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Trigger Viewer

WoS Retribution v1.52d(prot).w3x
Variables
General
Human Items
Human Items Drag
Undead Items
Blight Spread
Seth bug
Lothrim Guard
Multishot
Multishot Level
Multishot Level Copy
Demorph Bug
Vengeance Art
Food Shipment
Basics
Initialization
Tips
Extra peasants
Invulnerable
Quests
Leave
Timer
Welcome
Income
GateOpen
GateClosed
Limits
Victory
Commands
base
Spawners
Ping Vaults
No UD
FFA
Setname
Zoom 100
Zoom 200
Zoom 300
Income command
Hero Repick
Paths
Wander Mercenary On
Wander Mercenary Off
Wander TopSide
Wander HumanSide
Merc Path
Holy Path
Arcane Path
Dragon Hunter Path
Elementalist Path
Vaults
MagicVault
Alliance
Ally Red
Ally Blue
Ally Teal
Ally Purple
Aly Yellow
Ally Orange
Ally Green
Ally Gray
Ally All
Neutral Red
Neutral Blue
Neutral Teal
Neutral Purple
Neutral Yellow
Neutral Orange
Neutral Green
Neutral Gray
Neutral All
War Red
War Blue
War Teal
War Purple
War Yellow
War Orange
War Green
War Gray
War All
Attacks
Tiers On and leak prevent
Tiers On Hard and leak prevent
Attack initial
Attack initial Hard
UndeadSideBug
HumanSideBug
Fiend Region
Nightmare Region
Ghoul Region
Abom Region
Mummies Region
Naga Region
Naga Hounds
Undead Myrmidon
Nightmare
Zombies
Zombies Hard
Zombies2
Zombies2 Hard
Zombies3
Zombies3 Hard
Ghoul
Ghoul Hard
Ghoul2
Ghoul2 Hard
Ghoul3
Ghoul3 Hard
Crypt Fiend
Crypt Fiend Hard
Crypt Fiend2
Crypt Fiend2 Hard
Crypt Fiend3
Crypt Fiend3 Hard
Abomination
Abomination Hard
Abomination2
Abomination2 Hard
Abomination3
Abomination3 Hard
Necro2
Necro2 Hard
Necro3
Necro3 Hard
Horror3
Horror3 Hard
event naga
Nightmares event
Upgrades
Sweet
Sweet Copy
Sweet Copy 2
Sweet Copy 2 Copy
Sweet Copy 2 Copy Copy
Sweet Copy 2 Copy Copy Copy
Sweet Copy 2 Copy Copy Copy Copy
Sweet Copy 2 Copy Copy Copy Copy Copy
Sweet Copy 2 Copy Copy Copy Copy Copy Copy
Color
Init
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
Check color
Kick
Kick Blue
Kick Teal
Kick Purple
Kick Yellow
Kick Orange
Kick Green
Kick Gray
Undead heroes
UD Death
Spawn fix
Dialog1
Dialog2
Dialog3
Command
Dead
UndeadQuest
Kill
Food Cap Upgrade
Jump
JS init
JS loop
Jump
Unexpected Charge Spell
Cast Charge
Projectile Dash by Paladon
FadeDummyEffects System by Paladon
getFaded
callFading
Push
Force Push Damage
Force Push
Force Wave
Push
Boom
Geyser
Geyser Copy
FlyingShades
Dragon
Dragon Triggers
Chickens
birth
Wisdom Aura
Morph
Morph Again
Mana
Human Death Ignorance
Human Death Knowledge
Human Death Wisdom
Ignorance Death
Knowledge Death
Undead Death
Second Undead Death
Death once egg laid
Death once egg laid H
Dragon Tips
warnings
Warning
hax
hax Copy
Dragon Alliance
dWar All Copy
dWar Green Copy
dWar Orange Copy
dWar Yellow Copy
dWar Purple Copy
dWar Teal Copy
dWar Blue Copy
dWar Red Copy
dNeutral All Copy
dNeutral Green Copy
dNeutral Orange Copy
dNeutral Yellow Copy
dNeutral Purple Copy
dNeutral Teal Copy
dNeutral Blue Copy
dNeutral Red Copy
dAly Yellow Copy
dAlly Red Copy
dAlly Blue Copy
dAlly Teal Copy
dAlly Green Copy
dAlly Orange Copy
dAlly Purple Copy
dAlly All Copy
Heroes Story/Limit
Altar Hero Limit
Krath
Kamek
Norendithas
Voruel
Sapphyre
Lashar
Elthina
Natalya
Drokar
Rank
Ranking
Difficulty
Dialog
Easy
Medium
Hard
Burning Arrow
Hashtable
BA Init
BA Loop
Dragon Hunter
Draconic Rage
Battle Howl

		
Name Type Is Array Initial Value
AbomBase location No
Active boolean Yes
All force No Force00
Angle real No
AngleIndex real Yes
AnyPlayer force 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
Caster unit No
CasterNumber integer No
CastingPoint location No
CastingUnit unit Yes
Color playercolor Yes
CryptFiendBase location No
CurDistance real Yes
DamagedGroup group No
DeadPlayer force No
Dialog dialog No
Dialog2 dialog No
DialogButton button No
DialogButton2 button No
DialogButton2_Copy button No
DialogButton3 button No
DialogButton3_Copy button No
DialogButton_Copy button No
Distance real No
dragitem item Yes
F_Integers integer Yes
F_ReachedFading real Yes
F_Time real Yes
F_Unit unit Yes
FA_Time real No
FA_Unit unit No
FlySFX modelfile No
GeyserCasters group No
GeyserPoint location Yes
GhoulBase location No
HeroGroup group No
HeroLimit integer No
HorrorBase location No
Humans force No
ImpactSFX string No
ImpactSFXIndex string Yes
Income timer No
Invuln timer No
InvulnWindow timerdialog No
Jumper unit No
JumperIndex unit Yes
JumpSFX effect Yes
JumpTimed boolean No
KillingUnit unit Yes
Knowledge unit No
Leaderboard leaderboard Yes
Location location No
LoopIndex integer Yes
Lothrim unit No
LothrimSFX effect No
Master player No
MastersUnit unit No
MaxDistance real Yes
Medium boolean No
MotherDragon unit No
Multiboard multiboard Yes
NagaBase location No
NecroBase location No
NightmareBase location No
ParabolaHeight real No
ParabolaHeightIndex real Yes
PD_Angle real Yes
PD_Distances real Yes
PD_Integers integer Yes
PD_ReachedDistance real Yes
PD_RealTimer real Yes
PD_SpeedUnits real Yes
PD_TempPoint location Yes
PD_TestGroup group No
PD_TreesDestroy boolean Yes
PD_Unit unit Yes
SlowedGroup group No
SpeedIndex real Yes
SpeedOrTime real No
StartCliffHeight real Yes
Target unit No
TargetPoint location No
TargetPointIndex location Yes
TempGroup group No
TempGroup2 group No
TempLoc location No
TempPlayers force No
TempPoint location Yes
TempPoint2 location No
TempReal real Yes
TempReal2 real No
UC_Counter integer Yes
UC_Groups group Yes
UC_Inv boolean Yes
UC_SETTINGS_AreaOfEffect real Yes
UC_SETTINGS_Collosion boolean No
UC_SETTINGS_DestroyTrees_Dash boolean No
UC_SETTINGS_Invulnerable boolean No
UC_SETTINGS_Speed real No
UC_Target unit No
UC_TempPoint location Yes
WanderingUnits group No
ZombieBase location No
Human Items
  Events
    Unit - A unit Acquires an item
  Conditions
    ((Hero manipulating item) is Undead) Equal to True
    Or - Any (Conditions) are true
      Conditions
        (Item-class of (Item being manipulated)) Equal to Campaign
        (Item-class of (Item being manipulated)) Equal to Purchasable
        (Item-class of (Item being manipulated)) Equal to Artifact
        (Item-class of (Item being manipulated)) Equal to Charged
        (Item-class of (Item being manipulated)) Equal to Permanent
        (Item-class of (Item being manipulated)) Equal to Powerup
  Actions
    Item - Remove (Item being manipulated)
Human Items Drag
  Events
    Unit - A unit Acquires an item
  Conditions
    ((Hero manipulating item) is A flying unit) Equal to True
    (Item-type of (Item being manipulated)) Equal to Red Raven Ale
    (Item-type of (Item being manipulated)) Equal to Potion of Greater Mana
    (Item-type of (Item being manipulated)) Equal to Flask of Mana
    (Item-type of (Item being manipulated)) Equal to Tempest
    (Item-type of (Item being manipulated)) Equal to Exhumer
    (Item-type of (Item being manipulated)) Equal to Crown of the Lords
  Actions
    Item - Remove (Item being manipulated)
Undead Items
  Events
    Unit - A unit Acquires an item
  Conditions
    (((Hero manipulating item) belongs to an enemy of Player 12 (Brown)) Equal to True) and ((Item-class of (Item being manipulated)) Equal to Miscellaneous)
  Actions
    Item - Remove (Item being manipulated)
Blight Spread
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (((Picked unit) is Undead) Equal to True) and (((Picked unit) is A Hero) Equal to True)
            ((Picked unit) has an item of type Scarring Anklets) Equal to True
          Then - Actions
            Environment - Create Blight for (Owner of (Picked unit)) from (Position of (Picked unit)) to a radius of 100.00
          Else - Actions
            Do nothing
Seth bug
  Events
    Unit - A unit Finishes training a unit
  Conditions
    (Unit-type of (Trained unit)) Equal to Rogue
    (Unspent skill points of (Trained unit)) Equal to 0
  Actions
    Hero - Modify unspent skill points of (Trained unit): Add 1 points
Lothrim Guard
  Events
    Time - Every 20.00 seconds of game time
  Conditions
  Actions
    Set TempPoint2 = (Center of Lothrim <gen>)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Distance between (Position of Lothrim) and TempPoint2) Greater than or equal to 1200.00
      Then - Actions
        Unit - Order Lothrim to Attack-Move To TempPoint2
      Else - Actions
        Do nothing
    Custom script: call RemoveLocation(udg_TempPoint2)
Multishot
  Events
    Unit - A unit Learns a skill
  Conditions
    (Learned Hero Skill) Equal to Quick Strike
  Actions
    Unit - Add Quick Strike (Dummy) to (Learning Hero)
Multishot Level
  Events
    Unit - A unit Is issued an order with no target
  Conditions
    (Unit-type of (Ordered unit)) Equal to Demon Hunter
    (Level of Quick Strike for (Ordered unit)) Equal to 2
  Actions
    Unit - Remove Quick Strike (Dummy) from (Ordered unit)
    Unit - Add Quick Strike (Dummy) to (Ordered unit)
    Unit - Set level of Quick Strike (Dummy) for (Ordered unit) to 2
Multishot Level Copy
  Events
    Unit - A unit Is issued an order with no target
  Conditions
    (Unit-type of (Ordered unit)) Equal to Demon Hunter
    (Level of Quick Strike for (Ordered unit)) Equal to 3
  Actions
    Unit - Remove Quick Strike (Dummy) from (Ordered unit)
    Unit - Add Quick Strike (Dummy) to (Ordered unit)
    Unit - Set level of Quick Strike (Dummy) for (Ordered unit) to 3
Demorph Bug
  Events
    Unit - A unit Is issued an order with no target
  Conditions
    (Unit-type of (Ordered unit)) Equal to Demon Hunter
    (Level of Quick Strike for (Ordered unit)) Equal to 1
  Actions
    Unit - Remove Quick Strike (Dummy) from (Ordered unit)
    Unit - Add Quick Strike (Dummy) to (Ordered unit)
Vengeance Art
  Events
    Unit - A unit Begins channeling an ability
  Conditions
    (Ability being cast) Equal to Vengeance (Evil Illidan)
  Actions
    Special Effect - Create a special effect at (Position of (Casting unit)) using Objects\Spawnmodels\Undead\UndeadDissipate\UndeadDissipate.mdl
    Wait 1.00 seconds
    Special Effect - Destroy (Last created special effect)
    Special Effect - Create a special effect at (Position of (Casting unit)) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
    Wait 2.00 seconds
    Special Effect - Destroy (Last created special effect)
Food Shipment
  Events
    Unit - A unit Finishes research
  Conditions
    (Researched tech-type) Equal to R00S (techcode)
  Actions
    Player - Add 50 to (Owner of (Researching unit)) Food cap
Initialization
  Events
    Time - Elapsed game time is 5 seconds
  Conditions
  Actions
    Player - Make Neutral Hostile treat Player 12 (Brown) as an Neutral
    Player - Make Player 12 (Brown) treat Neutral Hostile as an Neutral
    Set Lothrim = King of Rakasla 0249 <gen>
    Special Effect - Create a special effect attached to the overhead of Lothrim using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
    Set LothrimSFX = (Last created special effect)
    Item - Create Dragon's Eye Amulet at (Position of Lothrim)
    Hero - Give (Last created item) to Lothrim
    Item - Create Orb of Darkness at (Position of Lothrim)
    Hero - Give (Last created item) to Lothrim
    Item - Create Bonesnap The Jagged at (Position of Lothrim)
    Hero - Give (Last created item) to Lothrim
    Item - Create Requiem at (Position of Lothrim)
    Hero - Give (Last created item) to Lothrim
    Item - Create Shield of the Frost Wyrm at (Position of Lothrim)
    Hero - Give (Last created item) to Lothrim
    Melee Game - Limit Heroes to 1 per Hero-type (for all players)
    Trigger - Turn on Human_Items <gen>
    Player Group - Pick every player in (All enemies of Player 9 (Gray)) and do (Actions)
      Loop - Actions
        Player - Set (Picked player) Food cap to 100
        Player - Set (Picked player) Current gold to 500
        Player - Make Mercenary Barracks Unavailable for training/construction by (Picked player)
        Player - Make Dragon Hunting Barracks Unavailable for training/construction by (Picked player)
        Player - Make Holy Barracks Unavailable for training/construction by (Picked player)
        Player - Make Arcane Barracks Unavailable for training/construction by (Picked player)
        Player - Make Elementalist Barracks Unavailable for training/construction by (Picked player)
    Player - Set Player 9 (Gray) Food cap to 60
    Trigger - Turn off Crypt_Fiend <gen>
    Player Group - Make (All players matching (((Triggering player) is an enemy of Player 9 (Gray)) Equal to True)) treat (All players matching (((Triggering player) is an enemy of Player 9 (Gray)) Equal to True)) as an Neutral
    Player Group - Pick every player in (All allies of Player 1 (Red)) and do (Actions)
      Loop - Actions
        Player Group - Add (Picked player) to Humans
    Wait 20.00 seconds
    Game - Display to Humans the text: Can't find a good base? Type -base
    Trigger - Turn off No_UD <gen>
    Trigger - Turn off FFA <gen>
Tips
  Events
    Time - Elapsed game time is 45.00 seconds
  Conditions
  Actions
    Game - Display to Humans the text: |CFFFFFF01Tip 1 -|r Find a base somewhere and start by building farms for income, and a Town Hall for basic defense.|cffff1111DO NOT BUILD NEAR CREEP CAMPS.|r
    Wait 120.00 seconds
    Game - Display to Humans the text: |CFFFFFF01Tip 2 -|r You can build 8 of each farm level and 8 of each tower type.
    Wait 60.00 seconds
    Game - Display to Humans the text: |CFFFFFF01Tip 3 -|r Level one farms give |cffff111170|r income, level two gives |cffff1111130|r, and level three gives |cffff1111250|r income.
    Wait 500.00 seconds
    Game - Display to Humans the text: |CFFFFFF01Tip 4 -|r You may -repick your hero at any time. However, this may only be used |cffff1111ONCE.|r
    Wait 400.00 seconds
    Game - Display to Humans the text: |CFFFFFF01Tip 5 -|r Everything has a counter. The more you play, the more you know.
    Wait 500.00 seconds
    Game - Display to Humans the text: |CFFFFFF01Tip 6 -|r Magic Vaults give you 1000 income, but they are difficult to defend.
    Wait 360.00 seconds
    Game - Display to Humans the text: |CFFFFFF01Tip 7 -|r DO NOT go into the undead base unprepared. Not only will your army be ripped to shreds, but you may aggro certain tier 3 units to you or your allies' bases.
    Wait 360.00 seconds
    Game - Display to Humans the text: |CFFFFFF01Tip 8 -|r Some of the Forces of Undeath stuck near your base while trying to get to you? Open your gate, this will redirect them towards your entrance.
    Wait 360.00 seconds
    Game - Display to Humans the text: |CFFFFFF01Tip 9 -|r Magic Vaults give undead heroes 100 or 250 lumber to buy units, depending on their upgrades.
    Wait 360.00 seconds
    Game - Display to Humans the text: |CFFFFFF01Tip 10 -|r When a unit gets 5 kills, it becomes a |cffff1111Veteran|r. When it gets 10 kills, it becomes a |cffff1111Captain|r.
    Wait 720.00 seconds
    Game - Display to Humans the text: |CFFFFFF01Tip 11 -|r To stop certain undead units from spawning, kill the base from which they spawn. This also works for undead heroes respawning.
Extra peasants
  Events
    Time - Elapsed game time is 5 seconds
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in Peasants_start_point <gen>) and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Owner of (Picked unit)) slot status) Equal to Is unused
          Then - Actions
            Unit - Remove (Picked unit) from the game
          Else - Actions
            Do nothing
Invulnerable
  Events
    Time - Elapsed game time is 0.10 seconds
  Conditions
  Actions
    Unit Group - Pick every unit in (Units of type Peasant) and do (Actions)
      Loop - Actions
        Unit - Make (Picked unit) Invulnerable
    Wait 8.50 seconds
    Countdown Timer - Start Invuln as a One-shot timer that will expire in 120.00 seconds
    Countdown Timer - Create a timer window for Invuln with title Peasant Invulnerability
    Set InvulnWindow = (Last created timer window)
    Countdown Timer - Change the color of the time for (Last created timer window) to (100.00%, 0.00%, 0.00%) with 0.00% transparency
    Countdown Timer - Change the color of the title for (Last created timer window) to (100%, 100.00%, 100.00%) with 0% transparency
    Wait 120.00 seconds
    Countdown Timer - Destroy InvulnWindow
    Unit Group - Pick every unit in (Units of type Peasant) and do (Actions)
      Loop - Actions
        Unit - Make (Picked unit) Vulnerable
Quests
  Events
    Map initialization
  Conditions
  Actions
    Quest - Create a Required quest titled Bugs? Suggestions? with the description Visit www.hiveworkshop.com, search for 'World of Strife' in the Maps section, and post a comment. Don't forget to rate the map, too!, using icon path ReplaceableTextures\WorldEditUI\Editor-Random-Item.blp
    Quest - Create a Required quest titled Commands with the description All:-ally (color)-war (color)-neutral (color)-income (Displays income)-repick (Repicks your hero, may only be used ONCE! Human only)-vaults-base-spawners-name (wanted name)-zoom 100-zoom 200-zoom 300-color (color)-colors-dead (Used if you have no more builders or builder producing structures left and want to die)Host:-kick (color)-no undead (mode)-ffa (mode), using icon path ReplaceableTextures\WorldEditUI\Editor-Random-Item.blp
    Quest - Create a Optional quest titled Special Thanks with the description We would like to thank Clan WKRE and anyone else not mentioned for all of the support and who also helped bring this all together. Testers;Cyprex, Atrox, Merlin, C1osed, fireblasts, ArthurSalim, balnazzar., Evildutchman, FoxPuppet, X_ZulJin_X, Mk1995x, BuzzLightning, Lord-Anarki, Shyhalu, Deathlogger, Shris, Arfalax, AirWonder, Gen.Stormcaller, Der_Drache, Emerald_Frog, DrewLighkner, F34RZominus, Razmataz, Shaeam, HoboMcBooze, MageofMystra and Raskeza.Thanks to Severif, Mk1995x, BobMarleyJr, EvilN00b412 and TheWitchDoctor., using icon path ReplaceableTextures\CommandButtons\BTNAuraOfDarkness.blp
    Quest - Create a Optional quest titled Models with the description Custom Icons done by Shaeam and Custom Models/Skins from the Hive Workshop. , using icon path ReplaceableTextures\CommandButtons\BTNSell.blp
    Quest - Create a Required quest titled The Mythical Creature with the description The Dragon needs mana to evolve. He gains a few mana per unit devoured. Once he gets to 100 mana, he can evolve. Evolution gives the dragon different spells, and the ability to buy items, hire dragons, etc.The Dragon can become undead once killed by the forces of undeath if it has evolved, but will simply respawn after time if killed by humans., using icon path ReplaceableTextures\CommandButtons\BTNBronzeDragon.blp
    Quest - Create a Required quest titled The Undead Heroes with the description To be truly effective, these heroes need units to aid them at all times. This is why they can hire units at the undead mercenary camp, with lumber. Lumber is obtained by capturing magic vaults. They give undead heroes 100 wood (250 if upgraded) every minute. Alternately, Lothrim offers a bounty to any who kill an enemy hero, his old officials. To receive this quest, bring your new hero to see your king., using icon path ReplaceableTextures\CommandButtons\BTNGhoul.blp
    Quest - Create a Required quest titled Krath's Guide with the description We know that WoS is not very noob friendly, so Saken and I thought to make guides for beginners. These will help a lot.I usually build at a tight spot with one entrance or a bigger spot with two entrances. If I build with multiple people then I'd usually go for the top left spot to build. Anyhow, what I always do is I build up my farms to the max right away. Now, doing this before tier 1 comes is quite hard, so I always put a few mines with my peasant at the choke points leading to my base, so the tier 1 ghouls and mummies die quickly and I don't have to worry about them. The farms don't take very long into the undead attacks to finish.As soon as that's done, I put up walls in every single entrance with one gate on my 'main' entrance, the one I'll be using. I use every single tower, though I prefer reserving cannon towers last and making them auto-attack in front of my walls to prevent self-damage.I'm a turtler. I hide behind my walls practically all game and upgrade and defend. The only times I leave is to get my hero some items or something of the sort. Then, late into the game, I start massing fully upgraded units with an ally and strike the undead base. Start by targetting the spawners(-spawners will ping them); killing them will stop it's corresponding unit from spawning. It's VERY hard, so don't expect to win in one attack. Build an outpost near one of the bridges into their base and press the attack!, using icon path ReplaceableTextures\CommandButtons\BTNDireWolf.blp
    Quest - Create a Required quest titled Saken's Guide with the description Wherever I may build, I always make sure to get a good income right away through farms. You never want to be playing the game when the first tier of undead units come, and you still haven't made at least 10-15 farms yet. You also want to make sure you build up a good defense using lots of towers, my favorite being the sniper and marksman towers. Also don't forget to use your mines from your peasants, they help out more than you would think when it comes to the second and third tier. Also be sure to fully upgrade your units before you try taking on the undead, and be sure to attack with an ally, or else you'll see yourself spending lots of gold and dying almost instantly. I like to rush my income, then get a hero early, just so I can begin capturing bank vaults further away from me. The higher you get your income in the early game, the quicker you can purchase items for your hero, which makes helping allies and defending money vaults so much easier., using icon path ReplaceableTextures\CommandButtons\BTNRacoon.blp
Leave
  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
    Player - Player 5 (Yellow) leaves the game
    Player - Player 6 (Orange) leaves the game
    Player - Player 7 (Green) leaves the game
    Player - Player 9 (Gray) leaves the game
  Conditions
  Actions
    Game - Display to (All players) the text: ((Name of (Triggering player)) + has raged the game.)
Timer
  Events
    Time - Elapsed game time is 60.00 seconds
  Conditions
  Actions
    Countdown Timer - Create a timer window for Income with title Income Timer
    Countdown Timer - Start Income as a Repeating timer that will expire in 60.00 seconds
Welcome
  Events
    Time - Elapsed game time is 0.01 seconds
  Conditions
  Actions
    Game - Set the time of day to 6.00
    Cinematic - Turn cinematic mode On for (All players)
    Environment - Set sky to Lordaeron Winter Sky (Red)
    Cinematic - Fade out over 0.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Game - Display to (All players) the text: |cffff0000Krath|r and |cff32cd32Saken|r Present...
    Wait 2 seconds
    Game - Display to (All players) the text: A |cff708090Wolf Pack|r Production...
    Wait 2 seconds
    Game - Display to (All players) the text: |CFF0042FFWorld of Strife:|r |cff333333Retribution|r
    Wait 4.50 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    Cinematic - Fade in over 2 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Sound - Play 294727_City_in_the_Snow <gen>
Income
  Events
    Time - Every 60.00 seconds of game time
  Conditions
  Actions
    Set TempPlayers = (All enemies of Player 12 (Brown))
    Player Group - Pick every player in TempPlayers and do (Add ((Number of living Farm (Income) units owned by (Picked player)) x 70) to (Picked player) Current gold)
    Player Group - Pick every player in TempPlayers and do (Add ((Number of living Farm lvl 2 units owned by (Picked player)) x 130) to (Picked player) Current gold)
    Player Group - Pick every player in TempPlayers and do (Add ((Number of living Farm lvl 3 units owned by (Picked player)) x 250) to (Picked player) Current gold)
    Player Group - Pick every player in TempPlayers and do (Add ((Number of living Magic Vault (Income) units owned by (Picked player)) x 1000) to (Picked player) Current gold)
    Custom script: call DestroyForce(udg_TempPlayers)
    Player Group - Pick every player in (All allies of Player 12 (Brown)) and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Current research level of R00H (techcode) for (Picked player)) Equal to 0
          Then - Actions
            Player - Add ((Number of living Magic Vault (Income) units owned by (Picked player)) x 100) to (Picked player) Current lumber
          Else - Actions
            Player - Add ((Number of living Magic Vault (Income) units owned by (Picked player)) x 250) to (Picked player) Current lumber
GateOpen
  Events
    Unit - A unit Begins research
  Conditions
    (Unit-type of (Researching unit)) Equal to Gate (Open)
  Actions
    Unit - Replace (Triggering unit) with a Gate (Closed) using The old unit's life and mana
GateClosed
  Events
    Unit - A unit Begins research
  Conditions
    (Unit-type of (Researching unit)) Equal to Gate (Closed)
  Actions
    Unit - Replace (Triggering unit) with a Gate (Open) using The old unit's life and mana
Limits
  Events
    Map initialization
  Conditions
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Player - Limit training of Farm (Income) to 8 for (Picked player)
        Player - Limit training of Farm lvl 2 to 8 for (Picked player)
        Player - Limit training of Farm lvl 3 to 8 for (Picked player)
        Player - Limit training of Dark Tower to 8 for (Picked player)
        Player - Limit training of Energy Tower to 8 for (Picked player)
        Player - Limit training of Artillery Tower to 8 for (Picked player)
        Player - Limit training of Mortar Tower to 8 for (Picked player)
        Player - Limit training of Marksman Tower to 8 for (Picked player)
        Player - Limit training of Sniper Tower to 8 for (Picked player)
        Player - Limit training of Spearman Tower to 8 for (Picked player)
        Player - Limit training of Mage Tower to 8 for (Picked player)
        Player - Limit training of Catapult Tower to 8 for (Picked player)
Victory
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Dying unit)) Equal to King of Rakasla (Evil)
  Actions
    Cinematic - Turn cinematic mode On for (All players)
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Unit - Grant shared vision of (Dying unit) to (Picked player)
        Camera - Pan camera for (Picked player) to (Position of (Dying unit)) over 0.00 seconds
        Camera - Set (Picked player)'s camera Distance to target to 1000.00 over 5.00 seconds
        Camera - Run camera for (Picked player) through cinematic.mdl cinematic camera
    Trigger - Turn off Crypt_Fiend3 <gen>
    Trigger - Turn off Ghoul3 <gen>
    Trigger - Turn off Abomination3 <gen>
    Trigger - Turn off Necro3 <gen>
    Wait 10.00 seconds
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Camera - Reset camera for (Picked player) to standard game-view over 1.00 seconds
    Game - Display to (All players) the text: You may now battle between yourselves or leave, victorious.
    Cinematic - Turn cinematic mode Off for (All players)
base
  Events
    Player - Player 1 (Red) types a chat message containing -base as An exact match
    Player - Player 2 (Blue) types a chat message containing -base as An exact match
    Player - Player 3 (Teal) types a chat message containing -base as An exact match
    Player - Player 4 (Purple) types a chat message containing -base as An exact match
    Player - Player 5 (Yellow) types a chat message containing -base as An exact match
    Player - Player 6 (Orange) types a chat message containing -base as An exact match
    Player - Player 7 (Green) types a chat message containing -base as An exact match
  Conditions
  Actions
    Set TempLoc = (Center of Bases <gen>)
    Cinematic - Ping minimap for Humans at TempLoc for 5.00 seconds
    Custom script: call RemoveLocation(udg_TempLoc)
    Set TempLoc = (Center of Region_012 <gen>)
    Cinematic - Ping minimap for Humans at TempLoc for 5.00 seconds
    Custom script: call RemoveLocation(udg_TempLoc)
    Set TempLoc = (Center of Region_015 <gen>)
    Cinematic - Ping minimap for Humans at TempLoc for 5.00 seconds
    Custom script: call RemoveLocation(udg_TempLoc)
    Set TempLoc = (Center of Region_016 <gen>)
    Cinematic - Ping minimap for Humans at TempLoc for 5.00 seconds
    Custom script: call RemoveLocation(udg_TempLoc)
    Set TempLoc = (Center of Region_018 <gen>)
    Cinematic - Ping minimap for Humans at TempLoc for 5.00 seconds
    Custom script: call RemoveLocation(udg_TempLoc)
    Set TempLoc = (Center of Region_026 <gen>)
    Cinematic - Ping minimap for Humans at TempLoc for 5.00 seconds
    Custom script: call RemoveLocation(udg_TempLoc)
    Set TempLoc = (Center of Region_028 <gen>)
    Cinematic - Ping minimap for Humans at TempLoc for 5.00 seconds
    Custom script: call RemoveLocation(udg_TempLoc)
    Set TempLoc = (Center of Region_029 <gen>)
    Cinematic - Ping minimap for Humans at TempLoc for 5.00 seconds
    Custom script: call RemoveLocation(udg_TempLoc)
    Set TempLoc = (Center of Region_032 <gen>)
    Cinematic - Ping minimap for Humans at TempLoc for 5.00 seconds
    Custom script: call RemoveLocation(udg_TempLoc)
    Set TempLoc = (Center of Region_036 <gen>)
    Cinematic - Ping minimap for Humans at TempLoc for 5.00 seconds
    Custom script: call RemoveLocation(udg_TempLoc)
    Set TempLoc = (Center of Region_037 <gen>)
    Cinematic - Ping minimap for Humans at TempLoc for 5.00 seconds
    Custom script: call RemoveLocation(udg_TempLoc)
    Set TempLoc = (Center of Region_038 <gen>)
    Cinematic - Ping minimap for Humans at TempLoc for 5.00 seconds
    Custom script: call RemoveLocation(udg_TempLoc)
    Set TempLoc = (Center of Region_039 <gen>)
    Cinematic - Ping minimap for Humans at TempLoc for 5.00 seconds
    Custom script: call RemoveLocation(udg_TempLoc)
Spawners
  Events
    Player - Player 1 (Red) types a chat message containing -spawners as An exact match
    Player - Player 2 (Blue) types a chat message containing -spawners as An exact match
    Player - Player 3 (Teal) types a chat message containing -spawners as An exact match
    Player - Player 4 (Purple) types a chat message containing -spawners as An exact match
    Player - Player 5 (Yellow) types a chat message containing -spawners as An exact match
    Player - Player 6 (Orange) types a chat message containing -spawners as An exact match
    Player - Player 7 (Green) types a chat message containing -spawners as An exact match
    Player - Player 9 (Gray) types a chat message containing -spawners as An exact match
  Conditions
  Actions
    Set TempLoc = (Center of nagabasetrees <gen>)
    Cinematic - Ping minimap for (All players) at TempLoc for 5.00 seconds
    Custom script: call RemoveLocation(udg_TempLoc)
    Set TempLoc = (Center of Abominations <gen>)
    Cinematic - Ping minimap for (All players) at TempLoc for 5.00 seconds
    Custom script: call RemoveLocation(udg_TempLoc)
    Set TempLoc = (Center of Crypt_Fiends <gen>)
    Cinematic - Ping minimap for (All players) at TempLoc for 5.00 seconds
    Custom script: call RemoveLocation(udg_TempLoc)
    Set TempLoc = (Center of Ghoul <gen>)
    Cinematic - Ping minimap for (All players) at TempLoc for 5.00 seconds
    Custom script: call RemoveLocation(udg_TempLoc)
    Set TempLoc = (Center of Horrors <gen>)
    Cinematic - Ping minimap for (All players) at TempLoc for 5.00 seconds
    Custom script: call RemoveLocation(udg_TempLoc)
    Set TempLoc = (Center of Necromancers <gen>)
    Cinematic - Ping minimap for (All players) at TempLoc for 5.00 seconds
    Custom script: call RemoveLocation(udg_TempLoc)
    Set TempLoc = (Center of Zombies <gen>)
    Cinematic - Ping minimap for (All players) at TempLoc for 5.00 seconds
    Custom script: call RemoveLocation(udg_TempLoc)
Ping Vaults
  Events
    Player - Player 1 (Red) types a chat message containing -vaults as A substring
    Player - Player 2 (Blue) types a chat message containing -vaults as A substring
    Player - Player 3 (Teal) types a chat message containing -vaults as A substring
    Player - Player 4 (Purple) types a chat message containing -vaults as A substring
    Player - Player 5 (Yellow) types a chat message containing -vaults as A substring
    Player - Player 6 (Orange) types a chat message containing -vaults as A substring
    Player - Player 7 (Green) types a chat message containing -vaults as A substring
    Player - Player 9 (Gray) types a chat message containing -vaults as A substring
  Conditions
  Actions
    Set TempLoc = (Center of Region_019 <gen>)
    Cinematic - Ping minimap for (All players) at TempLoc for 5.00 seconds
    Custom script: call RemoveLocation(udg_TempLoc)
    Set TempLoc = (Center of Region_020 <gen>)
    Cinematic - Ping minimap for (All players) at TempLoc for 5.00 seconds
    Custom script: call RemoveLocation(udg_TempLoc)
    Set TempLoc = (Center of Region_021 <gen>)
    Cinematic - Ping minimap for (All players) at TempLoc for 5.00 seconds
    Custom script: call RemoveLocation(udg_TempLoc)
    Set TempLoc = (Center of Region_022 <gen>)
    Cinematic - Ping minimap for (All players) at TempLoc for 5.00 seconds
    Custom script: call RemoveLocation(udg_TempLoc)
    Set TempLoc = (Center of Region_023 <gen>)
    Cinematic - Ping minimap for (All players) at TempLoc for 5.00 seconds
    Custom script: call RemoveLocation(udg_TempLoc)
    Set TempLoc = (Center of Region_024 <gen>)
    Cinematic - Ping minimap for (All players) at TempLoc for 5.00 seconds
    Custom script: call RemoveLocation(udg_TempLoc)
    Set TempLoc = (Center of Region_025 <gen>)
    Cinematic - Ping minimap for (All players) at TempLoc for 5.00 seconds
    Custom script: call RemoveLocation(udg_TempLoc)
    Set TempLoc = (Center of Region_014 <gen>)
    Cinematic - Ping minimap for (All players) at TempLoc for 5.00 seconds
    Custom script: call RemoveLocation(udg_TempLoc)
    Set TempLoc = (Center of Region_031 <gen>)
    Cinematic - Ping minimap for (All players) at TempLoc for 5.00 seconds
    Custom script: call RemoveLocation(udg_TempLoc)
No UD
  Events
    Player - Player 1 (Red) types a chat message containing -no undead as An exact match
  Conditions
  Actions
    Trigger - Turn off Attack_initial <gen>
    Trigger - Turn off Attack_initial_Hard <gen>
    Trigger - Turn off Tiers_On_and_leak_prevent <gen>
    Trigger - Turn off Tiers_On_Hard_and_leak_prevent <gen>
    Trigger - Turn off event_naga <gen>
    Trigger - Turn off Nightmares_event <gen>
    Trigger - Turn off Upgrades <gen>
    Trigger - Turn off Spawn_fix <gen>
    Trigger - Turn off Command <gen>
    Trigger - Turn off UndeadQuest <gen>
    Unit Group - Pick every unit in (Units owned by Player 12 (Brown)) and do (Actions)
      Loop - Actions
        Unit - Remove (Picked unit) from the game
    Game - Display to (All players) the text: Host has chosen no undead mode. This will be a battle between all of you, without the Forces of Undeath to interfere. Undead heroes have also been turned off.
    Wait 2 seconds
    Unit Group - Pick every unit in (Units owned by Player 12 (Brown)) and do (Actions)
      Loop - Actions
        Unit - Remove (Picked unit) from the game
    Trigger - Turn off (This trigger)
FFA
  Events
    Player - Player 1 (Red) types a chat message containing -ffa as An exact match
  Conditions
  Actions
    Trigger - Turn off Ally_All <gen>
    Trigger - Turn off Ally_Blue <gen>
    Trigger - Turn off Ally_Green <gen>
    Trigger - Turn off Ally_Orange <gen>
    Trigger - Turn off Ally_Purple <gen>
    Trigger - Turn off Ally_Red <gen>
    Trigger - Turn off Ally_Teal <gen>
    Trigger - Turn off Aly_Yellow <gen>
    Trigger - Turn off Ally_Gray <gen>
    Trigger - Turn off Neutral_All <gen>
    Trigger - Turn off Neutral_Blue <gen>
    Trigger - Turn off Neutral_Green <gen>
    Trigger - Turn off Neutral_Orange <gen>
    Trigger - Turn off Neutral_Purple <gen>
    Trigger - Turn off Neutral_Red <gen>
    Trigger - Turn off Neutral_Teal <gen>
    Trigger - Turn off Neutral_Yellow <gen>
    Trigger - Turn off Neutral_Gray <gen>
    Trigger - Turn off dAlly_All_Copy <gen>
    Trigger - Turn off dAlly_Blue_Copy <gen>
    Trigger - Turn off dAlly_Green_Copy <gen>
    Trigger - Turn off dAlly_Orange_Copy <gen>
    Trigger - Turn off dAlly_Purple_Copy <gen>
    Trigger - Turn off dAlly_Red_Copy <gen>
    Trigger - Turn off dAlly_Teal_Copy <gen>
    Trigger - Turn off dAly_Yellow_Copy <gen>
    Trigger - Turn off dNeutral_All_Copy <gen>
    Trigger - Turn off dNeutral_Blue_Copy <gen>
    Trigger - Turn off dNeutral_Green_Copy <gen>
    Trigger - Turn off dNeutral_Orange_Copy <gen>
    Trigger - Turn off dNeutral_Purple_Copy <gen>
    Trigger - Turn off dNeutral_Red_Copy <gen>
    Trigger - Turn off dNeutral_Teal_Copy <gen>
    Trigger - Turn off dNeutral_Yellow_Copy <gen>
    Trigger - Turn off dWar_All_Copy <gen>
    Trigger - Turn off dWar_Blue_Copy <gen>
    Trigger - Turn off dWar_Green_Copy <gen>
    Trigger - Turn off dWar_Orange_Copy <gen>
    Trigger - Turn off dWar_Purple_Copy <gen>
    Trigger - Turn off dWar_Red_Copy <gen>
    Trigger - Turn off dWar_Teal_Copy <gen>
    Trigger - Turn off dWar_Yellow_Copy <gen>
    Game - Display to (All players) the text: Host has chosen Free For All mode. No alliances will be made this game.
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
    Player - Player 5 (Yellow) types a chat message containing -name as A substring
    Player - Player 6 (Orange) types a chat message containing -name as A substring
    Player - Player 7 (Green) types a chat message containing -name as A substring
    Player - Player 9 (Gray) 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))))
Zoom 100
  Events
    Player - Player 1 (Red) types a chat message containing -zoom 100 as An exact match
    Player - Player 2 (Blue) types a chat message containing -zoom 100 as An exact match
    Player - Player 3 (Teal) types a chat message containing -zoom 100 as An exact match
    Player - Player 4 (Purple) types a chat message containing -zoom 100 as An exact match
    Player - Player 5 (Yellow) types a chat message containing -zoom 100 as An exact match
    Player - Player 6 (Orange) types a chat message containing -zoom 100 as An exact match
    Player - Player 7 (Green) types a chat message containing -zoom 100 as An exact match
    Player - Player 9 (Gray) types a chat message containing -zoom 100 as An exact match
  Conditions
  Actions
    Camera - Set (Triggering player)'s camera Distance to target to 1850.00 over 0 seconds
Zoom 200
  Events
    Player - Player 1 (Red) types a chat message containing -zoom 200 as An exact match
    Player - Player 2 (Blue) types a chat message containing -zoom 200 as An exact match
    Player - Player 3 (Teal) types a chat message containing -zoom 200 as An exact match
    Player - Player 4 (Purple) types a chat message containing -zoom 200 as An exact match
    Player - Player 5 (Yellow) types a chat message containing -zoom 200 as An exact match
    Player - Player 6 (Orange) types a chat message containing -zoom 200 as An exact match
    Player - Player 7 (Green) types a chat message containing -zoom 200 as An exact match
    Player - Player 9 (Gray) types a chat message containing -zoom 200 as An exact match
  Conditions
  Actions
    Camera - Set (Triggering player)'s camera Distance to target to 2250.00 over 0 seconds
Zoom 300
  Events
    Player - Player 1 (Red) types a chat message containing -zoom 300 as An exact match
    Player - Player 2 (Blue) types a chat message containing -zoom 300 as An exact match
    Player - Player 3 (Teal) types a chat message containing -zoom 300 as An exact match
    Player - Player 4 (Purple) types a chat message containing -zoom 300 as An exact match
    Player - Player 5 (Yellow) types a chat message containing -zoom 300 as An exact match
    Player - Player 6 (Orange) types a chat message containing -zoom 300 as An exact match
    Player - Player 7 (Green) types a chat message containing -zoom 300 as An exact match
    Player - Player 9 (Gray) types a chat message containing -zoom 300 as An exact match
  Conditions
  Actions
    Camera - Set (Triggering player)'s camera Distance to target to 2750.00 over 0 seconds
Income command
  Events
    Player - Player 1 (Red) types a chat message containing -income as An exact match
    Player - Player 2 (Blue) types a chat message containing -income as An exact match
    Player - Player 3 (Teal) types a chat message containing -income as An exact match
    Player - Player 4 (Purple) types a chat message containing -income as An exact match
    Player - Player 5 (Yellow) types a chat message containing -income as An exact match
    Player - Player 6 (Orange) types a chat message containing -income as An exact match
    Player - Player 7 (Green) types a chat message containing -income as An exact match
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Triggering player) is an ally of Player 12 (Brown)) Equal to False
      Then - Actions
        Game - Display to (Player group((Triggering player))) the text: (|CFFFFFF01Income: |r + (String(((((Number of living Farm (Income) units owned by (Triggering player)) x 70) + ((Number of living Farm lvl 2 units owned by (Triggering player)) x 130)) + (((Number of living Farm lvl 3 units owned by (Triggering player)) x 250) + ((Number of living Magic Vault (Income) units owned by (Triggering player)) x 1000))))))
      Else - Actions
        Game - Display to (Player group((Triggering player))) the text: (Income: + (String(((Number of living Magic Vault (Income) units owned by (Triggering player)) x 100))))
Hero Repick
  Events
    Player - Player 1 (Red) types a chat message containing -repick as An exact match
    Player - Player 2 (Blue) types a chat message containing -repick as An exact match
    Player - Player 3 (Teal) types a chat message containing -repick as An exact match
    Player - Player 4 (Purple) types a chat message containing -repick as An exact match
    Player - Player 5 (Yellow) types a chat message containing -repick as An exact match
    Player - Player 6 (Orange) types a chat message containing -repick as An exact match
    Player - Player 7 (Green) types a chat message containing -repick as An exact match
  Conditions
    ((Triggering player) is an enemy of Player 12 (Brown)) Equal to True
    (Current research level of Rhhb (techcode) for (Triggering player)) Equal to 0
  Actions
    Player - Set the current research level of Rhhb (techcode) to 1 for (Triggering player)
    Unit Group - Pick every unit in (Units owned by (Triggering player) matching (((Matching unit) is A Hero) Equal to True)) and do (Actions)
      Loop - Actions
        Unit - Remove (Picked unit) from the game
        Player - Limit training of Heroes to ((Number of units in (Units owned by (Triggering player) matching (((Matching unit) is A Hero) Equal to True))) + 1) for (Triggering player)
Wander Mercenary On
  Events
    Unit - A unit Is issued an order with no target
  Conditions
    (Issued order) Equal to (Order(autodispelon))
    ((Ordered unit) is in WanderingUnits) Equal to False
  Actions
    Set TempGroup = (Units in HumanSide <gen> owned by Player 12 (Brown))
    Set TempLoc = (Position of (Random unit from TempGroup))
    Unit - Order (Ordered unit) to Attack-Move To TempLoc
    Custom script: call DestroyGroup(udg_TempGroup)
    Custom script: call RemoveLocation(udg_TempLoc)
    Unit Group - Add (Ordered unit) to WanderingUnits
Wander Mercenary Off
  Events
    Unit - A unit Is issued an order with no target
  Conditions
    (Issued order) Equal to (Order(autodispeloff))
    ((Ordered unit) is in WanderingUnits) Equal to True
  Actions
    Unit - Order (Ordered unit) to Stop
    Unit Group - Remove (Ordered unit) from WanderingUnits
Wander TopSide
  Events
    Time - Every 60.00 seconds of game time
  Conditions
  Actions
    Unit Group - Pick every unit in WanderingUnits and do (Actions)
      Loop - Actions
        Set TempGroup = (Units in Tophuman <gen> owned by (Random player from (All enemies of (Owner of (Picked unit)))))
        Set TempLoc = (Position of (Random unit from TempGroup))
        Unit - Order (Picked unit) to Attack-Move To TempLoc
        Custom script: call DestroyGroup(udg_TempGroup)
        Custom script: call RemoveLocation(udg_TempLoc)
Wander HumanSide
  Events
    Time - Every 15.00 seconds of game time
  Conditions
  Actions
    Unit Group - Pick every unit in WanderingUnits and do (Actions)
      Loop - Actions
        Set TempGroup = (Units in HumanSide <gen> owned by (Random player from (All enemies of (Owner of (Picked unit)))))
        Set TempLoc = (Position of (Random unit from TempGroup))
        Unit - Order (Picked unit) to Attack-Move To TempLoc
        Custom script: call DestroyGroup(udg_TempGroup)
        Custom script: call RemoveLocation(udg_TempLoc)
Merc Path
  Events
    Unit - A unit Finishes research
  Conditions
    (Researched tech-type) Equal to R00P (techcode)
  Actions
    Unit Group - Pick every unit in (Units owned by (Owner of (Researching unit)) of type Path Barracks) and do (Actions)
      Loop - Actions
        Unit - Replace (Picked unit) with a Mercenary Barracks using The new unit's default life and mana
    Player - Make Mercenary Barracks Available for training/construction by (Owner of (Researching unit))
    Player - Make Path Barracks Unavailable for training/construction by (Owner of (Researching unit))
Holy Path
  Events
    Unit - A unit Finishes research
  Conditions
    (Researched tech-type) Equal to R00K (techcode)
  Actions
    Unit Group - Pick every unit in (Units owned by (Owner of (Researching unit)) of type Path Barracks) and do (Actions)
      Loop - Actions
        Unit - Replace (Picked unit) with a Holy Barracks using The new unit's default life and mana
    Player - Make Holy Barracks Available for training/construction by (Owner of (Researching unit))
    Player - Make Path Barracks Unavailable for training/construction by (Owner of (Researching unit))
Arcane Path
  Events
    Unit - A unit Finishes research
  Conditions
    (Researched tech-type) Equal to R00B (techcode)
  Actions
    Unit Group - Pick every unit in (Units owned by (Owner of (Researching unit)) of type Path Barracks) and do (Actions)
      Loop - Actions
        Unit - Replace (Picked unit) with a Arcane Barracks using The new unit's default life and mana
    Player - Make Arcane Barracks Available for training/construction by (Owner of (Researching unit))
    Player - Make Path Barracks Unavailable for training/construction by (Owner of (Researching unit))
Dragon Hunter Path
  Events
    Unit - A unit Finishes research
  Conditions
    (Researched tech-type) Equal to R00L (techcode)
  Actions
    Unit Group - Pick every unit in (Units owned by (Owner of (Researching unit)) of type Path Barracks) and do (Actions)
      Loop - Actions
        Unit - Replace (Picked unit) with a Dragon Hunting Barracks using The new unit's default life and mana
    Player - Make Dragon Hunting Barracks Available for training/construction by (Owner of (Researching unit))
    Player - Make Path Barracks Unavailable for training/construction by (Owner of (Researching unit))
Elementalist Path
  Events
    Unit - A unit Finishes research
  Conditions
    (Researched tech-type) Equal to R00R (techcode)
  Actions
    Unit Group - Pick every unit in (Units owned by (Owner of (Researching unit)) of type Path Barracks) and do (Actions)
      Loop - Actions
        Unit - Replace (Picked unit) with a Elementalist Barracks using The new unit's default life and mana
    Player - Make Elementalist Barracks Available for training/construction by (Owner of (Researching unit))
    Player - Make Path Barracks Unavailable for training/construction by (Owner of (Researching unit))
MagicVault
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Dying unit)) Equal to Magic Vault (Income)
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Killing unit)) Not equal to Player 9 (Gray)
      Then - Actions
        Unit - Create 1 Magic Vault (Income) for (Owner of (Killing unit)) at (Position of (Dying unit)) facing Default building facing degrees
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Owner of (Killing unit)) Equal to Player 9 (Gray)
          Then - Actions
            Unit - Create 1 Magic Vault (Income) for Neutral Passive at (Position of (Dying unit)) facing Default building facing degrees
          Else - Actions
            Unit - Create 1 Magic Vault (Income) for Neutral Passive at (Position of (Dying unit)) facing Default building facing degrees
Ally Red
  Events
    Player - Player 2 (Blue) types a chat message containing -ally red as An exact match
    Player - Player 3 (Teal) types a chat message containing -ally red as An exact match
    Player - Player 4 (Purple) types a chat message containing -ally red as An exact match
    Player - Player 5 (Yellow) types a chat message containing -ally red as An exact match
    Player - Player 6 (Orange) types a chat message containing -ally red as An exact match
    Player - Player 7 (Green) types a chat message containing -ally red as An exact match
  Conditions
    ((Triggering player) is an ally of Player 12 (Brown)) Equal to False
  Actions
    Player - Make (Triggering player) treat Player 1 (Red) as an Ally with shared vision
Ally Blue
  Events
    Player - Player 1 (Red) types a chat message containing -ally blue as An exact match
    Player - Player 3 (Teal) types a chat message containing -ally blue as An exact match
    Player - Player 4 (Purple) types a chat message containing -ally blue as An exact match
    Player - Player 5 (Yellow) types a chat message containing -ally blue as An exact match
    Player - Player 6 (Orange) types a chat message containing -ally blue as An exact match
    Player - Player 7 (Green) types a chat message containing -ally blue as An exact match
  Conditions
    ((Triggering player) is an ally of Player 12 (Brown)) Equal to False
  Actions
    Player - Make (Triggering player) treat Player 2 (Blue) as an Ally with shared vision
Ally Teal
  Events
    Player - Player 1 (Red) types a chat message containing -ally teal as An exact match
    Player - Player 2 (Blue) types a chat message containing -ally teal as An exact match
    Player - Player 4 (Purple) types a chat message containing -ally teal as An exact match
    Player - Player 5 (Yellow) types a chat message containing -ally teal as An exact match
    Player - Player 6 (Orange) types a chat message containing -ally teal as An exact match
    Player - Player 7 (Green) types a chat message containing -ally teal as An exact match
  Conditions
    ((Triggering player) is an ally of Player 12 (Brown)) Equal to False
  Actions
    Player - Make (Triggering player) treat Player 3 (Teal) as an Ally with shared vision
Ally Purple
  Events
    Player - Player 1 (Red) types a chat message containing -ally purple as An exact match
    Player - Player 2 (Blue) types a chat message containing -ally purple as An exact match
    Player - Player 3 (Teal) types a chat message containing -ally purple as An exact match
    Player - Player 5 (Yellow) types a chat message containing -ally purple as An exact match
    Player - Player 6 (Orange) types a chat message containing -ally purple as An exact match
    Player - Player 7 (Green) types a chat message containing -ally purple as An exact match
  Conditions
    ((Triggering player) is an ally of Player 12 (Brown)) Equal to False
  Actions
    Player - Make (Triggering player) treat Player 4 (Purple) as an Ally with shared vision
Aly Yellow
  Events
    Player - Player 1 (Red) types a chat message containing -ally yellow as An exact match
    Player - Player 2 (Blue) types a chat message containing -ally yellow as An exact match
    Player - Player 3 (Teal) types a chat message containing -ally yellow as An exact match
    Player - Player 4 (Purple) types a chat message containing -ally yellow as An exact match
    Player - Player 6 (Orange) types a chat message containing -ally yellow as An exact match
    Player - Player 7 (Green) types a chat message containing -ally yellow as An exact match
  Conditions
    ((Triggering player) is an ally of Player 12 (Brown)) Equal to False
  Actions
    Player - Make (Triggering player) treat Player 5 (Yellow) as an Ally with shared vision
Ally Orange
  Events
    Player - Player 1 (Red) types a chat message containing -ally orange as An exact match
    Player - Player 2 (Blue) types a chat message containing -ally orange as An exact match
    Player - Player 3 (Teal) types a chat message containing -ally orange as An exact match
    Player - Player 4 (Purple) types a chat message containing -ally orange as An exact match
    Player - Player 5 (Yellow) types a chat message containing -ally orange as An exact match
    Player - Player 7 (Green) types a chat message containing -ally orange as An exact match
  Conditions
    ((Triggering player) is an ally of Player 12 (Brown)) Equal to False
  Actions
    Player - Make (Triggering player) treat Player 6 (Orange) as an Ally with shared vision
Ally Green
  Events
    Player - Player 1 (Red) types a chat message containing -ally green as An exact match
    Player - Player 2 (Blue) types a chat message containing -ally green as An exact match
    Player - Player 3 (Teal) types a chat message containing -ally green as An exact match
    Player - Player 4 (Purple) types a chat message containing -ally green as An exact match
    Player - Player 5 (Yellow) types a chat message containing -ally green as An exact match
    Player - Player 6 (Orange) types a chat message containing -ally green as An exact match
  Conditions
    ((Triggering player) is an ally of Player 12 (Brown)) Equal to False
  Actions
    Player - Make (Triggering player) treat Player 7 (Green) as an Ally with shared vision
Ally Gray
  Events
    Player - Player 1 (Red) types a chat message containing -ally gray as An exact match
    Player - Player 2 (Blue) types a chat message containing -ally gray as An exact match
    Player - Player 3 (Teal) types a chat message containing -ally gray as An exact match
    Player - Player 4 (Purple) types a chat message containing -ally gray as An exact match
    Player - Player 5 (Yellow) types a chat message containing -ally gray as An exact match
    Player - Player 6 (Orange) types a chat message containing -ally gray as An exact match
    Player - Player 7 (Green) types a chat message containing -ally gray as An exact match
  Conditions
    ((Triggering player) is an ally of Player 12 (Brown)) Equal to False
  Actions
    Player - Make (Triggering player) treat Player 9 (Gray) as an Ally with shared vision
Ally All
  Events
    Player - Player 1 (Red) types a chat message containing -ally all as An exact match
    Player - Player 2 (Blue) types a chat message containing -ally all as An exact match
    Player - Player 3 (Teal) types a chat message containing -ally all as An exact match
    Player - Player 4 (Purple) types a chat message containing -ally all as An exact match
    Player - Player 5 (Yellow) types a chat message containing -ally all as An exact match
    Player - Player 6 (Orange) types a chat message containing -ally all as An exact match
    Player - Player 7 (Green) types a chat message containing -ally all as An exact match
  Conditions
    ((Triggering player) is an ally of Player 12 (Brown)) Equal to False
  Actions
    Player Group - Pick every player in (All players controlled by a User player) and do (Actions)
      Loop - Actions
        Player - Make (Triggering player) treat (Picked player) as an Ally with shared vision
Neutral Red
  Events
    Player - Player 2 (Blue) types a chat message containing -neutral red as An exact match
    Player - Player 3 (Teal) types a chat message containing -neutral red as An exact match
    Player - Player 4 (Purple) types a chat message containing -neutral red as An exact match
    Player - Player 5 (Yellow) types a chat message containing -neutral red as An exact match
    Player - Player 6 (Orange) types a chat message containing -neutral red as An exact match
    Player - Player 7 (Green) types a chat message containing -neutral red as An exact match
  Conditions
    ((Triggering player) is an ally of Player 12 (Brown)) Equal to False
  Actions
    Player - Make (Triggering player) treat Player 1 (Red) as an Neutral
Neutral Blue
  Events
    Player - Player 1 (Red) types a chat message containing -neutral blue as An exact match
    Player - Player 3 (Teal) types a chat message containing -neutral blue as An exact match
    Player - Player 4 (Purple) types a chat message containing -neutral blue as An exact match
    Player - Player 5 (Yellow) types a chat message containing -neutral blue as An exact match
    Player - Player 6 (Orange) types a chat message containing -neutral blue as An exact match
    Player - Player 7 (Green) types a chat message containing -neutral blue as An exact match
  Conditions
    ((Triggering player) is an ally of Player 12 (Brown)) Equal to False
  Actions
    Player - Make (Triggering player) treat Player 2 (Blue) as an Neutral
Neutral Teal
  Events
    Player - Player 1 (Red) types a chat message containing -neutral teal as An exact match
    Player - Player 2 (Blue) types a chat message containing -neutral teal as An exact match
    Player - Player 4 (Purple) types a chat message containing -neutral teal as An exact match
    Player - Player 5 (Yellow) types a chat message containing -neutral teal as An exact match
    Player - Player 6 (Orange) types a chat message containing -neutral teal as An exact match
    Player - Player 7 (Green) types a chat message containing -neutral teal as An exact match
  Conditions
    ((Triggering player) is an ally of Player 12 (Brown)) Equal to False
  Actions
    Player - Make (Triggering player) treat Player 3 (Teal) as an Neutral
Neutral Purple
  Events
    Player - Player 1 (Red) types a chat message containing -neutral purple as An exact match
    Player - Player 2 (Blue) types a chat message containing -neutral purple as An exact match
    Player - Player 3 (Teal) types a chat message containing -neutral purple as An exact match
    Player - Player 5 (Yellow) types a chat message containing -neutral purple as An exact match
    Player - Player 6 (Orange) types a chat message containing -neutral purple as An exact match
    Player - Player 7 (Green) types a chat message containing -neutral purple as An exact match
  Conditions
    ((Triggering player) is an ally of Player 12 (Brown)) Equal to False
  Actions
    Player - Make (Triggering player) treat Player 4 (Purple) as an Neutral
Neutral Yellow
  Events
    Player - Player 1 (Red) types a chat message containing -neutral yellow as An exact match
    Player - Player 2 (Blue) types a chat message containing -neutral yellow as An exact match
    Player - Player 3 (Teal) types a chat message containing -neutral yellow as An exact match
    Player - Player 4 (Purple) types a chat message containing -neutral yellow as An exact match
    Player - Player 6 (Orange) types a chat message containing -neutral yellow as An exact match
    Player - Player 7 (Green) types a chat message containing -neutral yellow as An exact match
  Conditions
    ((Triggering player) is an ally of Player 12 (Brown)) Equal to False
  Actions
    Player - Make (Triggering player) treat Player 5 (Yellow) as an Neutral
Neutral Orange
  Events
    Player - Player 1 (Red) types a chat message containing -neutral orange as An exact match
    Player - Player 2 (Blue) types a chat message containing -neutral orange as An exact match
    Player - Player 3 (Teal) types a chat message containing -neutral orange as An exact match
    Player - Player 4 (Purple) types a chat message containing -neutral orange as An exact match
    Player - Player 5 (Yellow) types a chat message containing -neutral orange as An exact match
    Player - Player 7 (Green) types a chat message containing -neutral orange as An exact match
  Conditions
    ((Triggering player) is an ally of Player 12 (Brown)) Equal to False
  Actions
    Player - Make (Triggering player) treat Player 6 (Orange) as an Neutral
Neutral Green
  Events
    Player - Player 1 (Red) types a chat message containing -neutral green as An exact match
    Player - Player 2 (Blue) types a chat message containing -neutral green as An exact match
    Player - Player 3 (Teal) types a chat message containing -neutral green as An exact match
    Player - Player 4 (Purple) types a chat message containing -neutral green as An exact match
    Player - Player 5 (Yellow) types a chat message containing -neutral green as An exact match
    Player - Player 6 (Orange) types a chat message containing -neutral green as An exact match
  Conditions
    ((Triggering player) is an ally of Player 12 (Brown)) Equal to False
  Actions
    Player - Make (Triggering player) treat Player 7 (Green) as an Neutral
Neutral Gray
  Events
    Player - Player 1 (Red) types a chat message containing -neutral gray as An exact match
    Player - Player 2 (Blue) types a chat message containing -neutral gray as An exact match
    Player - Player 4 (Purple) types a chat message containing -neutral gray as An exact match
    Player - Player 3 (Teal) types a chat message containing -neutral gray as An exact match
    Player - Player 5 (Yellow) types a chat message containing -neutral gray as An exact match
    Player - Player 6 (Orange) types a chat message containing -neutral gray as An exact match
    Player - Player 7 (Green) types a chat message containing -neutral gray as An exact match
  Conditions
    ((Triggering player) is an ally of Player 12 (Brown)) Equal to False
  Actions
    Player - Make (Triggering player) treat Player 9 (Gray) as an Neutral
Neutral All
  Events
    Player - Player 1 (Red) types a chat message containing -neutral all as An exact match
    Player - Player 2 (Blue) types a chat message containing -neutral all as An exact match
    Player - Player 3 (Teal) types a chat message containing -neutral all as An exact match
    Player - Player 4 (Purple) types a chat message containing -neutral all as An exact match
    Player - Player 5 (Yellow) types a chat message containing -neutral all as An exact match
    Player - Player 6 (Orange) types a chat message containing -neutral all as An exact match
    Player - Player 7 (Green) types a chat message containing -neutral all as An exact match
  Conditions
    ((Triggering player) is an ally of Player 12 (Brown)) Equal to False
  Actions
    Player Group - Pick every player in (All players controlled by a User player) and do (Actions)
      Loop - Actions
        Player - Make (Triggering player) treat (Picked player) as an Neutral
War Red
  Events
    Player - Player 2 (Blue) types a chat message containing -war red as An exact match
    Player - Player 3 (Teal) types a chat message containing -war red as An exact match
    Player - Player 4 (Purple) types a chat message containing -war red as An exact match
    Player - Player 5 (Yellow) types a chat message containing -war red as An exact match
    Player - Player 6 (Orange) types a chat message containing -war red as An exact match
    Player - Player 7 (Green) types a chat message containing -war red as An exact match
  Conditions
    ((Triggering player) is an ally of Player 12 (Brown)) Equal to False
  Actions
    Player - Make (Triggering player) treat Player 1 (Red) as an Enemy
War Blue
  Events
    Player - Player 1 (Red) types a chat message containing -war blue as An exact match
    Player - Player 3 (Teal) types a chat message containing -war blue as An exact match
    Player - Player 4 (Purple) types a chat message containing -war blue as An exact match
    Player - Player 5 (Yellow) types a chat message containing -war blue as An exact match
    Player - Player 6 (Orange) types a chat message containing -war blue as An exact match
    Player - Player 7 (Green) types a chat message containing -war blue as An exact match
  Conditions
    ((Triggering player) is an ally of Player 12 (Brown)) Equal to False
  Actions
    Player - Make (Triggering player) treat Player 2 (Blue) as an Enemy
War Teal
  Events
    Player - Player 1 (Red) types a chat message containing -war teal as An exact match
    Player - Player 2 (Blue) types a chat message containing -war teal as An exact match
    Player - Player 4 (Purple) types a chat message containing -war teal as An exact match
    Player - Player 5 (Yellow) types a chat message containing -war teal as An exact match
    Player - Player 6 (Orange) types a chat message containing -war teal as An exact match
    Player - Player 7 (Green) types a chat message containing -war teal as An exact match
  Conditions
    ((Triggering player) is an ally of Player 12 (Brown)) Equal to False
  Actions
    Player - Make (Triggering player) treat Player 3 (Teal) as an Enemy
War Purple
  Events
    Player - Player 1 (Red) types a chat message containing -war purple as An exact match
    Player - Player 2 (Blue) types a chat message containing -war purple as An exact match
    Player - Player 3 (Teal) types a chat message containing -war purple as An exact match
    Player - Player 5 (Yellow) types a chat message containing -war purple as An exact match
    Player - Player 6 (Orange) types a chat message containing -war purple as An exact match
    Player - Player 7 (Green) types a chat message containing -war purple as An exact match
  Conditions
    ((Triggering player) is an ally of Player 12 (Brown)) Equal to False
  Actions
    Player - Make (Triggering player) treat Player 4 (Purple) as an Enemy
War Yellow
  Events
    Player - Player 1 (Red) types a chat message containing -war yellow as An exact match
    Player - Player 2 (Blue) types a chat message containing -war yellow as An exact match
    Player - Player 3 (Teal) types a chat message containing -war yellow as An exact match
    Player - Player 4 (Purple) types a chat message containing -war yellow as An exact match
    Player - Player 6 (Orange) types a chat message containing -war yellow as An exact match
    Player - Player 7 (Green) types a chat message containing -war yellow as An exact match
  Conditions
    ((Triggering player) is an ally of Player 12 (Brown)) Equal to False
  Actions
    Player - Make (Triggering player) treat Player 5 (Yellow) as an Enemy
War Orange
  Events
    Player - Player 1 (Red) types a chat message containing -war orange as An exact match
    Player - Player 2 (Blue) types a chat message containing -war orange as An exact match
    Player - Player 3 (Teal) types a chat message containing -war orange as An exact match
    Player - Player 4 (Purple) types a chat message containing -war orange as An exact match
    Player - Player 5 (Yellow) types a chat message containing -war orange as An exact match
    Player - Player 7 (Green) types a chat message containing -war orange as An exact match
  Conditions
    ((Triggering player) is an ally of Player 12 (Brown)) Equal to False
  Actions
    Player - Make (Triggering player) treat Player 6 (Orange) as an Enemy
War Green
  Events
    Player - Player 1 (Red) types a chat message containing -war green as An exact match
    Player - Player 2 (Blue) types a chat message containing -war green as An exact match
    Player - Player 3 (Teal) types a chat message containing -war green as An exact match
    Player - Player 4 (Purple) types a chat message containing -war green as An exact match
    Player - Player 5 (Yellow) types a chat message containing -war green as An exact match
    Player - Player 6 (Orange) types a chat message containing -war green as An exact match
  Conditions
    ((Triggering player) is an ally of Player 12 (Brown)) Equal to False
  Actions
    Player - Make (Triggering player) treat Player 7 (Green) as an Enemy
War Gray
  Events
    Player - Player 1 (Red) types a chat message containing -war gray as An exact match
    Player - Player 2 (Blue) types a chat message containing -war gray as An exact match
    Player - Player 3 (Teal) types a chat message containing -war gray as An exact match
    Player - Player 4 (Purple) types a chat message containing -war gray as An exact match
    Player - Player 5 (Yellow) types a chat message containing -war gray as An exact match
    Player - Player 6 (Orange) types a chat message containing -war gray as An exact match
    Player - Player 7 (Green) types a chat message containing -war gray as An exact match
  Conditions
    ((Triggering player) is an ally of Player 12 (Brown)) Equal to False
  Actions
    Player - Make (Triggering player) treat Player 9 (Gray) as an Enemy
War All
  Events
    Player - Player 1 (Red) types a chat message containing -war all as An exact match
    Player - Player 2 (Blue) types a chat message containing -war all as An exact match
    Player - Player 3 (Teal) types a chat message containing -war all as An exact match
    Player - Player 4 (Purple) types a chat message containing -war all as An exact match
    Player - Player 5 (Yellow) types a chat message containing -war all as An exact match
    Player - Player 6 (Orange) types a chat message containing -war all as An exact match
    Player - Player 7 (Green) types a chat message containing -war all as An exact match
  Conditions
    ((Triggering player) is an ally of Player 12 (Brown)) Equal to False
  Actions
    Player Group - Pick every player in (All players controlled by a User player) and do (Actions)
      Loop - Actions
        Player - Make (Triggering player) treat (Picked player) as an Enemy
Tiers On and leak prevent
  Events
    Time - Elapsed game time is 1000.00 seconds
  Conditions
  Actions
    Trigger - Turn on Ghoul2 <gen>
    Trigger - Turn on Zombies2 <gen>
    Trigger - Turn on Crypt_Fiend2 <gen>
    Trigger - Turn on Abomination2 <gen>
    Trigger - Turn on Necro2 <gen>
    Trigger - Turn off Ghoul <gen>
    Trigger - Turn off Zombies <gen>
    Trigger - Turn off Crypt_Fiend <gen>
    Trigger - Turn off Abomination <gen>
    Game - Display to (All players) the text: Outraged at this abandonment by many of his greatest allies, this betrayal was the last thing to send Lord Lothrim’s fractured mind over the edge. Rakasla was enveloped in another, shorter brutal war… with the decisive outcome heralding the end of all life within the Old Kingdom. |cffff0000The enemy has upgraded their units!|r
    Wait 1100.00 seconds
    Trigger - Turn on HumanSideBug <gen>
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Slaughterhouse 0014 <gen> is alive) Equal to True
      Then - Actions
        Trigger - Turn on Abomination3 <gen>
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Temple of the Damned 0013 <gen> is alive) Equal to True
      Then - Actions
        Trigger - Turn on Necro3 <gen>
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Crypt 0012 <gen> is alive) Equal to True
      Then - Actions
        Trigger - Turn on Crypt_Fiend3 <gen>
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Crypt 0008 <gen> is alive) Equal to True
      Then - Actions
        Trigger - Turn on Ghoul3 <gen>
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Sacrificial Pit 0200 <gen> is alive) Equal to True
      Then - Actions
        Trigger - Turn on Horror3 <gen>
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Granary 0520 <gen> is alive) Equal to True
      Then - Actions
        Trigger - Turn on Zombies3 <gen>
      Else - Actions
        Do nothing
    Trigger - Turn off Ghoul2 <gen>
    Trigger - Turn off Zombies2 <gen>
    Trigger - Turn off Crypt_Fiend2 <gen>
    Trigger - Turn off Necro2 <gen>
    Trigger - Turn off Abomination2 <gen>
    Trigger - Turn on Lothrim_Guard <gen>
    Trigger - Turn on Seth_bug <gen>
    Game - Display to (All players) the text: Lothrim’s armies consist entirely of the slavering minions of undeath now, and will mercilessly hunt those brave, wise men that fled the Old Kingdom to start a nation of their own. |cffff0000The enemy has diversified and upgraded their units! Beware!|r
Tiers On Hard and leak prevent
  Events
    Time - Elapsed game time is 1000.00 seconds
  Conditions
  Actions
    Trigger - Turn on Ghoul2_Hard <gen>
    Trigger - Turn on Zombies2_Hard <gen>
    Trigger - Turn on Crypt_Fiend2_Hard <gen>
    Trigger - Turn on Abomination2_Hard <gen>
    Trigger - Turn on Necro2_Hard <gen>
    Trigger - Turn off Ghoul_Hard <gen>
    Trigger - Turn off Crypt_Fiend_Hard <gen>
    Trigger - Turn off Zombies_Hard <gen>
    Trigger - Turn off Abomination_Hard <gen>
    Game - Display to (All players) the text: Outraged at this abandonment by many of his greatest allies, this betrayal was the last thing to send Lord Lothrim’s fractured mind over the edge. Rakasla was enveloped in another, shorter brutal war… with the decisive outcome heralding the end of all life within the Old Kingdom. |cffff0000The enemy has upgraded their units!|r
    Wait 1100.00 seconds
    Trigger - Turn on HumanSideBug <gen>
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Granary 0520 <gen> is alive) Equal to True
      Then - Actions
        Trigger - Turn on Zombies3_Hard <gen>
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Slaughterhouse 0014 <gen> is alive) Equal to True
      Then - Actions
        Trigger - Turn on Abomination3_Hard <gen>
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Temple of the Damned 0013 <gen> is alive) Equal to True
      Then - Actions
        Trigger - Turn on Necro3_Hard <gen>
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Crypt 0012 <gen> is alive) Equal to True
      Then - Actions
        Trigger - Turn on Crypt_Fiend3_Hard <gen>
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Crypt 0008 <gen> is alive) Equal to True
      Then - Actions
        Trigger - Turn on Ghoul3_Hard <gen>
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Sacrificial Pit 0200 <gen> is alive) Equal to True
      Then - Actions
        Trigger - Turn on Horror3_Hard <gen>
      Else - Actions
        Do nothing
    Trigger - Turn off Ghoul2_Hard <gen>
    Trigger - Turn off Crypt_Fiend2_Hard <gen>
    Trigger - Turn off Zombies2_Hard <gen>
    Trigger - Turn off Necro2_Hard <gen>
    Trigger - Turn off Abomination2_Hard <gen>
    Trigger - Turn on Lothrim_Guard <gen>
    Trigger - Turn on Seth_bug <gen>
    Game - Display to (All players) the text: Lothrim’s armies consist entirely of the slavering minions of undeath now, and will mercilessly hunt those brave, wise men that fled the Old Kingdom to start a nation of their own. |cffff0000The enemy has diversified and upgraded their units! Beware!|r
Attack initial
  Events
    Time - Elapsed game time is 400.00 seconds
  Conditions
  Actions
    Set NagaBase = (Center of nagabasetrees <gen>)
    Set NightmareBase = (Center of Nightmare <gen>)
    Set ZombieBase = (Center of Zombies <gen>)
    Set GhoulBase = (Center of Ghoul <gen>)
    Set CryptFiendBase = (Center of Crypt_Fiends <gen>)
    Set AbomBase = (Center of Abominations <gen>)
    Set NecroBase = (Center of Necromancers <gen>)
    Set HorrorBase = (Center of Horrors <gen>)
    Trigger - Turn on Ghoul <gen>
    Trigger - Turn on Zombies <gen>
    Wait 1.00 seconds
    Game - Display to (All players) the text: The King of Rakasla, Lord Lothrim Tevintium, turned to the dark and forbidden secrets that his Kingdom had sworn to protect and defend from for nigh five centuries... |cffff0000Prepare for attacks!|r
    Wait 100.00 seconds
    Trigger - Turn on Crypt_Fiend <gen>
    Game - Display to (All players) the text: The corrupted, seductive power of these terrible magicks twisted the already hewn ground horribly, raising his butchered soldiers and former loyal citizens to fuel the Rakasla bloodthirst... |cffff0000The enemy has diversified their units!|r
    Wait 100.00 seconds
    Unit - Order Slaughterhouse 0014 <gen> to research Rupc (techcode)
    Trigger - Turn on Abomination <gen>
    Game - Display to (All players) the text: Morality became as scarce as honest-to-god flesh and blood soldiers, Rakasla’s military and civilian populace becoming all the more corrupted with undeath. |cffff0000The enemy has once again diversified their units!|r
Attack initial Hard
  Events
    Time - Elapsed game time is 400.00 seconds
  Conditions
  Actions
    Set NagaBase = (Center of nagabasetrees <gen>)
    Set NightmareBase = (Center of Nightmare <gen>)
    Set ZombieBase = (Center of Zombies <gen>)
    Set GhoulBase = (Center of Ghoul <gen>)
    Set CryptFiendBase = (Center of Crypt_Fiends <gen>)
    Set AbomBase = (Center of Abominations <gen>)
    Set NecroBase = (Center of Necromancers <gen>)
    Set HorrorBase = (Center of Horrors <gen>)
    Trigger - Turn on Ghoul_Hard <gen>
    Trigger - Turn on Zombies_Hard <gen>
    Wait 1.00 seconds
    Game - Display to (All players) the text: The King of Rakasla, Lord Lothrim Tevintium, turned to the dark and forbidden secrets that his Kingdom had sworn to protect and defend from for nigh five centuries... |cffff0000Prepare for attacks!|r
    Wait 100.00 seconds
    Trigger - Turn on Crypt_Fiend_Hard <gen>
    Game - Display to (All players) the text: The corrupted, seductive power of these terrible magicks twisted the already hewn ground horribly, raising his butchered soldiers and former loyal citizens to fuel the Rakasla bloodthirst... |cffff0000The enemy has diversified their units!|r
    Wait 100.00 seconds
    Unit - Order Slaughterhouse 0014 <gen> to research Rupc (techcode)
    Trigger - Turn on Abomination_Hard <gen>
    Game - Display to (All players) the text: Morality became as scarce as honest-to-god flesh and blood soldiers, Rakasla’s military and civilian populace becoming all the more corrupted with undeath. |cffff0000The enemy has once again diversified their units!|r
UndeadSideBug
  Events
    Time - Every 60.00 seconds of game time
  Conditions
  Actions
    Set TempGroup = (Units in Abominations <gen> owned by Player 12 (Brown))
    Set TempGroup2 = (Units owned by (Random player from (All enemies of Player 12 (Brown))))
    Set TempLoc = (Position of (Random unit from TempGroup2))
    Unit Group - Pick every unit in TempGroup and do (Order (Picked unit) to Attack-Move To TempLoc)
    Custom script: call DestroyGroup(udg_TempGroup)
    Custom script: call DestroyGroup(udg_TempGroup2)
    Custom script: call RemoveLocation(udg_TempLoc)
    Set TempGroup = (Units in Crypt_Fiends <gen> owned by Player 12 (Brown))
    Set TempGroup2 = (Units owned by (Random player from (All enemies of Player 12 (Brown))))
    Set TempLoc = (Position of (Random unit from TempGroup2))
    Unit Group - Pick every unit in TempGroup and do (Order (Picked unit) to Attack-Move To TempLoc)
    Custom script: call DestroyGroup(udg_TempGroup)
    Custom script: call DestroyGroup(udg_TempGroup2)
    Custom script: call RemoveLocation(udg_TempLoc)
    Set TempGroup = (Units in Ghoul <gen> owned by Player 12 (Brown))
    Set TempGroup2 = (Units owned by (Random player from (All enemies of Player 12 (Brown))))
    Set TempLoc = (Position of (Random unit from TempGroup2))
    Unit Group - Pick every unit in TempGroup and do (Order (Picked unit) to Attack-Move To TempLoc)
    Custom script: call DestroyGroup(udg_TempGroup)
    Custom script: call DestroyGroup(udg_TempGroup2)
    Custom script: call RemoveLocation(udg_TempLoc)
    Set TempGroup = (Units in Necromancers <gen> owned by Player 12 (Brown))
    Set TempGroup2 = (Units owned by (Random player from (All enemies of Player 12 (Brown))))
    Set TempLoc = (Position of (Random unit from TempGroup2))
    Unit Group - Pick every unit in TempGroup and do (Order (Picked unit) to Attack-Move To TempLoc)
    Custom script: call DestroyGroup(udg_TempGroup)
    Custom script: call DestroyGroup(udg_TempGroup2)
    Custom script: call RemoveLocation(udg_TempLoc)
    Set TempGroup = (Units in Horrors <gen> owned by Player 12 (Brown))
    Set TempGroup2 = (Units owned by (Random player from (All enemies of Player 12 (Brown))))
    Set TempLoc = (Position of (Random unit from TempGroup2))
    Unit Group - Pick every unit in TempGroup and do (Order (Picked unit) to Attack-Move To TempLoc)
    Custom script: call DestroyGroup(udg_TempGroup)
    Custom script: call DestroyGroup(udg_TempGroup2)
    Custom script: call RemoveLocation(udg_TempLoc)
    Set TempGroup = (Units in Zombies <gen> owned by Player 12 (Brown))
    Set TempGroup2 = (Units owned by (Random player from (All enemies of Player 12 (Brown))))
    Set TempLoc = (Position of (Random unit from TempGroup2))
    Unit Group - Pick every unit in TempGroup and do (Order (Picked unit) to Attack-Move To TempLoc)
    Custom script: call DestroyGroup(udg_TempGroup)
    Custom script: call DestroyGroup(udg_TempGroup2)
    Custom script: call RemoveLocation(udg_TempLoc)
    Set TempGroup = (Units in Nightmare <gen> owned by Player 12 (Brown))
    Set TempGroup2 = (Units owned by (Random player from (All enemies of Player 12 (Brown))))
    Set TempLoc = (Position of (Random unit from TempGroup2))
    Unit Group - Pick every unit in TempGroup and do (Order (Picked unit) to Attack-Move To TempLoc)
    Custom script: call DestroyGroup(udg_TempGroup)
    Custom script: call DestroyGroup(udg_TempGroup2)
    Custom script: call RemoveLocation(udg_TempLoc)
    Set TempGroup = (Units in nagabasetrees <gen> owned by Player 12 (Brown))
    Set TempGroup2 = (Units owned by (Random player from (All enemies of Player 12 (Brown))))
    Set TempLoc = (Position of (Random unit from TempGroup2))
    Unit Group - Pick every unit in TempGroup and do (Order (Picked unit) to Attack-Move To TempLoc)
    Custom script: call DestroyGroup(udg_TempGroup)
    Custom script: call DestroyGroup(udg_TempGroup2)
    Custom script: call RemoveLocation(udg_TempLoc)
HumanSideBug
  Events
    Time - Every 75.00 seconds of game time
  Conditions
  Actions
    Set TempGroup = (Units in HumanSide <gen> owned by Player 12 (Brown))
    Set TempGroup2 = (Units owned by (Random player from (All enemies of Player 12 (Brown))))
    Set TempLoc = (Position of (Random unit from TempGroup2))
    Unit Group - Pick every unit in TempGroup and do (Order (Picked unit) to Attack-Move To TempLoc)
    Custom script: call DestroyGroup(udg_TempGroup)
    Custom script: call DestroyGroup(udg_TempGroup2)
    Custom script: call RemoveLocation(udg_TempLoc)
Fiend Region
  Events
    Unit - A unit enters Crypt_Fiends <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
    (Level of UD Dummy for (Entering unit)) Equal to 1
  Actions
    Set TempGroup2 = (Units owned by (Random player from (All enemies of Player 12 (Brown))))
    Set TempLoc = (Position of (Random unit from TempGroup2))
    Unit - Order (Entering unit) to Attack-Move To TempLoc
    Custom script: call DestroyGroup(udg_TempGroup2)
    Custom script: call RemoveLocation(udg_TempLoc)
Nightmare Region
  Events
    Unit - A unit enters Nightmare <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
    (Level of UD Dummy for (Entering unit)) Equal to 1
  Actions
    Set TempGroup2 = (Units owned by (Random player from (All enemies of Player 12 (Brown))))
    Set TempLoc = (Position of (Random unit from TempGroup2))
    Unit - Order (Entering unit) to Attack-Move To TempLoc
    Custom script: call DestroyGroup(udg_TempGroup2)
    Custom script: call RemoveLocation(udg_TempLoc)
Ghoul Region
  Events
    Unit - A unit enters Ghoul <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
    (Level of UD Dummy for (Entering unit)) Equal to 1
  Actions
    Set TempGroup2 = (Units owned by (Random player from (All enemies of Player 12 (Brown))))
    Set TempLoc = (Position of (Random unit from TempGroup2))
    Unit - Order (Entering unit) to Attack-Move To TempLoc
    Custom script: call DestroyGroup(udg_TempGroup2)
    Custom script: call RemoveLocation(udg_TempLoc)
Abom Region
  Events
    Unit - A unit enters Abominations <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
    (Level of UD Dummy for (Entering unit)) Equal to 1
  Actions
    Set TempGroup2 = (Units owned by (Random player from (All enemies of Player 12 (Brown))))
    Set TempLoc = (Position of (Random unit from TempGroup2))
    Unit - Order (Entering unit) to Attack-Move To TempLoc
    Custom script: call DestroyGroup(udg_TempGroup2)
    Custom script: call RemoveLocation(udg_TempLoc)
Mummies Region
  Events
    Unit - A unit enters Zombies <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Entering unit)) Equal to Ghoul
        (Unit-type of (Entering unit)) Equal to Crypt Fiend
        (Unit-type of (Entering unit)) Equal to Abomination
        (Unit-type of (Entering unit)) Equal to Ghoul Tier 2
        (Unit-type of (Entering unit)) Equal to Mutated Ghoul Tier 3
        (Unit-type of (Entering unit)) Equal to Abomination Tier 2
        (Unit-type of (Entering unit)) Equal to Abomination Tier 3
        (Unit-type of (Entering unit)) Equal to Crypt Fiend Tier 2
        (Unit-type of (Entering unit)) Equal to Nerubian Widow Tier 3
        (Unit-type of (Entering unit)) Equal to Necromancer
        (Unit-type of (Entering unit)) Equal to Necromancer Tier 3
        (Unit-type of (Entering unit)) Equal to Bone Horror Tier 3
        (Unit-type of (Entering unit)) Equal to Mummy
        (Unit-type of (Entering unit)) Equal to Mummy Tier 2
        (Unit-type of (Entering unit)) Equal to Mummy Tier 3
        (Unit-type of (Entering unit)) Equal to Undead Myrmidon
        (Unit-type of (Entering unit)) Equal to Naga Hound
        (Unit-type of (Entering unit)) Equal to Nightmare
  Actions
    Set TempGroup2 = (Units owned by (Random player from (All enemies of Player 12 (Brown))))
    Set TempLoc = (Position of (Random unit from TempGroup2))
    Unit - Order (Entering unit) to Attack-Move To TempLoc
    Custom script: call DestroyGroup(udg_TempGroup2)
    Custom script: call RemoveLocation(udg_TempLoc)
Naga Region
  Events
    Unit - A unit enters nagabasetrees <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
    (Level of UD Dummy for (Entering unit)) Equal to 1
  Actions
    Set TempGroup2 = (Units owned by (Random player from (All enemies of Player 12 (Brown))))
    Set TempLoc = (Position of (Random unit from TempGroup2))
    Unit - Order (Entering unit) to Attack-Move To TempLoc
    Custom script: call DestroyGroup(udg_TempGroup2)
    Custom script: call RemoveLocation(udg_TempLoc)
Naga Hounds
  Events
    Time - Every 40.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1 Naga Hound for Player 12 (Brown) at NagaBase facing Default building facing degrees
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Medium Equal to True
        (Random integer number between 1 and 10) Greater than or equal to 6
      Then - Actions
        Unit - Create 1 Naga Hound for Player 12 (Brown) at NagaBase facing Default building facing degrees
      Else - Actions
Undead Myrmidon
  Events
    Time - Every 80.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1 Undead Myrmidon for Player 12 (Brown) at NagaBase facing Default building facing degrees
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Medium Equal to True
        (Random integer number between 1 and 10) Greater than or equal to 6
      Then - Actions
        Unit - Create 1 Undead Myrmidon for Player 12 (Brown) at NagaBase facing Default building facing degrees
      Else - Actions
Nightmare
  Events
    Time - Every 80.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1 Nightmare for Player 12 (Brown) at NightmareBase facing Default building facing degrees
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Medium Equal to True
        (Random integer number between 1 and 10) Greater than or equal to 6
      Then - Actions
        Unit - Create 1 Nightmare for Player 12 (Brown) at NightmareBase facing Default building facing degrees
      Else - Actions
Zombies
  Events
    Time - Every 15.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1 Mummy for Player 12 (Brown) at ZombieBase facing Default building facing degrees
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Medium Equal to True
        (Random integer number between 1 and 10) Greater than or equal to 6
      Then - Actions
        Unit - Create 1 Mummy for Player 12 (Brown) at ZombieBase facing Default building facing degrees
      Else - Actions
Zombies Hard
  Events
    Time - Every 8.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1 Mummy for Player 12 (Brown) at ZombieBase facing Default building facing degrees
Zombies2
  Events
    Time - Every 35.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1 Mummy Tier 2 for Player 12 (Brown) at ZombieBase facing Default building facing degrees
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Medium Equal to True
        (Random integer number between 1 and 10) Greater than or equal to 6
      Then - Actions
        Unit - Create 1 Mummy Tier 2 for Player 12 (Brown) at ZombieBase facing Default building facing degrees
      Else - Actions
Zombies2 Hard
  Events
    Time - Every 18.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1 Mummy Tier 2 for Player 12 (Brown) at ZombieBase facing Default building facing degrees
Zombies3
  Events
    Time - Every 50.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1 Mummy Tier 3 for Player 12 (Brown) at ZombieBase facing Default building facing degrees
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Medium Equal to True
        (Random integer number between 1 and 10) Greater than or equal to 6
      Then - Actions
        Unit - Create 1 Mummy Tier 3 for Player 12 (Brown) at ZombieBase facing Default building facing degrees
      Else - Actions
Zombies3 Hard
  Events
    Time - Every 30.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1 Mummy Tier 3 for Player 12 (Brown) at ZombieBase facing Default building facing degrees
Ghoul
  Events
    Time - Every 10.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1 Ghoul for Player 12 (Brown) at GhoulBase facing Default building facing degrees
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Medium Equal to True
        (Random integer number between 1 and 10) Greater than or equal to 6
      Then - Actions
        Unit - Create 1 Ghoul for Player 12 (Brown) at GhoulBase facing Default building facing degrees
      Else - Actions
Ghoul Hard
  Events
    Time - Every 5.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1 Ghoul for Player 12 (Brown) at GhoulBase facing Default building facing degrees
Ghoul2
  Events
    Time - Every 25.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1 Ghoul Tier 2 for Player 12 (Brown) at GhoulBase facing Default building facing degrees
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Medium Equal to True
        (Random integer number between 1 and 10) Greater than or equal to 6
      Then - Actions
        Unit - Create 1 Ghoul Tier 2 for Player 12 (Brown) at GhoulBase facing Default building facing degrees
      Else - Actions
Ghoul2 Hard
  Events
    Time - Every 15.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1 Ghoul Tier 2 for Player 12 (Brown) at GhoulBase facing Default building facing degrees
Ghoul3
  Events
    Time - Every 40.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1 Mutated Ghoul Tier 3 for Player 12 (Brown) at GhoulBase facing Default building facing degrees
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Medium Equal to True
        (Random integer number between 1 and 10) Greater than or equal to 6
      Then - Actions
        Unit - Create 1 Mutated Ghoul Tier 3 for Player 12 (Brown) at GhoulBase facing Default building facing degrees
      Else - Actions
Ghoul3 Hard
  Events
    Time - Every 25.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1 Mutated Ghoul Tier 3 for Player 12 (Brown) at GhoulBase facing Default building facing degrees
Crypt Fiend
  Events
    Time - Every 15.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1 Crypt Fiend for Player 12 (Brown) at CryptFiendBase facing Default building facing degrees
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Medium Equal to True
        (Random integer number between 1 and 10) Greater than or equal to 6
      Then - Actions
        Unit - Create 1 Crypt Fiend for Player 12 (Brown) at CryptFiendBase facing Default building facing degrees
      Else - Actions
Crypt Fiend Hard
  Events
    Time - Every 7.50 seconds of game time
  Conditions
  Actions
    Unit - Create 1 Crypt Fiend for Player 12 (Brown) at CryptFiendBase facing Default building facing degrees
Crypt Fiend2
  Events
    Time - Every 40.00 seconds of game time
  Conditions
  Actions
    Player - Set the current research level of Ruwb (techcode) to 1 for Player 12 (Brown)
    Unit - Create 1 Crypt Fiend Tier 2 for Player 12 (Brown) at CryptFiendBase facing Default building facing degrees
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Medium Equal to True
        (Random integer number between 1 and 10) Greater than or equal to 6
      Then - Actions
        Unit - Create 1 Crypt Fiend Tier 2 for Player 12 (Brown) at CryptFiendBase facing Default building facing degrees
      Else - Actions
Crypt Fiend2 Hard
  Events
    Time - Every 20.00 seconds of game time
  Conditions
  Actions
    Player - Set the current research level of Ruwb (techcode) to 1 for Player 12 (Brown)
    Unit - Create 1 Crypt Fiend Tier 2 for Player 12 (Brown) at CryptFiendBase facing Default building facing degrees
Crypt Fiend3
  Events
    Time - Every 55.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1 Nerubian Widow Tier 3 for Player 12 (Brown) at CryptFiendBase facing Default building facing degrees
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Medium Equal to True
        (Random integer number between 1 and 10) Greater than or equal to 6
      Then - Actions
        Unit - Create 1 Nerubian Widow Tier 3 for Player 12 (Brown) at CryptFiendBase facing Default building facing degrees
      Else - Actions
Crypt Fiend3 Hard
  Events
    Time - Every 35.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1 Nerubian Widow Tier 3 for Player 12 (Brown) at CryptFiendBase facing Default building facing degrees
Abomination
  Events
    Time - Every 20.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1 Abomination for Player 12 (Brown) at (Center of Abominations <gen>) facing Default building facing degrees
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Medium Equal to True
        (Random integer number between 1 and 10) Greater than or equal to 6
      Then - Actions
        Unit - Create 1 Abomination for Player 12 (Brown) at (Center of Abominations <gen>) facing Default building facing degrees
      Else - Actions
Abomination Hard
  Events
    Time - Every 10.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1 Abomination for Player 12 (Brown) at (Center of Abominations <gen>) facing Default building facing degrees
Abomination2
  Events
    Time - Every 50.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1 Abomination Tier 2 for Player 12 (Brown) at AbomBase facing Default building facing degrees
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Medium Equal to True
        (Random integer number between 1 and 10) Greater than or equal to 6
      Then - Actions
        Unit - Create 1 Abomination Tier 2 for Player 12 (Brown) at AbomBase facing Default building facing degrees
      Else - Actions
Abomination2 Hard
  Events
    Time - Every 26.50 seconds of game time
  Conditions
  Actions
    Unit - Create 1 Abomination Tier 2 for Player 12 (Brown) at AbomBase facing Default building facing degrees
Abomination3
  Events
    Time - Every 60.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1 Abomination Tier 3 for Player 12 (Brown) at AbomBase facing Default building facing degrees
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Medium Equal to True
        (Random integer number between 1 and 10) Greater than or equal to 6
      Then - Actions
        Unit - Create 1 Abomination Tier 3 for Player 12 (Brown) at AbomBase facing Default building facing degrees
      Else - Actions
Abomination3 Hard
  Events
    Time - Every 40.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1 Abomination Tier 3 for Player 12 (Brown) at AbomBase facing Default building facing degrees
Necro2
  Events
    Time - Every 55.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1 Necromancer for Player 12 (Brown) at NecroBase facing Default building facing degrees
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Medium Equal to True
        (Random integer number between 1 and 10) Greater than or equal to 6
      Then - Actions
        Unit - Create 1 Necromancer for Player 12 (Brown) at NecroBase facing Default building facing degrees
      Else - Actions
Necro2 Hard
  Events
    Time - Every 31.50 seconds of game time
  Conditions
  Actions
    Unit - Create 1 Necromancer for Player 12 (Brown) at NecroBase facing Default building facing degrees
Necro3
  Events
    Time - Every 65.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1 Necromancer Tier 3 for Player 12 (Brown) at NecroBase facing Default building facing degrees
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Medium Equal to True
        (Random integer number between 1 and 10) Greater than or equal to 6
      Then - Actions
        Unit - Create 1 Necromancer Tier 3 for Player 12 (Brown) at NecroBase facing Default building facing degrees
      Else - Actions
Necro3 Hard
  Events
    Time - Every 40.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1 Necromancer Tier 3 for Player 12 (Brown) at NecroBase facing Default building facing degrees
Horror3
  Events
    Time - Every 90.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1 Bone Horror Tier 3 for Player 12 (Brown) at HorrorBase facing Default building facing degrees
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Medium Equal to True
        (Random integer number between 1 and 10) Greater than or equal to 6
      Then - Actions
        Unit - Create 1 Bone Horror Tier 3 for Player 12 (Brown) at HorrorBase facing Default building facing degrees
      Else - Actions
Horror3 Hard
  Events
    Time - Every 50.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1 Bone Horror Tier 3 for Player 12 (Brown) at HorrorBase facing Default building facing degrees
event naga
  Events
    Time - Elapsed game time is 3100.00 seconds
  Conditions
  Actions
    Game - Display to (All players) the text: The blight, having corrupted the land, moved to new territories as all water became tainted and sea creatures emerged as twisted mirror images of their former selves. |cffff1111Undead naga joins the Forces of Undeath!|r
    Environment - Change water tinting color to (100%, 0.00%, 0.00%) with 0% transparency
    Wait 90.00 seconds
    Game - Display to (All enemies of Player 12 (Brown)) the text: You must stop the blight's expansion! Destroy the undead forces and the structures from which they spawn! Only then will you be able to face Lothrim and save the land of Rakasla. |cffff1111Spawners are being pinged on your minimap.|r
    Trigger - Turn on Undead_Myrmidon <gen>
    Trigger - Turn on Naga_Hounds <gen>
    Cinematic - Ping minimap for Humans at (Center of nagabasetrees <gen>) for 5.00 seconds
    Cinematic - Ping minimap for Humans at (Center of Abominations <gen>) for 5.00 seconds
    Cinematic - Ping minimap for Humans at (Center of Crypt_Fiends <gen>) for 5.00 seconds
    Cinematic - Ping minimap for Humans at (Center of Ghoul <gen>) for 5.00 seconds
    Cinematic - Ping minimap for Humans at (Center of Horrors <gen>) for 5.00 seconds
    Cinematic - Ping minimap for Humans at (Center of Necromancers <gen>) for 5.00 seconds
    Cinematic - Ping minimap for Humans at (Center of Zombies <gen>) for 5.00 seconds
    Cinematic - Ping minimap for Humans at (Center of Nightmare <gen>) for 5.00 seconds
    Destructible - Pick every destructible in nagabasetrees <gen> and do (Actions)
      Loop - Actions
        Destructible - Kill (Picked destructible)
Nightmares event
  Events
    Time - Elapsed game time is 2600.00 seconds
  Conditions
  Actions
    Game - Display to (All players) the text: Lothrim Tevintium was no stranger to necromantic powers. Him and his subjects' relentless studies allowed them to summon nightmarish ghosts from the Underworld. |cffff1111Nightmares join the Undeath!|r
    Environment - Set fog to style Linear, z-start 1000.00, z-end 8000.00, density 0.25 and color (100%, 0.00%, 0.00%)
    Trigger - Turn on Nightmare <gen>
Upgrades
  Events
    Time - Elapsed game time is 4000.00 seconds
  Conditions
  Actions
    Player - Set the current research level of Rume (techcode) to 3 for Player 12 (Brown)
    Player - Set the current research level of Rura (techcode) to 3 for Player 12 (Brown)
    Player - Set the current research level of Ruar (techcode) to 3 for Player 12 (Brown)
    Player - Set the current research level of Rucr (techcode) to 3 for Player 12 (Brown)
    Player - Set the current research level of Rugf (techcode) to 1 for Player 12 (Brown)
    Player - Set the current research level of Ruwb (techcode) to 1 for Player 12 (Brown)
    Player - Set the current research level of Rume (techcode) to 3 for Player 12 (Brown)
    Game - Display to (All players) the text: Lord Lothrim Tevintium was unsatisfied with the strength of his minions and therefore began researching ways to make them more powerful... and succeeded.
Sweet
  Events
    Unit - Crypt 0008 <gen> Dies
  Conditions
  Actions
    Trigger - Turn off Ghoul3 <gen>
    Trigger - Turn off Ghoul3_Hard <gen>
    Trigger - Turn off Ghoul2 <gen>
    Trigger - Turn off Ghoul2_Hard <gen>
    Trigger - Turn off Ghoul <gen>
    Game - Display to (All players) the text: The Crypt from which the vicious Ghouls crawled out of has been destroyed. Ghouls will now stop spawning.
Sweet Copy
  Events
    Unit - Crypt 0012 <gen> Dies
  Conditions
  Actions
    Trigger - Turn off Crypt_Fiend3 <gen>
    Trigger - Turn off Crypt_Fiend3_Hard <gen>
    Trigger - Turn off Crypt_Fiend2 <gen>
    Trigger - Turn off Crypt_Fiend2_Hard <gen>
    Game - Display to (All players) the text: The Crypt Fiends and Nerubian Widows' nest has been destroyed. They will now stop spawning.
Sweet Copy 2
  Events
    Unit - Slaughterhouse 0014 <gen> Dies
  Conditions
  Actions
    Trigger - Turn off Abomination3 <gen>
    Trigger - Turn off Abomination3_Hard <gen>
    Trigger - Turn off Abomination2 <gen>
    Trigger - Turn off Abomination2_Hard <gen>
    Game - Display to (All players) the text: The Abomination's creators and the place from which they worked has been annihilated. Abominations will now stop spawning.
Sweet Copy 2 Copy
  Events
    Unit - Temple of the Damned 0013 <gen> Dies
  Conditions
  Actions
    Trigger - Turn off Necro3 <gen>
    Trigger - Turn off Necro3_Hard <gen>
    Trigger - Turn off Necro2 <gen>
    Trigger - Turn off Necro2_Hard <gen>
    Game - Display to (All players) the text: The Necromancer's domain has been razed to the ground. They will now stop spawning.
Sweet Copy 2 Copy Copy
  Events
    Unit - Altar of Darkness 0009 <gen> Dies
  Conditions
  Actions
    Trigger - Turn off UD_Death <gen>
    Game - Display to (All players) the text: The undead heroes, with no place for their corpses to recuperate, will now stop reviving.
Sweet Copy 2 Copy Copy Copy
  Events
    Unit - Sacrificial Pit 0200 <gen> Dies
  Conditions
  Actions
    Trigger - Turn off Horror3 <gen>
    Trigger - Turn off Horror3_Hard <gen>
    Game - Display to (All players) the text: The dreaded Bone Horrors will now stop spawning.
Sweet Copy 2 Copy Copy Copy Copy
  Events
    Unit - Granary 0520 <gen> Dies
  Conditions
  Actions
    Trigger - Turn off Zombies3 <gen>
    Trigger - Turn off Zombies3_Hard <gen>
    Game - Display to (All players) the text: The Granary where Mummies were being created has been razed. They will now stop spawning.
Sweet Copy 2 Copy Copy Copy Copy Copy
  Events
    Unit - Spawning Grounds 0522 <gen> Dies
  Conditions
  Actions
    Trigger - Turn off Undead_Myrmidon <gen>
    Trigger - Turn off Naga_Hounds <gen>
    Game - Display to (All players) the text: The dreaded Myrmidons and their Hounds have been stopped. Their corruption of Rakasla's waters will now cease.
    Environment - Change water tinting color to (100%, 100.00%, 100.00%) with 0% transparency
Sweet Copy 2 Copy Copy Copy Copy Copy Copy
  Events
    Unit - Graveyard 0623 <gen> Dies
  Conditions
  Actions
    Trigger - Turn off Nightmare <gen>
    Game - Display to (All players) the text: The location of the Underworld's rip into our world has been destroyed, and with it all Nightmares it spawned.
    Environment - Reset fog to default values
    Destructible - Pick every destructible in Region_041 <gen> and do (Actions)
      Loop - Actions
        Destructible - Remove (Picked destructible)
Init
  Events
    Map initialization
  Conditions
  Actions
    Set Color[1] = (Color of Player 1 (Red))
    Set Color[2] = (Color of Player 2 (Blue))
    Set Color[3] = (Color of Player 3 (Teal))
    Set Color[4] = (Color of Player 4 (Purple))
    Set Color[5] = (Color of Player 5 (Yellow))
    Set Color[6] = (Color of Player 6 (Orange))
    Set Color[7] = (Color of Player 7 (Green))
    Set Color[9] = (Color of Player 9 (Gray))
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
    Player - Player 5 (Yellow) types a chat message containing -color black as An exact match
    Player - Player 6 (Orange) types a chat message containing -color black as An exact match
    Player - Player 7 (Green) types a chat message containing -color black as An exact match
    Player - Player 9 (Gray) 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
    Player - Player 5 (Yellow) types a chat message containing -color red as An exact match
    Player - Player 6 (Orange) types a chat message containing -color red as An exact match
    Player - Player 7 (Green) types a chat message containing -color red as An exact match
    Player - Player 9 (Gray) 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
    Player - Player 5 (Yellow) types a chat message containing -color blue as An exact match
    Player - Player 6 (Orange) types a chat message containing -color blue as An exact match
    Player - Player 7 (Green) types a chat message containing -color blue as An exact match
    Player - Player 9 (Gray) 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
    Player - Player 5 (Yellow) types a chat message containing -color teal as An exact match
    Player - Player 6 (Orange) types a chat message containing -color teal as An exact match
    Player - Player 7 (Green) types a chat message containing -color teal as An exact match
    Player - Player 9 (Gray) 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
    Player - Player 5 (Yellow) types a chat message containing -color purple as An exact match
    Player - Player 6 (Orange) types a chat message containing -color purple as An exact match
    Player - Player 7 (Green) types a chat message containing -color purple as An exact match
    Player - Player 9 (Gray) 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
    Player - Player 5 (Yellow) types a chat message containing -color yellow as An exact match
    Player - Player 6 (Orange) types a chat message containing -color yellow as An exact match
    Player - Player 7 (Green) types a chat message containing -color yellow as An exact match
    Player - Player 9 (Gray) 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
    Player - Player 5 (Yellow) types a chat message containing -color orange as An exact match
    Player - Player 6 (Orange) types a chat message containing -color orange as An exact match
    Player - Player 7 (Green) types a chat message containing -color orange as An exact match
    Player - Player 9 (Gray) 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
    Player - Player 5 (Yellow) types a chat message containing -color green as An exact match
    Player - Player 6 (Orange) types a chat message containing -color green as An exact match
    Player - Player 7 (Green) types a chat message containing -color green as An exact match
    Player - Player 9 (Gray) 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
    Player - Player 5 (Yellow) types a chat message containing -color pink as An exact match
    Player - Player 6 (Orange) types a chat message containing -color pink as An exact match
    Player - Player 7 (Green) types a chat message containing -color pink as An exact match
    Player - Player 9 (Gray) 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
    Player - Player 5 (Yellow) types a chat message containing -color gray as An exact match
    Player - Player 6 (Orange) types a chat message containing -color gray as An exact match
    Player - Player 7 (Green) types a chat message containing -color gray as An exact match
    Player - Player 9 (Gray) 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 4 (Purple) 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 5 (Yellow) types a chat message containing -color light blue as An exact match
    Player - Player 6 (Orange) types a chat message containing -color light blue as An exact match
    Player - Player 7 (Green) types a chat message containing -color light blue as An exact match
    Player - Player 9 (Gray) 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
    Player - Player 5 (Yellow) types a chat message containing -color dark green as An exact match
    Player - Player 6 (Orange) types a chat message containing -color dark green as An exact match
    Player - Player 7 (Green) types a chat message containing -color dark green as An exact match
    Player - Player 9 (Gray) 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 3 (Teal) 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 4 (Purple) types a chat message containing -color brown as An exact match
    Player - Player 5 (Yellow) types a chat message containing -color brown as An exact match
    Player - Player 6 (Orange) types a chat message containing -color brown as An exact match
    Player - Player 7 (Green) types a chat message containing -color brown as An exact match
    Player - Player 9 (Gray) 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
Check color
  Events
    Player - Player 1 (Red) types a chat message containing -colors as An exact match
    Player - Player 2 (Blue) types a chat message containing -colors as An exact match
    Player - Player 3 (Teal) types a chat message containing -colors as An exact match
    Player - Player 4 (Purple) types a chat message containing -colors as An exact match
    Player - Player 5 (Yellow) types a chat message containing -colors as An exact match
    Player - Player 6 (Orange) types a chat message containing -colors as An exact match
    Player - Player 7 (Green) types a chat message containing -colors as An exact match
    Player - Player 9 (Gray) types a chat message containing -colors as An exact match
  Conditions
  Actions
    Game - Display to (All players) the text: In player order:
    Game - Display to (All players) the text: (|cffff0000 + ((Name of Player 1 (Red)) + |r))
    Game - Display to (All players) the text: (|CFF0042FF + ((Name of Player 2 (Blue)) + |r))
    Game - Display to (All players) the text: (|CFF119999 + ((Name of Player 3 (Teal)) + |r))
    Game - Display to (All players) the text: (|CFF540081 + ((Name of Player 4 (Purple)) + |r))
    Game - Display to (All players) the text: (|CFFFFFF01 + ((Name of Player 5 (Yellow)) + |r))
    Game - Display to (All players) the text: (|CFFFE8A0E + ((Name of Player 6 (Orange)) + |r))
    Game - Display to (All players) the text: (|CFF20C000 + ((Name of Player 7 (Green)) + |r))
    Game - Display to (All players) the text: (|CFF959697 + ((Name of Player 9 (Gray)) + |r))
Kick Blue
  Events
    Player - Player 1 (Red) types a chat message containing -kick blue as An exact match
  Conditions
  Actions
    Game - Defeat Player 2 (Blue) with the message: Owned.
    Unit Group - Pick every unit in (Units owned by Player 2 (Blue)) and do (Remove (Picked unit) from the game)
Kick Teal
  Events
    Player - Player 1 (Red) types a chat message containing -kick teal as An exact match
  Conditions
  Actions
    Game - Defeat Player 3 (Teal) with the message: Owned.
    Unit Group - Pick every unit in (Units owned by Player 3 (Teal)) and do (Remove (Picked unit) from the game)
Kick Purple
  Events
    Player - Player 1 (Red) types a chat message containing -kick purple as An exact match
  Conditions
  Actions
    Game - Defeat Player 4 (Purple) with the message: Owned.
    Unit Group - Pick every unit in (Units owned by Player 4 (Purple)) and do (Remove (Picked unit) from the game)
Kick Yellow
  Events
    Player - Player 1 (Red) types a chat message containing -kick yellow as An exact match
  Conditions
  Actions
    Game - Defeat Player 5 (Yellow) with the message: Owned.
    Unit Group - Pick every unit in (Units owned by Player 5 (Yellow)) and do (Remove (Picked unit) from the game)
Kick Orange
  Events
    Player - Player 1 (Red) types a chat message containing -kick orange as An exact match
  Conditions
  Actions
    Game - Defeat Player 6 (Orange) with the message: Owned.
    Unit Group - Pick every unit in (Units owned by Player 6 (Orange)) and do (Remove (Picked unit) from the game)
Kick Green
  Events
    Player - Player 1 (Red) types a chat message containing -kick green as An exact match
  Conditions
  Actions
    Game - Defeat Player 7 (Green) with the message: Owned.
    Unit Group - Pick every unit in (Units owned by Player 7 (Green)) and do (Remove (Picked unit) from the game)
Kick Gray
  Events
    Player - Player 1 (Red) types a chat message containing -kick gray as An exact match
  Conditions
  Actions
    Game - Defeat Player 9 (Gray) with the message: Owned.
    Unit Group - Pick every unit in (Units owned by Player 9 (Gray)) and do (Remove (Picked unit) from the game)
UD Death
  Events
    Unit - A unit Dies
  Conditions
    (Altar of Darkness 0009 <gen> is alive) Equal to True
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Dying unit)) Equal to Spirit Waker
        (Unit-type of (Dying unit)) Equal to Death Paladin
        (Unit-type of (Dying unit)) Equal to Bow
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Current research level of R00I (techcode) for (Owner of (Dying unit))) Equal to 0
      Then - Actions
        Game - Display to (All players) the text: ((Name of (Owner of (Dying unit))) + 's hero has died, he will revive in one minute, as the Altar of Darkness still lives.)
        Wait 60.00 seconds
        Hero - Instantly revive (Dying unit) at (Center of Undead_Hero <gen>), Show revival graphics
      Else - Actions
        Game - Display to (All players) the text: ((Name of (Owner of (Dying unit))) + 's hero has died, he will revive in thirty seconds, as the Altar of Darkness still lives.)
        Wait 30.00 seconds
        Hero - Instantly revive (Dying unit) at (Center of Undead_Hero <gen>), Show revival graphics
Spawn fix
  Events
    Unit - A unit Dies
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Owner of (Dying unit)) is an ally of Player 12 (Brown)) Equal to False
        (All units of (Units owned by (Owner of (Dying unit))) are dead) Equal to True
        ((Dying unit) is Undead) Equal to False
        ((Dying unit) is in (Units owned by Player 9 (Gray))) Equal to False
        ((Owner of (Dying unit)) slot status) Equal to Is playing
      Then - Actions
        Trigger - Turn on Dead <gen>
        Trigger - Turn on Blight_Spread <gen>
        Game - Display to (All players) the text: Lord Lothrim Tevintium ordered his undead slaves to kill and capture his once loyal servants, so they would become bind to the King's will forever... |cffff1111Type -dead if no dialog has shown.|r
        Unit Group - Pick every unit in (Units owned by (Owner of (Dying unit))) and do (Actions)
          Loop - Actions
            Unit - Remove (Picked unit) from the game
            Player Group - Add (Owner of (Dying unit)) to DeadPlayer
            Player - Set (Owner of (Dying unit)) Current gold to 0
      Else - Actions
        Do nothing
Dialog1
  Events
    Dialog - A dialog button is clicked for Dialog
  Conditions
    (Clicked dialog button) Equal to DialogButton
  Actions
    Unit - Create 1 Death Paladin for (Triggering player) at (Center of Undead_Hero <gen>) facing Default building facing degrees
    Player - Make (Triggering player) treat Player 12 (Brown) as an Ally with shared vision
    Player Group - Pick every player in (All allies of Player 12 (Brown)) and do (Actions)
      Loop - Actions
        Player - Make (Triggering player) treat (Picked player) as an Ally with shared vision
        Player - Make (Picked player) treat (Triggering player) as an Ally with shared vision
    Player - Make Player 12 (Brown) treat (Triggering player) as an Ally with shared vision
    Player Group - Pick every player in (All enemies of Player 12 (Brown)) and do (Make (Picked player) treat (Triggering player) as an Enemy)
    Player Group - Pick every player in (All enemies of Player 12 (Brown)) and do (Make (Triggering player) treat (Picked player) as an Enemy)
    Player Group - Remove (Triggering player) from Humans
    Dialog - Hide (Clicked dialog) for (Picked player)
Dialog2
  Events
    Dialog - A dialog button is clicked for Dialog
  Conditions
    (Clicked dialog button) Equal to DialogButton2
  Actions
    Unit - Create 1 Bow for (Triggering player) at (Center of Undead_Hero <gen>) facing Default building facing degrees
    Player - Make (Triggering player) treat Player 12 (Brown) as an Ally with shared vision
    Player Group - Pick every player in (All allies of Player 12 (Brown)) and do (Actions)
      Loop - Actions
        Player - Make (Triggering player) treat (Picked player) as an Ally with shared vision
        Player - Make (Picked player) treat (Triggering player) as an Ally with shared vision
    Player - Make Player 12 (Brown) treat (Triggering player) as an Ally with shared vision
    Player Group - Pick every player in (All enemies of Player 12 (Brown)) and do (Make (Picked player) treat (Triggering player) as an Enemy)
    Player Group - Pick every player in (All enemies of Player 12 (Brown)) and do (Make (Triggering player) treat (Picked player) as an Enemy)
    Player Group - Remove (Triggering player) from Humans
    Dialog - Hide (Clicked dialog) for (Picked player)
Dialog3
  Events
    Dialog - A dialog button is clicked for Dialog
  Conditions
    (Clicked dialog button) Equal to DialogButton3
  Actions
    Unit - Create 1 Spirit Waker for (Triggering player) at (Center of Undead_Hero <gen>) facing Default building facing degrees
    Player - Make (Triggering player) treat Player 12 (Brown) as an Ally with shared vision
    Player Group - Pick every player in (All allies of Player 12 (Brown)) and do (Actions)
      Loop - Actions
        Player - Make (Triggering player) treat (Picked player) as an Ally with shared vision
        Player - Make (Picked player) treat (Triggering player) as an Ally with shared vision
    Player - Make Player 12 (Brown) treat (Triggering player) as an Ally with shared vision
    Player Group - Pick every player in (All enemies of Player 12 (Brown)) and do (Make (Picked player) treat (Triggering player) as an Enemy)
    Player Group - Pick every player in (All enemies of Player 12 (Brown)) and do (Make (Triggering player) treat (Picked player) as an Enemy)
    Player Group - Remove (Triggering player) from Humans
    Dialog - Hide (Clicked dialog) for (Picked player)
Command
  Events
    Player - Player 1 (Red) types a chat message containing -dead as An exact match
    Player - Player 2 (Blue) types a chat message containing -dead as An exact match
    Player - Player 3 (Teal) types a chat message containing -dead as An exact match
    Player - Player 4 (Purple) types a chat message containing -dead as An exact match
    Player - Player 5 (Yellow) types a chat message containing -dead as An exact match
    Player - Player 6 (Orange) types a chat message containing -dead as An exact match
    Player - Player 7 (Green) types a chat message containing -dead as An exact match
  Conditions
    ((Triggering player) is an ally of Player 12 (Brown)) Equal to False
    ((Triggering player) is in Player Group - Player 9 (Gray)) Equal to False
    (All units of (Units owned by (Triggering player) of type Town Hall) are dead) Equal to True
    (All units of (Units owned by (Triggering player) of type Castle) are dead) Equal to True
    (All units of (Units owned by (Triggering player) of type Peasant) are dead) Equal to True
    (All units of (Units owned by (Triggering player) of type Peasant) are dead) Equal to True
    (All units of (Units owned by (Triggering player) of type Advanced Worker) are dead) Equal to True
  Actions
    Unit Group - Pick every unit in (Units owned by (Triggering player) of type Magic Vault (Income)) and do (Actions)
      Loop - Actions
        Unit - Change ownership of (Picked unit) to Player 12 (Brown) and Change color
    Unit Group - Pick every unit in (Units in (Playable map area) owned by (Triggering player)) and do (Actions)
      Loop - Actions
        Unit - Remove (Picked unit) from the game
    Player Group - Add (Triggering player) to DeadPlayer
    Player - Set (Triggering player) Current gold to 0
    Trigger - Turn on Dead <gen>
    Trigger - Turn on Blight_Spread <gen>
Dead
  Events
    Time - Every 0.30 seconds of game time
  Conditions
  Actions
    Dialog - Clear Dialog
    Dialog - Change the title of Dialog to Choose your hero
    Dialog - Create a dialog button for Dialog labelled Strength Hero
    Set DialogButton = (Last created dialog Button)
    Dialog - Create a dialog button for Dialog labelled Agility Hero
    Set DialogButton2 = (Last created dialog Button)
    Dialog - Create a dialog button for Dialog labelled Intelligence Hero
    Set DialogButton3 = (Last created dialog Button)
    Player Group - Pick every player in DeadPlayer and do (Actions)
      Loop - Actions
        Player - Set (Picked player) Current gold to 0
        Player - Set (Picked player) Food cap to 15
        Dialog - Show Dialog for (Picked player)
        Unit - Create 1 Upgrade Shrine for (Picked player) at (Random point in Region_033 <gen>) facing Default building facing degrees
        Player Group - Remove (Picked player) from DeadPlayer
    Trigger - Turn off (This trigger)
UndeadQuest
  Events
    Unit - A unit enters Lothrim <gen>
  Conditions
    ((Entering unit) is A Hero) Equal to True
    ((Entering unit) belongs to an ally of Player 12 (Brown)) Equal to True
  Actions
    Special Effect - Destroy LothrimSFX
    Game - Display to (Player group((Owner of (Entering unit)))) the text: |cffff1111Lothrim:|r "I am officially offering a bounty to whoever can bring me the heads of my old officials who have betrayed me. I will offer you 500 lumber for each hero killed."
    Trigger - Turn on Kill <gen>
    Trigger - Turn off (This trigger)
Kill
  Events
    Unit - A unit Dies
  Conditions
    ((Dying unit) is A Hero) Equal to True
    ((Killing unit) belongs to an ally of Player 12 (Brown)) Equal to True
    ((Killing unit) is in (Units owned by Player 12 (Brown))) Equal to False
    ((Killing unit) is A ground unit) Equal to True
  Actions
    Player - Add 500 to (Owner of (Killing unit)) Current lumber
    Game - Display to (Player group((Owner of (Killing unit)))) the text: You have fulfilled the King's will. He gifts you 500 lumber.
Food Cap Upgrade
  Events
    Unit - A unit Finishes research
  Conditions
    (Researched tech-type) Equal to R00O (techcode)
  Actions
    Player - Add 15 to (Owner of (Researching unit)) Food cap
JS init
  Events
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        LoopIndex[1] Equal to 0
      Then - Actions
        Trigger - Turn on JS_loop <gen>
      Else - Actions
    Set LoopIndex[1] = (LoopIndex[1] + 1)
    Set LoopIndex[2] = (LoopIndex[2] + 1)
    -------- ------------------------------------------ --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Distance Less than 1.00
      Then - Actions
        Set Distance = 1.00
      Else - Actions
    Set JumperIndex[LoopIndex[2]] = Jumper
    Set MaxDistance[LoopIndex[2]] = Distance
    Set AngleIndex[LoopIndex[2]] = Angle
    Set TempPoint[0] = (Position of JumperIndex[LoopIndex[2]])
    Custom script: set udg_StartCliffHeight[udg_LoopIndex[2]] = GetLocationZ(udg_TempPoint[0])
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        JumpTimed Equal to True
      Then - Actions
        Set SpeedIndex[LoopIndex[2]] = ((Distance / SpeedOrTime) x 0.03)
      Else - Actions
        Set SpeedIndex[LoopIndex[2]] = SpeedOrTime
    Set ImpactSFXIndex[LoopIndex[2]] = ImpactSFX
    Set ParabolaHeightIndex[LoopIndex[2]] = ParabolaHeight
    Set CurDistance[LoopIndex[2]] = 0.00
    Set TargetPointIndex[LoopIndex[2]] = TargetPoint
    Set Active[LoopIndex[2]] = True
    Unit - Add Storm Crow Form to JumperIndex[LoopIndex[2]]
    Unit - Remove Storm Crow Form from JumperIndex[LoopIndex[2]]
    Unit - Turn collision for JumperIndex[LoopIndex[2]] Off
    Unit - Pause JumperIndex[LoopIndex[2]]
    Special Effect - Create a special effect attached to the chest of JumperIndex[LoopIndex[2]] using FlySFX
    Set JumpSFX[LoopIndex[2]] = (Last created special effect)
    Custom script: call RemoveLocation(udg_TempPoint[0])
JS loop
  Events
    Time - Every 0.03 seconds of game time
  Conditions
  Actions
    For each (Integer LoopIndex[3]) from 1 to LoopIndex[2], do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Active[LoopIndex[3]] Equal to True
          Then - Actions
            Set TempPoint[0] = TargetPointIndex[LoopIndex[3]]
            Set TempPoint[1] = (Position of JumperIndex[LoopIndex[3]])
            Set CurDistance[LoopIndex[3]] = (CurDistance[LoopIndex[3]] + SpeedIndex[LoopIndex[3]])
            Set TempPoint[2] = (TempPoint[1] offset by SpeedIndex[LoopIndex[3]] towards AngleIndex[LoopIndex[3]] degrees)
            Unit - Move JumperIndex[LoopIndex[3]] instantly to TempPoint[2], facing AngleIndex[LoopIndex[3]] degrees
            Custom script: set udg_TempReal2 = GetLocationZ(udg_TempPoint[2])
            Custom script: call RemoveLocation(udg_TempPoint[2])
            Set TempReal[1] = ParabolaHeightIndex[LoopIndex[3]]
            Set TempReal[2] = MaxDistance[LoopIndex[3]]
            Set TempReal[3] = CurDistance[LoopIndex[3]]
            Custom script: set udg_TempReal[4] = ( 4 * udg_TempReal[1] / udg_TempReal[2] ) * ( udg_TempReal[2] - udg_TempReal[3] ) * ( udg_TempReal[3] / udg_TempReal[2] )
            Set TempReal[5] = (StartCliffHeight[LoopIndex[3]] - TempReal2)
            Set TempReal[6] = (TempReal[4] + TempReal[5])
            Animation - Change JumperIndex[LoopIndex[3]] flying height to (TempReal[6] + 3.00) at 0.00
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Current flying height of JumperIndex[LoopIndex[3]]) Less than or equal to 2.00
              Then - Actions
                Special Effect - Destroy JumpSFX[LoopIndex[3]]
                Set TempPoint[4] = (Position of JumperIndex[LoopIndex[3]])
                Special Effect - Create a special effect at TempPoint[4] using ImpactSFXIndex[LoopIndex[3]]
                Special Effect - Destroy (Last created special effect)
                Custom script: call RemoveLocation(udg_TempPoint[4])
                Animation - Change JumperIndex[LoopIndex[3]] flying height to 0.00 at 0.00
                Unit - Turn collision for JumperIndex[LoopIndex[3]] On
                Unit - Unpause JumperIndex[LoopIndex[3]]
                Set JumperIndex[LoopIndex[3]] = No unit
                Set Active[LoopIndex[3]] = False
                Set LoopIndex[1] = (LoopIndex[1] - 1)
              Else - Actions
            Custom script: call RemoveLocation(udg_TempPoint[0])
            Custom script: call RemoveLocation(udg_TempPoint[1])
          Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        LoopIndex[1] Equal to 0
      Then - Actions
        Set LoopIndex[2] = 0
        Trigger - Turn off (This trigger)
      Else - Actions
Jump
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Fire Jump
  Actions
    Set Jumper = (Casting unit)
    Set CastingPoint = (Position of Jumper)
    Set TargetPoint = (Target point of ability being cast)
    Set JumpTimed = False
    Set SpeedOrTime = 35.00
    Set Angle = (Angle from CastingPoint to TargetPoint)
    Set Distance = (Distance between CastingPoint and TargetPoint)
    Set FlySFX = Abilities\Weapons\LordofFlameMissile\LordofFlameMissile.mdl
    Set ImpactSFX = Abilities\Weapons\DemolisherFireMissile\DemolisherFireMissile.mdl
    Set ParabolaHeight = 250.00
    Trigger - Run JS_init <gen> (ignoring conditions)
    Custom script: call RemoveLocation(udg_CastingPoint)
    Custom script: call RemoveLocation(udg_TargetPoint)
Cast Charge
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Shadow Dash
  Actions
    -------- SPELL SETTINGS --------
    -------- You can modify the following variables to your wishes --------
    Set UC_SETTINGS_Speed = 22.00
    -------- Returns the speed of the charge. --------
    Set UC_SETTINGS_DestroyTrees_Dash = True
    -------- Returns whether trees (in the charger´s path) should be destroyed. --------
    Set UC_SETTINGS_Collosion = True
    -------- Returns whether the caster has collosion while charging. --------
    Set UC_SETTINGS_AreaOfEffect[1] = 200.00
    -------- Returns the AoE in which none unit will be targeted. --------
    Set UC_SETTINGS_AreaOfEffect[2] = (900.00 + (100.00 x (Real((Level of (Ability being cast) for (Triggering unit))))))
    -------- Returns the AoE in which a target is picked. --------
    Set UC_SETTINGS_Invulnerable = True
    -------- Returns whether the charging unit should be invulnerable. --------
    -------- --------
    -------- END OF SETTINGS --------
    -------- Don´t modify anything below this line if you don´t exactly know what you´re doing. --------
    -------- --------
    Set UC_TempPoint[1] = (Position of (Triggering unit))
    Set UC_Groups[1] = (Units within UC_SETTINGS_AreaOfEffect[1] of UC_TempPoint[1])
    Set UC_Groups[2] = (Units within UC_SETTINGS_AreaOfEffect[2] of UC_TempPoint[1] matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is Magic Immune) Equal to False) and ((((Matching unit) is Summoned) Equal to False) and ((((Matching unit) is alive) Equal to True) and ((((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True) and (((Matching unit) is in UC_Groups[1]) Equal to False)))))))
    Set UC_Target = (Random unit from UC_Groups[2])
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        UC_Target Not equal to No unit
      Then - Actions
        Set UC_TempPoint[2] = (Position of UC_Target)
        Set UC_TempPoint[3] = (UC_TempPoint[2] offset by 100.00 towards (Angle from UC_TempPoint[1] to UC_TempPoint[2]) degrees)
        Unit - Make (Triggering unit) face UC_TempPoint[2] over 0.00 seconds
        -------- --------
        -------- Initialisation of Projectile Dash System --------
        -------- --------
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            PD_Integers[1] Equal to 0
          Then - Actions
            Trigger - Turn on Projectile_Dash_by_Paladon <gen>
          Else - Actions
        Set PD_Integers[1] = (PD_Integers[1] + 1)
        Set PD_Integers[2] = (PD_Integers[2] + 1)
        Set PD_Distances[PD_Integers[2]] = (Distance between UC_TempPoint[1] and UC_TempPoint[2])
        Set PD_ReachedDistance[PD_Integers[2]] = 0.00
        Set PD_SpeedUnits[PD_Integers[2]] = UC_SETTINGS_Speed
        Set PD_Unit[PD_Integers[2]] = (Triggering unit)
        Set PD_Angle[PD_Integers[2]] = (Angle from UC_TempPoint[1] to UC_TempPoint[2])
        Set PD_TreesDestroy[PD_Integers[2]] = UC_SETTINGS_DestroyTrees_Dash
        Set PD_TreesDestroy[PD_Integers[2]] = UC_SETTINGS_DestroyTrees_Dash
        Set UC_Inv[PD_Integers[2]] = UC_SETTINGS_Invulnerable
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            UC_SETTINGS_Collosion Equal to False
          Then - Actions
            Unit - Turn collision for (Triggering unit) On
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            UC_SETTINGS_Invulnerable Equal to True
          Then - Actions
            Unit - Make (Triggering unit) Invulnerable
          Else - Actions
        Unit Group - Add (Triggering unit) to PD_TestGroup
        -------- End of initialisation of Projectile Dash System --------
        -------- Cleaining of Leaks --------
        Custom script: call RemoveLocation (udg_UC_TempPoint[2])
        Custom script: call RemoveLocation (udg_UC_TempPoint[3])
        -------- --------
      Else - Actions
    -------- Cleaining of Leaks --------
    Custom script: call RemoveLocation (udg_UC_TempPoint[1])
    Custom script: call DestroyGroup (udg_UC_Groups[1])
    Custom script: call DestroyGroup (udg_UC_Groups[2])
    -------- --------
Projectile Dash by Paladon
  Events
    Time - Every 0.02 seconds of game time
  Conditions
  Actions
    For each (Integer PD_Integers[3]) from 1 to PD_Integers[2], do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (PD_Unit[PD_Integers[3]] is in PD_TestGroup) Equal to True
          Then - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                PD_ReachedDistance[PD_Integers[3]] Less than PD_Distances[PD_Integers[3]]
              Then - Actions
                Set PD_TempPoint[1] = (Position of PD_Unit[PD_Integers[3]])
                Set PD_TempPoint[2] = (PD_TempPoint[1] offset by PD_SpeedUnits[PD_Integers[3]] towards PD_Angle[PD_Integers[3]] degrees)
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    PD_TreesDestroy[PD_Integers[3]] Equal to True
                  Then - Actions
                    Destructible - Pick every destructible within 150.00 of PD_TempPoint[2] and do (Kill (Picked destructible))
                  Else - Actions
                Unit - Move PD_Unit[PD_Integers[3]] instantly to PD_TempPoint[2]
                Set PD_ReachedDistance[PD_Integers[3]] = (PD_ReachedDistance[PD_Integers[3]] + PD_SpeedUnits[PD_Integers[3]])
                Custom script: call RemoveLocation (udg_PD_TempPoint[1])
                Custom script: call RemoveLocation (udg_PD_TempPoint[2])
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    UC_Counter[PD_Integers[3]] Equal to 2
                  Then - Actions
                    Set UC_Counter[PD_Integers[3]] = 0
                    Set UC_TempPoint[1] = (Position of PD_Unit[PD_Integers[3]])
                    Unit - Create 1 Wisp for (Owner of PD_Unit[PD_Integers[3]]) at UC_TempPoint[1] facing (Facing of PD_Unit[PD_Integers[3]]) degrees
                    Special Effect - Create a special effect attached to the chest of (Last created unit) using war3mapImported\WarMage.mdx
                    Custom script: call RemoveLocation (udg_UC_TempPoint[1])
                    -------- --------
                    Set FA_Unit = (Last created unit)
                    Set FA_Time = 0.50
                    Trigger - Run getFaded <gen> (checking conditions)
                    -------- --------
                  Else - Actions
                    Set UC_Counter[PD_Integers[3]] = (UC_Counter[PD_Integers[3]] + 1)
              Else - Actions
                Set UC_Counter[PD_Integers[3]] = 0
                Set PD_TempPoint[1] = (Position of PD_Unit[PD_Integers[3]])
                Set PD_TempPoint[2] = (PD_TempPoint[1] offset by 100.00 towards PD_Angle[PD_Integers[3]] degrees)
                Unit - Turn collision for PD_Unit[PD_Integers[3]] On
                Unit - Move PD_Unit[PD_Integers[3]] instantly to PD_TempPoint[2], facing PD_TempPoint[1]
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    UC_Inv[PD_Integers[3]] Equal to True
                  Then - Actions
                    Unit - Make PD_Unit[PD_Integers[3]] Vulnerable
                  Else - Actions
                Custom script: call RemoveLocation (udg_PD_TempPoint[1])
                Custom script: call RemoveLocation (udg_PD_TempPoint[2])
                Unit - Turn collision for PD_Unit[PD_Integers[3]] On
                Unit Group - Remove PD_Unit[PD_Integers[3]] from PD_TestGroup
                Set PD_RealTimer[PD_Integers[3]] = 0.00
                Set PD_Integers[1] = (PD_Integers[1] - 1)
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    PD_Integers[1] Equal to 0
                  Then - Actions
                    Set PD_Integers[2] = 0
                    Trigger - Turn off (This trigger)
                  Else - Actions
          Else - Actions
getFaded
  Events
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        F_Integers[1] Equal to 0
      Then - Actions
        Trigger - Turn on callFading <gen>
      Else - Actions
    Set F_Integers[1] = (F_Integers[1] + 1)
    Set F_Integers[2] = (F_Integers[2] + 1)
    Set F_Unit[F_Integers[2]] = FA_Unit
    Set F_Time[F_Integers[2]] = FA_Time
callFading
  Events
    Time - Every 0.05 seconds of game time
  Conditions
  Actions
    For each (Integer F_Integers[3]) from 1 to F_Integers[2], do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            F_Unit[F_Integers[3]] Not equal to No unit
          Then - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                F_ReachedFading[F_Integers[3]] Less than 100.00
              Then - Actions
                Set F_ReachedFading[F_Integers[3]] = (F_ReachedFading[F_Integers[3]] + (100.00 / (F_Time[F_Integers[3]] / 0.05)))
                Animation - Change F_Unit[F_Integers[3]]'s vertex coloring to (100%, 100%, 100%) with F_ReachedFading[F_Integers[3]]% transparency
              Else - Actions
                Unit - Remove F_Unit[F_Integers[3]] from the game
                Set F_Unit[F_Integers[3]] = No unit
                Set F_ReachedFading[F_Integers[3]] = 0.00
                Set F_Integers[1] = (F_Integers[1] - 1)
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    F_Integers[1] Equal to 0
                  Then