy
  Events
    Unit - A unit leaves ResidentialRegion2 <gen>
  Conditions
    ((Leaving unit) is in Villagers) Equal to True
  Actions
    Unit - Order (Leaving unit) to Move To (Random point in ResidentialRegion2 <gen>)
Villagers stay in village Copy Copy
  Events
    Unit - A unit leaves ResidentialRegion3 <gen>
  Conditions
    ((Leaving unit) is in Villagers) Equal to True
  Actions
    Unit - Order (Leaving unit) to Move To (Random point in ResidentialRegion3 <gen>)
Villagers stay in village Copy Copy Copy
  Events
    Unit - A unit leaves ResidentialArea4 <gen>
  Conditions
    ((Leaving unit) is in Villagers) Equal to True
  Actions
    Unit - Order (Leaving unit) to Move To (Random point in ResidentialArea4 <gen>)
Villagers stay in camp
  Events
    Unit - A unit leaves CampedVillagers <gen>
  Conditions
    ((Leaving unit) is in (Units owned by Player 9 (Gray))) Equal to True
    ((Leaving unit) is in Villagers) Equal to False
  Actions
    Unit - Order (Leaving unit) to Move To (Random point in CampedVillagers <gen>)
Life Loss
  Events
    Unit - A unit Dies
  Conditions
    ((Dying unit) is in Villagers) Equal to True
  Actions
    Unit Group - Remove (Dying unit) from Villagers
    Multiboard - Set the text for Lives item in column 1, row 1 to (String((Number of units in Villagers)))
Villager Ressurect
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to Resurrection
    (Ability being cast) Equal to Resurrection (Skilled)
  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 Lil Timmy
            (Unit-type of (Target unit of ability being cast)) Equal to Villager (Female)
            (Unit-type of (Target unit of ability being cast)) Equal to Villager (Male 2)
            (Unit-type of (Target unit of ability being cast)) Equal to Teenage Villager (Male)
            (Unit-type of (Target unit of ability being cast)) Equal to Child (2)
            (Unit-type of (Target unit of ability being cast)) Equal to Peasant (Saveable)
      Then - Actions
        Unit Group - Add (Target unit of ability being cast) to Villagers
        Multiboard - Set the text for Lives item in column 1, row 1 to (String((Number of units in Villagers)))
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Target unit of ability being cast) is in (Units owned by Player 9 (Gray))) Equal to True
            ((Target unit of ability being cast) is in (Units of type Elthina Lynthos)) Equal to False
          Then - Actions
            Unit Group - Add (Target unit of ability being cast) to SavedUnits
            Unit - Order (Target unit of ability being cast) to Attack-Move To (Center of Town_Hall_Area <gen>)
          Else - Actions
            Do nothing
Villager Count
  Events
    Time - Every 3.00 seconds of game time
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in Ovarrak <gen> matching (((Matching unit) is alive) Equal to True)) and do (Actions)
      Loop - 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 (Picked unit)) Equal to Lil Timmy
                (Unit-type of (Picked unit)) Equal to Villager (Female)
                (Unit-type of (Picked unit)) Equal to Villager (Male 2)
                (Unit-type of (Picked unit)) Equal to Teenage Villager (Male)
                (Unit-type of (Picked unit)) Equal to Child (2)
                (Unit-type of (Picked unit)) Equal to Child
                (Unit-type of (Picked unit)) Equal to Peasant (Saveable)
          Then - Actions
            Unit Group - Add (Picked unit) to Villagers
            Multiboard - Set the text for Lives item in column 1, row 1 to (String((Number of units in Villagers)))
          Else - Actions
            Do nothing
The Well
  Events
    Unit - A unit enters Well <gen>
  Conditions
    ((Entering unit) is Undead) Equal to False
    ((Entering unit) is A Hero) Equal to True
  Actions
    Set WellDrinkerOwner = (Player group((Owner of (Triggering unit))))
    Game - Display to WellDrinkerOwner the text: |cff3399ffYou drink from the well, and suddenly feel invigorated and refreshed. Best not drink too much of this enchanted water.|r
    Unit - Set life of (Triggering unit) to 100%
    Unit - Set mana of (Triggering unit) to 100%
    Special Effect - Create a special effect attached to the chest of (Triggering unit) using Abilities\Spells\Items\HealingSalve\HealingSalveTarget.mdl
    Set SFXWell = (Last created special effect)
    Trigger - Turn off (This trigger)
    Wait 2.00 seconds
    Special Effect - Destroy SFXWell
    Wait 10.00 seconds
    Trigger - Turn on (This trigger)
Pack Horse
  Events
    Player - Player 1 (Red) types a chat message containing -pack as An exact match
    Player - Player 2 (Blue) types a chat message containing -pack as An exact match
    Player - Player 3 (Teal) types a chat message containing -pack as An exact match
    Player - Player 4 (Purple) types a chat message containing -pack as An exact match
  Conditions
  Actions
    Unit Group - Pick every unit in (Units owned by (Triggering player) of type Pack Horse) and do (Actions)
      Loop - Actions
        Unit - Move (Picked unit) instantly to (Position of (Random unit from (Units owned by (Triggering player) matching (((Matching unit) is A Hero) Equal to True))))
        Special Effect - Create a special effect at (Position of (Picked unit)) using Abilities\Spells\Items\TomeOfRetraining\TomeOfRetrainingCaster.mdl
        Set SFX[2] = (Last created special effect)
    Wait 2 seconds
    Special Effect - Destroy SFX[2]
town tele
  Events
    Player - Player 1 (Red) types a chat message containing -town as An exact match
    Player - Player 2 (Blue) types a chat message containing -town as An exact match
    Player - Player 3 (Teal) types a chat message containing -town as An exact match
    Player - Player 4 (Purple) types a chat message containing -town as An exact match
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Triggering player) Current gold) Greater than or equal to 200
      Then - Actions
        Camera - Pan camera for (Triggering player) to (Center of HeroSpawn <gen>) over 1.00 seconds
        Player - Set (Triggering player) Current gold to (((Triggering player) Current gold) - 200)
        Game - Display to (Player group((Triggering player))) the text: 200 gold has been deducted from your balance.
        Unit Group - Pick every unit in (Units owned by (Triggering player) matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) has buff Ward) Equal to False))) and do (Actions)
          Loop - Actions
            Unit - Move (Picked unit) instantly to (Center of HeroSpawn <gen>)
        Special Effect - Create a special effect at (Center of HeroSpawn <gen>) using Abilities\Spells\Items\TomeOfRetraining\TomeOfRetrainingCaster.mdl
        Set SFX[1] = (Last created special effect)
        Wait 2 seconds
        Special Effect - Destroy SFX[1]
      Else - Actions
        Game - Display to (Player group((Triggering player))) the text: You do not have the required funds.
arena test
  Events
    Player - Player 1 (Red) types a chat message containing -arena as An exact match
  Conditions
  Actions
    Trigger - Run Arena_init <gen> (checking conditions)
Mr Goblin
  Events
    Player - Player 1 (Red) Selects a unit
    Player - Player 2 (Blue) Selects a unit
    Player - Player 3 (Teal) Selects a unit
    Player - Player 4 (Purple) Selects a unit
  Conditions
    (Unit-type of (Triggering unit)) Equal to Mr. Goblin
  Actions
    Unit - Order (Triggering unit) to Stop
    Trigger - Turn off Travel <gen>
Mr Goblin Copy
  Events
    Player - Player 1 (Red) Deselects a unit
    Player - Player 2 (Blue) Deselects a unit
    Player - Player 3 (Teal) Deselects a unit
    Player - Player 4 (Purple) Deselects a unit
  Conditions
    (Unit-type of (Triggering unit)) Equal to Mr. Goblin
  Actions
    Unit - Order (Triggering unit) to Move To (Random point in Ovarrak <gen>)
    Trigger - Turn on Travel <gen>
Find Mr Goblin
  Events
    Player - Player 1 (Red) types a chat message containing -mrgoblin as An exact match
    Player - Player 2 (Blue) types a chat message containing -mrgoblin as An exact match
    Player - Player 3 (Teal) types a chat message containing -mrgoblin as An exact match
    Player - Player 4 (Purple) types a chat message containing -mrgoblin as An exact match
  Conditions
  Actions
    Cinematic - Ping minimap for (Player group((Triggering player))) at (Position of Mr. Goblin 0241 <gen>) for 5.00 seconds, using a Simple ping of color (50.00%, 25.00%, 25.00%)
Travel
  Events
    Time - Every 60.00 seconds of game time
  Conditions
  Actions
    Unit Group - Pick every unit in (Units of type Mr. Goblin) and do (Order (Picked unit) to Move To (Random point in (Playable map area)))
Enchanters Guild
  Events
    Unit - A unit comes within 256 of Enchanter's Guild Representative 0271 <gen>
  Conditions
  Actions
    Floating Text - Create floating text that reads Greetings. We can enchant your allies' weapons and armor to be much more powerful... For a price. at (Center of Region_073 <gen>) with Z offset 0, using font size 10, 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 5 seconds
Barrier Remove
  Events
    Time - Every 2 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in Wisp_Area <gen>)) Greater than or equal to 2
      Then - Actions
        Do nothing
      Else - Actions
        Animation - Play the death animation for all doodads of type D019 (doodadcode) within (Playable map area)
        Animation - Play the death animation for all doodads of type D01A (doodadcode) within (Playable map area)
        Trigger - Turn off Barrier_Init <gen>
        Trigger - Turn off (This trigger)
Barrier Init
  Events
    Unit - A unit leaves HeroSpawn <gen>
  Conditions
  Actions
    Special Effect - Create a special effect at (Center of HeroSpawn <gen>) using Abilities\Spells\Orc\FeralSpirit\feralspiritdone.mdl
    Unit - Move (Triggering unit) instantly to (Center of HeroSpawn <gen>)
    Special Effect - Destroy (Last created special effect)
    Game - Display to (Player group((Owner of (Leaving unit)))) the text: Wait until all players have chosen their hero.
Rock chunks ore
  Events
    Destructible - A destructible within Cave <gen> dies
    Destructible - A destructible within Weather_Bandit_Swamp <gen> dies
    Destructible - A destructible within Weather_Dwarves_1 <gen> dies
    Destructible - A destructible within Abom_Creation <gen> dies
    Destructible - A destructible within Weather_Graveyard_002 <gen> dies
    Destructible - A destructible within Weather_Hydra_Cave <gen> dies
    Destructible - A destructible within Weather_Spider_2 <gen> dies
    Destructible - A destructible within Ovarrak <gen> dies
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Destructible-type of (Dying destructible)) Equal to B001 (destructablecode)
        (Destructible-type of (Dying destructible)) Equal to LTrc (destructablecode)
    (Random integer number between 1 and 100) Equal to 1
  Actions
    Item - Create Mithril Ore at (Position of (Dying destructible))
Mithril chunks ore
  Events
    Destructible - Incinerate 2480 <gen> dies
    Destructible - Incinerate 1662 <gen> dies
    Destructible - Incinerate 2480 <gen> dies
    Destructible - Incinerate 2481 <gen> dies
    Destructible - Incinerate 2483 <gen> dies
    Destructible - Incinerate 2483 <gen> dies
    Destructible - Incinerate 1343 <gen> dies
    Destructible - Incinerate 2480 <gen> dies
    Destructible - Incinerate 2480 <gen> dies
    Destructible - Incinerate 1663 <gen> dies
    Destructible - Incinerate 2480 <gen> dies
    Destructible - Incinerate 1663 <gen> dies
  Conditions
    (Destructible-type of (Dying destructible)) Equal to B008 (destructablecode)
  Actions
    Item - Create Mithril Ore at (Position of (Dying destructible))
Color Black
  Events
    Player - Player 1 (Red) types a chat message containing -color black as An exact match
    Player - Player 2 (Blue) types a chat message containing -color black as An exact match
    Player - Player 3 (Teal) types a chat message containing -color black as An exact match
    Player - Player 4 (Purple) types a chat message containing -color black as An exact match
  Conditions
  Actions
    Player - Change color of (Triggering player) to Black, Changing color of existing units
Color Red
  Events
    Player - Player 1 (Red) types a chat message containing -color red as An exact match
    Player - Player 2 (Blue) types a chat message containing -color red as An exact match
    Player - Player 3 (Teal) types a chat message containing -color red as An exact match
    Player - Player 4 (Purple) types a chat message containing -color red as An exact match
  Conditions
  Actions
    Player - Change color of (Triggering player) to Red, Changing color of existing units
Color Blue
  Events
    Player - Player 1 (Red) types a chat message containing -color blue as An exact match
    Player - Player 2 (Blue) types a chat message containing -color blue as An exact match
    Player - Player 3 (Teal) types a chat message containing -color blue as An exact match
    Player - Player 4 (Purple) types a chat message containing -color blue as An exact match
  Conditions
  Actions
    Player - Change color of (Triggering player) to Blue, Changing color of existing units
Color Teal
  Events
    Player - Player 1 (Red) types a chat message containing -color teal as An exact match
    Player - Player 2 (Blue) types a chat message containing -color teal as An exact match
    Player - Player 3 (Teal) types a chat message containing -color teal as An exact match
    Player - Player 4 (Purple) types a chat message containing -color teal as An exact match
  Conditions
  Actions
    Player - Change color of (Triggering player) to Teal, Changing color of existing units
Color Purple
  Events
    Player - Player 1 (Red) types a chat message containing -color purple as An exact match
    Player - Player 2 (Blue) types a chat message containing -color purple as An exact match
    Player - Player 3 (Teal) types a chat message containing -color purple as An exact match
    Player - Player 4 (Purple) types a chat message containing -color purple as An exact match
  Conditions
  Actions
    Player - Change color of (Triggering player) to Purple, Changing color of existing units
Color Yellow
  Events
    Player - Player 1 (Red) types a chat message containing -color yellow as An exact match
    Player - Player 2 (Blue) types a chat message containing -color yellow as An exact match
    Player - Player 3 (Teal) types a chat message containing -color yellow as An exact match
    Player - Player 4 (Purple) types a chat message containing -color yellow as An exact match
  Conditions
  Actions
    Player - Change color of (Triggering player) to Yellow, Changing color of existing units
Color Orange
  Events
    Player - Player 1 (Red) types a chat message containing -color orange as An exact match
    Player - Player 2 (Blue) types a chat message containing -color orange as An exact match
    Player - Player 3 (Teal) types a chat message containing -color orange as An exact match
    Player - Player 4 (Purple) types a chat message containing -color orange as An exact match
  Conditions
  Actions
    Player - Change color of (Triggering player) to Orange, Changing color of existing units
Color Green
  Events
    Player - Player 1 (Red) types a chat message containing -color green as An exact match
    Player - Player 2 (Blue) types a chat message containing -color green as An exact match
    Player - Player 3 (Teal) types a chat message containing -color green as An exact match
    Player - Player 4 (Purple) types a chat message containing -color green as An exact match
  Conditions
  Actions
    Player - Change color of (Triggering player) to Green, Changing color of existing units
Color Pink
  Events
    Player - Player 1 (Red) types a chat message containing -color pink as An exact match
    Player - Player 2 (Blue) types a chat message containing -color pink as An exact match
    Player - Player 3 (Teal) types a chat message containing -color pink as An exact match
    Player - Player 4 (Purple) types a chat message containing -color pink as An exact match
  Conditions
  Actions
    Player - Change color of (Triggering player) to Pink, Changing color of existing units
Color Gray
  Events
    Player - Player 1 (Red) types a chat message containing -color gray as An exact match
    Player - Player 2 (Blue) types a chat message containing -color gray as An exact match
    Player - Player 3 (Teal) types a chat message containing -color gray as An exact match
    Player - Player 4 (Purple) types a chat message containing -color gray as An exact match
  Conditions
  Actions
    Player - Change color of (Triggering player) to Gray, Changing color of existing units
Color Light Blue
  Events
    Player - Player 1 (Red) types a chat message containing -color light blue as An exact match
    Player - Player 2 (Blue) types a chat message containing -color light blue as An exact match
    Player - Player 3 (Teal) types a chat message containing -color light blue as An exact match
    Player - Player 4 (Purple) types a chat message containing -color light blue as An exact match
  Conditions
  Actions
    Player - Change color of (Triggering player) to Light Blue, Changing color of existing units
Color Dark Green
  Events
    Player - Player 1 (Red) types a chat message containing -color dark green as An exact match
    Player - Player 2 (Blue) types a chat message containing -color dark green as An exact match
    Player - Player 3 (Teal) types a chat message containing -color dark green as An exact match
    Player - Player 4 (Purple) types a chat message containing -color dark green as An exact match
  Conditions
  Actions
    Player - Change color of (Triggering player) to Dark Green, Changing color of existing units
Color Brown
  Events
    Player - Player 1 (Red) types a chat message containing -color brown as An exact match
    Player - Player 2 (Blue) types a chat message containing -color brown as An exact match
    Player - Player 3 (Teal) types a chat message containing -color brown as An exact match
    Player - Player 4 (Purple) types a chat message containing -color brown as An exact match
  Conditions
  Actions
    Player - Change color of (Triggering player) to Brown, Changing color of existing units
Upgrades Init
  Events
    Time - Elapsed game time is 5 seconds
  Conditions
  Actions
    Set UpgradesRDRAMDMAMas[1] = 0
    Set UpgradesRDRAMDMAMas[2] = 0
    Set UpgradesRDRAMDMAMas[3] = 0
    Set UpgradesRDRAMDMAMas[4] = 0
RDUP
  Events
    Unit - A unit Sells a unit
  Conditions
    (Unit-type of (Sold unit)) Equal to Dummy RDUP
  Actions
    Unit - Remove (Sold unit) from the game
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Current research level of Rhra (techcode) for Player 9 (Gray)) Less than 10
      Then - Actions
        Unit - Order Enchanter's Guild 0270 <gen> to research Rhra (techcode)
        Set UpgradesRDRAMDMAMas[1] = (UpgradesRDRAMDMAMas[1] + 1)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Buying unit) is A Hero) Equal to False
          Then - Actions
            Game - Display to (All players) the text: ((Name of (Owner of (Buying unit))) + ( has upgraded your Mercenaries' ranged damage. |cffff7f50Current level:|r + ((String(UpgradesRDRAMDMAMas[1])) + |cffff7f50/10.|r)))
          Else - Actions
            Game - Display to (All players) the text: ((Proper name of (Buying unit)) + ( has upgraded your Mercenaries' ranged damage. |cffff7f50Current level:|r + ((String(UpgradesRDRAMDMAMas[1])) + |cffff7f50/10.|r)))
      Else - Actions
        Game - Display to (All players) the text: |cffff7f50You have reached the max level for this upgrade. You will now be refunded.|r
        Player - Add 1000 to (Owner of (Buying unit)) Current gold
    Wait 2.00 seconds
    Player Group - Pick every player in (All players controlled by a User player) and do (Actions)
      Loop - Actions
        Player - Set the current research level of Rhra (techcode) to (Current research level of Rhra (techcode) for Player 9 (Gray)) for (Picked player)
RAUP
  Events
    Unit - A unit Sells a unit
  Conditions
    (Unit-type of (Sold unit)) Equal to Dummy RAUP
  Actions
    Unit - Remove (Sold unit) from the game
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Current research level of Rhla (techcode) for Player 9 (Gray)) Less than 10
      Then - Actions
        Unit - Order Enchanter's Guild 0270 <gen> to research Rhla (techcode)
        Set UpgradesRDRAMDMAMas[2] = (UpgradesRDRAMDMAMas[2] + 1)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Buying unit) is A Hero) Equal to False
          Then - Actions
            Game - Display to (All players) the text: ((Name of (Owner of (Buying unit))) + ( has upgraded your Mercenaries' ranged armor. |cffff7f50Current level:|r + ((String(UpgradesRDRAMDMAMas[2])) + |cffff7f50/10.|r)))
          Else - Actions
            Game - Display to (All players) the text: ((Proper name of (Buying unit)) + ( has upgraded your Mercenaries' ranged armor. |cffff7f50Current level:|r + ((String(UpgradesRDRAMDMAMas[2])) + |cffff7f50/10.|r)))
      Else - Actions
        Game - Display to (All players) the text: |cffff7f50You have reached the max level for this upgrade. You will now be refunded.|r
        Player - Add 1000 to (Owner of (Buying unit)) Current gold
    Wait 2.00 seconds
    Player Group - Pick every player in (All players controlled by a User player) and do (Actions)
      Loop - Actions
        Player - Set the current research level of Rhla (techcode) to (Current research level of Rhla (techcode) for Player 9 (Gray)) for (Picked player)
MDUP
  Events
    Unit - A unit Sells a unit
  Conditions
    (Unit-type of (Sold unit)) Equal to Dummy MDUP
  Actions
    Unit - Remove (Sold unit) from the game
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Current research level of Rhme (techcode) for Player 9 (Gray)) Less than 10
      Then - Actions
        Unit - Order Enchanter's Guild 0270 <gen> to research Rhme (techcode)
        Set UpgradesRDRAMDMAMas[3] = (UpgradesRDRAMDMAMas[3] + 1)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Buying unit) is A Hero) Equal to False
          Then - Actions
            Game - Display to (All players) the text: ((Name of (Owner of (Buying unit))) + ( has upgraded your Mercenaries' melee damage. |cffff7f50Current level:|r + ((String(UpgradesRDRAMDMAMas[3])) + |cffff7f50/10.|r)))
          Else - Actions
            Game - Display to (All players) the text: ((Proper name of (Buying unit)) + ( has upgraded your Mercenaries' melee damage. |cffff7f50Current level:|r + ((String(UpgradesRDRAMDMAMas[3])) + |cffff7f50/10.|r)))
      Else - Actions
        Game - Display to (All players) the text: |cffff7f50You have reached the max level for this upgrade. You will now be refunded.|r
        Player - Add 1000 to (Owner of (Buying unit)) Current gold
    Wait 2.00 seconds
    Player Group - Pick every player in (All players controlled by a User player) and do (Actions)
      Loop - Actions
        Player - Set the current research level of Rhme (techcode) to (Current research level of Rhme (techcode) for Player 9 (Gray)) for (Picked player)
MAUP
  Events
    Unit - A unit Sells a unit
  Conditions
    (Unit-type of (Sold unit)) Equal to Dummy MAUP
  Actions
    Unit - Remove (Sold unit) from the game
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Current research level of Rhar (techcode) for Player 9 (Gray)) Less than 10
      Then - Actions
        Unit - Order Enchanter's Guild 0270 <gen> to research Rhar (techcode)
        Set UpgradesRDRAMDMAMas[4] = (UpgradesRDRAMDMAMas[4] + 1)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Buying unit) is A Hero) Equal to False
          Then - Actions
            Game - Display to (All players) the text: ((Name of (Owner of (Buying unit))) + ( has upgraded your Mercenaries' melee armor. |cffff7f50Current level:|r + ((String(UpgradesRDRAMDMAMas[4])) + |cffff7f50/10.|r)))
          Else - Actions
            Game - Display to (All players) the text: ((Proper name of (Buying unit)) + ( has upgraded your Mercenaries' melee armor. |cffff7f50Current level:|r + ((String(UpgradesRDRAMDMAMas[4])) + |cffff7f50/10.|r)))
      Else - Actions
        Player - Add 1000 to (Owner of (Buying unit)) Current gold
        Game - Display to (All players) the text: |cffff7f50You have reached the max level for this upgrade. You will now be refunded.|r
    Wait 2.00 seconds
    Player Group - Pick every player in (All players controlled by a User player) and do (Actions)
      Loop - Actions
        Player - Set the current research level of Rhar (techcode) to (Current research level of Rhar (techcode) for Player 9 (Gray)) for (Picked player)
MasonryUp
  Events
    Unit - A unit Sells a unit
  Conditions
    (Unit-type of (Sold unit)) Equal to Dummy MasonryUP
  Actions
    Unit - Remove (Sold unit) from the game
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Current research level of Rhac (techcode) for Player 9 (Gray)) Not equal to 5
      Then - Actions
        Unit - Order Enchanter's Guild 0270 <gen> to research Rhac (techcode)
        Set UpgradesRDRAMDMAMas[5] = (UpgradesRDRAMDMAMas[5] + 1)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Buying unit) is A Hero) Equal to False
          Then - Actions
            Game - Display to (All players) the text: ((Name of (Owner of (Buying unit))) + ( has upgraded your tower's armor and health. |cffff7f50Current level:|r + ((String(UpgradesRDRAMDMAMas[5])) + |cffff7f50/5.|r)))
          Else - Actions
            Game - Display to (All players) the text: ((Proper name of (Buying unit)) + ( has upgraded your tower's armor and health. |cffff7f50Current level:|r + ((String(UpgradesRDRAMDMAMas[5])) + |cffff7f50/5.|r)))
      Else - Actions
        Player - Add 1000 to (Owner of (Buying unit)) Current gold
        Game - Display to (All players) the text: |cffff7f50You have reached the max level for this upgrade. You will now be refunded.|r
    Wait 2.00 seconds
    Player Group - Pick every player in (All players controlled by a User player) and do (Actions)
      Loop - Actions
        Player - Set the current research level of Rhac (techcode) to (Current research level of Rhac (techcode) for Player 9 (Gray)) for (Picked player)
Dragon death
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Dying unit)) Equal to Angel of Death
  Actions
    Game - Display to (All players) the text: Lothrim: |cff8b0000NO! My beloved creation! This is not over, heroes! Mark my words, I WILL return!|r
    Wait 12.00 seconds
    Game - Display to (All players) the text: Congratulations! You have defeated Lothrim's minions and saved Ovarrak! Now, the only thing left to see is which one of you is strongest...In 60 seconds, there will be an FFA arena battle between you all. Prepare.
    Wait 60.00 seconds
    Trigger - Run Arena_init <gen> (checking conditions)
Lothrim death
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Dying unit)) Equal to King of Rakasla (Evil)
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (All units of (Units in Ovarrak <gen> owned by Player 12 (Brown)) are dead) Equal to True
        (Lothrim is dead) Equal to True
      Then - Actions
        Sound - Play DoomGuardDeath1 <gen>
        Game - Display to (All players) the text: Lothrim: |cff8b0000No... how can this... be...|r
        Wait 12.00 seconds
        Game - Display to (All players) the text: Congratulations! You have defeated Lothrim and saved Ovarrak! Now, the only thing left to see is which one of you is strongest...In 60 seconds, there will be an FFA arena battle between you all. Prepare.
        Wait 60.00 seconds
        Trigger - Run Arena_init <gen> (checking conditions)
      Else - Actions
        Wait 60.00 seconds
        Trigger - Run (This trigger) (checking conditions)
Hard death
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Dying unit)) Equal to King of Rakasla (Evil)
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (All units of (Units in Ovarrak <gen> owned by Player 12 (Brown)) are dead) Equal to True
        (Lothrim is dead) Equal to True
      Then - Actions
        Game - Display to (All players) the text: Lothrim: |cff8b0000No... how can this... be...|r
        Sound - Play DoomGuardDeath1 <gen>
        Wait 12.00 seconds
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (AngelofDeath is dead) Equal to True
          Then - Actions
            Game - Display to (All players) the text: Congratulations! You have defeated Lothrim and saved Ovarrak! Now, the only thing left to see is which one of you is strongest...In 60 seconds, there will be an FFA arena battle between you all. Prepare.
            Wait 60.00 seconds
            Trigger - Run Arena_init <gen> (checking conditions)
          Else - Actions
            Do nothing
      Else - Actions
        Wait 60.00 seconds
        Trigger - Run (This trigger) (checking conditions)
Hard death Copy
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Dying unit)) Equal to Angel of Death
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (All units of (Units in Ovarrak <gen> owned by Player 12 (Brown)) are dead) Equal to True
        (Lothrim is dead) Equal to True
      Then - Actions
        Game - Display to (All players) the text: Congratulations! You have defeated Lothrim and saved Ovarrak! Now, the only thing left to see is which one of you is strongest...In 60 seconds, there will be an FFA arena battle between you all. Prepare.
        Wait 60.00 seconds
        Trigger - Run Arena_init <gen> (checking conditions)
      Else - Actions
        Wait 60.00 seconds
        Trigger - Run (This trigger) (checking conditions)
Leaks
  Events
    Time - Elapsed game time is 5 seconds
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 1 (Red) slot status) Equal to Is unused
      Then - Actions
        Unit - Explode Soul 0006 <gen>
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 2 (Blue) slot status) Equal to Is unused
      Then - Actions
        Unit - Explode Soul 0007 <gen>
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 3 (Teal) slot status) Equal to Is unused
      Then - Actions
        Unit - Explode Soul 0008 <gen>
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 4 (Purple) slot status) Equal to Is unused
      Then - Actions
        Unit - Explode Soul 0009 <gen>
      Else - Actions
        Do nothing
Lich Drops
  Events
    Unit - A unit Dies
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Triggering unit)) Equal to Lich Acolyte
        (Unit-type of (Triggering unit)) Equal to Lich
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Random integer number between 1 and 100) Less than or equal to 25
      Then - Actions
        Item - Create Tome of Knowledge at (Position of (Dying unit))
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Random integer number between 1 and 100) Greater than or equal to 75
          Then - Actions
            Item - Create Manual of Health at (Position of (Dying unit))
          Else - Actions
Timers
  Events
  Conditions
  Actions
    Countdown Timer - Start FirstWave as a One-shot timer that will expire in 60.00 seconds
    Countdown Timer - Create a timer window for (Last started timer) with title 1st Wave
    Set WavesWindow = (Last created timer window)
    Wait 60.00 seconds
    Trigger - Run Lane_1 <gen> (checking conditions)
    Trigger - Run Lane_2 <gen> (checking conditions)
    Trigger - Run Lane_3 <gen> (checking conditions)
    Trigger - Run Lane_4 <gen> (checking conditions)
    Countdown Timer - Destroy WavesWindow
    Wait 120.00 seconds
    Countdown Timer - Start Breaks as a One-shot timer that will expire in 120.00 seconds
    Countdown Timer - Create a timer window for (Last started timer) with title 2nd Wave
    Set WavesWindow = (Last created timer window)
    Wait 120.00 seconds
    Countdown Timer - Destroy WavesWindow
    Wait 120.00 seconds
    Countdown Timer - Start Breaks as a One-shot timer that will expire in 120.00 seconds
    Countdown Timer - Create a timer window for (Last started timer) with title 3rd Wave
    Set WavesWindow = (Last created timer window)
    Wait 120.00 seconds
    Countdown Timer - Destroy WavesWindow
    Wait 120.00 seconds
    Countdown Timer - Start Breaks as a One-shot timer that will expire in 120.00 seconds
    Countdown Timer - Create a timer window for (Last started timer) with title 4th Wave
    Set WavesWindow = (Last created timer window)
    Wait 120.00 seconds
    Countdown Timer - Destroy WavesWindow
    Wait 120.00 seconds
    Countdown Timer - Start Breaks as a One-shot timer that will expire in 120.00 seconds
    Countdown Timer - Create a timer window for (Last started timer) with title 5th Wave
    Set WavesWindow = (Last created timer window)
    Wait 120.00 seconds
    Countdown Timer - Destroy WavesWindow
    Wait 120.00 seconds
    Countdown Timer - Start Breaks as a One-shot timer that will expire in 120.00 seconds
    Countdown Timer - Create a timer window for (Last started timer) with title 6th Wave
    Set WavesWindow = (Last created timer window)
    Wait 120.00 seconds
    Countdown Timer - Destroy WavesWindow
    Wait 120.00 seconds
    Countdown Timer - Start Breaks as a One-shot timer that will expire in 120.00 seconds
    Countdown Timer - Create a timer window for (Last started timer) with title 7th Wave
    Set WavesWindow = (Last created timer window)
    Wait 120.00 seconds
    Countdown Timer - Destroy WavesWindow
    Wait 120.00 seconds
    Countdown Timer - Start Breaks as a One-shot timer that will expire in 120.00 seconds
    Countdown Timer - Create a timer window for (Last started timer) with title 8th Wave
    Set WavesWindow = (Last created timer window)
    Wait 120.00 seconds
    Countdown Timer - Destroy WavesWindow
    Wait 120.00 seconds
    Countdown Timer - Start Breaks as a One-shot timer that will expire in 120.00 seconds
    Countdown Timer - Create a timer window for (Last started timer) with title 9th Wave
    Set WavesWindow = (Last created timer window)
    Wait 120.00 seconds
    Countdown Timer - Destroy WavesWindow
    Wait 120.00 seconds
    Countdown Timer - Start Breaks as a One-shot timer that will expire in 120.00 seconds
    Countdown Timer - Create a timer window for (Last started timer) with title 10th Wave
    Set WavesWindow = (Last created timer window)
    Wait 120.00 seconds
    Countdown Timer - Destroy WavesWindow
    Wait 120.00 seconds
    Countdown Timer - Start Breaks as a One-shot timer that will expire in 120.00 seconds
    Countdown Timer - Create a timer window for (Last started timer) with title 11th Wave
    Set WavesWindow = (Last created timer window)
    Wait 120.00 seconds
    Countdown Timer - Destroy WavesWindow
    Wait 120.00 seconds
    Countdown Timer - Start Breaks as a One-shot timer that will expire in 120.00 seconds
    Countdown Timer - Create a timer window for (Last started timer) with title 12th Wave
    Set WavesWindow = (Last created timer window)
    Wait 120.00 seconds
    Countdown Timer - Destroy WavesWindow
    Wait 120.00 seconds
    Countdown Timer - Start Breaks as a One-shot timer that will expire in 120.00 seconds
    Countdown Timer - Create a timer window for (Last started timer) with title 13th Wave
    Set WavesWindow = (Last created timer window)
    Wait 120.00 seconds
    Countdown Timer - Destroy WavesWindow
    Wait 120.00 seconds
    Countdown Timer - Start Breaks as a One-shot timer that will expire in 120.00 seconds
    Countdown Timer - Create a timer window for (Last started timer) with title 14th Wave
    Set WavesWindow = (Last created timer window)
    Wait 120.00 seconds
    Countdown Timer - Destroy WavesWindow
    Wait 120.00 seconds
    Countdown Timer - Start Breaks as a One-shot timer that will expire in 120.00 seconds
    Countdown Timer - Create a timer window for (Last started timer) with title 15th Wave
    Set WavesWindow = (Last created timer window)
    Wait 120.00 seconds
    Countdown Timer - Destroy WavesWindow
    Wait 120.00 seconds
    Countdown Timer - Start Breaks as a One-shot timer that will expire in 120.00 seconds
    Countdown Timer - Create a timer window for (Last started timer) with title 16th Wave
    Set WavesWindow = (Last created timer window)
    Wait 120.00 seconds
    Countdown Timer - Destroy WavesWindow
    Wait 120.00 seconds
    Countdown Timer - Start Breaks as a One-shot timer that will expire in 120.00 seconds
    Countdown Timer - Create a timer window for (Last started timer) with title 17th Wave
    Set WavesWindow = (Last created timer window)
    Wait 120.00 seconds
    Countdown Timer - Destroy WavesWindow
    Wait 120.00 seconds
    Countdown Timer - Start Breaks as a One-shot timer that will expire in 120.00 seconds
    Countdown Timer - Create a timer window for (Last started timer) with title 18th Wave
    Set WavesWindow = (Last created timer window)
    Wait 120.00 seconds
    Countdown Timer - Destroy WavesWindow
    Wait 120.00 seconds
    Countdown Timer - Start Breaks as a One-shot timer that will expire in 120.00 seconds
    Countdown Timer - Create a timer window for (Last started timer) with title 19th Wave
    Set WavesWindow = (Last created timer window)
    Wait 120.00 seconds
    Countdown Timer - Destroy WavesWindow
    Wait 120.00 seconds
    Countdown Timer - Start Breaks as a One-shot timer that will expire in 120.00 seconds
    Countdown Timer - Create a timer window for (Last started timer) with title Last Wave
    Set WavesWindow = (Last created timer window)
    Wait 120.00 seconds
    Countdown Timer - Destroy WavesWindow
    -------- Bonus Round --------
Lane 1
  Events
  Conditions
  Actions
    Wait 2 seconds
    -------- Wave 1 --------
    Sound - Play round_horn01 <gen>
    Game - Display to (All players) the text: |cffb8860bScouts have spotted a wave of Lothrim's Forces headed towards the town. Quickly, to your lanes!|r
    Unit - Create 5 Zombie for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    Unit - Create 1 Necromancer Apprentice for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Apprentice's Abomination for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Wait 240.00 seconds
    -------- Wave 2 --------
    Sound - Play round_horn01 <gen>
    Game - Display to (All players) the text: |cffb8860bScouts have spotted a wave of Lothrim's Forces headed towards the town. Quickly, to your lanes!|r
    Unit - Create 8 Zombie for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    Unit - Create 1 Necromancer Apprentice for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Necromancer Apprentice for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Apprentice's Abomination for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Apprentice's Abomination for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Wait 240.00 seconds
    -------- Wave 3 --------
    Sound - Play round_horn01 <gen>
    Game - Display to (All players) the text: |cffb8860bScouts have spotted a wave of Lothrim's Forces headed towards the town. Quickly, to your lanes!|r
    Unit - Create 10 Zombie for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    Unit - Create 1 Nerubian Widow for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Apprentice's Abomination for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Apprentice's Abomination for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Necromancer Apprentice for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Necromancer Apprentice for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Wait 240.00 seconds
    -------- Wave 4 --------
    Sound - Play round_horn01 <gen>
    Game - Display to (All players) the text: |cffb8860bScouts have spotted a wave of Lothrim's Forces headed towards the town. Quickly, to your lanes!|r
    Unit - Create 1 Depraved for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Depraved for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Depraved for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Depraved for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Depraved for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Depraved for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Depraved for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Depraved for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Depraved for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Depraved for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Depraved for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Wait 240.00 seconds
    -------- Wave 5 --------
    Sound - Play boss_horn <gen>
    Game - Display to (All players) the text: A horrible monster has been spotted by scouts. It's coming from the West, all heroes must defend the left side of Ovarrak!
    Cinematic - Ping minimap for (All players) at (Center of LeftMidSpawn <gen>) for 8.00 seconds, using a Warning ping of color (100%, 0.00%, 0.00%)
    Cinematic - Ping minimap for (All players) at (Center of LeftMidBridge <gen>) for 8.00 seconds, using a Warning ping of color (100%, 0.00%, 0.00%)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            Players Equal to 3
            Players Equal to 4
      Then - Actions
        Unit - Create 1 |cff2e8b57Pestilence|r for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
        AI - Ignore (Last created unit)'s guard position
        Unit - Create 1 Abomination for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
        AI - Ignore (Last created unit)'s guard position
        Unit - Create 1 Nerubian Widow for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
        AI - Ignore (Last created unit)'s guard position
        Unit - Create 1 Mutated Ghoul for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
        AI - Ignore (Last created unit)'s guard position
        Unit - Create 1 Mutated Ghoul for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
        AI - Ignore (Last created unit)'s guard position
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Or - Any (Conditions) are true
              Conditions
                Players Equal to 2
                Players Equal to 1
          Then - Actions
            Unit - Create 1 Abomination for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
            AI - Ignore (Last created unit)'s guard position
            Unit - Create 1 Nerubian Widow for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
            AI - Ignore (Last created unit)'s guard position
            Unit - Create 1 |cffb8860bHook Horror|r for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
            AI - Ignore (Last created unit)'s guard position
            Unit - Create 1 Abomination for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
            AI - Ignore (Last created unit)'s guard position
          Else - Actions
    Wait 240.00 seconds
    -------- Wave 6 --------
    Sound - Play round_horn01 <gen>
    Game - Display to (All players) the text: |cffb8860bScouts have spotted a wave of Lothrim's Forces headed towards the town. Quickly, to your lanes!|r
    Unit - Create 1 Nerubian Widow for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Abomination for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Blood Knight for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Blood Knight for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Blood Knight for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Blood Knight for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Necromancer for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Wait 230.00 seconds
    Game - Display to (All players) the text: |cffff0000Suddenly, the very air around you chills.|r
    Wait 10.00 seconds
    -------- Wave 7 --------
    Sound - Play FlashBack1Second <gen>
    Game - Display to (All players) the text: |cffff0000You begin to feel watched.|r
    Unit - Create 1 Blood Knight for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Blood Knight for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Bone Horror for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Nightmare for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Nightmare for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Wait 240.00 seconds
    -------- Wave 8 --------
    Sound - Play round_horn01 <gen>
    Game - Display to (All players) the text: |cffb8860bScouts have spotted a wave of Lothrim's Forces headed towards the town. Quickly, to your lanes!|r
    Unit - Create 1 Rakasla's Children for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Rakasla's Children for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Rakasla's Children for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Rakasla's Children for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Rakasla's Children for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Rakasla's Children for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Rakasla's Children for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Rakasla's Children for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Rakasla's Children for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Wait 230.00 seconds
    Sound - Play ArtilleryCorpseExplodeDeath1 <gen>
    Game - Display to (All players) the text: |cffff0000The water surrounding Ovarrak became tainted as mutated, grotesque fish creatures crawled out of the depths. |r
    Environment - Change water tinting color to (100%, 0.00%, 0.00%) with 0% transparency
    Wait 10.00 seconds
    -------- Wave 9 --------
    Sound - Play round_horn01 <gen>
    Game - Display to (All players) the text: |cffb8860bScouts have spotted a wave of Lothrim's Forces headed towards the town. Quickly, to your lanes!|r
    Unit - Create 1 Undead Myrmidon for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Undead Myrmidon for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Undead Naga Hound for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Undead Naga Hound for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Undead Naga Hound for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Undead Naga Hound for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Wait 240.00 seconds
    -------- Wave 10 --------
    Sound - Play boss_horn <gen>
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            Players Equal to 3
            Players Equal to 4
      Then - Actions
        Cinematic - Ping minimap for (All players) at (Center of TopMidSpawn <gen>) for 8.00 seconds, using a Warning ping of color (100%, 0.00%, 0.00%)
        Cinematic - Ping minimap for (All players) at (Center of NorthPassage <gen>) for 8.00 seconds, using a Warning ping of color (100%, 0.00%, 0.00%)
        Game - Display to (All players) the text: Twin bone monsters were seen coming from the Northern road! All heroes must report to the top lane!
        Unit - Create 1 Lich Acolyte for Player 12 (Brown) at (Center of TopMidSpawn <gen>) facing Default building facing degrees
        AI - Ignore (Last created unit)'s guard position
        Unit - Create 1 Nerubian Widow for Player 12 (Brown) at (Center of TopMidSpawn <gen>) facing Default building facing degrees
        AI - Ignore (Last created unit)'s guard position
        Unit - Create 1 Nerubian Widow for Player 12 (Brown) at (Center of TopMidSpawn <gen>) facing Default building facing degrees
        AI - Ignore (Last created unit)'s guard position
        Unit - Create 1 |cffbdb76bBone Beast|r for Player 12 (Brown) at (Center of TopMidSpawn <gen>) facing Default building facing degrees
        AI - Ignore (Last created unit)'s guard position
        Unit - Create 1 |cffbdb76bBone Brute|r for Player 12 (Brown) at (Center of TopMidSpawn <gen>) facing Default building facing degrees
        Hero - Create Bonesnap The Jagged and give it to (Last created unit)
        AI - Ignore (Last created unit)'s guard position
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Or - Any (Conditions) are true
              Conditions
                Players Equal to 2
                Players Equal to 1
          Then - Actions
            Cinematic - Ping minimap for (All players) at (Center of TopMidSpawn <gen>) for 8.00 seconds, using a Warning ping of color (100%, 0.00%, 0.00%)
            Cinematic - Ping minimap for (All players) at (Center of NorthPassage <gen>) for 8.00 seconds, using a Warning ping of color (100%, 0.00%, 0.00%)
            Game - Display to (All players) the text: A beast of bone is headed our way! Quickly, we need all heroes by the Western road!
            Unit - Create 1 Mutated Ghoul for Player 12 (Brown) at (Center of TopMidSpawn <gen>) facing Default building facing degrees
            AI - Ignore (Last created unit)'s guard position
            Unit - Create 1 Mutated Ghoul for Player 12 (Brown) at (Center of TopMidSpawn <gen>) facing Default building facing degrees
            AI - Ignore (Last created unit)'s guard position
            Unit - Create 1 Lich Acolyte for Player 12 (Brown) at (Center of TopMidSpawn <gen>) facing Default building facing degrees
            AI - Ignore (Last created unit)'s guard position
            Unit - Create 1 |cffbdb76bBone Beast|r for Player 12 (Brown) at (Center of TopMidSpawn <gen>) facing Default building facing degrees
            AI - Ignore (Last created unit)'s guard position
          Else - Actions
    Wait 240.00 seconds
    -------- Wave 11 --------
    Sound - Play round_horn01 <gen>
    Game - Display to (All players) the text: |cffb8860bScouts have spotted a wave of Lothrim's Forces headed towards the town. Quickly, to your lanes!|r
    Unit - Create 1 Necromancer for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Necromancer for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Undead Myrmidon for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Undead Myrmidon for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Mutated Ghoul for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Bone Horror for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Nightmare for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Wait 240.00 seconds
    -------- Wave 12 --------
    Sound - Play round_horn01 <gen>
    Game - Display to (All players) the text: |cffb8860bScouts have spotted a wave of Lothrim's Forces headed towards the town. Quickly, to your lanes!|r
    Unit - Create 1 Corrupted Child for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Corrupted Child for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Corrupted Child for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Corrupted Child for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Corrupted Child for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Corrupted Child for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Corrupted Child for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Corrupted Child for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Corrupted Child for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Wait 240.00 seconds
    -------- Wave 13 --------
    Sound - Play round_horn01 <gen>
    Game - Display to (All players) the text: |cffb8860bScouts have spotted a wave of Lothrim's Forces headed towards the town. Quickly, to your lanes!|r
    Unit - Create 1 Lich Acolyte for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Lich Acolyte for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Twisted Dragonling for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Twisted Dragonling for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Mutated Ghoul for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Mutated Ghoul for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Wait 240.00 seconds
    -------- Wave 14 --------
    Sound - Play round_horn01 <gen>
    Game - Display to (All players) the text: |cffb8860bScouts have spotted a wave of Lothrim's Forces headed towards the town. Quickly, to your lanes!|r
    Unit - Create 1 Lich Acolyte for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Lich Acolyte for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Twisted Dragonling for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Twisted Dragonling for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Undead Dragonspawn for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Undead Dragonspawn for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Undead Dragonspawn for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Undead Dragonspawn for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Wait 240.00 seconds
    -------- Wave 15 --------
    Sound - Play boss_horn <gen>
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            Players Equal to 3
            Players Equal to 4
      Then - Actions
        Cinematic - Ping minimap for (All players) at (Center of TopRightSpawn <gen>) for 8.00 seconds, using a Warning ping of color (100%, 0.00%, 0.00%)
        Cinematic - Ping minimap for (All players) at (Center of EastBridge <gen>) for 8.00 seconds, using a Warning ping of color (100%, 0.00%, 0.00%)
        Game - Display to (All players) the text: A strange, floating being was seen heading here from the Eastern road alongside two giant land-walking dragons. All heroes gather at the top right lane!
        Unit - Create 1 |cff696969Lich Reaper|r for Player 12 (Brown) at (Center of TopRightSpawn <gen>) facing Default building facing degrees
        Hero - Create Terrifyer and give it to (Last created unit)
        AI - Ignore (Last created unit)'s guard position
        Unit - Create 1 Azure Dragon General for Player 12 (Brown) at (Center of TopRightSpawn <gen>) facing Default building facing degrees
        AI - Ignore (Last created unit)'s guard position
        Unit - Create 1 Azure Dragon General for Player 12 (Brown) at (Center of TopRightSpawn <gen>) facing Default building facing degrees
        AI - Ignore (Last created unit)'s guard position
        Unit - Create 1 Undead Dragonspawn for Player 12 (Brown) at (Center of TopRightSpawn <gen>) facing Default building facing degrees
        AI - Ignore (Last created unit)'s guard position
        Unit - Create 1 Undead Dragonspawn for Player 12 (Brown) at (Center of TopRightSpawn <gen>) facing Default building facing degrees
        AI - Ignore (Last created unit)'s guard position
        Unit - Create 1 Undead Dragonspawn for Player 12 (Brown) at (Center of TopRightSpawn <gen>) facing Default building facing degrees
        AI - Ignore (Last created unit)'s guard position
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Or - Any (Conditions) are true
              Conditions
                Players Equal to 2
                Players Equal to 1
          Then - Actions
            Cinematic - Ping minimap for (All players) at (Center of TopRightSpawn <gen>) for 8.00 seconds, using a Warning ping of color (100%, 0.00%, 0.00%)
            Cinematic - Ping minimap for (All players) at (Center of EastBridge <gen>) for 8.00 seconds, using a Warning ping of color (100%, 0.00%, 0.00%)
            Game - Display to (All players) the text: A giant, bull-resembling hellspawn was seen heading here from the Eastern road. All heroes gather at the top right lane!
            Unit - Create 1 Lich Acolyte for Player 12 (Brown) at (Center of TopRightSpawn <gen>) facing Default building facing degrees
            AI - Ignore (Last created unit)'s guard position
            Unit - Create 1 |cff8b0000Hell Bull|r for Player 12 (Brown) at (Center of TopRightSpawn <gen>) facing Default building facing degrees
            AI - Ignore (Last created unit)'s guard position
            Unit - Create 1 Lich Acolyte for Player 12 (Brown) at (Center of TopRightSpawn <gen>) facing Default building facing degrees
            AI - Ignore (Last created unit)'s guard position
            Unit - Create 1 Nightmare for Player 12 (Brown) at (Center of TopRightSpawn <gen>) facing Default building facing degrees
            AI - Ignore (Last created unit)'s guard position
          Else - Actions
    Wait 240.00 seconds
    -------- Wave 16 --------
    Sound - Play round_horn01 <gen>
    Game - Display to (All players) the text: |cffb8860bScouts have spotted a wave of Lothrim's Forces headed towards the town. Quickly, to your lanes!|r
    Unit - Create 1 Twisted Goblin for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Twisted Goblin for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Twisted Goblin for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Twisted Goblin for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Twisted Goblin for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Twisted Goblin for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Twisted Goblin for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Twisted Goblin for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Wait 240.00 seconds
    -------- Wave 17 --------
    Sound - Play round_horn01 <gen>
    Game - Display to (All players) the text: |cffb8860bScouts have spotted a wave of Lothrim's Forces headed towards the town. They seem to have a leader among them, radiating power. Quickly, to your lanes!|r
    Unit - Create 1 Bone Fletcher for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    Hero - Create Bonesnap The Jagged and give it to (Last created unit)
    Hero - Create Requiem and give it to (Last created unit)
    Hero - Create Shield of the Frost Wyrm and give it to (Last created unit)
    Hero - Create Terrifyer and give it to (Last created unit)
    Hero - Create Dragon's Eye Amulet and give it to (Last created unit)
    Hero - Create Titan's Shield and give it to (Last created unit)
    Hero - Set (Last created unit) Hero-level to 20, Hide level-up graphics
    Hero - Learn skill for (Last created unit): Black Arrow
    Hero - Learn skill for (Last created unit): Black Arrow
    Hero - Learn skill for (Last created unit): Black Arrow
    Hero - Learn skill for (Last created unit): Fleshless
    Hero - Learn skill for (Last created unit): Fleshless
    Hero - Learn skill for (Last created unit): Fleshless
    Hero - Learn skill for (Last created unit): Finger of Death (Archimonde)
    Hero - Learn skill for (Last created unit): Finger of Death (Archimonde)
    Hero - Learn skill for (Last created unit): Finger of Death (Archimonde)
    Hero - Learn skill for (Last created unit): Attribute Bonus
    Hero - Learn skill for (Last created unit): Attribute Bonus
    Hero - Learn skill for (Last created unit): Attribute Bonus
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Lich Acolyte for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Lich Acolyte for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Twisted Dragonling for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Twisted Dragonling for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Wait 240.00 seconds
    -------- Wave 18 --------
    Sound - Play round_horn01 <gen>
    Game - Display to (All players) the text: |cffb8860bScouts have spotted a wave of Lothrim's Forces headed towards the town. They seem to have a leader among them, radiating power. Quickly, to your lanes!|r
    Unit - Create 1 Spirit Waker for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    Hero - Create Bonesnap The Jagged and give it to (Last created unit)
    Hero - Create Requiem and give it to (Last created unit)
    Hero - Create Shield of the Frost Wyrm and give it to (Last created unit)
    Hero - Create Terrifyer and give it to (Last created unit)
    Hero - Create Dragon's Eye Amulet and give it to (Last created unit)
    Hero - Create Titan's Shield and give it to (Last created unit)
    Hero - Set (Last created unit) Hero-level to 20, Hide level-up graphics
    Hero - Learn skill for (Last created unit): Death Spirit
    Hero - Learn skill for (Last created unit): Death Spirit
    Hero - Learn skill for (Last created unit): Death Spirit
    Hero - Learn skill for (Last created unit): Homing Spirit
    Hero - Learn skill for (Last created unit): Homing Spirit
    Hero - Learn skill for (Last created unit): Homing Spirit
    Hero - Learn skill for (Last created unit): |cffffd700I|rnfecting Spirit
    Hero - Learn skill for (Last created unit): |cffffd700I|rnfecting Spirit
    Hero - Learn skill for (Last created unit): |cffffd700I|rnfecting Spirit
    Hero - Learn skill for (Last created unit): Attribute Bonus
    Hero - Learn skill for (Last created unit): Attribute Bonus
    Hero - Learn skill for (Last created unit): Attribute Bonus
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Twisted Dragonling for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Twisted Dragonling for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Undead Dragonspawn for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Undead Dragonspawn for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Undead Dragonspawn for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Undead Dragonspawn for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Wait 240.00 seconds
    -------- Wave 19 --------
    Sound - Play round_horn01 <gen>
    Game - Display to (All players) the text: |cffb8860bScouts have spotted a wave of Lothrim's Forces headed towards the town. They seem to have a leader among them, radiating power. Quickly, to your lanes!|r
    Unit - Create 1 Lich Acolyte for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Lich Acolyte for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Twisted Dragonling for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Twisted Dragonling for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Undead Dragonspawn for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Undead Dragonspawn for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Undead Dragonspawn for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Undead Dragonspawn for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Death Paladin for Player 12 (Brown) at (Center of LeftMidSpawn <gen>) facing Default building facing degrees
    Hero - Create Bonesnap The Jagged and give it to (Last created unit)
    Hero - Create Requiem and give it to (Last created unit)
    Hero - Create Shield of the Frost Wyrm and give it to (Last created unit)
    Hero - Create Terrifyer and give it to (Last created unit)
    Hero - Create Dragon's Eye Amulet and give it to (Last created unit)
    Hero - Create Titan's Shield and give it to (Last created unit)
    Hero - Set (Last created unit) Hero-level to 20, Hide level-up graphics
    Hero - Learn skill for (Last created unit): Carrion Swarm
    Hero - Learn skill for (Last created unit): Carrion Swarm
    Hero - Learn skill for (Last created unit): Carrion Swarm
    Hero - Learn skill for (Last created unit): Rot Wave
    Hero - Learn skill for (Last created unit): Rot Wave
    Hero - Learn skill for (Last created unit): Rot Wave
    Hero - Learn skill for (Last created unit): Shoot Hammer
    Hero - Learn skill for (Last created unit): Shoot Hammer
    Hero - Learn skill for (Last created unit): Shoot Hammer
    Hero - Learn skill for (Last created unit): Howl of Rage
    Hero - Learn skill for (Last created unit): Howl of Rage
    Hero - Learn skill for (Last created unit): Howl of Rage
    Hero - Learn skill for (Last created unit): Attribute Bonus
    Hero - Learn skill for (Last created unit): Attribute Bonus
    Hero - Learn skill for (Last created unit): Attribute Bonus
    AI - Ignore (Last created unit)'s guard position
    Wait 240.00 seconds
    -------- Wave 20 --------
    Sound - Play boss_horn <gen>
    AI - Ignore the guard positions of all Player 9 (Gray) units
    Trigger - Turn off Patrol_Enforce <gen>
    Trigger - Turn off Patrol_Enforce_Copy <gen>
    Trigger - Turn off Patrol1 <gen>
    Trigger - Turn off Patrol2 <gen>
    Trigger - Turn off Patrol3 <gen>
    Trigger - Turn off Patrol4 <gen>
    Trigger - Turn off Enforce_to_town <gen>
    Trigger - Turn off saved <gen>
    Unit - Change ownership of (Random unit from (Units of type Egg Collector)) to Neutral Passive and Change color
    Unit Group - Pick every unit in (Units in Ovarrak <gen> owned by Player 9 (Gray)) and do (Order (Picked unit) to Move To (Center of Region_010 <gen>))
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (All units of PreplacedUndead are dead) Equal to True
        (Number of units in Villagers) Not equal to 0
        Players Not equal to 1
      Then - Actions
        Game - Display to (All players) the text: Suddenly, you hear a loud, booming voice that seems to come from every direction at once.
        Wait 3.00 seconds
        Game - Display to (All players) the text: Lothrim: |cff8b0000You have killed all my minions! You have thwarted my plan! I WILL NOT HAVE THIS!|r
        Wait 8.00 seconds
        Game - Display to (All players) the text: Quickly, you must defend the southern road! Scouts have seen King Lothrim himself AND his evil dragon on their way to the village!
        Cinematic - Ping minimap for (All players) at (Center of Region_010 <gen>) for 10.00 seconds, using a Flashy ping of color (100%, 0.00%, 0.00%)
        Cinematic - Ping minimap for (All players) at (Center of LeftBotSpawn <gen>) for 10.00 seconds, using a Flashy ping of color (100%, 0.00%, 0.00%)
        Unit - Create 1 Angel of Death for Player 12 (Brown) at (Center of LeftBotSpawn <gen>) facing Default building facing degrees
        Set AngelofDeath = (Last created unit)
        Unit - Create 1 King of Rakasla (Evil) for Player 12 (Brown) at (Center of LeftBotSpawn <gen>) facing Default building facing degrees
        Set Lothrim = (Last created unit)
        Trigger - Turn on Hard_death <gen>
        Trigger - Turn on Hard_death_Copy <gen>
        Trigger - Turn off Lothrim_death <gen>
        Hero - Create Bonesnap The Jagged and give it to (Last created unit)
        Hero - Create Requiem and give it to (Last created unit)
        Hero - Create Shield of the Frost Wyrm and give it to (Last created unit)
        Hero - Create Terrifyer and give it to (Last created unit)
        Hero - Create Dragon's Eye Amulet and give it to (Last created unit)
        Hero - Create Titan's Shield and give it to (Last created unit)
        Hero - Set (Last created unit) Hero-level to 20, Hide level-up graphics
        AI - Ignore Lothrim's guard position
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Number of units in Villagers) Equal to 0
          Then - Actions
            Game - Display to (All players) the text: Suddenly, you hear a loud, booming voice that seems to come from every direction at once.
            Wait 3.00 seconds
            Game - Display to (All players) the text: Lothrim: |cff8b0000You pathetic fools! Your little village is empty now! Your efforts were for naught ALL ALONG! The time has come for me to finish the job.|r
            Wait 8.00 seconds
            Game - Display to (All players) the text: Quickly, you must defend the southern road! Scouts have seen King Lothrim himself marching towards the village!
            Cinematic - Ping minimap for (All players) at (Center of Region_010 <gen>) for 10.00 seconds, using a Flashy ping of color (100%, 0.00%, 0.00%)
            Cinematic - Ping minimap for (All players) at (Center of LeftBotSpawn <gen>) for 10.00 seconds, using a Flashy ping of color (100%, 0.00%, 0.00%)
            Unit - Create 1 King of Rakasla (Evil) for Player 12 (Brown) at (Center of LeftBotSpawn <gen>) facing Default building facing degrees
            Hero - Create Bonesnap The Jagged and give it to (Last created unit)
            Hero - Create Requiem and give it to (Last created unit)
            Hero - Create Shield of the Frost Wyrm and give it to (Last created unit)
            Hero - Create Terrifyer and give it to (Last created unit)
            Hero - Create Dragon's Eye Amulet and give it to (Last created unit)
            Hero - Create Titan's Shield and give it to (Last created unit)
            Hero - Set (Last created unit) Hero-level to 20, Hide level-up graphics
            AI - Ignore (Last created unit)'s guard position
          Else - Actions
            Game - Display to (All players) the text: Suddenly, you hear a loud, booming voice that seems to come from every direction at once.
            Wait 3.00 seconds
            Game - Display to (All players) the text: Lothrim: |cff8b0000Wretched fools. This land will be mine in due time. You are merely delaying the inevitable. Tremble at the sight of my greatest accomplishment and know MY POWER HAS NO BOUNDS! I have corrupted the finest beast this land has to offer!|r
            Wait 8.00 seconds
            Game - Display to (All players) the text: Quickly, you must defend the southern road! Scouts have seen a giant, black dragon on its way to the village!
            Cinematic - Ping minimap for (All players) at (Center of Region_010 <gen>) for 10.00 seconds, using a Flashy ping of color (100%, 0.00%, 0.00%)
            Cinematic - Ping minimap for (All players) at (Center of LeftBotSpawn <gen>) for 10.00 seconds, using a Flashy ping of color (100%, 0.00%, 0.00%)
            Unit - Create 1 Angel of Death for Player 12 (Brown) at (Center of LeftBotSpawn <gen>) facing Default building facing degrees
            Trigger - Turn on Dragon_death <gen>
            Trigger - Turn off Lothrim_death <gen>
    Wait 10.00 seconds
    Unit Group - Pick every unit in (Units in Ovarrak <gen> owned by Player 9 (Gray)) and do (Order (Picked unit) to Move To (Center of Region_010 <gen>))
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in Weather_Dragon_Cave_003 <gen> owned by Neutral Hostile)) Equal to 0
      Then - Actions
        Game - Display to (All players) the text: Because you have sought out and killed the dragon that was preying on this land, his rival from the next region has come to aid you in defending the village.
        Unit - Create 1 Amethyx for Player 9 (Gray) at (Center of Region_010 <gen>) facing Default building facing degrees
      Else - Actions
        Do nothing
    Wait 5.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in CampedVillagers <gen> owned by Player 9 (Gray))) Equal to 0
      Then - Actions
        Game - Display to (All players) the text: Since you have saved the villagers the Old Druid hid behind the tree wall, he has come out of hiding to help you defend against this great evil.
        Unit - Create 1 Old Druid for Player 9 (Gray) at (Center of Region_010 <gen>) facing Default building facing degrees
      Else - Actions
        Do nothing
Lore Signs and Items
  Events
    Map initialization
  Conditions
  Actions
    Hero - Create |cff9370dbThe Willow Swamp|r and give it to |cffd2b48cSign Post|r 0430 <gen>
    Hero - Create |cffb22222BEWARE|r and give it to |cffd2b48cSign Post|r 0432 <gen>
    Hero - Create |cffb22222BEWARE|r and give it to |cffd2b48cSign Post|r 0424 <gen>
    Hero - Create |cffb22222BEWARE|r and give it to |cffd2b48cSign Post|r 0425 <gen>
    Hero - Create |cffdeb887Ovarrak Burial Grounds|r and give it to |cffd2b48cSign Post|r 0421 <gen>
    Hero - Create |cffdeb887Ovarrak Burial Grounds|r and give it to |cffd2b48cSign Post|r 0422 <gen>
    Hero - Create |cfff5deb3Enchanter's Guild --->|r and give it to |cffd2b48cSign Post|r 0433 <gen>
    Hero - Create |cfff5deb3Arlo Family Ranch|r and give it to |cffd2b48cSign Post|r 0431 <gen>
    Hero - Create |cffc0c0c0Small Locket|r and give it to |cff800000Impaled Head|r 0434 <gen>
    Hero - Create |cfff5deb3Pauly's Point|r and give it to |cffd2b48cSign Post|r 0426 <gen>
    Hero - Create |cfff5deb3The Bartley Homestead|r and give it to |cffd2b48cSign Post|r 0423 <gen>
    Hero - Create |cfff5deb3The Dravyn Farmstead|r and give it to |cffd2b48cSign Post|r 0427 <gen>
    Hero - Create |cffffa500Brogar's Den|r and give it to |cffd2b48cSign Post|r 0428 <gen>
    Hero - Create |cffff4500Brogar's Leg|r and give it to |cff800000Scorched Remains|r 0436 <gen>
    Hero - Create |cff8b0000Scorched Remains|r and give it to |cff800000Scorched Remains|r 0435 <gen>
    Hero - Create |cfff5deb3Scout's Report|r and give it to |cff800000Slain Scout|r 0437 <gen>
    Hero - Create |cffb22222WANTED|r and give it to |cffd2b48cSign Post|r 0429 <gen>
    Hero - Create |cfff5f5f5Mysterious Love Letter|r and give it to |cff800000Slain Scout|r 0438 <gen>
Lane 2
  Events
  Conditions
    Or - Any (Conditions) are true
      Conditions
        Players Equal to 2
        Players Equal to 3
        Players Equal to 4
  Actions
    Wait 6.00 seconds
    -------- Wave 1 --------
    Unit - Create 5 Zombie for Player 12 (Brown) at (Center of TopRightSpawn <gen>) facing Default building facing degrees
    Unit - Create 1 Necromancer Apprentice for Player 12 (Brown) at (Center of TopRightSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Unit - Create 1 Apprentice's Abomination for Player 12 (Brown) at (Center of TopRightSpawn <gen>) facing Default building facing degrees
    AI - Ignore (Last created unit)'s guard position
    Wait 240.00 seconds
    -------- Wave 2 --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            Players Equal to 2
            Players Equal to 3
            Players Equal to 4
      Then - Actions
        Unit - Create 8 Zombie for Player 12 (Brown) at (Center of TopRightSpawn <gen>) facing Default building facing degrees
        Unit - Create 1 Necromancer Apprentice for Player 12 (Brown) at (Center of TopRightSpawn <gen>) facing Default building facing degrees
        AI - Ignore (Last created unit)'s guard position
        Unit - Create 1 Necromancer Apprentice for Player 12 (Brown) at (Center of TopRightSpawn <gen>) facing Default building facing degrees
        AI - Ignore (Last created unit)'s guard position
        Unit - Create 1 Apprentice's Abomination for Player 12 (Brown) at (Center of TopRightSpawn <gen>) facing Default building facing degrees
        AI - Ignore (Last created unit)'s guard position
        Unit - Create 1 Apprentice's Abomination for Player 12 (Brown) at (Center of TopRightSpawn <gen>) facing Default building facing degrees
        AI - Ignore (Last created unit)'s guard position
      Else - Actions
        Skip remaining actions
    Wait 240.00 seconds
    -------- Wave 3 --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            Players Equal to 2
            Players Equal to 3
            Players Equal to 4
      Then - Actions
        Unit - Create 5 Zombie for Player 12 (Brown) at (Center of TopRightSpawn <gen>) facing Default building facing degrees
        Unit - Create 1 Nerubian Widow for Player 12 (Brown) at (Center of TopRightSpawn <gen>) facing Default building facing degrees
        AI - Ignore (Last created unit)'s guard position
        Unit - Create 1 Apprentice's Abomination for Player 12 (Brown) at (Center of TopRightSpawn <gen>) facing Default building facing degrees
        AI - Ignore (Last created unit)'s guard position
        Unit - Create 1 Apprentice's Abomination for Player 12 (Brown) at (Center of TopRightSpawn <gen>) facing Default building facing degrees
        AI - Ignore (Last created unit)'s guard position
      Else - Actions
        Skip remaining actions
    Wait 240.00 seconds
    -------- Wave 4 --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            Players Equal to 2
            Players Equal to 3
            Players Equal to 4
      Then - Actions
        Unit - Create 1 Depraved for Player 12 (Brown) at (Center of TopRightSpawn <gen>) facing Default building facing degrees
        AI - Ignore (Last created unit)'s guard position
        Unit - Create 1 Depraved for Player 12 (Brown) at (Center of TopRightSpawn <gen>) facing Default building facing degrees
        AI - Ignore (Last created unit)'s guard position
        Unit - Create 1 Depraved for Player 12 (Brown) at (Center of TopRightSpawn <gen>) facing Default building facing degrees
        AI - Ignore (Last created unit)'s guard position
        Unit - Create 1 Depraved for Player 12 (Brown) at (Center of TopRightSpawn <gen>) facing Default building facing degrees
        AI - Ignore (Last created unit)'s guard position
        Unit - Create 1 Depraved for Player 12 (Brown) at (Center of TopRightSpawn <gen>) facing Default building facing degrees
        AI - Ignore (Last created unit)'s guard position
        Unit - Create 1 Depraved for Player 12 (Brown) at (Center of TopRightSpawn <gen>) facing Default building facing degrees
        AI - Ignore (Last created unit)'s guard position
        Unit - Create 1 Depraved for Player 12 (Brown) at (Center of TopRightSpawn <gen>) facing Default building facing degrees
        AI - Ignore (Last created unit)'s guard position
        Unit - Create 1 Depraved for Player 12 (Brown) at (Center of TopRightSpawn <gen>) facing Default building facing degrees
        AI - Ignore (Last created unit)'s guard position
        Unit - Create 1 Depraved for Player 12 (Brown) at (Center of TopRightSpawn <gen>) facing Default building facing degrees
        AI - Ignore (Last created unit)'s guard position
        Unit - Create 1 Depraved for Player 12 (Brown) at (Center of TopRightSpawn <gen>) facing Default building facing degrees
        AI - Ignore (Last created unit)'s guard position
        Unit - Create 1 Depraved for Player 12 (Brown) at (Center of TopRightSpawn <gen>) facing Default building facing degrees
        AI - Ignore (Last created unit)'s guard position
      Else - Actions
        Skip remaining actions
    Wait 240.00 seconds
    -------- Wave 5 --------
    Wait 240.00 seconds
    -------- Wave 6 --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            Players Equal to 2
            Players Equal to 3
            Players Equal to 4
      Then - Actions
        Unit - Create 1 Abomination for Player 12 (Brown) at (Center of TopRightSpawn <gen>) facing Default building facing degrees
        AI - Ignore (Last created unit)'s guard position
        Unit - Create 1 Necromancer for Player 12 (Brown) at (Center of TopRightSpawn <gen>) facing Default building facing degrees
        AI - Ignore (Last created unit)'s guard position
        Unit - Create 1 Blood Knight for Player 12 (Brown) at (Center of TopRightSpawn <gen>) facing Default building facing degrees
        AI - Ignore (Last created unit)'s guard position
        Unit - Create 1 Blood Knight for Player 12 (Brown) at (Center of TopRightSpawn <gen>) facing Default building facing degrees
        AI - Ignore (Last created unit)'s guard position
        Unit - Create 1 Blood Knight for Player 12 (Brown) at (Center of TopRightSpawn <gen>) facing Default building facing degrees
        AI - Ignore (Last created unit)'s guard position
        Unit - Create 1 Blood Knight for Player 12 (Brown) at (Center of TopRightSpawn <gen>) facing Default building facing degrees
        AI - Ignore (Last created unit)'s guard position
        Unit - Create 1 Nerubian Widow for Player 12 (Brown) at (Center of TopRightSpawn <gen>) facing Default building facing degrees
        AI - Ignore (Last created unit)'s guard position
      Else - Actions
        Skip remaining actions
    Wait 240.00 seconds
    -------- Wave 7 --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            Players Equal to 2
            Players Equal to 3
            Players Equal to 4
      Then - Actions
        Unit - Create 1 Bone Horror for Player 12 (Brown) at (Center of TopRightSpawn <gen>) facing Default building facing degrees
        AI - Ignore (Last created unit)'s guard position
        Unit - Create 1 Nightmare for Player 12 (Brown) at (Center of TopRightSpawn <gen>) facing Default building facing degrees
        AI - Ignore (Last created unit)'s guard position
        Unit - Create 1 Nightmare for Player 12 (Brown) at (Center of TopRightSpawn <gen>) facing Default building facing degrees
        AI - Ignore (Last created unit)'s guard position
        Unit - Create 1 Blood Knight for Player 12 (Brown) at (Center of TopRightSpawn <gen>) facing Default building facing degrees
        AI - Ignore (Last created unit)'s guard position
        Unit - Create 1 Blood Knight for Player 12 (Brown) at (Center of TopRightSpawn <gen>) facing Default building facing degrees
        AI - Ignore (Last created unit)'s guard position
      Else - Actions
        Skip remaining actions
    Wait 240.00 seconds
    -------- Wave 8 --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            Players Equal to 2
            Players Equal to 3
            Players Equal to 4
      Then - Actions
        Unit - Create 1 Rakasla's Children for Player 12 (Brown) at (Center of TopRightSpawn <gen>) facing Default building facing degrees
        AI - Ignore (Last created unit)'s guard position
        Unit - Create 1 Rakasla's Children for Player 12 (Brown) at (Center of TopRightSpawn <gen>) facing Default building facing degrees
        AI - Ignore (Last created unit)'s guard position
        Unit - Create 1 Rakasla's Children for Player 12 (Brown) at (Center of TopRightSpawn <gen>) facing Default building facing degrees
        AI - Ignore (Last created unit)'s guard position
        Unit - Create 1 Rakasla's Children for Player 12 (Brown) at (Center of TopRightSpawn <gen>) facing Default building facing degrees
        AI - Ignore (Last created unit)'s guard position
        Unit - Create 1 Rakasla's Children for Player 12 (Brown) at (Center of TopRightSpawn <gen>) facing Default building facing degrees
        AI - Ignore (Last created unit)'s guard position
        Unit - Create 1 Rakasla's Children for Player 12 (Brown) at (Center of TopRightSpawn <gen>) facing Default building facing degrees
        AI - Ignore (Last created unit)'s guard position
        Unit - Create 1 Rakasla's Children for Player 12 (Brown) at (Center of TopRightSpawn <gen>) facing Default building facing degrees
        AI - Ignore (Last created unit)'s guard position
        Unit - Create 1 Rakasla's Children for Player 12 (Brown) at (Center of TopRightSpawn <gen>) facing Default building facing degrees
        AI - Ignore (Last created unit)'s guard position
        Unit - Create 1 Rakasla's Children for Player 12 (Brown) at (Center of TopRightSpawn <gen>) facing Default building facing degrees
        AI - Ignore (Last created unit)'s guard position
      Else - Actions
        Skip remaining actions
    Wait 240.00 seconds
    -------- Wave 9 --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            Players Equal to 2
            Players Equal to 3
            Players Equal to 4
      Then - Actions
        Unit - Create 1 Undead Myrmidon for Player 12 (Brown) at (Center of TopRightSpawn <gen>) facing Default building facing degrees
        AI - Ignore (Last created unit)'s guard position
        Unit - Create 1 Undead Myrmidon for Player 12 (Brown) at (Center of TopRightSpawn <gen>) facing Default building facing degrees
        AI - Ignore (Last created unit)'s guard position
        Unit - Create 1 Undead Naga Hound for Player 12 (Brown) at (Center of TopRightSpawn <gen>) facing Default building facing degrees
        AI - Ignore (Last created unit)'s guard position
        Unit - Create 1 Undead Naga Hound for Player 12 (Brown) at (Center of TopRightSpawn <gen>) facing Default building facing degrees
        AI - Ignore (Last created unit)'s guard position
        Unit - Create 1 Undead Naga Hound for Player 12 (Brown) at (Center of TopRightSpawn <gen>) facing Default building facing degrees
        AI - Ignore (Last created unit)'s guard position
        Unit - Create 1 Undead Naga Hound for Player 12 (Brown) at (Center of TopRightSpawn <gen>) facing Default building facing degrees
        AI - Ignore (Last created unit)'s guard position
      Else - Actions
        Skip remaining actions
    Wait 240.00 seconds
    -------- Wave 10 --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Players Equal to 2
      Then - Actions
      Else - Actions
        Do nothing
    Wait 240.00 seconds
    -------- Wave 11 --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            Players Equal to 2
            Players Equal to 3
            Players Equal to 4
      Then - Actions
        Unit - Create 1 Necromancer for Player 12 (Brown) at (Center of TopRightSpawn <gen>) facing Default building facing degrees
        AI - Ignore (Last created unit)'s guard position
        Unit - Create 1 Necromancer for Player 12 (Brown) at (Center of TopRightSpawn <gen>) facing Default building facing degrees
        AI - Ignore (Last created unit)'s guard position
        Unit - Create 1 Mutated Ghoul for Player 12 (Brown) at (Center of TopRightSpawn <gen>) facing Default building facing degrees
        AI - Ignore (Last created unit)'s guard position
        Unit - Create 1 Bone Horror for Player 12 (Brown) at (Center of TopRightSpawn <gen>) facing Default building facing degrees
        AI - Ignore (Last created unit)'s guard position
        Unit - Create 1 Nightmare for Player 12 (Brown) at (Center of TopRightSpawn <gen>) facing Default building facing degrees
        AI - Ignore (Last created unit)'s guard position
        Unit - Create 1 Undead Myrmidon for Player 12 (Brown) at (Center of TopRightSpawn <gen>) facing Default building facing degrees
        AI - Ignore (Last created unit)'s guard position
        Unit - Create 1 Undead Myrmidon for Player 12 (Brown) at (Center of TopRightSpawn <gen>) facing Default building facing degrees
        AI - Ignore (Last created unit)'s guard position
      Else - Actions
        Skip remaining actions
    Wait 240.00 seconds
    -------- Wave 12 --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            Players Equal to 2
            Players Equal to 3
            Players Equal to 4
      Then - Actions
        Unit - Create 1 Corrupted Child for Player 12 (Brown) at (Center of TopRightSpawn <gen>) facing Default building facing degrees