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

Trigger Viewer

WW3 - NS 1.34.w3x
Variables
xxxXXXXXXXXXXXXXXxxx
Wellcome to War
//----------------------\\
Initiation
\\----------------------//
Game Functions
Remove
First Seconds
Camera Set
Player Leave
No Players
Power
Capture Buildings
---------------------------
Set Countries to be Captured
Capture Countries
Destroyed Countries
Zombified Countries
Fix Secret Research Facility Bug
Agressive Elephants
Spawn Guerrila
Spawn FARC
Spawn Sendero Luminoso
Spawn Taleban
FARC Joins Venezuela
Taleban Moves Its HQ
Soldier Attack Shotgun
Espionage
Drop Spy Items
Non Spy Item Drop
Steal from US
Steal from China
Steal from Germany
Steal from Russia
Cant Train Without US Plans
Cant Train Without Chinese Plans
Cant Train Without Russian Plans
Cant Train Without German Plans
Steal Vital Informations
Burning Refineries
Untitled Trigger 001
Items
Soldier Items
NonSoldier Items
mode Select
Show Diags
Free for All
Turret Turning System
Lock on new move
Lock on new move Copy
Lock Turrets during the attacks
Abilities and Special Effects
Zombify
ATGMS
Helicopters
Rockets Bug Prevent
SUPPLY
Drop Supplyment
Load Howitzer
Train Supply
Load/Unload Infantry
Quick Load
Unload Infantry
Terrorism
Explosion Death Effect
Terrorist
Seting Explosives
Planting Explosives
Prisoners
Load Prisoner Camp
POW Camp Destruction
Quick Load POWs
Morale
Lose Morale
Lose Morale 2
Lose Area Morale
Loser Morale when death
Capture Rescue
Shilka
Damge Tanks
Crew
Crew Death
Rescue
Fix Engines
Replenish Crew
Infantry
AutoUse Grenades
Throw Grenade
Pack Machinegun
Pack Mortar
MachinegunFireChainReaction
Flamethrower
BFG 9000
Rocket Launcher
Removals
Remove After Dead
Taleban
Move
Timeline
Timer
Tax from Prisioner Camps
TAX
Years
Months
Weather
Snow Cover
Start Snowing
Stop Snow
Snow Melting
Snowing
Snow Total Melt
Report In
Report
Aircraft Movement
No Rally Point
Cant Set Rally Point
Set Aircraft Rally Point
Automaticaly Set Rally Point
Automaticaly Set Rally Point Copy
Automaticaly Set Rally Point Copy Copy
Automaticaly Set Rally Point Copy Copy Copy
Automaticaly Set Rally Point Copy Copy Copy Copy
Automaticaly Set Rally Point Copy Copy Copy Copy Copy
Select Aricraft Rally Point
---------------------------
Movement Detect Move Smart
Movement Detect Attack
Turning 2
Attack
Back to Airfield
Bombardment Start
Bombardment
Heavy Bombardment
Missiles/Bombs
Items
Items Copy
Cruise Missile Kill Space Units
Satelite Launchment
TomahawkScudICBM
Remove Cruise Missile Launcher
Remove Radiaction
ICBM Invunerability
ICBM Invunerability Copy
Nuclear ICBM Launch
Nuclear Power Plant
Nuclear ICBM Explosion
Load Silo
Load Silo Prvent Double Train
Nuclear Missile Launch
Incinerated by Nuclear Strike
Tzar Bomba
Tactical Nuke
EMP
Napalm
Dirty Bomb
Ending
ALLIES WINS
COMUNISTS WINS
Allied Victory Sound
Comunist Victory Sound
Allies Leaves with Win
Allies Leaves with Defeat
Communists Leaves with Win
Communists Leaves with Defeat
allying
Ally All
ally red
ally blue
ally teal
ally purple
Ally yellow
Ally orange
Ally green
ally gray
Ally darkgreen
Ally light blue
Unallying
Unally red
Unally blue
Unally teal
Unally purple
Unally yellow
Unally orange
Unally green
Unally Gray
Unally Dark Green
Unally Light Blue
|-| /-\ < |< | |\|
Cybernetic Attack
Improve Hackers
Improve Firewalls
Report CW Capacity
Artificial Inteligence
Preset
Start AI
AI P1
AI P2
AI P3
AI P4
AI P5
AI P6
AI P7
AI P9
AI P10
AI P11
Rebuild
Rebuild Helicopter
Fun Quests!!!
Russian UFOs
Info
Enter Base
Leave Base
Capture Base
Destroy Base
Spooky Isle
Enter Cave First Time
Enter Cave
Leave Cave
Get into Tanks
Minigames
World War Zombie
Vote Zombie
Start Zombie
Zombie Spawn
Zombie Defense
Veterancy
First Class
Corporal
Second Sergeant
First Sergeant
Master Sergeant
Lieutenant
Captain
Colonel Lieutenant
Major
General
HERO
Enter map-specific custom script code below. This text will be included in the map script after variables are declared and before any trigger code.

		
Name Type Is Array Initial Value
AI_Aircraft_1 unitcode Yes
AI_Aircraft_2 unitcode Yes
AI_Artillery unitcode Yes
AI_Barrackes group Yes
AI_Barracks unitcode No
AI_BuildArea rect Yes
AI_Factories group Yes
AI_Factory unitcode Yes
AI_Helicopter unitcode Yes
AI_IFV unitcode Yes
AI_MBT unitcode Yes
AI_Point location No
AI_Support unitcode Yes
AI_Worker unitcode Yes
AI_Workers group Yes
Airfield unit Yes
AlliedNations integer No
Allies force No
AttackerPoint location No
CommunistNations integer No
Communists force No
FireWall integer Yes
FlightDistance integer No
FreeforAll button No
GameMode dialog No
HackerStrenght integer Yes
Income integer No
Income2 integer No
Income3 integer No
KillCrewChance integer No
lol integer No
MonthNumber integer No 1
NeutralNations integer No
Prisoner integer Yes
Rank10_MAJ group No
Rank11_GEN group No
Rank12_HERO group No
Rank2_FC group No
Rank3_CPL group No
Rank4_SSG group No
Rank5_FSG group No
Rank6_MSG group No
Rank7_LT group No
Rank8_CPT group No
Rank9_CLT group No
RubbleArea location No
Snow weathereffect Yes
StoleData integer No
SurrenderCaster integer No
SurrenderTarget integer No
temp_location location No
temp_location_4 location No
TempInteger integer No
TempPoint location No
TempPoint2 location No
Timer timer No
timer02 timerdialog No
TotalUnits integer Yes
TzarBombaDrop location No
VictoryCondition integer No
Words string Yes
Year string No
YearNumber integer No 2011
YourNations integer No
ZombieVotePlayers force No
ZombifiedCountryName string No
World War 3 - Nuclear Sunrise
Map created by Han Han (contact: marcos.heavy_metal@hotmail.com)

If you are going to edit and republish this map, please, follow those 6 rules:

1 - Dont remove my name in the map's description. Put it like "HanHan, edited by (yourname)"
2 - Dont use the modified models on other maps, unless I give you authorization.
3 - Dont make anything imba that will ruin gameplay
4 - Protect your new version
5 - Modify your new version's name so it dont cause confusion with the original one when creating the game.
6 - Create a "Main Quest" that tells what you have changed in your version. (see the Quests triggers on the bottom of "Initation" trigger)

You can use any system here in a map of yours. But you must give me full credits for the systems.


WORLD WAR 3 - NUCLEAR SUNRISE
===============================

CREATED BY:
Han Han/Sergeant_Mark_IV

MAIN TESTERS:
Foamy125
Discohydra
sgtnoobkilla
tleno
Tau Empire/Shinra Corp
brayden430
pomelito123
Angry_Bovine
Miss Foxy

MODELS BY:
Illidan(Evil) X
Kofi Banan
Alredx_sotn
Afronight_76
WILLTHEALMIGHT
Killst4r
Talon the Mage
Mr. Bob
PooisPoois
Callahan
JEDI Knight

SPECIAL THANKS TO:
zombiedude767
Purple Poot
Pitakebab
Juliano
Russian Lord
Panther-Antro
Craka_J
Dr00d
GotRip27
Ripper_7
Tinerdz[DW]
The whole HIVE WORKSHOP community (www.hiveworkshop.com)
Everyone who sent me feedback via e-mail
...and You, of course!


Thanks for playing!
Always check www.hiveworkshop.com and www.epicwar.com for map updates.
Please, re-host if you can.

e-mail contact: marcos.heavy_metal@hotmail.com

Want your name in the credits? Want to see your favorite tank/aircraft in the game? Have a great idea for game engine, or terrain? Mail me!
Initiation
  Events
    Map initialization
  Conditions
  Actions
    Cinematic - Fade out over 0.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Game - Display to (All players) the text: Waiting for laggers....
    Sound - Set music volume to 0.00%
    Camera - Set Player 1 (Red)'s camera Distance to target to 1400.00 over 0 seconds
    Camera - Set Player 2 (Blue)'s camera Distance to target to 1400.00 over 0 seconds
    Camera - Set Player 3 (Teal)'s camera Distance to target to 1400.00 over 0 seconds
    Camera - Set Player 4 (Purple)'s camera Distance to target to 1400.00 over 0 seconds
    Camera - Set Player 5 (Yellow)'s camera Distance to target to 1400.00 over 0 seconds
    Camera - Set Player 6 (Orange)'s camera Distance to target to 1400.00 over 0 seconds
    Camera - Set Player 7 (Green)'s camera Distance to target to 1400.00 over 0 seconds
    Camera - Set Player 9 (Gray)'s camera Distance to target to 1400.00 over 0 seconds
    Camera - Set Player 10 (Light Blue)'s camera Distance to target to 1400.00 over 0 seconds
    Camera - Set Player 11 (Dark Green)'s camera Distance to target to 1400.00 over 0 seconds
    Environment - Change terrain type at (Center of Region_056 <gen>) to Northrend - Snow using variation -1 in an area of size 14 and shape Circle
    Environment - Change terrain type at (Center of Region_057 <gen>) to Northrend - Snow using variation -1 in an area of size 14 and shape Circle
    Environment - Change terrain type at (Center of Region_059 <gen>) to Northrend - Snow using variation -1 in an area of size 14 and shape Circle
    Environment - Change terrain type at (Center of Region_058 <gen>) to Northrend - Snow using variation -1 in an area of size 14 and shape Circle
    Environment - Change terrain type at (Center of Region_060 <gen>) to Northrend - Snow using variation -1 in an area of size 14 and shape Circle
    Player - Set name of Neutral Hostile to Neutral
    Player - Set name of Neutral Passive to Neutral
    Player - Set name of Neutral Extra to Neutral
    Player - Set name of Neutral Victim to Neutral
    Player Group - Add Player 1 (Red) to Allies
    Player Group - Add Player 2 (Blue) to Allies
    Player Group - Add Player 3 (Teal) to Allies
    Player Group - Add Player 4 (Purple) to Allies
    Player Group - Add Player 10 (Light Blue) to Allies
    Player Group - Add Player 5 (Yellow) to Communists
    Player Group - Add Player 6 (Orange) to Communists
    Player Group - Add Player 7 (Green) to Communists
    Player Group - Add Player 9 (Gray) to Communists
    Player Group - Add Player 11 (Dark Green) to Communists
    Game - Set the time of day to 7.00
    Floating Text - Create floating text that reads The Whitehouse at (Center of Whitehouse <gen>) with Z offset 0, using font size 9.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads The Colliseum at (Center of Coliseum <gen>) with Z offset 0, using font size 9.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Washington DC at (Center of Whitehouse <gen>) with Z offset 25.00, using font size 15.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Liberty Isle at (Center of Liberty_Isle <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads New York at (Center of New_York <gen>) with Z offset 15.00, using font size 12.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Florida at (Center of Florida <gen>) with Z offset 15.00, using font size 12.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Las Vegas at (Center of Las_Vegas <gen>) with Z offset 0.00, using font size 10.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads California at (Center of California <gen>) with Z offset 0.00, using font size 10.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Havana at (Center of Havana <gen>) with Z offset 0.00, using font size 10.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Caracas at (Center of Caracas <gen>) with Z offset 0.00, using font size 10.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Bogotah at (Center of FARC_HQ <gen>) with Z offset 0.00, using font size 10.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Brasilia at (Center of Brasilia <gen>) with Z offset 0.00, using font size 10.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads São Paulo at (Center of Sao_Paulo <gen>) with Z offset 0.00, using font size 10.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Rio de Janeiro at (Center of Rio_de_Janeiro <gen>) with Z offset 0.00, using font size 10.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Buenos Aires at (Center of Buenos_Aires <gen>) with Z offset 0.00, using font size 10.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Bagdah at (Center of Bagdah <gen>) with Z offset 0.00, using font size 10.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Teran at (Center of Teran <gen>) with Z offset 0.00, using font size 10.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Jerusalem at (Center of Jerusalem <gen>) with Z offset 0.00, using font size 10.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Cairo at (Center of Cairo <gen>) with Z offset 0.00, using font size 10.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Alexandria at (Center of Alexandria <gen>) with Z offset 0.00, using font size 10.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Mashhad at (Center of Mashhad <gen>) with Z offset 0.00, using font size 10.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Sicily at (Center of Scicilli <gen>) with Z offset 0.00, using font size 10.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Rome at (Center of Rome <gen>) with Z offset 5.00, using font size 15.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Naples at (Center of Naples <gen>) with Z offset 5.00, using font size 15.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Madrid at (Center of Madrid <gen>) with Z offset 3.00, using font size 15.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads St. Petersburg at (Center of St_Petesburg <gen>) with Z offset 3.00, using font size 15.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Kharkov at (Center of Kharkov <gen>) with Z offset 3.00, using font size 15.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Moscow at (Center of Moscow <gen>) with Z offset 3.00, using font size 15.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Paris at (Center of Paris <gen>) with Z offset 3.00, using font size 15.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Eifel Tower at (Center of Eifel_Tower <gen>) with Z offset 3.00, using font size 10.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Paris at (Center of Paris <gen>) with Z offset 3.00, using font size 15.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Berlin at (Center of Berlin <gen>) with Z offset 3.00, using font size 15.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Warsaw at (Center of Warsaw <gen>) with Z offset 3.00, using font size 10.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Budapest at (Center of Budapest <gen>) with Z offset 3.00, using font size 10.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Rabat at (Center of Rabat <gen>) with Z offset 3.00, using font size 10.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Casablanca at (Center of Casablanca <gen>) with Z offset 3.00, using font size 10.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Mogadishu at (Center of Mogadishu <gen>) with Z offset 3.00, using font size 10.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Harare at (Center of Harare <gen>) with Z offset 3.00, using font size 10.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Benguela at (Center of Benguela <gen>) with Z offset 3.00, using font size 10.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads N'janema at (Center of N_Djanema <gen>) with Z offset 3.00, using font size 10.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Tripoli at (Center of Tripoli <gen>) with Z offset 3.00, using font size 10.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Ryadh at (Center of Ryadh <gen>) with Z offset 3.00, using font size 10.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Bangladesh at (Center of Bangladesh <gen>) with Z offset 3.00, using font size 10.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Beijing at (Center of Beijing <gen>) with Z offset 3.00, using font size 10.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads La Paz at (Center of La_Paz <gen>) with Z offset 3.00, using font size 10.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Santa Cruz at (Center of Santa_Cruz <gen>) with Z offset 3.00, using font size 10.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Asunción at (Center of Assuncion <gen>) with Z offset 3.00, using font size 10.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Utah at (Center of Utah <gen>) with Z offset 3.00, using font size 10.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Monteviedo at (Center of Monteviedo <gen>) with Z offset 3.00, using font size 10.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads South Dakota at (Center of South_Dakota <gen>) with Z offset 3.00, using font size 10.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads North Dakota at (Center of North_Dakota <gen>) with Z offset 3.00, using font size 10.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Iowa at (Center of Iowa <gen>) with Z offset 3.00, using font size 10.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Arizona at (Center of Arizona <gen>) with Z offset 3.00, using font size 10.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Texas at (Center of Texas <gen>) with Z offset 3.00, using font size 10.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Mexico City at (Center of Mexico_City <gen>) with Z offset 3.00, using font size 10.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Ontario at (Center of Ontario <gen>) with Z offset 3.00, using font size 10.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads British Columbia at (Center of British_Culumbia <gen>) with Z offset 3.00, using font size 10.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Los Angeles at (Center of Los_Angeles <gen>) with Z offset 0.00, using font size 7.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Salt Lake City at (Center of St_Lake_City <gen>) with Z offset 0.00, using font size 7.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Mt. Mckiney at (Center of Mt_Mckiney <gen>) with Z offset 3.00, using font size 10.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Anchorage at (Center of Anchorage <gen>) with Z offset 3.00, using font size 10.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads San Jose at (Center of San_Jose <gen>) with Z offset 3.00, using font size 10.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Panama City at (Center of Panama_City <gen>) with Z offset 3.00, using font size 10.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads San Salvador at (Center of San_Salvador <gen>) with Z offset 3.00, using font size 10.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Kingstom at (Center of Kingstom <gen>) with Z offset 3.00, using font size 10.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads San Cristobal at (Center of San_Cristobal <gen>) with Z offset 3.00, using font size 10.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads New Jersey at (Center of New_Jersey <gen>) with Z offset 3.00, using font size 10.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Tokyo at (Center of Tokyo <gen>) with Z offset 3.00, using font size 10.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads New Mexico at (Center of New_Mexico <gen>) with Z offset 3.00, using font size 10.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Nevada at (Center of Nevada <gen>) with Z offset 10.00, using font size 20.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Grand Canyon at (Center of Grand_Canyon <gen>) with Z offset 10.00, using font size 20.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Bukingham Palace at (Center of Bunkingham <gen>) with Z offset 0, using font size 7.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads London at (Center of London <gen>) with Z offset 25.00, using font size 10.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Glasgow at (Center of Glasgow <gen>) with Z offset 3.00, using font size 10.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Liverpool at (Center of Liverpool <gen>) with Z offset 3.00, using font size 10.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Lesbon at (Center of Lesbon <gen>) with Z offset 3.00, using font size 10.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Manhattan at (Center of Manhattan <gen>) with Z offset 3.00, using font size 10.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Tower of London at (Center of Tower_of_Londom <gen>) with Z offset 15.00, using font size 8.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads Kiev at (Center of Kiev <gen>) with Z offset 3.00, using font size 10.00, color (100%, 100%, 100%), and 0% transparency
    Unit Group - Pick every unit in (Units of type .50 cal Stationary Machinegun) and do (Actions)
      Loop - Actions
        Unit - Order (Picked unit) to Orc Burrow - Battle Stations
I really dont remember what this trigger is for :P
Remove
  Events
    Unit - A unit Dies
  Conditions
  Actions
    Wait 10.00 seconds
    Unit - Remove (Dying unit) from the game
First Seconds
  Events
    Time - Elapsed game time is 0.00 seconds
  Conditions
  Actions
    Quest - Create a Required quest titled Credits (Part 1) with the description WORLD WAR 3 - NUCLEAR SUNRISECREATED BY HAN HAN TESTING TEAM:DiscohydrasgtnoobkillatlenoTau Empire/Shinra Corpbrayden430pomelito123Miss FoxyAngry_BovineMODELS/SKINS BY:Illidan(Evil) XKofi BananAlredx_sotnAfronight_76WILLTHEALMIGHTKillst4rTalon the MageMr. Bob, using icon path ReplaceableTextures\CommandButtons\BTNBansheeAdept.blp
    Quest - Create a Required quest titled Credits (Part 2) with the description SPECIAL THANKS TO:Foamy125 (Former tester)Purple Poot (Helped a lot on some triggers)Ripper_7 (Former Tester)Pitakebab (Former Tester, Suggestions)Juliano (Former Tester, Suggestions)Russian Lord (Former Tester, the guy who suggested that every country should have a different army)Panther-Antro (Former Tester, hosted the map in Gamerisle.com)Craka_J (Former Tester)Dr00d (Suggestions)Scythe-Master (Suggestions)GotRip27 (Suggestions)The whole HIVEWORKSHOP.COM communityEveryone who sent me feedback via e-mail...and You, of course!Thanks for playing!Always check hiveworkshop.com and epicwar, using icon path ReplaceableTextures\CommandButtons\BTNBansheeAdept.blp
    Quest - Create a Required quest titled About this Map. with the description 1.0 Version: Work started on June 14 2007, First version released on October 27 2007.Current Version: 1.28, released June 2009., using icon path ReplaceableTextures\CommandButtons\BTNSnazzyScroll.blp
    Quest - Create a Required quest titled Changelog1.34 (current) with the description Bug Fixes:- Fixed the Minigun.- Fixed a problem making M2Bradleys "multiplicate" when upgrading into Warhammers.Ballance:- All players can get Miniguns from Secret Research Facility., using icon path ReplaceableTextures\CommandButtons\BTNScrollOfTownPortal.blp
    Quest - Create a Required quest titled Changelog1.33b (current) with the description Bug Fixes:- Fixed a bug with M270.- Fixed a bug with Mortars.Ballance:- Removed buildings near the starting Barracks at New Jersey blocking new units., using icon path ReplaceableTextures\CommandButtons\BTNScrollOfTownPortal.blp
    Quest - Create a Required quest titled Changelog1.33 (current) with the description New Features:- Added Veterancy System for all units.- New upgrades for some units.- Tons of new models.- Infantry redone., using icon path ReplaceableTextures\CommandButtons\BTNScrollOfTownPortal.blp
    Quest - Create a Required quest titled Changelog1.32 (old) with the description New Features:- Added Quickload system for POW Camps, allowing POWs to be loaded faster.- New UI added. Thanks to Illidan(Evil)XNew Units:- Stryker (Players: Red only)Ballance:- Ballanced helicopters weapons and price.- Infantry is more expensive, but stronger., using icon path ReplaceableTextures\CommandButtons\BTNScrollOfTownPortal.blp
    Quest - Create a Required quest titled Changelog1.31 (old) with the description New Features:- Zombie War mode added.- New system for aircraft that makes fighters and bombers easier to control.- Terrain improvement.New Units:- Su-27 Flanker Fighter/Bomber (Players: Yellow, Orange, Green, Dark Green)- T-72 Tank (Players: Yellow, Orange, Green, Gray, Dark Green) , using icon path ReplaceableTextures\CommandButtons\BTNScrollOfTownPortal.blp
    Quest - Create a Required quest titled AI with the description You can add AI players to make a training play. Just set the players to computer. But beware: Dont put many computer players on the same game, or the game will lag like hell.The most suggested thing is to set no more than 2 AI players., using icon path ReplaceableTextures\CommandButtons\BTNSnazzyScrollGreen.blp
    Quest - Create a Optional quest titled HOW TO PLAY with the description Your mission is to |c001A9F71capture or destroy|r all the enemy |c00FF3535Countries|r.In any country you can train builders and supply trucks. Some countries can train special units.To capture a |c00FF3535Country|r, you just need to attack it unitl the hitpoints gets under 1000. Also, you need , using icon path ReplaceableTextures\CommandButtons\BTNScrollOfProtection.blp
    Quest - Create a Optional quest titled F.A.Q. with the description |c00FFFC01I am a begginer. What I am suposed to do?|rFirst of all you should try playing the game in singleplayer with a computer player. (PS: Dont use more than 2 computer players or game will lag). In the future, I and my testers are going to write a tutorial for begginers.|c00FFFC01Why cant I train any new units?|rIf it happens, it means you have more power usuage than you can produce, and your buildings are unpowered. Build more Power Plants.|c00FFFC01Why my soldiers sometimes stop fighting and dont perform any orders?|rIt means they got scared. Get a random soldier, and use the "Interact" Ability on it to make him back to fight. Do the same thing on enemy scared soldiers to capture them.|c00FFFC01My vehicles are going neutral!!!|rIf it happens, it means the whole crew got killed in combat, so theres nobody driving it. Pick a random soldier and use the Interact ability to board the vehicle. Do the same to capture enemy abandoned vehicles.|c00FFFC01My vehicles can move!!!|rIt means they got their tracks/whells destroyed. Use an egineer to repair it, or a Tow Vehicle to Tow it to a Motorpool.|c00FFFC01Where can I get an unprotected version of this map?|rSend an e-mail to marcos.heavy_metal@hotmail.com asking for it.|c00FFFC01I want to listen my own music playlist. How do I turn the music off?|rPress F10, Options, Sound, then disable the music volume., using icon path ReplaceableTextures\CommandButtons\BTNScrollOfProtection.blp
    Quest - Create a Optional quest titled "Mana" with the description This is not a conventional Warcraft map. Mana has diferent uses for each unit.|c00F1F101For Infantry units, mana is used as Morale.|rDuring the shelling, your soldiers will start to get combat-stressed. They may start to get scared, and ocasionaly, they will surrender.For every attack your infantry takes, it will lose 1 morale point. If a unit dies, and nearby soldiers watches the death, they will suffer a morale lose of 20. Morale is recovered by time, or having officer units nearby.If your soldiers get scared, use the Interact ability to make them back to fight. If you see remaining enemy soldiers who have surrended after the fight, use the Interact ability to make them prisoners of war.|c00F1F101For Vehices, mana is used as Crew.|rMaking the enemy vehicle explode is not the only way to destroy it. You can stop an enemy vehicle killing the crewmembers. Mana for vehicles tells the health of the crew members inside the vehicle. As more protected the crew is, larger mana pool. Tanks are very hard to get their crew killed. Mobile artillery and APCs are very easy. To kill enemy crew, use explosive weapons. If all crew of one your vehicles gets killed, get a soldier and use the Interact ability to board the vehicle and control it again. Do the same thing with enemy vehicles wich got their crew KIA.|c00F1F101For Aircraft, mana is used as Ammo.|rMana shows how much ammo the aircraft is still carring. If an aircraft runs out of mana, it must back to a friendly airfield or aircraft carrier to reload. Read the "Air Units" quest for more information about it., using icon path ReplaceableTextures\CommandButtons\BTNAbsorbMagic.blp
    Quest - Create a Optional quest titled Commands (IMPORTANT!!) with the description @cam <number between 1000 and 3000>Modify your camera distance to the given number.For best gamelplay, use the distance of 1400 for the best view of your units.@setaircraftrallypointSets the Airfield or Aircraft Carrier that your aircraft will use to back and reload when their weapons run, using icon path Black.blp
    Quest - Create a Optional quest titled Infantry with the description There's no deadliest weapon in the world than a well trained |c00959697Soldier|r and his rifle. The Soldiers are your main infantry units. They can make multiple tasks according to their equipement. Soldiers can be equiped with machineguns and shotguns to increase their combat eficience, they can get Rocket Launchers to become anti-tank units, they can also get Grenades and Flamethrowers to kill clustered enemy units. They can also carry Land Mines to make minefields and delay enemy movement, or use C4 Charges to demolish enemy structures. DO EQUIP YOUR SOLDIERS! Buy equipment from barracks, it's very cheap, and increases your soldier's firepower a lot., using icon path ReplaceableTextures\CommandButtons\BTNMarine.blp
    Quest - Create a Optional quest titled Armored Units with the description |c00285FFFYou can produce Armored Units on the Factory.|r|c00959697APC Vehicles|r (Armoured Personal Carriers) can carry large loads of infantry and are effective against enemy troops.|c00959697IFV Vehicles|r (Infantry Fighting Vehicles) can carry small loads of infantry and are effective against enemy tanks and APCs.|c00959697MBTs|r (Main Battle Tanks) are heavy armoured units with powerfull weapons. They can breach defenses, and give cover for your infantry. Like, if a soldier gets near a tank, he will get protected and will have his armor increased.|c00959697Light Artillery/Towed Howitzers|r are versatile artillery pieces that can siege enemy cities, and be transported by Helicopters due their low weight.|c00959697SPA|r (Self-Propelled Artillery) are heavy artillery units with great firepower and high mobility, but with high cost, and vulnerable to enemy fire., using icon path ReplaceableTextures\CommandButtons\BTNm1a2abrams.tga
    Quest - Create a Optional quest titled Air Units with the description The Air Units mission is to |c00FF2222Support the ground forces.|r|c00285FFFYou can produce Air Units on the Airfield.|r|c00FFFC01NOTE:|r All air units (exept the Helicopters) are always moving. After an air unit runs out of ammo, it will back to an airfield to reload.To set the Airfield/AircraftCarrier to return after it runs out of ammo, type @setaircraftrallypoint, and select an Airfield or Aircraft Carrier. When your aircraft needs to reload, they will back to the designed unit.|c00959697Fighters|r are good against air units and can also attack ground units too.|c00959697Interceptors|r are very fast aircraft that can only attack other aircraft.|c00959697Bombers|r are units capable of droping bombs and do great damage against ground forces or buildings. They can also attack air units, but they are very weak.|c00959697Heavy Bombers|r are large bombers capable of devasting any enemy defense. But they cant attack enemy ground forces and have no defense against air units. Only Red and Orange players do have Heavy Bombers., using icon path ReplaceableTextures\CommandButtons\BTNF22.tga
    Quest - Create a Optional quest titled Ships with the description The Ships mission is to |c00FF2222Destroy the coastal defenses, and cover the ground units advance on the shore lines.|r|c00285FFFYou can produce Ships on the Shipyard.|r, using icon path war3mapImported\BTNbattleship.blp
    Quest - Create a Optional quest titled Nuclear Weapons with the description To produce nukes, you need a |c00FEBA0EPlutonium Estabilization Facility|r. Use a Worker to build a Hi-Tech building them upgrade it to a Plutonium Establiization Facility. Then build a Missile Base to launch nukes., using icon path ReplaceableTextures\CommandButtons\BTNnuclear.blp
    Quest - Create a Optional quest titled Cybernetic Warfare with the description To use Cybernetic Warfare, build a Hi-Tech building with your worker then upgrade it to a |c00FEBA0ECybernetic Warfare Department|r.With a CWD, you can both improve your Hackers, and Firewalls. To execute a Cybernetic Attack, use the Cybernetic Attack ability on any enemy structure to steal credits., using icon path ReplaceableTextures\CommandButtons\BTNAntiMagicShell.blp
    Quest - Create a Optional quest titled Espionage with the description These ladies are the main unit of your espionage networks. You can train a Spy on an Espionage HQ. (Build a Hi-Tech building then upgrade it to Espionage HQ).Spies are invisible and can spot enemy mines, stealth aircraft and other spies who gets in the line of sight. A Spy also have the Steal Blueprints ability, what allows you to steal enemy technology.Spies can also assasinate enemy units. Use this ability to kill enemy officers. Use other spies to counter enemy ones., using icon path ReplaceableTextures\CommandButtons\BTNNightElfRunner.blp
    Quest - Create a Required quest titled Ranks with the description Every unit can get promoted in the military. As units gets promoted, they will get bonus hit points and morale (if they are infantry), and on higher ranks, will get auras. Your units can get promoted be:- Killing enemy units.- Destroying enemy structures.Units will not get promoted if:- Killing friendly units, or executing prisoners.- Aircraft dont gets promoted bombarding enemy positions; only destroying other enemy aircraft., using icon path war3mapImported\PASBTNRank7.blp
    Quest - Create a Optional quest titled Space Units with the description Satellites are your space units. Build them on a Spacial Agency Programm. There are 2 kind of satellites:Espionage Satellite:Used to spy enemy positions.Propaganda Satellite:Used to transmit propaganda, and reduce enemy troops' morale.To bring down enemy satelites, build a Missile Station and use Cruise Missiles., using icon path war3mapImported\BTNsatelite.blp
    Quest - Create a Optional quest titled Minigames with the description |c00FFFC01Former Soviet Bases|rThere are hidden soviet bases arround the world. Search for them, and inside it you can fight against bosses. Defeat the bosses to earn prizes.|c00FFFC01World War Zombie|rAll players must type |c00FFFC01-zombie|r in order to start this mod.A zombie infestati, using icon path ReplaceableTextures\WorldEditUI\Editor-MultipleUnits.blp
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Player - Limit training of Admiral Kuznetsov - Kiev Class Aircraft Carrier to 0 for (Picked player)
        Player - Limit training of Charles de Gaule Aircraft Carrier to 0 for (Picked player)
        Player - Limit training of INS Viraat - Centaur Class Aircraft Carrier to 0 for (Picked player)
        Player - Limit training of São Paulo - Clemenceau Class Aircraft Carrier to 0 for (Picked player)
        Player - Limit training of USS Enterprise Aircraft Carrier to 0 for (Picked player)
    Player - Limit training of Admiral Kuznetsov - Kiev Class Aircraft Carrier to -1 for Player 6 (Orange)
    Player - Limit training of Charles de Gaule Aircraft Carrier to -1 for Player 3 (Teal)
    Player - Limit training of INS Viraat - Centaur Class Aircraft Carrier to -1 for Player 10 (Light Blue)
    Player - Limit training of São Paulo - Clemenceau Class Aircraft Carrier to -1 for Player 2 (Blue)
    Player - Limit training of USS Enterprise Aircraft Carrier to -1 for Player 1 (Red)
    Player - Limit training of Admiral Kuznetsov - Kiev Class Aircraft Carrier to -1 for Player 6 (Orange)
    Unit - Order Somali Pirate Boat 1151 <gen> to Patrol To (Center of Region_024 <gen>)
    Unit - Order Somali Pirate Boat 1153 <gen> to Patrol To (Center of Region_027 <gen>)
    Player - Make Player 1 (Red) treat Player 8 (Pink) as an Enemy
    Player - Make Player 2 (Blue) treat Player 8 (Pink) as an Enemy
    Player - Make Player 3 (Teal) treat Player 8 (Pink) as an Enemy
    Player - Make Player 4 (Purple) treat Player 8 (Pink) as an Enemy
    Player - Make Player 5 (Yellow) treat Player 8 (Pink) as an Enemy
    Player - Make Player 6 (Orange) treat Player 8 (Pink) as an Enemy
    Player - Make Player 7 (Green) treat Player 8 (Pink) as an Enemy
    Player - Make Player 9 (Gray) treat Player 8 (Pink) as an Enemy
    Player - Make Player 10 (Light Blue) treat Player 8 (Pink) as an Enemy
    Player - Make Player 11 (Dark Green) treat Player 8 (Pink) as an Enemy
    Player - Make Player 8 (Pink) treat Player 1 (Red) as an Enemy
    Player - Make Player 8 (Pink) treat Player 2 (Blue) as an Enemy
    Player - Make Player 8 (Pink) treat Player 3 (Teal) as an Enemy
    Player - Make Player 8 (Pink) treat Player 4 (Purple) as an Enemy
    Player - Make Player 8 (Pink) treat Player 5 (Yellow) as an Enemy
    Player - Make Player 8 (Pink) treat Player 6 (Orange) as an Enemy
    Player - Make Player 8 (Pink) treat Player 7 (Green) as an Enemy
    Player - Make Player 8 (Pink) treat Player 9 (Gray) as an Enemy
    Player - Make Player 8 (Pink) treat Player 10 (Light Blue) as an Enemy
    Player - Make Player 8 (Pink) treat Player 11 (Dark Green) as an Enemy
    Player - Make Player 8 (Pink) treat Neutral Passive as an Enemy
    AI - Start campaign AI script for Player 8 (Pink): war3mapImported\Zombie AI.ai (aiscript)
    Wait 12.00 seconds
    Set Words[1] = |c007EBFF1"Peace is temporary, war is eternal." - Jermaine J. Evans|r
    Set Words[2] = |c007EBFF1"The death of one man is a tragedy. The death of milions is a statistic" - Joseph Stalin|r
    Set Words[3] = |c007EBFF1"War is not a life; it's a situation. One which may neiter be ignored nor accepted. - T.S. Elliot|r
    Set Words[4] = |c007EBFF1"Peace is temporary, war is eternal." - Jermaine J. Evans|r
    Set lol = (Random integer number between 1 and 4)
    Game - Display to (All players) for 5.00 seconds the text: Words[lol]
    Wait 5.00 seconds
    Sound - Set music volume to 70.00%
    Sound - Play T3 <gen>
    Sound - Clear the music list
    Sound - Set the music list to (Last played music), starting with song 0
    Cinematic - Fade in over 3.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2.00 seconds
    Game - Display to Player Group - Player 1 (Red) the text: (|c00FF0303This is World War III. Wellcome to Hell,|r + (Name of Player 1 (Red)))
    Game - Display to Player Group - Player 2 (Blue) the text: (|c00FF0303This is World War III. Wellcome to Hell,|r + (Name of Player 2 (Blue)))
    Game - Display to Player Group - Player 3 (Teal) the text: (|c00FF0303This is World War III. Wellcome to Hell,|r + (Name of Player 3 (Teal)))
    Game - Display to Player Group - Player 4 (Purple) the text: (|c00FF0303This is World War III. Wellcome to Hell,|r + (Name of Player 4 (Purple)))
    Game - Display to Player Group - Player 5 (Yellow) the text: (|c00FF0303This is World War III. Wellcome to Hell,|r + (Name of Player 5 (Yellow)))
    Game - Display to Player Group - Player 6 (Orange) the text: (|c00FF0303This is World War III. Wellcome to Hell,|r + (Name of Player 6 (Orange)))
    Game - Display to Player Group - Player 7 (Green) the text: (|c00FF0303This is World War III. Wellcome to Hell,|r + (Name of Player 7 (Green)))
    Game - Display to Player Group - Player 9 (Gray) the text: (|c00FF0303This is World War III. Wellcome to Hell,|r + (Name of Player 9 (Gray)))
    Game - Display to Player Group - Player 10 (Light Blue) the text: (|c00FF0303This is World War III. Wellcome to Hell,|r + (Name of Player 10 (Light Blue)))
    Game - Display to Player Group - Player 11 (Dark Green) the text: (|c00FF0303This is World War III. Wellcome to Hell,|r + (Name of Player 11 (Dark Green)))
    Sound - Play QuestNew <gen>
    Quest - Flash the quest dialog button
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 1 (Red) slot status) Equal to Is playing
        (Player 1 (Red) controller) Equal to User
      Then - Actions
        Player Group - Add Player 1 (Red) to ZombieVotePlayers
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 2 (Blue) slot status) Equal to Is playing
        (Player 2 (Blue) controller) Equal to User
      Then - Actions
        Player Group - Add Player 2 (Blue) to ZombieVotePlayers
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 3 (Teal) slot status) Equal to Is playing
        (Player 3 (Teal) controller) Equal to User
      Then - Actions
        Player Group - Add Player 3 (Teal) to ZombieVotePlayers
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 4 (Purple) slot status) Equal to Is playing
        (Player 4 (Purple) controller) Equal to User
      Then - Actions
        Player Group - Add Player 4 (Purple) to ZombieVotePlayers
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 5 (Yellow) slot status) Equal to Is playing
        (Player 5 (Yellow) controller) Equal to User
      Then - Actions
        Player Group - Add Player 5 (Yellow) to ZombieVotePlayers
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 6 (Orange) slot status) Equal to Is playing
        (Player 6 (Orange) controller) Equal to User
      Then - Actions
        Player Group - Add Player 6 (Orange) to ZombieVotePlayers
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 7 (Green) slot status) Equal to Is playing
        (Player 7 (Green) controller) Equal to User
      Then - Actions
        Player Group - Add Player 7 (Green) to ZombieVotePlayers
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 8 (Pink) slot status) Equal to Is playing
        (Player 8 (Pink) controller) Equal to User
      Then - Actions
        Player Group - Add Player 8 (Pink) to ZombieVotePlayers
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 9 (Gray) slot status) Equal to Is playing
        (Player 9 (Gray) controller) Equal to User
      Then - Actions
        Player Group - Add Player 9 (Gray) to ZombieVotePlayers
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 10 (Light Blue) slot status) Equal to Is playing
        (Player 10 (Light Blue) controller) Equal to User
      Then - Actions
        Player Group - Add Player 10 (Light Blue) to ZombieVotePlayers
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 11 (Dark Green) slot status) Equal to Is playing
        (Player 11 (Dark Green) controller) Equal to User
      Then - Actions
        Player Group - Add Player 11 (Dark Green) to ZombieVotePlayers
      Else - Actions
    Wait 8.00 seconds
    Game - Display to (All players) the text: |c00959697If you are new to the game, read the quest menu.|r |c00FFFC01[F9]|r
Close or Far?
Camera Set
  Events
    Player - Player 1 (Red) types a chat message containing @cam as A substring
    Player - Player 2 (Blue) types a chat message containing @cam as A substring
    Player - Player 3 (Teal) types a chat message containing @cam as A substring
    Player - Player 4 (Purple) types a chat message containing @cam as A substring
    Player - Player 5 (Yellow) types a chat message containing @cam as A substring
    Player - Player 6 (Orange) types a chat message containing @cam as A substring
    Player - Player 7 (Green) types a chat message containing @cam as A substring
    Player - Player 8 (Pink) types a chat message containing @cam as A substring
    Player - Player 9 (Gray) types a chat message containing @cam as A substring
    Player - Player 10 (Light Blue) types a chat message containing @cam as A substring
    Player - Player 11 (Dark Green) types a chat message containing @cam as A substring
    Player - Player 12 (Brown) types a chat message containing @cam as A substring
  Conditions
    (Substring((Entered chat string), 1, 5)) Equal to @cam
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Substring((Entered chat string), 6, 10)) Equal to reset
      Then - Actions
        Camera - Set (Triggering player)'s camera Distance to target to 2820.00 over 3.00 seconds
      Else - Actions
        Set TempInteger = (Integer((Substring((Entered chat string), 6, 9))))
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            TempInteger Greater than 999
            TempInteger Less than or equal to 3000
          Then - Actions
            Camera - Set (Triggering player)'s camera Distance to target to (Real(TempInteger)) over 3.00 seconds
          Else - Actions
"NO ONE STEPS BACKWARD!!! GO BACK THERE AND DIE FOR MOTHER RUSSIA"
Player 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
    Player - Player 10 (Light Blue) leaves the game
    Player - Player 11 (Dark Green) leaves the game
  Conditions
  Actions
    Game - Display to (All players) the text: ((Name of (Triggering player)) + has left the war.)
    Game - Grant shared vision and full shared unit control of (Triggering player) units with his/her allies
Thats okay motherfuckers! Go away! I dont need you! I cant take them out without anybody's help!
No Players
  Events
    Map initialization
  Conditions
    (Name of Player 1 (Red)) Not equal to Han Han
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 1 (Red) slot status) Equal to Is unused
      Then - Actions
        Unit Group - Pick every unit in (Units owned by Player 1 (Red)) and do (Actions)
          Loop - Actions
            Unit - Change ownership of (Picked unit) to Neutral Hostile and Change color
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 2 (Blue) slot status) Equal to Is unused
      Then - Actions
        Unit Group - Pick every unit in (Units owned by Player 2 (Blue)) and do (Actions)
          Loop - Actions
            Unit - Change ownership of (Picked unit) to Neutral Hostile and Change color
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 3 (Teal) slot status) Equal to Is unused
      Then - Actions
        Unit Group - Pick every unit in (Units owned by Player 3 (Teal)) and do (Actions)
          Loop - Actions
            Unit - Change ownership of (Picked unit) to Neutral Hostile and Change color
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 4 (Purple) slot status) Equal to Is unused
      Then - Actions
        Unit Group - Pick every unit in (Units owned by Player 4 (Purple)) and do (Actions)
          Loop - Actions
            Unit - Change ownership of (Picked unit) to Neutral Hostile and Change color
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 5 (Yellow) slot status) Equal to Is unused
      Then - Actions
        Unit Group - Pick every unit in (Units owned by Player 5 (Yellow)) and do (Actions)
          Loop - Actions
            Unit - Change ownership of (Picked unit) to Neutral Hostile and Change color
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 6 (Orange) slot status) Equal to Is unused
      Then - Actions
        Unit Group - Pick every unit in (Units owned by Player 6 (Orange)) and do (Actions)
          Loop - Actions
            Unit - Change ownership of (Picked unit) to Neutral Hostile and Change color
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 7 (Green) slot status) Equal to Is unused
      Then - Actions
        Unit Group - Pick every unit in (Units owned by Player 7 (Green)) and do (Actions)
          Loop - Actions
            Unit - Change ownership of (Picked unit) to Neutral Hostile and Change color
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 9 (Gray) slot status) Equal to Is unused
      Then - Actions
        Unit Group - Pick every unit in (Units owned by Player 9 (Gray)) and do (Actions)
          Loop - Actions
            Unit - Change ownership of (Picked unit) to Neutral Hostile and Change color
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 10 (Light Blue) slot status) Equal to Is unused
      Then - Actions
        Unit Group - Pick every unit in (Units owned by Player 10 (Light Blue)) and do (Actions)
          Loop - Actions
            Unit - Change ownership of (Picked unit) to Neutral Hostile and Change color
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 11 (Dark Green) slot status) Equal to Is unused
      Then - Actions
        Unit Group - Pick every unit in (Units owned by Player 11 (Dark Green)) and do (Actions)
          Loop - Actions
            Unit - Change ownership of (Picked unit) to Neutral Hostile and Change color
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 2 (Blue) slot status) Equal to Is unused
        (Player 3 (Teal) slot status) Equal to Is unused
        (Player 4 (Purple) slot status) Equal to Is unused
        (Player 5 (Yellow) slot status) Equal to Is unused
        (Player 6 (Orange) slot status) Equal to Is unused
        (Player 7 (Green) slot status) Equal to Is unused
        (Player 9 (Gray) slot status) Equal to Is unused
        (Player 10 (Light Blue) slot status) Equal to Is unused
        (Player 11 (Dark Green) slot status) Equal to Is unused
      Then - Actions
        Game - Display to (All players) for 600.00 seconds the text: |c00FEBA0EYou cant play this map with all other player fields empty, or the computer will declare you stant winner.If you want to play this in solo, restart the game with some Computer Players. And please, dont use more than 2 computer players or game will lag.|r
      Else - Actions
"We got the power, we got it all..."
Power
  Events
    Unit - A unit Begins training a unit
  Conditions
    And - All (Conditions) are true
      Conditions
        ((Owner of (Triggering unit)) Food cap) Less than ((Owner of (Triggering unit)) Food used)
        ((Owner of (Triggering unit)) controller) Not equal to Computer
  Actions
    Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: You dont have enough power to train this unit. Build more Power Plants.
    Unit - Replace (Triggering unit) with a (Unit-type of (Triggering unit)) using The old unit's relative life and mana
    Selection - Select (Last replaced unit) for (Owner of (Triggering unit))
Join our cause! Resistence is futile!
Capture Buildings
  Events
    Unit - A unit Is attacked
  Conditions
    ((Attacked unit) is A structure) Equal to True
    ((Attacked unit) is A town-hall-type unit) Equal to False
    (Owner of (Attacked unit)) Not equal to (Owner of (Attacking unit))
    (Percentage life of (Attacked unit)) Less than or equal to 40.00
    ((Attacked unit) is paused) Equal to False
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Attacking unit)) Equal to Soldier
    And - All (Conditions) are true
      Conditions
        (Unit-type of (Attacked unit)) Not equal to Prisoner Camp
        (Unit-type of (Attacked unit)) Not equal to ICBM Launchment
        (Unit-type of (Attacked unit)) Not equal to Cruise Missile Launchment
        (Unit-type of (Attacked unit)) Not equal to Barrel
        (Unit-type of (Attacked unit)) Not equal to Gate
        (Unit-type of (Attacked unit)) Not equal to Automatic Defense System
        (Unit-type of (Attacked unit)) Not equal to 155mm Defensive Artillery
        (Unit-type of (Attacked unit)) Not equal to Bunker
        (Unit-type of (Attacked unit)) Not equal to AA Flak Battery
        (Unit-type of (Attacked unit)) Not equal to SAM Site (Upgrade)
        (Unit-type of (Attacked unit)) Not equal to Taleban HQ
  Actions
    Unit - Set life of (Attacked unit) to 70.00%
    Game - Display to (Player group((Owner of (Attacking unit)))) the text: (|c00CDE9E6Your forces have + ( captured a + ((Name of (Attacked unit)) + ( from + (Name of (Owner of (Attacked unit)))))))
    Unit - Change ownership of (Attacked unit) to (Owner of (Attacking unit)) and Change color
wc3 engine suck :P
Set Countries to be Captured
  Events
    Time - Elapsed game time is 0.00 seconds
  Conditions
  Actions
    Custom script: set bj_wantDestroyGroup = true
    Unit Group - Pick every unit in (Units in (Playable map area) matching (((Matching unit) is A town-hall-type unit) Equal to True)) and do (Actions)
      Loop - Actions
        Trigger - Add to Capture_Countries <gen> the event ((Picked unit) Is attacked)
    Custom script: set bj_wantDestroyGroup = true
    Unit Group - Pick every unit in (Units in (Playable map area) matching (((Matching unit) is A town-hall-type unit) Equal to True)) and do (Actions)
      Loop - Actions
        Trigger - Add to Destroyed_Countries <gen> the event ((Picked unit) Dies)
    Unit Group - Pick every unit in (Units in (Playable map area) matching (((Matching unit) is A town-hall-type unit) Equal to True)) and do (Actions)
      Loop - Actions
        Trigger - Add to Zombified_Countries <gen> the event ((Picked unit) Dies)
Join our cause! Resistence is futile!
Capture Countries
  Events
  Conditions
    And - All (Conditions) are true
      Conditions
        (Life of (Attacked unit)) Less than or equal to 1000.00
        ((Attacking unit) is Mechanical) Equal to False
        (Unit-type of (Attacking unit)) Not equal to Zombie
  Actions
    Game - Display to (All players) the text: ((Name of (Owner of (Attacking unit))) + ( captured + ((Name of (Attacked unit)) + ( from + (Name of (Owner of (Attacked unit)))))))
    Unit - Set life of (Attacked unit) to 80.00%
    Unit - Change ownership of (Attacked unit) to (Owner of (Attacking unit)) and Change color
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Custom value of (Attacked unit)) Not equal to 500
      Then - Actions
        Set TempPoint2 = (Position of (Attacked unit))
        Unit - Create 3 Prisoner Of War for (Owner of (Attacking unit)) at TempPoint2 facing Default building facing degrees
        Unit - Set the custom value of (Attacked unit) to 500
        Custom script: call RemoveLocation(udg_TempPoint2)
      Else - Actions
(Not by Nuclear Strikes)
Destroyed Countries
  Events
  Conditions
    (Unit-type of (Killing unit)) Not equal to Nuclear Strike
    (Unit-type of (Killing unit)) Not equal to Tzar Bomba
    (Unit-type of (Killing unit)) Not equal to Zombie
  Actions
    Set TempPoint = (Position of (Dying unit))
    Unit - Create 1 (Unit-type of (Dying unit)) for Neutral Passive at TempPoint facing Default building facing degrees
    Trigger - Add to Capture_Countries <gen> the event ((Last created unit) Is attacked)
    Trigger - Add to (This trigger) the event ((Last created unit) Dies)
(Not by Nuclear Strikes)
Zombified Countries
  Events
  Conditions
    (Unit-type of (Killing unit)) Equal to Zombie
  Actions
    Set TempPoint = (Position of (Dying unit))
    Unit - Create 1 Zombie Infested Country for Player 8 (Pink) at TempPoint facing Default building facing degrees
    Unit - Create 1 Zombie Bunker for Player 8 (Pink) at TempPoint facing Default building facing degrees
lol, thats simple, isnt?
Fix Secret Research Facility Bug
  Events
    Unit - A unit Finishes an upgrade
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Triggering unit)) Equal to Secret Research Facility
  Actions
    Unit - Replace (Triggering unit) with a Secret Research Facility using The old unit's relative life and mana
FUÉÉÉÉÉÉÉÈÉ!!!! XD
Agressive Elephants
  Events
    Unit - A unit Is attacked
  Conditions
    (Owner of (Attacked unit)) Equal to Neutral Passive
    (Unit-type of (Attacked unit)) Equal to Elephant
  Actions
    Unit - Change ownership of (Attacked unit) to Neutral Hostile and Change color
VIVA LA REVOLUCION!!!
Spawn Guerrila
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Guerrila HQ
    (Owner of (Attacked unit)) Not equal to (Owner of (Attacking unit))
  Actions
    Set TempPoint = (Position of (Attacking unit))
    Unit - Create 1 Guerrila for (Owner of (Attacked unit)) at TempPoint facing Default building facing degrees
VIVA LA REVOLUCION!!!
Spawn FARC
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Guerrila HQ (FARC)
    (Owner of (Attacked unit)) Not equal to (Owner of (Attacking unit))
  Actions
    Set TempPoint = (Position of (Attacking unit))
    Unit - Create 1 FARC (Revolutionary Armed Forces of Colombia) for (Owner of (Attacked unit)) at TempPoint facing Default building facing degrees
VIVA LA REVOLUCION!!!
Spawn Sendero Luminoso
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Guerrila HQ (Sendero Luminoso)
    (Owner of (Attacked unit)) Not equal to (Owner of (Attacking unit))
  Actions
    Set TempPoint = (Position of (Attacking unit))
    Unit - Create 1 Sendero Luminoso Soldier for (Owner of (Attacked unit)) at TempPoint facing Default building facing degrees
VIVA LA REVOLUCION!!!
Spawn Taleban
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Taleban HQ
    (Owner of (Attacked unit)) Not equal to (Owner of (Attacking unit))
  Actions
    Set TempPoint = (Position of (Attacking unit))
    Unit - Create 2 Taleban Insurgent for (Owner of (Attacked unit)) at TempPoint facing Default building facing degrees
FARC Joins Venezuela
  Events
    Unit - Colombia 0012 <gen> Changes owner
  Conditions
  Actions
    Wait 1.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of Colombia 0012 <gen>) Equal to Player 11 (Dark Green)
      Then - Actions
        Game - Display to (All players) the text: |c00ACADAEVenezuela sucessfully invades Colombia. The Dictactor of Venezuela, Hugo Chavez makes a deal with the Colombian guerrilas to join his army.|r
        Unit - Create 1 Guerrila HQ (FARC) for Player 11 (Dark Green) at (Center of FARC_HQ <gen>) facing Default building facing degrees
        Trigger - Turn off (This trigger)
      Else - Actions
Taleban Moves Its HQ
  Events
  Conditions
  Actions
Soldier Attack Shotgun
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Soldier
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Attacking unit) has an item of type Shotgun) Equal to True
      Then - Actions
        Hero - Order (Attacking unit) to use (Item carried by (Attacking unit) of type Shotgun) on (Attacked unit)
      Else - Actions
Drop Spy Items
  Events
    Unit - A unit Acquires an item
  Conditions
    And - All (Conditions) are true
      Conditions
        (Item-type of (Item being manipulated)) Not equal to American Stolen Plans
        (Item-type of (Item being manipulated)) Not equal to Chinese Stolen Plans
        (Item-type of (Item being manipulated)) Not equal to German Stolen Plans
        (Item-type of (Item being manipulated)) Not equal to Russian Stolen Plans
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Hero manipulating item)) Equal to Spy
  Actions
    Game - Display to (Player group((Owner of (Hero manipulating item)))) the text: Spies can only carry Plans stole from enemy nations.
Non Spy Item Drop
  Events
    Unit - A unit Acquires an item
  Conditions
    And - All (Conditions) are true
      Conditions
        (Item-type of (Item being manipulated)) Equal to American Stolen Plans
        (Item-type of (Item being manipulated)) Equal to Chinese Stolen Plans
        (Item-type of (Item being manipulated)) Equal to German Stolen Plans
        (Item-type of (Item being manipulated)) Equal to Russian Stolen Plans
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Hero manipulating item)) Not equal to Spy
  Actions
    Game - Display to (Player group((Owner of (Hero manipulating item)))) the text: Only Spies can carry plans.
Steal from US
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to Steal Information
    (Unit-type of (Target unit of ability being cast)) Equal to United States of America
  Actions
    Set TempPoint = (Position of (Casting unit))
    Cinematic - Ping minimap for (Player group((Owner of (Target unit of ability being cast)))) at TempPoint for 3.00 seconds, using a Warning ping of color (100%, 100%, 100%)
    Game - Display to (Player group((Owner of (Target unit of ability being cast)))) the text: A Spy stole our weapon plants. Kill him and destroy the stole plans before he can deliver it for the enemy labsl!! Hurry!
    Hero - Create American Stolen Plans and give it to (Casting unit)
    Wait 4.00 seconds
    Set TempPoint = (Position of (Casting unit))
    Cinematic - Ping minimap for (Player group((Owner of (Target unit of ability being cast)))) at TempPoint for 3.00 seconds, using a Warning ping of color (100%, 100%, 100%)
    Wait 4.00 seconds
    Set TempPoint = (Position of (Casting unit))
    Cinematic - Ping minimap for (Player group((Owner of (Target unit of ability being cast)))) at TempPoint for 3.00 seconds, using a Warning ping of color (100%, 100%, 100%)
Steal from China
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to Steal Information
    (Unit-type of (Target unit of ability being cast)) Equal to China
  Actions
    Set TempPoint = (Position of (Casting unit))
    Cinematic - Ping minimap for (Player group((Owner of (Target unit of ability being cast)))) at TempPoint for 3.00 seconds, using a Warning ping of color (100%, 100%, 100%)
    Game - Display to (Player group((Owner of (Target unit of ability being cast)))) the text: A Spy stole our weapon plants. Kill him and destroy the stole plans before he can deliver it for the enemy labsl!! Hurry!
    Hero - Create Chinese Stolen Plans and give it to (Casting unit)
    Wait 4.00 seconds
    Set TempPoint = (Position of (Casting unit))
    Cinematic - Ping minimap for (Player group((Owner of (Target unit of ability being cast)))) at TempPoint for 3.00 seconds, using a Warning ping of color (100%, 100%, 100%)
    Wait 4.00 seconds
    Set TempPoint = (Position of (Casting unit))
    Cinematic - Ping minimap for (Player group((Owner of (Target unit of ability being cast)))) at TempPoint for 3.00 seconds, using a Warning ping of color (100%, 100%, 100%)
Steal from Germany
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to Steal Information
    (Unit-type of (Target unit of ability being cast)) Equal to Germany
  Actions
    Set TempPoint = (Position of (Casting unit))
    Cinematic - Ping minimap for (Player group((Owner of (Target unit of ability being cast)))) at TempPoint for 3.00 seconds, using a Warning ping of color (100%, 100%, 100%)
    Game - Display to (Player group((Owner of (Target unit of ability being cast)))) the text: A Spy stole our weapon plants. Kill him and destroy the stole plans before he can deliver it for the enemy labsl!! Hurry!
    Hero - Create German Stolen Plans and give it to (Casting unit)
    Wait 4.00 seconds
    Set TempPoint = (Position of (Casting unit))
    Cinematic - Ping minimap for (Player group((Owner of (Target unit of ability being cast)))) at TempPoint for 3.00 seconds, using a Warning ping of color (100%, 100%, 100%)
    Wait 4.00 seconds
    Set TempPoint = (Position of (Casting unit))
    Cinematic - Ping minimap for (Player group((Owner of (Target unit of ability being cast)))) at TempPoint for 3.00 seconds, using a Warning ping of color (100%, 100%, 100%)
Steal from Russia
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to Steal Information
    (Unit-type of (Target unit of ability being cast)) Equal to Russia
  Actions
    Set TempPoint = (Position of (Casting unit))
    Cinematic - Ping minimap for (Player group((Owner of (Target unit of ability being cast)))) at TempPoint for 3.00 seconds, using a Warning ping of color (100%, 100%, 100%)
    Game - Display to (Player group((Owner of (Target unit of ability being cast)))) the text: A Spy stole our weapon plants. Kill him and destroy the stole plans before he can deliver it for the enemy labsl!! Hurry!
    Hero - Create Russian Stolen Plans and give it to (Casting unit)
    Wait 4.00 seconds
    Set TempPoint = (Position of (Casting unit))
    Cinematic - Ping minimap for (Player group((Owner of (Target unit of ability being cast)))) at TempPoint for 3.00 seconds, using a Warning ping of color (100%, 100%, 100%)
    Wait 4.00 seconds
    Set TempPoint = (Position of (Casting unit))
    Cinematic - Ping minimap for (Player group((Owner of (Target unit of ability being cast)))) at TempPoint for 3.00 seconds, using a Warning ping of color (100%, 100%, 100%)
Cant Train Without US Plans
  Events
    Unit - A unit Sells a unit
  Conditions
    (Unit-type of (Sold unit)) Equal to B-2 Spirit Stealth Heavy Bomber
    ((Selling unit) has an item of type American Stolen Plans) Equal to False
  Actions
    Player - Add 2200 to (Owner of (Triggering unit)) Current gold
    Unit - Remove (Sold unit) from the game
    Game - Display to (Player group((Owner of (Triggering unit)))) the text: You must steal weapon plants from United States if you wish to train this unit.
Cant Train Without Chinese Plans
  Events
    Unit - A unit Sells a unit
  Conditions
    (Unit-type of (Sold unit)) Equal to J-14 Stealth Air Superiority Fighter
    ((Selling unit) has an item of type Chinese Stolen Plans) Equal to False
  Actions
    Player - Add 1100 to (Owner of (Triggering unit)) Current gold
    Unit - Remove (Sold unit) from the game
    Game - Display to (Player group((Owner of (Triggering unit)))) the text: You must steal weapon plants from China if you wish to train this unit.
Cant Train Without Russian Plans
  Events
    Unit - A unit Sells a unit
  Conditions
    (Unit-type of (Sold unit)) Equal to T-95 Main Battle Tank
    ((Selling unit) has an item of type Russian Stolen Plans) Equal to False
  Actions
    Player - Add 380 to (Owner of (Triggering unit)) Current gold
    Unit - Remove (Sold unit) from the game
    Game - Display to (Player group((Owner of (Triggering unit)))) the text: You must steal weapon plants from Russia if you wish to train this unit.
Cant Train Without German Plans
  Events
    Unit - A unit Sells a unit
  Conditions
    (Unit-type of (Sold unit)) Equal to Eurofighter Typhoon Multi-Role Fighter
    ((Selling unit) has an item of type German Stolen Plans) Equal to False
  Actions
    Player - Add 1220 to (Owner of (Triggering unit)) Current gold
    Unit - Remove (Sold unit) from the game
    Game - Display to (Player group((Owner of (Triggering unit)))) the text: You must steal weapon plants from Germany if you wish to train this unit.
Steal Vital Informations
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to Steal Information
    ((Target unit of ability being cast) is A town-hall-type unit) Equal to True
  Actions
    Set TotalUnits[(Player number of (Owner of (Casting unit)))] = (Number of units in (Units owned by (Owner of (Target unit of ability being cast)) matching (((Matching unit) is A structure) Equal to False)))
    Set YourNations = (Number of units in (Units owned by (Owner of (Target unit of ability being cast)) matching (((Matching unit) is A town-hall-type unit) Equal to True)))
    Set Income = ((YourNations x 100) + (Prisoner[(Player number of (Owner of (Target unit of ability being cast)))] x 20))
    Game - Display to (Player group((Owner of (Casting unit)))) for 10.00 seconds the text: (This Player total Income per Month: + (String(Income)))
    Game - Display to (Player group((Owner of (Casting unit)))) for 10.00 seconds the text: (Countries owned by this Player: + (String(YourNations)))
    Game - Display to (Player group((Owner of (Casting unit)))) for 10.00 seconds the text: (Total forces avaliable: + (String(TotalUnits[(Player number of (Owner of (Casting unit)))])))
    Game - Display to (Player group((Owner of (Casting unit)))) for 10.00 seconds the text: (Prisoners of War currently holded by this player: + (String(Prisoner[(Player number of (Owner of (Target unit of ability being cast)))])))
    Game - Display to (Player group((Owner of (Casting unit)))) for 10.00 seconds the text: (Firewalls: + (String(FireWall[(Player number of (Owner of (Casting unit)))])))
    Game - Display to (Player group((Owner of (Casting unit)))) for 10.00 seconds the text: (Hackers: + (String(HackerStrenght[(Player number of (Owner of (Target unit of ability being cast)))])))
Untitled Trigger 001
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to Burn Refinery (Neutral Hostile)
  Actions
    Unit - Pause (Casting unit)
    Unit - Change ownership of (Casting unit) to Neutral Passive and Change color
    Unit - Create 1 Burned Refinery for Neutral Passive at (Position of (Casting unit)) facing Default building facing degrees
Soldier Items
  Events
    Unit - A unit Acquires an item
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Item-type of (Item being manipulated)) Equal to Explosives
        (Item-type of (Item being manipulated)) Equal to Kevlar Vest
        (Item-type of (Item being manipulated)) Equal to First-Aid Kit
        (Item-type of (Item being manipulated)) Equal to Grenades Pack
        (Item-type of (Item being manipulated)) Equal to Minigun
        (Item-type of (Item being manipulated)) Equal to BFG 9000
        (Item-type of (Item being manipulated)) Equal to Land Mines
        (Item-type of (Item being manipulated)) Equal to .50cal Machinegun
        (Item-type of (Item being manipulated)) Equal to M249 SAW Machinegun
        (Item-type of (Item being manipulated)) Equal to Shotgun
        (Item-type of (Item being manipulated)) Equal to Flamethrower
        (Item-type of (Item being manipulated)) Equal to Rocket Launcher
        (Item-type of (Item being manipulated)) Equal to Mortar Launcher
        (Item-type of (Item being manipulated)) Equal to Minigun
    And - All (Conditions) are true
      Conditions
        (Unit-type of (Hero manipulating item)) Not equal to Soldier
        (Unit-type of (Hero manipulating item)) Not equal to Sniper
  Actions
    Hero - Drop (Item being manipulated) from (Hero manipulating item)
    Game - Display to (Player group((Owner of (Hero manipulating item)))) the text: Only infantry soldiers can carry this kind of item.
NonSoldier Items
  Events
    Unit - A unit Acquires an item
  Conditions
    And - All (Conditions) are true
      Conditions
        (Item-type of (Item being manipulated)) Not equal to Explosives
        (Item-type of (Item being manipulated)) Not equal to Kevlar Vest
        (Item-type of (Item being manipulated)) Not equal to First-Aid Kit
        (Item-type of (Item being manipulated)) Not equal to Grenades Pack
        (Item-type of (Item being manipulated)) Not equal to Minigun
        (Item-type of (Item being manipulated)) Not equal to BFG 9000
        (Item-type of (Item being manipulated)) Not equal to Land Mines
        (Item-type of (Item being manipulated)) Not equal to .50cal Machinegun
        (Item-type of (Item being manipulated)) Not equal to M249 SAW Machinegun
        (Item-type of (Item being manipulated)) Not equal to Shotgun
        (Item-type of (Item being manipulated)) Not equal to Flamethrower
        (Item-type of (Item being manipulated)) Not equal to Rocket Launcher
        (Item-type of (Item being manipulated)) Not equal to Mortar Launcher
        (Item-type of (Item being manipulated)) Not equal to Minigun
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Hero manipulating item)) Equal to Soldier
        (Unit-type of (Hero manipulating item)) Equal to Sniper
  Actions
    Hero - Drop (Item being manipulated) from (Hero manipulating item)
    Game - Display to (Player group((Owner of (Hero manipulating item)))) the text: Infantry soldiers can't carry this kind of item.
Show Diags
  Events
    Time - Elapsed game time is 2.00 seconds
  Conditions
  Actions
    Game - Display to (All players) the text: (Red Player, ( + ((Name of Player 1 (Red)) + ) will choose the game mode.))
    Dialog - Clear GameMode
    Dialog - Change the title of GameMode to Select Starting Alliances
    Dialog - Create a dialog button for GameMode labelled NATO vs. Communists
    Dialog - Create a dialog button for GameMode labelled Free for All
    Set FreeforAll = (Last created dialog Button)
    Wait 0.10 seconds
    Dialog - Show GameMode for Player 1 (Red)
Free for All
  Events
    Dialog - A dialog button is clicked for GameMode
  Conditions
    (Clicked dialog button) Equal to FreeforAll
  Actions
    Player Group - Make Allies treat Allies as an Enemy
    Player Group - Make Communists treat Communists as an Enemy
    Player Group - Make Allies treat Allies as an Neutral
    Player Group - Make Communists treat Communists as an Neutral
    Player Group - Make Communists treat Allies as an Neutral
    Player Group - Make Allies treat Communists as an Neutral
    Game - Display to (All players) the text: Free for All mode has choosen: Diplomacy is enabled.Every players starts as neutral players. To declare war, type "@unally <color>".
    Trigger - Turn on Ally_All <gen>
    Trigger - Turn on Ally_darkgreen <gen>
    Trigger - Turn on Ally_green <gen>
    Trigger - Turn on Ally_light_blue <gen>
    Trigger - Turn on Ally_orange <gen>
    Trigger - Turn on Ally_yellow <gen>
    Trigger - Turn on ally_blue <gen>
    Trigger - Turn on ally_gray <gen>
    Trigger - Turn on ally_purple <gen>
    Trigger - Turn on ally_red <gen>
    Trigger - Turn on ally_teal <gen>
    Trigger - Turn on Unally_Dark_Green <gen>
    Trigger - Turn on Unally_Gray <gen>
    Trigger - Turn on Unally_Light_Blue <gen>
    Trigger - Turn on Unally_blue <gen>
    Trigger - Turn on Unally_green <gen>
    Trigger - Turn on Unally_orange <gen>
    Trigger - Turn on Unally_purple <gen>
    Trigger - Turn on Unally_red <gen>
    Trigger - Turn on Unally_teal <gen>
    Trigger - Turn on Unally_yellow <gen>
Lock on new move
  Events
    Unit - A unit Is issued an order targeting a point
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Ordered unit)) Equal to AMX 30 Main Battle Tank
        (Unit-type of (Ordered unit)) Equal to T-95 Main Battle Tank
        (Unit-type of (Ordered unit)) Equal to Ch'onma-ho Main Battle Tank
        (Unit-type of (Ordered unit)) Equal to Warrior Infantry Fighting Vehicle
        (Unit-type of (Ordered unit)) Equal to Leopard 1A5 Main Battle Tank
        (Unit-type of (Ordered unit)) Equal to Leopard 2A6 Main Battle Tank
        (Unit-type of (Ordered unit)) Equal to Olifant Mk2 Main Battle Tank
        (Unit-type of (Ordered unit)) Equal to Merkava Mark III Main Battle Tank
        (Unit-type of (Ordered unit)) Equal to T-90 Main Battle Tank
        (Unit-type of (Ordered unit)) Equal to Type 96 Main Battle Tank
        (Unit-type of (Ordered unit)) Equal to Zulfiqar-3 Main Battle Tank
        (Unit-type of (Ordered unit)) Equal to EE-11 Urutu Infantry Fighting Vehicle
        (Unit-type of (Ordered unit)) Equal to M2 Bradley Infantry Fighting Vehicle
        (Unit-type of (Ordered unit)) Equal to BMP-3 Infantry Fighting Vehicle
        (Unit-type of (Ordered unit)) Equal to Challenger II Main Battle Tank
        (Unit-type of (Ordered unit)) Equal to T-72 Main Battle Tank
  Actions
    Set TempPoint = (Target point of issued order)
    Unit - Create 1 Tank Turret Dummy for Neutral Passive at TempPoint facing Default building facing degrees
    Animation - Lock (Ordered unit)'s Head to face (Last created unit), offset by (0, 0, 0.00)
Why there are two triggers to lock the turret when issued a new move? Because M1 Abrams' stupid model requires a higher Z value to work in this system.
Lock on new move Copy
  Events
    Unit - A unit Is issued an order targeting a point
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Ordered unit)) Equal to M1A2 Abrams Main Battle Tank
        (Unit-type of (Ordered unit)) Equal to Warrior Infantry Fighting Vehicle
  Actions
    Set TempPoint = (Target point of issued order)
    Unit - Create 1 Tank Turret Dummy for Neutral Passive at TempPoint facing Default building facing degrees
    Animation - Lock (Ordered unit)'s Head to face (Last created unit), offset by (0, 0, 50.00)
Makes the tank turret lock at the target on each attack.
Lock Turrets during the attacks
  Events
    Unit - A unit Is attacked
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Attacking unit)) Equal to AMX 30 Main Battle Tank
        (Unit-type of (Attacking unit)) Equal to T-95 Main Battle Tank
        (Unit-type of (Attacking unit)) Equal to Ch'onma-ho Main Battle Tank
        (Unit-type of (Attacking unit)) Equal to Warrior Infantry Fighting Vehicle
        (Unit-type of (Attacking unit)) Equal to Leopard 1A5 Main Battle Tank
        (Unit-type of (Attacking unit)) Equal to Leopard 2A6 Main Battle Tank
        (Unit-type of (Attacking unit)) Equal to M1A2 Abrams Main Battle Tank
        (Unit-type of (Attacking unit)) Equal to Olifant Mk2 Main Battle Tank
        (Unit-type of (Attacking unit)) Equal to Merkava Mark III Main Battle Tank
        (Unit-type of (Attacking unit)) Equal to T-90 Main Battle Tank
        (Unit-type of (Attacking unit)) Equal to Type 96 Main Battle Tank
        (Unit-type of (Attacking unit)) Equal to Zulfiqar-3 Main Battle Tank
        (Unit-type of (Attacking unit)) Equal to EE-11 Urutu Infantry Fighting Vehicle
        (Unit-type of (Attacking unit)) Equal to M2 Bradley Infantry Fighting Vehicle
        (Unit-type of (Attacking unit)) Equal to BMP-3 Infantry Fighting Vehicle
        (Unit-type of (Attacking unit)) Equal to Challenger II Main Battle Tank
        (Unit-type of (Attacking unit)) Equal to Warrior Infantry Fighting Vehicle
        (Unit-type of (Attacking unit)) Equal to T-72 Main Battle Tank
  Actions
    Animation - Lock (Attacking unit)'s Head to face (Attacked unit), offset by (110.00, 0.00, 10.00)
Zombify
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Killing unit)) Equal to Zombie
    ((Dying unit) is Mechanical) Equal to False
    (Player 8 (Pink) Food used) Less than 52
  Actions
    Unit - Replace (Dying unit) with a Zombie using The new unit's max life and mana
    Unit - Change ownership of (Last replaced unit) to (Owner of (Killing unit)) and Change color
ATGMS
  Events
    Unit - A unit Is attacked
  Conditions
    And - All (Conditions) are true
      Conditions
        ((Attacked unit) is Mechanical) Equal to True
        Or - Any (Conditions) are true
          Conditions
            (Unit-type of (Attacking unit)) Equal to BMP-3 Infantry Fighting Vehicle
            (Unit-type of (Attacking unit)) Equal to M2 Bradley Infantry Fighting Vehicle
            (Unit-type of (Attacking unit)) Equal to M2 Bradley 'Warhammer' Infantry Fighting Vehicle
            (Unit-type of (Attacking unit)) Equal to Taleban Insurgent
            (Unit-type of (Attacking unit)) Equal to AH-64 Apache Longbow Attack Helicopter
            (Unit-type of (Attacking unit)) Equal to Eurocopter Tiger Attack Helicopter
  Actions
    Unit - Order (Attacking unit) to Neutral - Firebolt (Attacked unit)
Rockets Bug Prevent
  Events
    Unit - A unit Begins casting an ability
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Ability being cast) Equal to Helicopter Rockets
        (Ability being cast) Equal to AGM-114 Hellfire Rockets
  Actions
    Wait 1.10 seconds
    Unit - Order (Casting unit) to Stop
SUPPLY
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Dying unit)) Equal to Supply
  Actions
    Set temp_location = (Position of (Dying unit))
    Unit - Create 1 Supplyments for (Owner of (Dying unit)) at temp_location facing Default building facing degrees
    Custom script: call RemoveLocation(udg_temp_location)
Drop Supplyment
  Events
    Unit - A unit Uses an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Supplyment
  Actions
    Set temp_location = (Position of (Hero manipulating item))
    Unit - Create 1 Supply for (Owner of (Hero manipulating item)) at temp_location facing 0.00 degrees
    Animation - Change (Last created unit) flying height to 25.00 at 100.00
    Custom script: call RemoveLocation(udg_temp_location)
Load Howitzer
  Events
    Unit - A unit Begins casting an ability
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Target unit of ability being cast)) Equal to M114 155mm Towed Howitzer
    (Owner of (Casting unit)) Equal to (Owner of (Target unit of ability being cast))
    (Ability being cast) Equal to Load Howitzer
  Actions
    Hero - Create Howtizer and give it to (Casting unit)
    Unit - Remove (Target unit of ability being cast) from the game
Train Supply
  Events
    Unit - A unit Finishes training a unit
  Conditions
    (Unit-type of (Trained unit)) Equal to Supplyments (Dummy)
  Actions
    Set TempPoint = (Position of (Trained unit))
    Item - Create Supplyment at TempPoint
Quick Load
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to Load Nearest Infantry
  Actions
    Set TempPoint = (Position of (Casting unit))
    Region - Center Load <gen> on TempPoint
    Custom script: call RemoveLocation(udg_TempPoint)
    Custom script: set bj_wantDestroyGroup = true
    Unit Group - Pick every unit in (Units in Load <gen> owned by (Owner of (Casting unit))) and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Picked unit) is Mechanical) Equal to False
          Then - Actions
            Unit - Order (Picked unit) to Board (Casting unit)
          Else - Actions
Unload Infantry
  Events
    Unit - A unit Is attacked
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Attacking unit)) Equal to M113 Armoured Personal Carrier
        (Unit-type of (Attacking unit)) Equal to M113 - Field Ambulance Variant APC
        (Unit-type of (Attacking unit)) Equal to M113 - Flamethrower Variant APC
        (Unit-type of (Attacking unit)) Equal to M113 - Smoke Grenade Launcher Variant APC
        (Unit-type of (Attacking unit)) Equal to M2 Bradley Infantry Fighting Vehicle
        (Unit-type of (Attacking unit)) Equal to BMP-3 Infantry Fighting Vehicle
        (Unit-type of (Attacking unit)) Equal to BTR-80 Armoured Personal Carrier
        (Unit-type of (Attacking unit)) Equal to Buffel Armored Personal Carrier
        (Unit-type of (Attacking unit)) Equal to EE-11 Urutu Infantry Fighting Vehicle
        (Unit-type of (Attacking unit)) Equal to Saxon AT105 Armoured Personal Carrier
        (Unit-type of (Attacking unit)) Equal to Jeep
  Actions
    Set temp_location = (Position of (Attacking unit))
    Unit - Order (Attacking unit) to Unload All At temp_location
    Custom script: call RemoveLocation(udg_temp_location)
Explosion Death Effect
  Events
    Unit - A unit Dies
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Dying unit)) Equal to Terrorist Squad
        (Unit-type of (Dying unit)) Equal to Explosives
        (Unit-type of (Dying unit)) Equal to Intercontinental Ballistic Missile
  Actions
    Set RubbleArea = (Position of (Dying unit))
    Special Effect - Create a special effect at RubbleArea using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
    Special Effect - Destroy (Last created special effect)
    Unit - Remove (Dying unit) from the game
    Custom script: call RemoveLocation(udg_RubbleArea)
Terrorist
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Terrorist Squad
  Actions
    Unit - Kill (Attacking unit)
Planting Explosives
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to Set-Up Explosives
  Actions
    Set temp_location = (Target point of ability being cast)
    Unit - Create 1 Explosives for (Owner of (Casting unit)) at temp_location facing Default building facing degrees
    Custom script: call RemoveLocation(udg_temp_location)
Load Prisoner Camp
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to Load POWs (Neutral Hostile)
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        And - All (Conditions) are true
          Conditions
            (Unit-type of (Target unit of ability being cast)) Equal to Prisoner Of War
            (Mana of (Casting unit)) Less than 12.00
      Then - Actions
        Set Prisoner[(Player number of (Owner of (Casting unit)))] = (Prisoner[(Player number of (Owner of (Casting unit)))] + 1)
        Unit - Remove (Target unit of ability being cast) from the game
        Unit - Set mana of (Casting unit) to ((Mana of (Casting unit)) + 1)
        Skip remaining actions
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        And - All (Conditions) are true
          Conditions
            (Unit-type of (Target unit of ability being cast)) Equal to Prisoner Of War
            (Mana of (Casting unit)) Equal to 12.00
      Then - Actions
        Game - Display to (Player group((Owner of (Casting unit)))) for 2.00 seconds the text: This POW Camp is at maximum capacity.
        Skip remaining actions
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        And - All (Conditions) are true
          Conditions
            (Unit-type of (Target unit of ability being cast)) Not equal to Prisoner Of War
      Then - Actions
        Game - Display to (Player group((Owner of (Casting unit)))) for 2.00 seconds the text: You must target a Prisoner of War.
        Skip remaining actions
      Else - Actions
POW Camp Destruction
  Events
    Unit - A unit Dies
  Conditions
    And - All (Conditions) are true
      Conditions
        (Unit-type of (Dying unit)) Equal to Prisoner Camp
        (Owner of (Killing unit)) Not equal to (Owner of (Dying unit))
  Actions
    Set TempPoint = (Position of (Dying unit))
    Unit - Create (Integer((Mana of (Dying unit)))) Soldier for (Owner of (Killing unit)) at TempPoint facing Default building facing degrees
    Set Prisoner[(Player number of (Owner of (Dying unit)))] = (Prisoner[(Player number of (Owner of (Dying unit)))] - (Integer((Mana of (Dying unit)))))
    Custom script: call RemoveLocation(udg_TempPoint)
Quick Load POWs
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to Load Nearest POWs
  Actions
    Set TempPoint = (Position of (Casting unit))
    Region - Center Load <gen> on TempPoint
    Custom script: call RemoveLocation(udg_TempPoint)
    Custom script: set bj_wantDestroyGroup = true
    Unit Group - Pick every unit in (Units in Load <gen> owned by (Owner of (Casting unit))) and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Unit-type of (Picked unit)) Equal to Prisoner Of War
          Then - Actions
            Unit - Order (Casting unit) to Neutral - Firebolt (Picked unit)
          Else - Actions
Lose Morale
  Events
    Unit - A unit Is attacked
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Attacked unit)) Equal to Soldier
        (Unit-type of (Attacked unit)) Equal to Sniper
  Actions
    Unit - Set mana of (Attacked unit) to ((Mana of (Attacked unit)) - 1.00)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Mana of (Attacked unit)) Equal to 0.00
      Then - Actions
        Unit - Pause (Attacked unit)
        Animation - Play (Attacked unit)'s spell slam animation
        Unit - Set the custom value of (Attacked unit) to (Player number of (Owner of (Attacked unit)))
        Unit - Change ownership of (Attacked unit) to Neutral Passive and Retain color
      Else - Actions
Lose Morale 2
  Events
    Unit - A unit Is attacked
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Attacked unit)) Equal to Soldier
        (Unit-type of (Attacked unit)) Equal to Sniper
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Attacking unit)) Equal to AMX 30 Main Battle Tank
        (Unit-type of (Attacking unit)) Equal to T-95 Main Battle Tank
        (Unit-type of (Attacking unit)) Equal to Ch'onma-ho Main Battle Tank
        (Unit-type of (Attacking unit)) Equal to Leopard 2A6 Main Battle Tank
        (Unit-type of (Attacking unit)) Equal to Leopard 1A5 Main Battle Tank
        (Unit-type of (Attacking unit)) Equal to M114 155mm Towed Howitzer
        (Unit-type of (Attacking unit)) Equal to M1A2 Abrams Main Battle Tank
        (Unit-type of (Attacking unit)) Equal to Merkava Mark III Main Battle Tank
        (Unit-type of (Attacking unit)) Equal to Olifant Mk2 Main Battle Tank
        (Unit-type of (Attacking unit)) Equal to Type 96 Main Battle Tank
        (Unit-type of (Attacking unit)) Equal to Warrior Infantry Fighting Vehicle
        (Unit-type of (Attacking unit)) Equal to T-90 Main Battle Tank
        (Unit-type of (Attacking unit)) Equal to Zulfiqar-3 Main Battle Tank
        (Unit-type of (Attacking unit)) Equal to BMP-3 Infantry Fighting Vehicle
        (Unit-type of (Attacking unit)) Equal to M2 Bradley Infantry Fighting Vehicle
        (Unit-type of (Attacking unit)) Equal to EE-11 Urutu Infantry Fighting Vehicle
  Actions
    Unit - Set mana of (Attacked unit) to ((Mana of (Attacked unit)) - 2.00)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Mana of (Attacked unit)) Equal to 0.00
      Then - Actions
        Unit - Pause (Attacked unit)
        Animation - Play (Attacked unit)'s spell slam animation
        Unit - Set the custom value of (Attacked unit) to (Player number of (Owner of (Attacked unit)))
        Unit - Change ownership of (Attacked unit) to Neutral Passive and Retain color
      Else - Actions
Lose Area Morale
  Events
    Unit - A unit Is attacked
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Attacked unit)) Equal to Soldier
        (Unit-type of (Attacked unit)) Equal to Sniper
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Attacking unit)) Equal to 2S31 Vena Self-Propelled Howitzer
        (Unit-type of (Attacking unit)) Equal to M109-A5 Self-Propelled Artillery
        (Unit-type of (Attacking unit)) Equal to M109-A6 Paladin Self-Propelled Artillery
        (Unit-type of (Attacking unit)) Equal to Admiral Sergei Gorshkov Frigate
        (Unit-type of (Attacking unit)) Equal to PLZ-45 Self-Propelled Howitzer
        (Unit-type of (Attacking unit)) Equal to Panzerhaubitze 2000 Self-Propelled Artillery
        (Unit-type of (Attacking unit)) Equal to 155mm Defensive Artillery
  Actions
    Set TempPoint = (Position of (Attacked unit))
    Region - Center artillery_mass_desmorale <gen> on TempPoint
    Custom script: call RemoveLocation(udg_TempPoint)
    Custom script: set bj_wantDestroyGroup = true
    Unit Group - Pick every unit in (Units in artillery_mass_desmorale <gen> owned by (Owner of (Attacked unit))) and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            And - All (Conditions) are true
              Conditions
                ((Picked unit) is A structure) Equal to False
                ((Picked unit) is Mechanical) Equal to False
                ((Picked unit) is A flying unit) Equal to False
                ((Picked unit) is A peon-type unit) Equal to False
          Then - Actions
            Unit - Set mana of (Picked unit) to ((Mana of (Picked unit)) - 2.00)
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Mana of (Picked unit)) Equal to 0.00
              Then - Actions
                Unit - Pause (Picked unit)
                Animation - Play (Picked unit)'s spell slam animation
                Unit - Set the custom value of (Picked unit) to (Player number of (Owner of (Attacked unit)))
                Unit - Change ownership of (Picked unit) to Neutral Passive and Retain color
              Else - Actions
          Else - Actions
Loser Morale when death
  Events
    Unit - A unit Dies
  Conditions
  Actions
    Unit - Set mana of (Killing unit) to ((Mana of (Killing unit)) + 3.00)
    Set TempPoint = (Position of (Dying unit))
    Region - Center Mass_Desmorale <gen> on TempPoint
    Custom script: call RemoveLocation(udg_TempPoint)
    Custom script: set bj_wantDestroyGroup = true
    Unit Group - Pick every unit in (Units in Mass_Desmorale <gen> owned by (Owner of (Attacked unit))) and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            And - All (Conditions) are true
              Conditions
                ((Picked unit) is A structure) Equal to False
                ((Picked unit) is Mechanical) Equal to False
                ((Picked unit) is A flying unit) Equal to False
                ((Picked unit) is A peon-type unit) Equal to False
                ((Picked unit) is alive) Equal to True
          Then - Actions
            Unit - Set mana of (Picked unit) to ((Mana of (Picked unit)) - 20.00)
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Mana of (Picked unit)) Equal to 0.00
              Then - Actions
                Unit - Pause (Picked unit)
                Animation - Play (Picked unit)'s spell slam animation
                Unit - Set the custom value of (Picked unit) to (Player number of (Owner of (Attacked unit)))
                Unit - Change ownership of (Picked unit) to Neutral Passive and Retain color
              Else - Actions
          Else - Actions
Capture Rescue
  Events
    Unit - A unit Begins casting an ability
  Conditions
    And - All (Conditions) are true
      Conditions
        (Ability being cast) Equal to Interact
        (Owner of (Target unit of ability being cast)) Equal to Neutral Passive
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Target unit of ability being cast)) Equal to Soldier
        (Unit-type of (Target unit of ability being cast)) Equal to Sniper
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Custom value of (Target unit of ability being cast)) Equal to (Player number of (Owner of (Casting unit)))
      Then - Actions
        Unit - Unpause (Target unit of ability being cast)
        Animation - Reset (Target unit of ability being cast)'s animation
        Unit - Change ownership of (Target unit of ability being cast) to (Owner of (Casting unit)) and Retain color
        Unit - Set life of (Target unit of ability being cast) to ((Life of (Target unit of ability being cast)) + 50.00)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Custom value of (Target unit of ability being cast)) Not equal to (Player number of (Owner of (Casting unit)))
      Then - Actions
        Unit - Change ownership of (Target unit of ability being cast) to (Owner of (Casting unit)) and Retain color
        Unit - Set life of (Target unit of ability being cast) to ((Life of (Target unit of ability being cast)) + 50.00)
        Unit - Replace (Target unit of ability being cast) with a Prisoner Of War using The old unit's relative life and mana
      Else - Actions
Damge Tanks
  Events
    Unit - A unit Is attacked
  Conditions
    And - All (Conditions) are true
      Conditions
        (Unit-type of (Attacking unit)) Equal to ZSU-23-4Shilka Mobile Anti-Aircraft
        ((Attacked unit) is A ground unit) Equal to True
        ((Attacked unit) is Mechanical) Equal to True
  Actions
    Wait 0.10 seconds
    Set KillCrewChance = (Random integer number between 1 and 20)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        KillCrewChance Equal to 5
      Then - Actions
        Set TempPoint = (Position of (Attacked unit))
        Unit - Create 1 Destroyed Aiming Systems for Neutral Passive at TempPoint facing Default building facing degrees
        Unit - Order (Last created unit) to Undead Banshee - Curse (Attacked unit)
      Else - Actions
Crew Death
  Events
    Unit - A unit Is attacked
  Conditions
    And - All (Conditions) are true
      Conditions
        ((Attacked unit) is A ground unit) Equal to True
        ((Attacked unit) is Mechanical) Equal to True
    And - All (Conditions) are true
      Conditions
        (Unit-type of (Attacked unit)) Not equal to Allen M. Sumner class Destroyer
        (Unit-type of (Attacked unit)) Not equal to Anzac class Destroyer
        (Unit-type of (Attacked unit)) Not equal to HMS Daring D-32 Destroyer
        (Unit-type of (Attacked unit)) Not equal to INS Hanit class Destroyer
        (Unit-type of (Attacked unit)) Not equal to Iroquis Class Destroyer
        (Unit-type of (Attacked unit)) Not equal to Steregushchy Class Destroyer
        (Unit-type of (Attacked unit)) Not equal to Takanami class Destroyer
        (Unit-type of (Attacked unit)) Not equal to Agosta 90B Class Submarine
        (Unit-type of (Attacked unit)) Not equal to Collins Class Submarine
        (Unit-type of (Attacked unit)) Not equal to Dolphin Class Submarine
        (Unit-type of (Attacked unit)) Not equal to Oyashino Class Submarine
        (Unit-type of (Attacked unit)) Not equal to SSK Kilo Class Submarine
        (Unit-type of (Attacked unit)) Not equal to Tupi Class Submarine
        (Unit-type of (Attacked unit)) Not equal to Virginia Class Submarine
        (Unit-type of (Attacked unit)) Not equal to Iowa Class Battleship
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Attacking unit)) Equal to M2 Bradley Infantry Fighting Vehicle
        (Unit-type of (Attacking unit)) Equal to EE-11 Urutu Infantry Fighting Vehicle
        (Unit-type of (Attacking unit)) Equal to A-10 Thunderbolt II Ground Attack Aircraft
        (Unit-type of (Attacking unit)) Equal to AMX A1 "Ghibli" Bomber
        (Unit-type of (Attacking unit)) Equal to Eurofighter Typhoon Multi-Role Fighter
        (Unit-type of (Attacking unit)) Equal to AMX 30 Main Battle Tank
        (Unit-type of (Attacking unit)) Equal to T-95 Main Battle Tank
        (Unit-type of (Attacking unit)) Equal to Ch'onma-ho Main Battle Tank
        (Unit-type of (Attacking unit)) Equal to Challenger II Main Battle Tank
        (Unit-type of (Attacking unit)) Equal to Leopard 2A6 Main Battle Tank
        (Unit-type of (Attacking unit)) Equal to Leopard 1A5 Main Battle Tank
        (Unit-type of (Attacking unit)) Equal to M114 155mm Towed Howitzer
        (Unit-type of (Attacking unit)) Equal to M1A2 Abrams Main Battle Tank
        (Unit-type of (Attacking unit)) Equal to Merkava Mark III Main Battle Tank
        (Unit-type of (Attacking unit)) Equal to T-90 Main Battle Tank
        (Unit-type of (Attacking unit)) Equal to Type 96 Main Battle Tank
        (Unit-type of (Attacking unit)) Equal to Warrior Infantry Fighting Vehicle
        (Unit-type of (Attacking unit)) Equal to Zulfiqar-3 Main Battle Tank
        (Unit-type of (Attacking unit)) Equal to 2S31 Vena Self-Propelled Howitzer
        (Unit-type of (Attacking unit)) Equal to M109-A5 Self-Propelled Artillery
        (Unit-type of (Attacking unit)) Equal to M109-A6 Paladin Self-Propelled Artillery
        (Unit-type of (Attacking unit)) Equal to PLZ-45 Self-Propelled Howitzer
        (Unit-type of (Attacking unit)) Equal to Panzerhaubitze 2000 Self-Propelled Artillery
        (Unit-type of (Attacking unit)) Equal to 155mm Defensive Artillery
  Actions
    Wait 0.10 seconds
    Set KillCrewChance = (Random integer number between 1 and 6)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        KillCrewChance Equal to 4
      Then - Actions
        Unit - Set mana of (Attacked unit) to ((Mana of (Attacked unit)) - 1)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Mana of (Attacked unit)) Equal to 0.00
          Then - Actions
            Unit - Change ownership of (Attacked unit) to Neutral Passive and Retain color
          Else - Actions
      Else - Actions
    Set KillCrewChance = (Random integer number between 1 and 20)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        KillCrewChance Equal to 2
      Then - Actions
        Set TempPoint = (Position of (Attacked unit))
        Unit - Create 1 Engine Blow Up for Neutral Passive at TempPoint facing Default building facing degrees
        Unit - Order (Last created unit) to Attack (Attacked unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        KillCrewChance Equal to 3
      Then - Actions
        Set TempPoint = (Position of (Attacked unit))
        Unit - Create 1 Destroyed Tracks for Neutral Passive at TempPoint facing Default building facing degrees
        Unit - Order (Last created unit) to Human Sorceress - Slow (Attacked unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        KillCrewChance Equal to 4
      Then - Actions
        Set TempPoint = (Position of (Attacked unit))
        Unit - Create 1 Destroyed Gun for Neutral Passive at TempPoint facing Default building facing degrees
        Unit - Order (Last created unit) to Human Sorceress - Slow (Attacked unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        KillCrewChance Equal to 5
      Then - Actions
        Set TempPoint = (Position of (Attacked unit))
        Unit - Create 1 Destroyed Aiming Systems for Neutral Passive at TempPoint facing Default building facing degrees
        Unit - Order (Last created unit) to Undead Banshee - Curse (Attacked unit)
      Else - Actions
Rescue
  Events
    Unit - A unit Begins casting an ability
  Conditions
    And - All (Conditions) are true
      Conditions
        (Ability being cast) Equal to Interact
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Target unit of ability being cast)) Equal to M2 Bradley Infantry Fighting Vehicle
        (Unit-type of (Target unit of ability being cast)) Equal to BMP-3 Infantry Fighting Vehicle
        (Unit-type of (Target unit of ability being cast)) Equal to BTR-80 Armoured Personal Carrier
        (Unit-type of (Target unit of ability being cast)) Equal to Buffel Armored Personal Carrier
        (Unit-type of (Target unit of ability being cast)) Equal to EE-11 Urutu Infantry Fighting Vehicle
        (Unit-type of (Target unit of ability being cast)) Equal to M113 - Flamethrower Variant APC
        (Unit-type of (Target unit of ability being cast)) Equal to M113 - Field Ambulance Variant APC
        (Unit-type of (Target unit of ability being cast)) Equal to Jeep
        (Unit-type of (Target unit of ability being cast)) Equal to M113 - Smoke Grenade Launcher Variant APC
        (Unit-type of (Target unit of ability being cast)) Equal to M113 Armoured Personal Carrier
        (Unit-type of (Target unit of ability being cast)) Equal to Saxon AT105 Armoured Personal Carrier
        (Unit-type of (Target unit of ability being cast)) Equal to Mamba Armoured Personal Carrier
        (Unit-type of (Target unit of ability being cast)) Equal to AMX 30 Main Battle Tank
        (Unit-type of (Target unit of ability being cast)) Equal to T-95 Main Battle Tank
        (Unit-type of (Target unit of ability being cast)) Equal to Ch'onma-ho Main Battle Tank
        (Unit-type of (Target unit of ability being cast)) Equal to Challenger II Main Battle Tank
        (Unit-type of (Target unit of ability being cast)) Equal to Gepard Mobile Anti-Aircraft
        (Unit-type of (Target unit of ability being cast)) Equal to Leopard 2A6 Main Battle Tank
        (Unit-type of (Target unit of ability being cast)) Equal to M114 155mm Towed Howitzer
        (Unit-type of (Target unit of ability being cast)) Equal to Leopard 1A5 Main Battle Tank
        (Unit-type of (Target unit of ability being cast)) Equal to M1A2 Abrams Main Battle Tank
        (Unit-type of (Target unit of ability being cast)) Equal to MIM-104 Patriot Mobile Anti-Aircraft
        (Unit-type of (Target unit of ability being cast)) Equal to Merkava Mark III Main Battle Tank
        (Unit-type of (Target unit of ability being cast)) Equal to Olifant Mk2 Main Battle Tank
        (Unit-type of (Target unit of ability being cast)) Equal to Roland Mobile Anti-Aircraft
        (Unit-type of (Target unit of ability being cast)) Equal to T-90 Main Battle Tank
        (Unit-type of (Target unit of ability being cast)) Equal to Type 96 Main Battle Tank
        (Unit-type of (Target unit of ability being cast)) Equal to Warrior Infantry Fighting Vehicle
        (Unit-type of (Target unit of ability being cast)) Equal to ZSU-23-4Shilka Mobile Anti-Aircraft
        (Unit-type of (Target unit of ability being cast)) Equal to Zulfiqar-3 Main Battle Tank
        (Unit-type of (Target unit of ability being cast)) Equal to 2S31 Vena Self-Propelled Howitzer
        (Unit-type of (Target unit of ability being cast)) Equal to AMX-13/LAR-160 Multiple Launch Rocket System
        (Unit-type of (Target unit of ability being cast)) Equal to Astros II Multiple Launch Rocket System
        (Unit-type of (Target unit of ability being cast)) Equal to BM-30 Smerch Multiple Launch Rocket System
        (Unit-type of (Target unit of ability being cast)) Equal to BM21 Grad - Multiple Launch Rocket System
        (Unit-type of (Target unit of ability being cast)) Equal to M109-A5 Self-Propelled Artillery
        (Unit-type of (Target unit of ability being cast)) Equal to M109-A6 Paladin Self-Propelled Artillery
        (Unit-type of (Target unit of ability being cast)) Equal to M270 Multiple Launch Rocket System
        (Unit-type of (Target unit of ability being cast)) Equal to PLZ-45 Self-Propelled Howitzer
        (Unit-type of (Target unit of ability being cast)) Equal to Panzerhaubitze 2000 Self-Propelled Artillery
        (Unit-type of (Target unit of ability being cast)) Equal to WS1 Multiple Launch Rocket System
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Target unit of ability being cast)) Equal to Neutral Passive
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
          Then - Actions
            Unit - Set mana of (Target unit of ability being cast) to ((Mana of (Target unit of ability being cast)) + 1)
            Unit - Change ownership of (Target unit of ability being cast) to (Owner of (Casting unit)) and Change color
            Unit - Remove (Casting unit) from the game
            Skip remaining actions
          Else - Actions
      Else - Actions
Fix Engines
  Events
    Unit - A unit Begins casting an ability
  Conditions
    And - All (Conditions) are true
      Conditions
        Or - Any (Conditions) are true
          Conditions
            (Ability being cast) Equal to Fix Damaged Parts (Motorpoll)
  Actions
    Unit - Remove All buffs from (Target unit of ability being cast)
Replenish Crew
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to Replenish Crew
  Actions
    Unit - Set mana of (Target unit of ability being cast) to 100%
AutoUse Grenades
  Events
    Unit - A unit Is attacked
  Conditions
    ((Attacking unit) has an item of type Grenades Pack) Equal to True
  Actions
    Set TempPoint = (Position of (Attacked unit))
    Hero - Order (Attacking unit) to use (Item carried by (Attacking unit) of type Grenades Pack) on TempPoint
Throw Grenade
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to Grenade
  Actions
    Animation - Play (Casting unit)'s spell throw animation
    Set TempPoint = (Target point of ability being cast)
    Region - Center Grenade <gen> on TempPoint
    Custom script: call RemoveLocation(udg_TempPoint)
    Unit Group - Pick every unit in (Units in Grenade <gen>) and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Unit-type of (Picked unit)) Equal to Bunker
          Then - Actions
            Unit - Cause (Casting unit) to damage (Picked unit), dealing 900.00 damage of attack type Siege and damage type Normal
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Unit-type of (Picked unit)) Equal to 155mm Defensive Artillery
          Then - Actions
            Unit - Cause (Casting unit) to damage (Picked unit), dealing 300.00 damage of attack type Siege and damage type Normal
          Else - Actions
Pack Machinegun
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to Pack (Machinegun)
  Actions
    Set temp_location = (Position of (Casting unit))
    Unit - Order (Casting unit) to Unload All At temp_location
    Item - Create .50cal Machinegun at temp_location
    Unit - Remove (Casting unit) from the game
Pack Mortar
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to Pack (Mortar)
  Actions
    Set temp_location = (Position of (Casting unit))
    Unit - Order (Casting unit) to Unload All At temp_location
    Item - Create Mortar Launcher at temp_location
    Unit - Remove (Casting unit) from the game
MachinegunFireChainReaction
  Events
    Unit - A unit Is attacked
  Conditions
    Or - Any (Conditions) are true
      Conditions
        ((Attacking unit) has an item of type M249 SAW Machinegun) Equal to True
        ((Attacking unit) has an item of type Minigun) Equal to True
  Actions
    Special Effect - Create a special effect attached to the origin of (Attacking unit) using war3mapImported\MachinegunEffect.mdx
    Special Effect - Destroy (Last created special effect)
Flamethrower
  Events
    Unit - A unit Is attacked
  Conditions
    ((Attacking unit) has an item of type Flamethrower) Equal to True
  Actions
    Unit - Order (Attacking unit) to Stop
    Set TempPoint = (Position of (Attacked unit))
    Hero - Order (Attacking unit) to use (Item carried by (Attacking unit) of type Flamethrower) on TempPoint
BFG 9000
  Events
    Unit - A unit Is attacked
  Conditions
    ((Attacking unit) has an item of type BFG 9000) Equal to True
  Actions
    Unit - Order (Attacking unit) to Stop
    Set TempPoint = (Position of (Attacked unit))
    Hero - Order (Attacking unit) to use (Item carried by (Attacking unit) of type BFG 9000) on TempPoint
Rocket Launcher
  Events
    Unit - A unit Is attacked
  Conditions
    ((Attacking unit) has an item of type Rocket Launcher) Equal to True
  Actions
    Unit - Order (Attacking unit) to Stop
    Hero - Order (Attacking unit) to use (Item carried by (Attacking unit) of type Rocket Launcher) on (Attacked unit)
Remove After Dead
  Events
    Unit - A unit Dies
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Dying unit)) Equal to Bunker
  Actions
    Wait 0.15 seconds
    Unit - Remove (Dying unit) from the game
Move
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to Move Base
  Actions
    Set TempPoint = (Target point of ability being cast)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Middle_East <gen> contains TempPoint) Equal to True
      Then - Actions
        Unit - Move (Casting unit) instantly to TempPoint
      Else - Actions
Timer
  Events
    Time - Elapsed game time is 0.00 seconds
  Conditions
  Actions
    Countdown Timer - Create a timer window for (Last started timer) with title Next Month...
    Set timer02 = (Last created timer window)
    Countdown Timer - Start (Last started timer) as a Repeating timer that will expire in 60.00 seconds
    Wait 0.01 seconds
    Set Timer = (Last started timer)
Tax from Prisioner Camps
  Events
    Time - Elapsed game time is 0.02 seconds
    Time - Every 60.00 seconds of game time
  Conditions
  Actions
    Player - Add ((Number of living Prisoner Camp units owned by Player 1 (Red)) x 25) to Player 1 (Red) Current gold
    Player - Add ((Number of living Prisoner Camp units owned by Player 2 (Blue)) x 25) to Player 2 (Blue) Current gold
    Player - Add ((Number of living Prisoner Camp units owned by Player 3 (Teal)) x 25) to Player 3 (Teal) Current gold
    Player - Add ((Number of living Prisoner Camp units owned by Player 4 (Purple)) x 25) to Player 4 (Purple) Current gold
    Player - Add ((Number of living Prisoner Camp units owned by Player 5 (Yellow)) x 25) to Player 5 (Yellow) Current gold
    Player - Add ((Number of living Prisoner Camp units owned by Player 6 (Orange)) x 25) to Player 6 (Orange) Current gold
    Player - Add ((Number of living Prisoner Camp units owned by Player 7 (Green)) x 25) to Player 7 (Green) Current gold
    Player - Add ((Number of living Prisoner Camp units owned by Player 9 (Gray)) x 25) to Player 9 (Gray) Current gold
    Player - Add ((Number of living Prisoner Camp units owned by Player 10 (Light Blue)) x 25) to Player 10 (Light Blue) Current gold
    Player - Add ((Number of living Prisoner Camp units owned by Player 11 (Dark Green)) x 25) to Player 11 (Dark Green) Current gold
    Player - Add ((Number of living Oilfield units owned by Player 1 (Red)) x 25) to Player 1 (Red) Current gold
    Player - Add ((Number of living Oilfield units owned by Player 2 (Blue)) x 25) to Player 2 (Blue) Current gold
    Player - Add ((Number of living Oilfield units owned by Player 3 (Teal)) x 25) to Player 3 (Teal) Current gold
    Player - Add ((Number of living Oilfield units owned by Player 4 (Purple)) x 25) to Player 4 (Purple) Current gold
    Player - Add ((Number of living Oilfield units owned by Player 5 (Yellow)) x 25) to Player 5 (Yellow) Current gold
    Player - Add ((Number of living Oilfield units owned by Player 6 (Orange)) x 25) to Player 6 (Orange) Current gold
    Player - Add ((Number of living Oilfield units owned by Player 7 (Green)) x 25) to Player 7 (Green) Current gold
    Player - Add ((Number of living Oilfield units owned by Player 9 (Gray)) x 25) to Player 9 (Gray) Current gold
    Player - Add ((Number of living Oilfield units owned by Player 10 (Light Blue)) x 25) to Player 10 (Light Blue) Current gold
    Player - Add ((Number of living Oilfield units owned by Player 11 (Dark Green)) x 25) to Player 11 (Dark Green) Current gold
TAX
  Events
    Time - Elapsed game time is 0.02 seconds
    Time - Every 60.00 seconds of game time
  Conditions
  Actions
    Player - Add (20 x Prisoner[1]) to Player 1 (Red) Current gold
    Player - Add (20 x Prisoner[2]) to Player 2 (Blue) Current gold
    Player - Add (20 x Prisoner[3]) to Player 3 (Teal) Current gold
    Player - Add (20 x Prisoner[4]) to Player 4 (Purple) Current gold
    Player - Add (20 x Prisoner[5]) to Player 5 (Yellow) Current gold
    Player - Add (20 x Prisoner[6]) to Player 6 (Orange) Current gold
    Player - Add (20 x Prisoner[7]) to Player 7 (Green) Current gold
    Player - Add (20 x Prisoner[9]) to Player 9 (Gray) Current gold
    Player - Add (20 x Prisoner[10]) to Player 10 (Light Blue) Current gold
    Player - Add (20 x Prisoner[11]) to Player 11 (Dark Green) Current gold
    Player - Add (50 x (Number of units in (Units owned by Player 1 (Red) matching (((Matching unit) is A town-hall-type unit) Equal to True)))) to Player 1 (Red) Current gold
    Player - Add (50 x (Number of units in (Units owned by Player 2 (Blue) matching (((Matching unit) is A town-hall-type unit) Equal to True)))) to Player 2 (Blue) Current gold
    Player - Add (50 x (Number of units in (Units owned by Player 3 (Teal) matching (((Matching unit) is A town-hall-type unit) Equal to True)))) to Player 3 (Teal) Current gold
    Player - Add (50 x (Number of units in (Units owned by Player 4 (Purple) matching (((Matching unit) is A town-hall-type unit) Equal to True)))) to Player 4 (Purple) Current gold
    Player - Add (50 x (Number of units in (Units owned by Player 5 (Yellow) matching (((Matching unit) is A town-hall-type unit) Equal to True)))) to Player 5 (Yellow) Current gold
    Player - Add (50 x (Number of units in (Units owned by Player 6 (Orange) matching (((Matching unit) is A town-hall-type unit) Equal to True)))) to Player 6 (Orange) Current gold
    Player - Add (50 x (Number of units in (Units owned by Player 7 (Green) matching (((Matching unit) is A town-hall-type unit) Equal to True)))) to Player 7 (Green) Current gold
    Player - Add (50 x (Number of units in (Units owned by Player 9 (Gray) matching (((Matching unit) is A town-hall-type unit) Equal to True)))) to Player 9 (Gray) Current gold
    Player - Add (50 x (Number of units in (Units owned by Player 10 (Light Blue) matching (((Matching unit) is A town-hall-type unit) Equal to True)))) to Player 10 (Light Blue) Current gold
    Player - Add (50 x (Number of units in (Units owned by Player 11 (Dark Green) matching (((Matching unit) is A town-hall-type unit) Equal to True)))) to Player 11 (Dark Green) Current gold
    Player - Add 100 to Player 1 (Red) Current gold
    Player - Add 100 to Player 2 (Blue) Current gold
    Player - Add 100 to Player 3 (Teal) Current gold
    Player - Add 100 to Player 4 (Purple) Current gold
    Player - Add 100 to Player 5 (Yellow) Current gold
    Player - Add 100 to Player 6 (Orange) Current gold
    Player - Add 100 to Player 7 (Green) Current gold
    Player - Add 100 to Player 9 (Gray) Current gold
    Player - Add 100 to Player 10 (Light Blue) Current gold
    Player - Add 100 to Player 11 (Dark Green) Current gold
    Player - Add (50 x (Number of units in (Units owned by Player 1 (Red) matching ((Unit-type of (Matching unit)) Equal to Oil Refinery (+50 Income))))) to Player 1 (Red) Current gold
    Player - Add (50 x (Number of units in (Units owned by Player 2 (Blue) matching ((Unit-type of (Matching unit)) Equal to Oil Refinery (+50 Income))))) to Player 2 (Blue) Current gold
    Player - Add (50 x (Number of units in (Units owned by Player 3 (Teal) matching ((Unit-type of (Matching unit)) Equal to Oil Refinery (+50 Income))))) to Player 3 (Teal) Current gold
    Player - Add (50 x (Number of units in (Units owned by Player 4 (Purple) matching ((Unit-type of (Matching unit)) Equal to Oil Refinery (+50 Income))))) to Player 4 (Purple) Current gold
    Player - Add (50 x (Number of units in (Units owned by Player 5 (Yellow) matching ((Unit-type of (Matching unit)) Equal to Oil Refinery (+50 Income))))) to Player 5 (Yellow) Current gold
    Player - Add (50 x (Number of units in (Units owned by Player 6 (Orange) matching ((Unit-type of (Matching unit)) Equal to Oil Refinery (+50 Income))))) to Player 6 (Orange) Current gold
    Player - Add (50 x (Number of units in (Units owned by Player 7 (Green) matching ((Unit-type of (Matching unit)) Equal to Oil Refinery (+50 Income))))) to Player 7 (Green) Current gold
    Player - Add (50 x (Number of units in (Units owned by Player 8 (Pink) matching ((Unit-type of (Matching unit)) Equal to Oil Refinery (+50 Income))))) to Player 8 (Pink) Current gold
    Player - Add (50 x (Number of units in (Units owned by Player 9 (Gray) matching ((Unit-type of (Matching unit)) Equal to Oil Refinery (+50 Income))))) to Player 9 (Gray) Current gold
    Player - Add (50 x (Number of units in (Units owned by Player 10 (Light Blue) matching ((Unit-type of (Matching unit)) Equal to Oil Refinery (+50 Income))))) to Player 10 (Light Blue) Current gold
    Player - Add (50 x (Number of units in (Units owned by Player 11 (Dark Green) matching ((Unit-type of (Matching unit)) Equal to Oil Refinery (+50 Income))))) to Player 11 (Dark Green) Current gold
    Player - Add (50 x (Number of units in (Units owned by Player 12 (Brown) matching ((Unit-type of (Matching unit)) Equal to Oil Refinery (+50 Income))))) to Player 12 (Brown) Current gold
    Player - Add (25 x (Number of units in (Units owned by Player 1 (Red) matching ((Unit-type of (Matching unit)) Equal to Commercial Center (+25 Income))))) to Player 1 (Red) Current gold
    Player - Add (25 x (Number of units in (Units owned by Player 2 (Blue) matching ((Unit-type of (Matching unit)) Equal to Commercial Center (+25 Income))))) to Player 2 (Blue) Current gold
    Player - Add (25 x (Number of units in (Units owned by Player 3 (Teal) matching ((Unit-type of (Matching unit)) Equal to Commercial Center (+25 Income))))) to Player 3 (Teal) Current gold
    Player - Add (25 x (Number of units in (Units owned by Player 4 (Purple) matching ((Unit-type of (Matching unit)) Equal to Commercial Center (+25 Income))))) to Player 4 (Purple) Current gold
    Player - Add (25 x (Number of units in (Units owned by Player 5 (Yellow) matching ((Unit-type of (Matching unit)) Equal to Commercial Center (+25 Income))))) to Player 5 (Yellow) Current gold
    Player - Add (40 x (Number of units in (Units owned by Player 6 (Orange) matching ((Unit-type of (Matching unit)) Equal to Commercial Center (+25 Income))))) to Player 6 (Orange) Current gold
    Player - Add (40 x (Number of units in (Units owned by Player 7 (Green) matching ((Unit-type of (Matching unit)) Equal to Commercial Center (+25 Income))))) to Player 7 (Green) Current gold
    Player - Add (40 x (Number of units in (Units owned by Player 9 (Gray) matching ((Unit-type of (Matching unit)) Equal to Commercial Center (+25 Income))))) to Player 9 (Gray) Current gold
    Player - Add (40 x (Number of units in (Units owned by Player 10 (Light Blue) matching ((Unit-type of (Matching unit)) Equal to Commercial Center (+25 Income))))) to Player 10 (Light Blue) Current gold
    Player - Add (40 x (Number of units in (Units owned by Player 11 (Dark Green) matching ((Unit-type of (Matching unit)) Equal to Commercial Center (+25 Income))))) to Player 11 (Dark Green) Current gold
Years
  Events
    Time - Elapsed game time is 0.02 seconds
    Time - Every 720.00 seconds of game time
  Conditions
  Actions
    Set YearNumber = (YearNumber + 1)
    Set Year = (String(YearNumber))
    Game - Display to (All players) the text: |c001CE6B9A new year has started|r
Months
  Events
    Time - Elapsed game time is 0.02 seconds
    Time - Every 60.01 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        MonthNumber Equal to 1
      Then - Actions
        Game - Display to (All players) the text: (January + Year)
        Wait 0.01 seconds
        Set MonthNumber = 2
        Trigger - Run Snow_Cover <gen> (checking conditions)
        Skip remaining actions
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        MonthNumber Equal to 2
      Then - Actions
        Game - Display to (All players) the text: (February + Year)
        Wait 0.01 seconds
        Set MonthNumber = 3
        Trigger - Run Stop_Snow <gen> (checking conditions)
        Trigger - Run Snow_Melting <gen> (checking conditions)
        Trigger - Run Snow_Melting <gen> (checking conditions)
        Trigger - Run Snow_Melting <gen> (checking conditions)
        Trigger - Run Snow_Melting <gen> (checking conditions)
        Trigger - Run Snow_Melting <gen> (checking conditions)
        Trigger - Run Snow_Melting <gen> (checking conditions)
        Trigger - Run Snow_Melting <gen> (checking conditions)
        Trigger - Run Snow_Melting <gen> (checking conditions)
        Player - Disable WINTER for Player 8 (Pink)
        Player - Disable for Player 6 (Orange)
        Skip remaining actions
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        MonthNumber Equal to 3
      Then - Actions
        Game - Display to (All players) the text: (March + Year)
        Wait 0.01 seconds
        Set MonthNumber = 4
        Trigger - Run Snow_Total_Melt <gen> (checking conditions)
        Skip remaining actions
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        MonthNumber Equal to 4
      Then - Actions
        Game - Display to (All players) the text: (April + Year)
        Wait 0.01 seconds
        Set MonthNumber = 5
        Skip remaining actions
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        MonthNumber Equal to 5
      Then - Actions
        Game - Display to (All players) the text: (May + Year)
        Wait 0.01 seconds
        Set MonthNumber = 6
        Skip remaining actions
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        MonthNumber Equal to 6
      Then - Actions
        Game - Display to (All players) the text: (June + Year)
        Wait 0.01 seconds
        Set MonthNumber = 7
        Skip remaining actions
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        MonthNumber Equal to 7
      Then - Actions
        Game - Display to (All players) the text: (July + Year)
        Wait 0.01 seconds
        Set MonthNumber = 8
        Skip remaining actions
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        MonthNumber Equal to 8
      Then - Actions
        Game - Display to (All players) the text: (August + Year)
        Wait 0.01 seconds
        Set MonthNumber = 9
        Skip remaining actions
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        MonthNumber Equal to 9
      Then - Actions
        Game - Display to (All players) the text: (September + Year)
        Wait 0.01 seconds
        Set MonthNumber = 10
        Skip remaining actions
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        MonthNumber Equal to 10
      Then - Actions
        Game - Display to (All players) the text: (October + Year)
        Wait 0.01 seconds
        Set MonthNumber = 11
        Skip remaining actions
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        MonthNumber Equal to 11
      Then - Actions
        Game - Display to (All players) the text: (November + Year)
        Wait 0.01 seconds
        Set MonthNumber = 12
        Skip remaining actions
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        MonthNumber Equal to 12
      Then - Actions
        Trigger - Run Start_Snowing <gen> (checking conditions)
        Trigger - Run Snowing <gen> (checking conditions)
        Trigger - Run Snowing <gen> (checking conditions)
        Trigger - Run Snowing <gen> (checking conditions)
        Trigger - Run Snowing <gen> (checking conditions)
        Trigger - Run Snowing <gen> (checking conditions)
        Trigger - Run Snowing <gen> (checking conditions)
        Trigger - Run Snowing <gen> (checking conditions)
        Trigger - Run Snowing <gen> (checking conditions)
        Trigger - Run Snowing <gen> (checking conditions)
        Trigger - Run Snowing <gen> (checking conditions)
        Player - Enable WINTER for Player 8 (Pink)
        Player - Enable for Player 6 (Orange)
        Game - Display to (All players) the text: (December + Year)
        Wait 0.01 seconds
        Set MonthNumber = 1
        Skip remaining actions
      Else - Actions
Snow Cover
  Events
    Time - Elapsed game time is 0.00 seconds
  Conditions
  Actions
    Environment - Change terrain type at (Center of BIG_SNOW <gen>) to Lordaeron Winter - Snow using variation -1 in an area of size 32 and shape Circle
    Environment - Change terrain type at (Center of ES <gen>) to Lordaeron Winter - Snow using variation -1 in an area of size 16 and shape Circle
    Environment - Change terrain type at (Center of ES_2 <gen>) to Lordaeron Winter - Snow using variation -1 in an area of size 16 and shape Circle
    Environment - Change terrain type at (Center of ES_3 <gen>) to Lordaeron Winter - Snow using variation -1 in an area of size 16 and shape Circle
    Environment - Change terrain type at (Center of ES_4 <gen>) to Lordaeron Winter - Snow using variation -1 in an area of size 16 and shape Circle
    Environment - Change terrain type at (Center of ES_5 <gen>) to Lordaeron Winter - Snow using variation -1 in an area of size 16 and shape Circle
    Environment - Change terrain type at (Center of ES_6 <gen>) to Lordaeron Winter - Snow using variation -1 in an area of size 16 and shape Circle
    Environment - Change terrain type at (Center of ES_7 <gen>) to Lordaeron Winter - Snow using variation -1 in an area of size 16 and shape Circle
    Environment - Change terrain type at (Center of US_1 <gen>) to Lordaeron Winter - Snow using variation -1 in an area of size 16 and shape Circle
    Environment - Change terrain type at (Center of US_2 <gen>) to Lordaeron Winter - Snow using variation -1 in an area of size 8 and shape Circle
    Environment - Change terrain type at (Center of Terminate <gen>) to Lordaeron Winter - Snow using variation -1 in an area of size 16 and shape Circle
    Environment - Change terrain type at (Center of CS_1 <gen>) to Lordaeron Winter - Snow using variation -1 in an area of size 16 and shape Circle
    Environment - Change terrain type at (Center of AS <gen>) to Lordaeron Winter - Snow using variation -1 in an area of size 16 and shape Circle
    Environment - Change terrain type at (Center of AS_2 <gen>) to Lordaeron Winter - Snow using variation -1 in an area of size 16 and shape Circle
    Environment - Change terrain type at (Center of US_3 <gen>) to Lordaeron Winter - Snow using variation -1 in an area of size 8 and shape Circle
    Environment - Change terrain type at (Center of Alaska <gen>) to Lordaeron Winter - Snow using variation -1 in an area of size 14 and shape Circle
    Environment - Change terrain type at (Center of Alaska_2 <gen>) to Lordaeron Winter - Snow using variation -1 in an area of size 14 and shape Circle
    Environment - Change terrain type at (Center of ES_9 <gen>) to Lordaeron Winter - Snow using variation -1 in an area of size 14 and shape Circle
    Environment - Change terrain type at (Center of SnowDarkGrass3 <gen>) to Lordaeron Winter - Snow using variation -1 in an area of size 14 and shape Circle
    Environment - Change terrain type at (Center of Region_046 <gen>) to Lordaeron Winter - Rock using variation -1 in an area of size 3 and shape Circle
    Environment - Change terrain type at (Center of Region_047 <gen>) to Lordaeron Winter - Rock using variation -1 in an area of size 3 and shape Circle
    Environment - Change terrain type at (Center of Region_048 <gen>) to Lordaeron Winter - Rock using variation -1 in an area of size 3 and shape Circle
    Environment - Change terrain type at (Center of Region_049 <gen>) to Lordaeron Winter - Rock using variation -1 in an area of size 3 and shape Circle
    Environment - Change terrain type at (Center of Region_050 <gen>) to Lordaeron Winter - Rock using variation -1 in an area of size 3 and shape Circle
    Environment - Change terrain type at (Center of Region_042 <gen>) to Village - Rocks using variation -1 in an area of size 3 and shape Circle
    Environment - Change terrain type at (Center of Region_040 <gen>) to Village - Rocks using variation -1 in an area of size 3 and shape Circle
    Environment - Change terrain type at (Center of Region_041 <gen>) to Village - Rocks using variation -1 in an area of size 3 and shape Circle
    Environment - Change terrain type at (Center of Beach <gen>) to Sunken Ruins - Sand using variation -1 in an area of size 5 and shape Circle
    Environment - Change terrain type at (Center of Concrete_1 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of Concrete_1_Copy_2 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of Concrete_1_Copy_3 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of Concrete_1_Copy_4 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of Concrete_1_Copy_4_Copy_2 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of Concrete_1_Copy_4_Copy_3 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of Concrete_1_Copy_4_Copy_4 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of Concrete_1_Copy_4_Copy_5 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of Concrete_1_Copy_4_Copy <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of Concrete_1_Copy <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_10 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_11 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_12 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_13 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_14 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_15 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_16 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_17 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_18 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_19 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_2 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_20 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_21 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_22 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_23 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_24 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_25 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_26 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_27 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_28 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_29 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_3 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_30 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_31 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_32 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_33 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_34 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_35 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_36 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_37 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_38 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_39 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_4 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_40 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_41 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_42 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_43 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_44 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_45 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_46 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_47 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_48 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_49 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_5 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_50 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_51 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_52 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_53 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_54 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_55 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_56 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_57 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_58 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_59 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_6 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_60 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_61 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_62 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_63 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_64 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_65 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_66 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_67 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_68 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_69 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_7 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_70 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_71 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_72 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_73 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_74 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_75 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_76 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_77 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_78 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_79 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_8 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_80 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_81 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_82 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_83 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_84 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_85 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_86 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_87 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_88 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_89 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_9 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_90 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_91 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_92 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_93 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_94 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_95 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_96 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_97 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_98 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_99 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_99b <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_99c <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_99d <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_99e <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_99f <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of Region_188 <gen>) to Village - Rocks using variation -1 in an area of size 3 and shape Circle
    Set temp_location_4 = (Random point in Winter_Britain <gen>)
    Environment - Change terrain type at temp_location_4 to Northrend - Snow using variation -1 in an area of size 4 and shape Circle
    Set temp_location_4 = (Random point in Winter_Britain <gen>)
    Environment - Change terrain type at temp_location_4 to Northrend - Snow using variation -1 in an area of size 4 and shape Circle
    Set temp_location_4 = (Random point in Winter_Britain <gen>)
    Environment - Change terrain type at temp_location_4 to Northrend - Snow using variation -1 in an area of size 4 and shape Circle
    Set temp_location_4 = (Random point in Winter_Britain <gen>)
    Environment - Change terrain type at temp_location_4 to Northrend - Snow using variation -1 in an area of size 4 and shape Circle
    Set temp_location_4 = (Random point in Winter_Britain <gen>)
    Environment - Change terrain type at temp_location_4 to Northrend - Snow using variation -1 in an area of size 4 and shape Circle
    Set temp_location_4 = (Random point in Winter_Britain <gen>)
    Environment - Change terrain type at temp_location_4 to Northrend - Snow using variation -1 in an area of size 4 and shape Circle
Start Snowing
  Events
    Time - Elapsed game time is 0.00 seconds
  Conditions
  Actions
    Environment - Create at Winter_02 <gen> the weather effect Northrend Snow (Light)
    Environment - Turn (Last created weather effect) On
    Set Snow[1] = (Last created weather effect)
    Environment - Create at Winter_01 <gen> the weather effect Northrend Snow (Light)
    Environment - Turn (Last created weather effect) On
    Set Snow[2] = (Last created weather effect)
    Environment - Create at Winter_Europe_1 <gen> the weather effect Northrend Snow (Light)
    Environment - Turn (Last created weather effect) On
    Set Snow[3] = (Last created weather effect)
    Environment - Create at Winter_RUssia_1 <gen> the weather effect Northrend Snow (Heavy)
    Environment - Turn (Last created weather effect) On
    Set Snow[4] = (Last created weather effect)
    Environment - Create at Winter_Britain <gen> the weather effect Northrend Snow (Light)
    Environment - Turn (Last created weather effect) On
    Set Snow[5] = (Last created weather effect)
Stop Snow
  Events
  Conditions
  Actions
    Environment - Turn Snow[1] Off
    Environment - Turn Snow[2] Off
    Environment - Turn Snow[3] Off
    Environment - Turn Snow[4] Off
    Environment - Turn Snow[5] Off
Snow Melting
  Events
  Conditions
  Actions
    Set temp_location_4 = (Random point in Winter_Britain <gen>)
    Environment - Change terrain type at temp_location_4 to Lordaeron Summer - Grass using variation -1 in an area of size 4 and shape Circle
    Set temp_location_4 = (Random point in Winter_Britain <gen>)
    Environment - Change terrain type at temp_location_4 to Lordaeron Summer - Grass using variation -1 in an area of size 4 and shape Circle
    Set temp_location_4 = (Random point in Winter_01 <gen>)
    Environment - Change terrain type at temp_location_4 to Village - Thick Grass using variation -1 in an area of size 4 and shape Circle
    Set temp_location_4 = (Random point in Winter_01 <gen>)
    Environment - Change terrain type at temp_location_4 to Village - Thick Grass using variation -1 in an area of size 4 and shape Circle
    Set temp_location_4 = (Random point in Winter_02 <gen>)
    Environment - Change terrain type at temp_location_4 to Lordaeron Summer - Grass using variation -1 in an area of size 2 and shape Circle
    Set temp_location_4 = (Random point in Winter_02 <gen>)
    Environment - Change terrain type at temp_location_4 to Lordaeron Summer - Grass using variation -1 in an area of size 2 and shape Circle
    Set temp_location_4 = (Random point in Winter_02 <gen>)
    Environment - Change terrain type at temp_location_4 to Lordaeron Summer - Grass using variation -1 in an area of size 2 and shape Circle
    Set temp_location_4 = (Random point in Winter_02 <gen>)
    Environment - Change terrain type at temp_location_4 to Lordaeron Summer - Grass using variation -1 in an area of size 2 and shape Circle
    Set temp_location_4 = (Random point in Winter_Europe_1 <gen>)
    Environment - Change terrain type at temp_location_4 to Village - Thick Grass using variation -1 in an area of size 3 and shape Circle
    Set temp_location_4 = (Random point in Winter_Europe_1 <gen>)
    Environment - Change terrain type at temp_location_4 to Village - Thick Grass using variation -1 in an area of size 3 and shape Circle
    Set temp_location_4 = (Random point in Winter_Europe_1 <gen>)
    Environment - Change terrain type at temp_location_4 to Village - Thick Grass using variation -1 in an area of size 3 and shape Circle
    Set temp_location_4 = (Random point in Winter_Europe_1 <gen>)
    Environment - Change terrain type at temp_location_4 to Village - Thick Grass using variation -1 in an area of size 3 and shape Circle
    Set temp_location_4 = (Random point in Europe_2 <gen>)
    Environment - Change terrain type at temp_location_4 to Village - Thick Grass using variation -1 in an area of size 2 and shape Circle
    Set temp_location_4 = (Random point in Europe_2 <gen>)
    Environment - Change terrain type at temp_location_4 to Village - Thick Grass using variation -1 in an area of size 2 and shape Circle
    Set temp_location_4 = (Random point in Europe_2 <gen>)
    Environment - Change terrain type at temp_location_4 to Village - Thick Grass using variation -1 in an area of size 2 and shape Circle
    Set temp_location_4 = (Random point in Winter_RUssia_1 <gen>)
    Environment - Change terrain type at temp_location_4 to Village - Thick Grass using variation -1 in an area of size 4 and shape Circle
    Set temp_location_4 = (Random point in Winter_RUssia_1 <gen>)
    Environment - Change terrain type at temp_location_4 to Village - Thick Grass using variation -1 in an area of size 4 and shape Circle
    Set temp_location_4 = (Random point in Winter_RUssia_1 <gen>)
    Environment - Change terrain type at temp_location_4 to Village - Thick Grass using variation -1 in an area of size 4 and shape Circle
    Set temp_location_4 = (Random point in Winter_RUssia_1 <gen>)
    Environment - Change terrain type at temp_location_4 to Village - Thick Grass using variation -1 in an area of size 4 and shape Circle
    Set temp_location_4 = (Random point in Winter_RUssia_1 <gen>)
    Environment - Change terrain type at temp_location_4 to Village - Thick Grass using variation -1 in an area of size 4 and shape Circle
    Environment - Change terrain type at (Center of Concrete_1 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of Concrete_1_Copy_2 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of Concrete_1_Copy_3 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of Concrete_1_Copy_4 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of Concrete_1_Copy_4_Copy_2 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of Concrete_1_Copy_4_Copy_3 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of Concrete_1_Copy_4_Copy_4 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of Concrete_1_Copy_4_Copy_5 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of Concrete_1_Copy_4_Copy <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of Concrete_1_Copy <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
Snowing
  Events
  Conditions
  Actions
    Set temp_location_4 = (Random point in Winter_Britain <gen>)
    Environment - Change terrain type at temp_location_4 to Northrend - Snow using variation -1 in an area of size 4 and shape Circle
    Set temp_location_4 = (Random point in Winter_Britain <gen>)
    Environment - Change terrain type at temp_location_4 to Northrend - Snow using variation -1 in an area of size 4 and shape Circle
    Set temp_location_4 = (Random point in Winter_01 <gen>)
    Environment - Change terrain type at temp_location_4 to Northrend - Snow using variation -1 in an area of size 4 and shape Circle
    Set temp_location_4 = (Random point in Winter_01 <gen>)
    Environment - Change terrain type at temp_location_4 to Northrend - Snow using variation -1 in an area of size 4 and shape Circle
    Set temp_location_4 = (Random point in Winter_02 <gen>)
    Environment - Change terrain type at temp_location_4 to Northrend - Snow using variation -1 in an area of size 2 and shape Circle
    Set temp_location_4 = (Random point in Winter_02 <gen>)
    Environment - Change terrain type at temp_location_4 to Northrend - Snow using variation -1 in an area of size 2 and shape Circle
    Set temp_location_4 = (Random point in Winter_02 <gen>)
    Environment - Change terrain type at temp_location_4 to Northrend - Snow using variation -1 in an area of size 2 and shape Circle
    Set temp_location_4 = (Random point in Winter_02 <gen>)
    Environment - Change terrain type at temp_location_4 to Northrend - Snow using variation -1 in an area of size 2 and shape Circle
    Set temp_location_4 = (Random point in Winter_Europe_1 <gen>)
    Environment - Change terrain type at temp_location_4 to Northrend - Snow using variation -1 in an area of size 2 and shape Circle
    Set temp_location_4 = (Random point in Winter_Europe_1 <gen>)
    Environment - Change terrain type at temp_location_4 to Northrend - Snow using variation -1 in an area of size 2 and shape Circle
    Set temp_location_4 = (Random point in Winter_Europe_1 <gen>)
    Environment - Change terrain type at temp_location_4 to Northrend - Snow using variation -1 in an area of size 3 and shape Circle
    Set temp_location_4 = (Random point in Winter_Europe_1 <gen>)
    Environment - Change terrain type at temp_location_4 to Northrend - Snow using variation -1 in an area of size 3 and shape Circle
    Set temp_location_4 = (Random point in Europe_2 <gen>)
    Environment - Change terrain type at temp_location_4 to Northrend - Snow using variation -1 in an area of size 3 and shape Circle
    Set temp_location_4 = (Random point in Europe_2 <gen>)
    Environment - Change terrain type at temp_location_4 to Northrend - Snow using variation -1 in an area of size 3 and shape Circle
    Set temp_location_4 = (Random point in Europe_2 <gen>)
    Environment - Change terrain type at temp_location_4 to Northrend - Snow using variation -1 in an area of size 3 and shape Circle
    Set temp_location_4 = (Random point in Winter_RUssia_1 <gen>)
    Environment - Change terrain type at temp_location_4 to Northrend - Snow using variation -1 in an area of size 3 and shape Circle
    Set temp_location_4 = (Random point in Winter_RUssia_1 <gen>)
    Environment - Change terrain type at temp_location_4 to Northrend - Snow using variation -1 in an area of size 3 and shape Circle
    Set temp_location_4 = (Random point in Winter_RUssia_1 <gen>)
    Environment - Change terrain type at temp_location_4 to Northrend - Snow using variation -1 in an area of size 3 and shape Circle
    Set temp_location_4 = (Random point in Winter_RUssia_1 <gen>)
    Environment - Change terrain type at temp_location_4 to Northrend - Snow using variation -1 in an area of size 3 and shape Circle
    Set temp_location_4 = (Random point in Winter_RUssia_1 <gen>)
    Environment - Change terrain type at temp_location_4 to Northrend - Snow using variation -1 in an area of size 3 and shape Circle
    Environment - Change terrain type at (Center of Concrete_1 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of Concrete_1_Copy_2 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of Concrete_1_Copy_3 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of Concrete_1_Copy_4 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of Concrete_1_Copy_4_Copy_2 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of Concrete_1_Copy_4_Copy_3 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of Concrete_1_Copy_4_Copy_4 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of Concrete_1_Copy_4_Copy_5 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of Concrete_1_Copy_4_Copy <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of Concrete_1_Copy <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
Snow Total Melt
  Events
  Conditions
  Actions
    Environment - Change terrain type at (Center of ES <gen>) to Village - Thick Grass using variation -1 in an area of size 16 and shape Circle
    Environment - Change terrain type at (Center of ES_2 <gen>) to Village - Thick Grass using variation -1 in an area of size 16 and shape Circle
    Environment - Change terrain type at (Center of ES_3 <gen>) to Village - Thick Grass using variation -1 in an area of size 16 and shape Circle
    Environment - Change terrain type at (Center of ES_4 <gen>) to Village - Thick Grass using variation -1 in an area of size 16 and shape Circle
    Environment - Change terrain type at (Center of ES_5 <gen>) to Village - Thick Grass using variation -1 in an area of size 16 and shape Circle
    Environment - Change terrain type at (Center of ES_6 <gen>) to Village - Thick Grass using variation -1 in an area of size 16 and shape Circle
    Environment - Change terrain type at (Center of ES_7 <gen>) to Village - Thick Grass using variation -1 in an area of size 16 and shape Circle
    Environment - Change terrain type at (Center of US_1 <gen>) to Lordaeron Summer - Grass using variation -1 in an area of size 16 and shape Circle
    Environment - Change terrain type at (Center of US_2 <gen>) to Lordaeron Summer - Grass using variation -1 in an area of size 8 and shape Circle
    Environment - Change terrain type at (Center of US_3 <gen>) to Village - Thick Grass using variation -1 in an area of size 8 and shape Circle
    Environment - Change terrain type at (Center of Terminate <gen>) to Lordaeron Summer - Grass using variation -1 in an area of size 16 and shape Circle
    Environment - Change terrain type at (Center of CS_1 <gen>) to Village - Thick Grass using variation -1 in an area of size 16 and shape Circle
    Environment - Change terrain type at (Center of AS <gen>) to Lordaeron Winter - Grassy Snow using variation -1 in an area of size 16 and shape Circle
    Environment - Change terrain type at (Center of AS_2 <gen>) to Lordaeron Winter - Grassy Snow using variation -1 in an area of size 16 and shape Circle
    Environment - Change terrain type at (Center of US_3 <gen>) to Lordaeron Summer - Grass using variation -1 in an area of size 8 and shape Circle
    Environment - Change terrain type at (Center of Alaska <gen>) to Lordaeron Winter - Grassy Snow using variation -1 in an area of size 8 and shape Circle
    Environment - Change terrain type at (Center of Alaska_2 <gen>) to Lordaeron Winter - Grassy Snow using variation -1 in an area of size 8 and shape Circle
    Environment - Change terrain type at (Center of Alaska_Copy <gen>) to Lordaeron Winter - Grassy Snow using variation -1 in an area of size 8 and shape Circle
    Environment - Change terrain type at (Center of ES_9 <gen>) to Village - Thick Grass using variation -1 in an area of size 14 and shape Circle
    Environment - Change terrain type at (Center of SnowDarkGrass3 <gen>) to Lordaeron Summer - Grass using variation -1 in an area of size 14 and shape Circle
    Environment - Change terrain type at (Center of Region_038 <gen>) to Village - Rocks using variation -1 in an area of size 2 and shape Circle
    Environment - Change terrain type at (Center of Region_039 <gen>) to Lordaeron Summer - Dark Grass using variation -1 in an area of size 2 and shape Circle
    Environment - Change terrain type at (Center of Region_042 <gen>) to Village - Rocks using variation -1 in an area of size 3 and shape Circle
    Environment - Change terrain type at (Center of Region_040 <gen>) to Village - Rocks using variation -1 in an area of size 3 and shape Circle
    Environment - Change terrain type at (Center of Region_041 <gen>) to Village - Rocks using variation -1 in an area of size 3 and shape Circle
    Environment - Change terrain type at (Center of US_1_Copy <gen>) to Village - Thick Grass using variation -1 in an area of size 8 and shape Circle
    Environment - Change terrain type at (Center of Beach <gen>) to Sunken Ruins - Sand using variation -1 in an area of size 5 and shape Circle
    Environment - Change terrain type at (Center of SnowDarkGrass5 <gen>) to Lordaeron Summer - Dark Grass using variation -1 in an area of size 2 and shape Circle
    Environment - Change terrain type at (Center of SnowDarkGrass4 <gen>) to Lordaeron Summer - Dark Grass using variation -1 in an area of size 2 and shape Circle
    Environment - Change terrain type at (Center of SnowDarkGrass3 <gen>) to Village - Thick Grass using variation -1 in an area of size 2 and shape Circle
    Environment - Change terrain type at (Center of SnowDarkGrass2 <gen>) to Village - Thick Grass using variation -1 in an area of size 2 and shape Circle
    Environment - Change terrain type at (Center of SnowDarkGrass1 <gen>) to Village - Thick Grass using variation -1 in an area of size 2 and shape Circle
    Environment - Change terrain type at (Center of Region_044 <gen>) to Village - Thick Grass using variation -1 in an area of size 2 and shape Circle
    Environment - Change terrain type at (Center of SnowDarkGrass6 <gen>) to Village - Thick Grass using variation -1 in an area of size 2 and shape Circle
    Environment - Change terrain type at (Center of Terminate <gen>) to Lordaeron Summer - Dark Grass using variation -1 in an area of size 2 and shape Circle
    Environment - Change terrain type at (Center of CS_1 <gen>) to Lordaeron Summer - Dark Grass using variation -1 in an area of size 2 and shape Circle
    Environment - Change terrain type at (Center of Region_045 <gen>) to Village - Thick Grass using variation -1 in an area of size 2 and shape Circle
    Environment - Change terrain type at (Center of Region_043 <gen>) to Ashenvale - Grass using variation -1 in an area of size 2 and shape Circle
    Environment - Change terrain type at (Center of Region_046 <gen>) to Lordaeron Winter - Rock using variation -1 in an area of size 3 and shape Circle
    Environment - Change terrain type at (Center of Region_047 <gen>) to Lordaeron Winter - Rock using variation -1 in an area of size 3 and shape Circle
    Environment - Change terrain type at (Center of Region_048 <gen>) to Lordaeron Winter - Rock using variation -1 in an area of size 3 and shape Circle
    Environment - Change terrain type at (Center of Region_049 <gen>) to Lordaeron Winter - Rock using variation -1 in an area of size 3 and shape Circle
    Environment - Change terrain type at (Center of Region_050 <gen>) to Lordaeron Winter - Rock using variation -1 in an area of size 3 and shape Circle
    Environment - Change terrain type at (Center of Region_051 <gen>) to Lordaeron Summer - Dirt using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of Region_054 <gen>) to Lordaeron Summer - Grass using variation -1 in an area of size 8 and shape Circle
    Environment - Change terrain type at (Center of Region_054_Copy <gen>) to Lordaeron Summer - Grass using variation -1 in an area of size 8 and shape Circle
    Environment - Change terrain type at (Center of Beach_Britain <gen>) to Sunken Ruins - Sand using variation -1 in an area of size 5 and shape Circle
    Environment - Change terrain type at (Center of Winter_02 <gen>) to Lordaeron Summer - Dirt using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of Region_071 <gen>) to Lordaeron Summer - Dirt using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of Region_072 <gen>) to Lordaeron Summer - Dirt using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of Region_087 <gen>) to Lordaeron Summer - Dirt using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of Region_088 <gen>) to Lordaeron Summer - Dirt using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of Concrete_1 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of Concrete_1_Copy_2 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of Concrete_1_Copy_3 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of Concrete_1_Copy_4 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of Concrete_1_Copy_4_Copy_2 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of Concrete_1_Copy_4_Copy_3 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of Concrete_1_Copy_4_Copy_4 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of Concrete_1_Copy_4_Copy_5 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of Concrete_1_Copy_4_Copy <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of Concrete_1_Copy <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of Asphalt_1 <gen>) to Cityscape - Round Tiles using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of Asphalt_1_Copy_2 <gen>) to Cityscape - Round Tiles using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of Asphalt_1_Copy_3 <gen>) to Cityscape - Round Tiles using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of Asphalt_1_Copy_4 <gen>) to Cityscape - Round Tiles using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of Asphalt_1_Copy_612 <gen>) to Cityscape - Round Tiles using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of Asphalt_6666666 <gen>) to Cityscape - Round Tiles using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of AFY <gen>) to Village - Stone Path using variation -1 in an area of size 5 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_10 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_11 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_12 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_13 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_14 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_15 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_16 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_17 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_18 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_19 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_2 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_20 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_21 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_22 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_23 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_24 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_25 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_26 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_27 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_28 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_29 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_3 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_30 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_31 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_32 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_33 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_34 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_35 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_36 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_37 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_38 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_39 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_4 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_40 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_41 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_42 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_43 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_44 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_45 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_46 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_47 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_48 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_49 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_5 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_50 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_51 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_52 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_53 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_54 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_55 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_56 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_57 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_58 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_59 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_6 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_60 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_61 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_62 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_63 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_64 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_65 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_66 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_67 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_68 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_69 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_7 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_70 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_71 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_72 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_73 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_74 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_75 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_76 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_77 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_78 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_79 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_8 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_80 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_81 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_82 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_83 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_84 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_85 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_86 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_87 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_88 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_89 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_9 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_90 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_91 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_92 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_93 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_94 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_95 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_96 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy_97 <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of ASPALTH_Copy_Copy <gen>) to Dalaran Ruins - White Marble using variation -1 in an area of size 1 and shape Circle
    Environment - Change terrain type at (Center of Region_188 <gen>) to Village - Rocks using variation -1 in an area of size 3 and shape Circle
Report
  Events
    Player - Player 1 (Red) types a chat message containing @report as An exact match
    Player - Player 2 (Blue) types a chat message containing @report as An exact match
    Player - Player 3 (Teal) types a chat message containing @report as An exact match
    Player - Player 4 (Purple) types a chat message containing @report as An exact match
    Player - Player 5 (Yellow) types a chat message containing @report as An exact match
    Player - Player 6 (Orange) types a chat message containing @report as An exact match
    Player - Player 7 (Green) types a chat message containing @report as An exact match
    Player - Player 8 (Pink) types a chat message containing @report as An exact match
    Player - Player 9 (Gray) types a chat message containing @report as An exact match
    Player - Player 10 (Light Blue) types a chat message containing @report as An exact match
    Player - Player 11 (Dark Green) types a chat message containing @report as An exact match
    Player - Player 12 (Brown) types a chat message containing @report as An exact match
  Conditions
  Actions
    Set TotalUnits[(Player number of (Triggering player))] = (Number of units in (Units owned by (Triggering player) matching (((Matching unit) is A structure) Equal to False)))
    Set YourNations = (Number of units in (Units owned by (Triggering player) matching (((Matching unit) is A town-hall-type unit) Equal to True)))
    Set NeutralNations = (Number of units in (Units owned by Neutral Hostile matching (((Matching unit) is A town-hall-type unit) Equal to True)))
    Set AlliedNations = (Number of units in (Units owned by Player 1 (Red) matching (((Matching unit) is A town-hall-type unit) Equal to True)))
    Set AlliedNations = (AlliedNations + (Number of units in (Units owned by Player 2 (Blue) matching (((Matching unit) is A town-hall-type unit) Equal to True))))
    Set AlliedNations = (AlliedNations + (Number of units in (Units owned by Player 3 (Teal) matching (((Matching unit) is A town-hall-type unit) Equal to True))))
    Set AlliedNations = (AlliedNations + (Number of units in (Units owned by Player 4 (Purple) matching (((Matching unit) is A town-hall-type unit) Equal to True))))
    Set AlliedNations = (AlliedNations + (Number of units in (Units owned by Player 10 (Light Blue) matching (((Matching unit) is A town-hall-type unit) Equal to True))))
    Set CommunistNations = (Number of units in (Units owned by Player 5 (Yellow) matching (((Matching unit) is A town-hall-type unit) Equal to True)))
    Set CommunistNations = (CommunistNations + (Number of units in (Units owned by Player 6 (Orange) matching (((Matching unit) is A town-hall-type unit) Equal to True))))
    Set CommunistNations = (CommunistNations + (Number of units in (Units owned by Player 7 (Green) matching (((Matching unit) is A town-hall-type unit) Equal to True))))
    Set CommunistNations = (CommunistNations + (Number of units in (Units owned by Player 9 (Gray) matching (((Matching unit) is A town-hall-type unit) Equal to True))))
    Set CommunistNations = (CommunistNations + (Number of units in (Units owned by Player 11 (Dark Green) matching (((Matching unit) is A town-hall-type unit) Equal to True))))
    Set Income = ((YourNations x 50) + (Prisoner[(Player number of (Triggering player))] x 20))
    Set Income2 = (Income + ((Number of units in (Units owned by (Triggering player) of type Commercial Center (+25 Income))) x 25))
    Set Income3 = (Income2 + ((Number of units in (Units owned by (Triggering player) of type Oil Refinery (+50 Income))) x 50))
    Game - Display to (Player group((Triggering player))) for 10.00 seconds the text: (Countries owned by you: + (String(YourNations)))
    Game - Display to (Player group((Triggering player))) for 10.00 seconds the text: (Prisoners of War captured by you: + (String(Prisoner[(Player number of (Triggering player))])))
    Game - Display to (Player group((Triggering player))) for 10.00 seconds the text: (Credits Income per Month: + (String(Income3)))
    Game - Display to (Player group((Triggering player))) for 10.00 seconds the text:
    Game - Display to (Player group((Triggering player))) for 10.00 seconds the text: (Countries allied to NATO: + (String(AlliedNations)))
    Game - Display to (Player group((Triggering player))) for 10.00 seconds the text: (Countries allied to Communists: + (String(CommunistNations)))
    Game - Display to (Player group((Triggering player))) for 10.00 seconds the text: (Neutral Countries: + (String(NeutralNations)))
    Game - Display to (Player group((Triggering player))) for 10.00 seconds the text:
    Game - Display to (Player group((Triggering player))) for 10.00 seconds the text: (Total forces avaliable: + (String(TotalUnits[(Player number of (Triggering player))])))