1. Are you planning to upload your awesome map to Hive? Please review the rules here.
    Dismiss Notice
  2. Seek unity between the elements in the 22nd Terraining Contest Poll.
    Dismiss Notice
  3. Seize the moment! The 18th Mini Mapping Contest has commenced.
    Dismiss Notice
  4. The heavens smile on the old faithful. The 16th Techtree Contest has begun.
    Dismiss Notice
  5. Check out the Staff job openings thread.
    Dismiss Notice
Dismiss Notice
60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Trigger Viewer

Yogg-Defense.w3x
Variables
WESTRING_VARIABLESCATEGORY
Initialisierung
Nahkampf-Initialisierung
normal
random
nwai
Str
Agi
Int
M
R
Attribute Hide
Ult
Teamsplit
DelaySpawns
Spawns
Hero Death
order
order 2
Mercs
income
income speed
kill gold
kill yogg
Upgrade all units
Upgrade stats
Upgrade Nah T1
Upgrade Nah T2
Upgrade Fern T1
Upgrade Fern T2
Upgrade Nah2 T1
Upgrade Nah2 T2
Upgrade Fern2 T1
Upgrade Fern2 T2
Upgrade Healer T1
Upgrade Healer T2
Upgrade Healer2 T1
Upgrade Healer2 T2
Learn
Unlearn
Credits
Phoenix Fire
namechnage
items
pets
---------------------------
Set as DAMAGE
BlueQuality
Bat Lifesteal pt1 P1
Bat Lifesteal pt1 P2
Bat Lifesteal pt1 P3
Bat Lifesteal pt1 P4
Bat Lifesteal pt1 P5
Bat Lifesteal pt1 P6
Bat Lifesteal pt1 P7
Bat Lifesteal pt1 P8
Bat Lifesteal pt1 P9
Bat Lifesteal pt1 P10
Bat Lifesteal pt1 P11
Bat Lifesteal pt1 P12
Bat Lifesteal pt2 P1
Bat Lifesteal pt2 P2
Bat Lifesteal pt2 P3
Bat Lifesteal pt2 P4
Bat Lifesteal pt2 P5
Bat Lifesteal pt2 P6
Bat Lifesteal pt2 P7
Bat Lifesteal pt2 P8
Bat Lifesteal pt2 P9
Bat Lifesteal pt2 P10
Bat Lifesteal pt2 P11
Bat Lifesteal pt2 P12
PigTaunts
Taunt Runaway
Rejuv
Rejuv 2
Heal
Heal 2
Roar
Poison Spreading
Ghoul Lifesteal pt1 P1
Ghoul Lifesteal pt1 P2
Ghoul Lifesteal pt1 P3
Ghoul Lifesteal pt1 P4
Ghoul Lifesteal pt1 P5
Ghoul Lifesteal pt1 P6
Ghoul Lifesteal pt1 P7
Ghoul Lifesteal pt1 P8
Ghoul Lifesteal pt1 P9
Ghoul Lifesteal pt1 P10
Ghoul Lifesteal pt1 P11
Ghoul Lifesteal pt1 P12
Fury
Fury 2
Lightning
Rejuv FD
Rejuv FD 2
Dragonbreath
Heal AOE
Heal AOE 2
Firedog Lifesteal pt1 P1
Firedog Lifesteal pt1 P2
Firedog Lifesteal pt1 P3
Firedog Lifesteal pt1 P4
Firedog Lifesteal pt1 P5
Firedog Lifesteal pt1 P6
Firedog Lifesteal pt1 P7
Firedog Lifesteal pt1 P8
Firedog Lifesteal pt1 P9
Firedog Lifesteal pt1 P10
Firedog Lifesteal pt1 P11
Firedog Lifesteal pt1 P12
Pet Red
Pet Blue
Pet Teal
Pet Purp
Pet Yell
Pet Oran
Pet Gree
Pet Pink
Pet Grey
Pet Ligh
Pet Dark
Pet Brow
Pet DMG Red
Pet DMG Blue
Pet DMG Teal
Pet DMG Purp
Pet DMG Yell
Pet DMG Oran
Pet DMG Gree
Pet DMG Pink
Pet DMG Grey
Pet DMG Ligh
Pet DMG Dark
Pet DMG Brow
Kartenspezifischen eigenen Skript-Code unten eingeben. Dieser Text wird in das Karten-Skript nach der Deklaration der Variablen und vor jeglichem Auslöser-Code eingefügt.

		
Name Type Is Array Initial Value
Agi boolean Yes
BatLS timer Yes
Bool boolean Yes
CD real No 20.00
CheckingPlayerNumber integer No
CheckUnit unit No
Delay timer No
DidJustUnlearn boolean Yes
FernSpawn unitcode Yes
Has4Abilities boolean Yes
Healer integer Yes
Healer_Spawn unitcode Yes
HealersDoSpawn boolean Yes
Hero unit Yes
Int boolean Yes
ItemAbilities abilcode Yes
LastLearned_Skill abilcode Yes
MaximumLVL integer Yes
NahSpawn unitcode Yes
Pet unit Yes
PETS unit No
Playergrp force No
Quality integer No
R integer No
RandomNumber integer No
RandomNumberPet integer No
Real real Yes
Skill abilcode Yes
Skill_2 abilcode Yes
SkillCount integer Yes
SpawnCount integer No
Spawns timer No
Speed boolean No
StartGold integer No 30
statint integer No
Str boolean Yes
tempgrp group No
tempint integer No
tempint_2 integer No
temploc location No
temploc_2 location No
Test_int integer No
Test_real real No
Unitgrp group Yes
W integer No
X integer Yes
Y integer No
Z integer No
Vorgegebene Nahkampf-Spielinitialisierung für alle Spieler 63
14

Nahkampf-Initialisierung
  Events
    Map initialization
  Conditions
  Actions
    Game - Display to (All players) for 30 seconds the text: Player 1 Red can choose game modes:> > > -normalXX> > > -randomXX> > > -speednormalXX> > > -speedrandomXXNormal: Heroes are chosen by playersRandom: Heroes are random for each playerSpeed: Income is doubled and waves spawn twice as oftenXX: modifies start gold, default is 30
    Game - Turn the day/night cycle Off
    Game - Set the time of day to 12.00
    Sound - Stop music Immediately
    Sound - Clear the music list
    Sound - Play YoggMusic <gen>
    Visibility - Disable fog of war
    Visibility - Disable black mask
    Floating Text - Create floating text that reads |cFFFF0000Strength at (Center of STR_Kopieren <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads |cFF00FF00Agility at (Center of AGI_Kopieren <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads |cFF0059FFIntelligence at (Center of INT_Kopieren <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads |cFF804000Melee at (Center of M_Kopieren <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Create floating text that reads |cFF00E8E8Ranged at (Center of R_Kopieren <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Set VariableSet Real[1] = 0.00
    Set VariableSet Real[2] = 0.00
    Set VariableSet NahSpawn[1] = Thief
    Set VariableSet NahSpawn[2] = Thief
    Set VariableSet FernSpawn[1] = Rogue
    Set VariableSet FernSpawn[2] = Rogue
    For each (Integer A) from 1 to 12, do (Actions)
      Loop - Actions
        Set VariableSet X[(Integer A)] = 2
    Set VariableSet Y = 0
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill[Y] = Carrion Swarm
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill[Y] = Impale
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill[Y] = Battleroar Own2
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill[Y] = Evasion
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill[Y] = Hex
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill[Y] = Blizzard
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill[Y] = Brilliance Aura
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill[Y] = Summon Bear
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill[Y] = Thorns Aura
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill[Y] = Fan of Knives
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill[Y] = Berserk Own4
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill[Y] = Thunder Clap
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill[Y] = Summon Hawk
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill[Y] = Immolation
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill[Y] = Rain of Fire
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill[Y] = Phoenix Fire Own7
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill[Y] = Flame Strike
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill[Y] = Frost Nova
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill[Y] = Frost Armor
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill[Y] = Frost Arrows
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill[Y] = Forked Lightning
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill[Y] = Spirit Beast
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill[Y] = Divine Shield
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill[Y] = Holy Light
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill[Y] = Negativity-Aura Own3
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill[Y] = Healing Wave
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill[Y] = Bash
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill[Y] = Devotion Aura
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill[Y] = Chain Lightning
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill[Y] = Summon Prawns
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill[Y] = Plague Cloud Own6
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill[Y] = War Stomp
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill[Y] = Critical Strike
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill[Y] = Summon Lava Spawn
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill[Y] = Life Drain
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill[Y] = Mana Shield
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill[Y] = Shadow Strike
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill[Y] = Healing Ward Own8
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill[Y] = Serpent Ward
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill[Y] = Cleaving Attack
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill[Y] = Shockwave
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill[Y] = Cluster Rockets
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill[Y] = Howl of Terror
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill[Y] = Black Arrow
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill[Y] = Soul Burn
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill[Y] = Mirror Image
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill[Y] = Summon Quilbeast
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill[Y] = Deadly Poison Own9
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill[Y] = Spiked Carapace
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill[Y] = Storm Bolt
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill[Y] = Acid Bomb
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill[Y] = Unholy Aura
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill[Y] = Vampiric Aura
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill[Y] = Rejuvenation Own5
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill[Y] = Banish
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill[Y] = Watery Minion
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill[Y] = Summon Water Elemental
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill[Y] = Feral Spirit
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill[Y] = Wind Walk
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill[Y] = Entangling Roots
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill[Y] = Rockskin Own1
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill[Y] = Endurance Aura
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill[Y] = Healing Spray
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill[Y] = Monsoon
    Set VariableSet Y = 0
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill_2[Y] = Avatar
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill_2[Y] = Tranquility
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill_2[Y] = Big Bad Voodoo
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill_2[Y] = Locust Swarm
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill_2[Y] = Inferno
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill_2[Y] = Phoenix
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill_2[Y] = Vengeance
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill_2[Y] = Reincarnation
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill_2[Y] = Stampede
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill_2[Y] = Starfall
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill_2[Y] = Death And Decay
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill_2[Y] = Volcano
    Set VariableSet Y = (Y + 1)
    Set VariableSet Skill_2[Y] = Bladestorm
    Set VariableSet PETS = |cFF0073E6Bats 0049 <gen>
    Custom script: call UnitAddAbility(udg_PETS, 'Aloc')
    Set VariableSet PETS = |cFF0073E6Slime 0052 <gen>
    Custom script: call UnitAddAbility(udg_PETS, 'Aloc')
    Set VariableSet PETS = |cFF0073E6Baby-Hawkstrider 0037 <gen>
    Custom script: call UnitAddAbility(udg_PETS, 'Aloc')
    Set VariableSet PETS = |cFF0073E6Crawler 0051 <gen>
    Custom script: call UnitAddAbility(udg_PETS, 'Aloc')
    Set VariableSet PETS = |cFF0073E6Pig 0038 <gen>
    Custom script: call UnitAddAbility(udg_PETS, 'Aloc')
    Set VariableSet PETS = |cFF0073E6Wolf 0048 <gen>
    Custom script: call UnitAddAbility(udg_PETS, 'Aloc')
    Set VariableSet PETS = |cFFDD0000Treant 0039 <gen>
    Custom script: call UnitAddAbility(udg_PETS, 'Aloc')
    Set VariableSet PETS = |cFFDD0000Shade 0043 <gen>
    Custom script: call UnitAddAbility(udg_PETS, 'Aloc')
    Set VariableSet PETS = |cFFDD0000Poison Spider 0055 <gen>
    Custom script: call UnitAddAbility(udg_PETS, 'Aloc')
    Set VariableSet PETS = |cFFDD0000Spirit Owl 0040 <gen>
    Custom script: call UnitAddAbility(udg_PETS, 'Aloc')
    Set VariableSet PETS = |cFFDD0000Bear 0053 <gen>
    Custom script: call UnitAddAbility(udg_PETS, 'Aloc')
    Set VariableSet PETS = |cFFDD0000Walker 0054 <gen>
    Custom script: call UnitAddAbility(udg_PETS, 'Aloc')
    Set VariableSet PETS = |cFF930093Banshee 0056 <gen>
    Custom script: call UnitAddAbility(udg_PETS, 'Aloc')
    Set VariableSet PETS = |cFF930093Dragonhawk 0041 <gen>
    Custom script: call UnitAddAbility(udg_PETS, 'Aloc')
    Set VariableSet PETS = |cFF930093Ghoul 0058 <gen>
    Custom script: call UnitAddAbility(udg_PETS, 'Aloc')
    Set VariableSet PETS = |cFF930093Fellhound 0046 <gen>
    Custom script: call UnitAddAbility(udg_PETS, 'Aloc')
    Set VariableSet PETS = |cFF930093Furbolg 0057 <gen>
    Custom script: call UnitAddAbility(udg_PETS, 'Aloc')
    Set VariableSet PETS = |cFF930093Fairydragon 0042 <gen>
    Custom script: call UnitAddAbility(udg_PETS, 'Aloc')
    Set VariableSet PETS = |cFFFF702BUndead Baby-Dragon 0045 <gen>
    Custom script: call UnitAddAbility(udg_PETS, 'Aloc')
    Set VariableSet PETS = |cFFFF702BRaptor 0060 <gen>
    Custom script: call UnitAddAbility(udg_PETS, 'Aloc')
    Set VariableSet PETS = |cFFFF702BFire Stalker 0061 <gen>
    Custom script: call UnitAddAbility(udg_PETS, 'Aloc')
    Set VariableSet PETS = |cFFFF702BWhite Tiger 0050 <gen>
    Custom script: call UnitAddAbility(udg_PETS, 'Aloc')
    Set VariableSet PETS = |cFFFF702BBlackfire Baby-Dragon 0059 <gen>
    Custom script: call UnitAddAbility(udg_PETS, 'Aloc')
    Set VariableSet PETS = |cFFFF702BSpirit Manticore 0044 <gen>
    Custom script: call UnitAddAbility(udg_PETS, 'Aloc')
    Unit - Change color of Circle of Power 0033 <gen> to Blue
    Unit - Change color of Circle of Power 0034 <gen> to Red
    Unit - Change color of Circle of Power 0035 <gen> to Purple
    Unit - Change color of Circle of Power 0036 <gen> to Orange
    Wait 0.25 seconds
    Set VariableSet Playergrp = (All players matching ((((Matching player) controller) Equal to User) and (((Matching player) slot status) Equal to Is playing)).)
    Set VariableSet SpawnCount = (Number of players in Playergrp)
    Custom script: call DestroyForce(udg_Playergrp)
    Sound - Play Yogg_Game_Start <gen>
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Player - Set (Picked player).Food cap to 5
normal
  Events
    Player - Player 1 (Red) types a chat message containing -normal (stringnoformat) as A substring
    Player - Player 1 (Red) types a chat message containing -speednormal (stringnoformat) as A substring
  Conditions
  Actions
    Cinematic - Clear the screen of text messages for (All players).
    Set VariableSet StartGold = (Integer((Substring((Entered chat string), 8, 9))))
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        -speed Equal to (Substring((Entered chat string), 1, 6))
      Then - Actions
        Set VariableSet StartGold = (Integer((Substring((Entered chat string), 13, 14))))
        Set VariableSet Speed = True
        Set VariableSet CD = 10.00
        Trigger - Turn on income_speed <gen>
      Else - Actions
    Game - Display to (All players) the text: Normal-Mode selected!
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Speed Equal to True
      Then - Actions
        Game - Display to (All players) the text: Speed-Mode selected!
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        StartGold Equal to 0
      Then - Actions
        Set VariableSet StartGold = 30
      Else - Actions
    Game - Display to (All players) the text: (Start-Gold is + ((String(StartGold)) + !))
    Trigger - Turn off random <gen>
    Trigger - Turn off (This trigger)
    Trigger - Turn on income <gen>
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across (Playable map area)
        Player - Add StartGold to (Picked player).Current gold
        Unit - Create 1.Wisp for (Picked player) at (Center of W1 <gen>) facing Default building facing degrees
        Selection - Select (Last created unit) for (Picked player)
        Camera - Pan camera for (Picked player) to (Center of W1 <gen>) over 0 seconds
    Countdown Timer - Start Delay as a One-shot timer that will expire in 25.00 seconds
    Game - Display to (All players) for 30 seconds the text: Game starts in 25 seconds!
random
  Events
    Player - Player 1 (Red) types a chat message containing -random (stringnoformat) as A substring
    Player - Player 1 (Red) types a chat message containing -speedrandom (stringnoformat) as A substring
  Conditions
  Actions
    Cinematic - Clear the screen of text messages for (All players).
    Set VariableSet StartGold = (Integer((Substring((Entered chat string), 8, 9))))
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        -speed Equal to (Substring((Entered chat string), 1, 6))
      Then - Actions
        Set VariableSet StartGold = (Integer((Substring((Entered chat string), 13, 14))))
        Set VariableSet Speed = True
        Set VariableSet CD = 10.00
        Trigger - Turn on income_speed <gen>
      Else - Actions
    Game - Display to (All players) the text: Random-Mode selected!
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Speed Equal to True
      Then - Actions
        Game - Display to (All players) the text: Speed-Mode selected!
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        StartGold Equal to 0
      Then - Actions
        Set VariableSet StartGold = 30
      Else - Actions
    Game - Display to (All players) the text: (Start-Gold is + ((String(StartGold)) + !))
    Trigger - Turn off normal <gen>
    Trigger - Turn off (This trigger)
    Trigger - Turn on income <gen>
    Set VariableSet Playergrp = (All players matching ((((Matching player) controller) Equal to User) and (((Matching player) slot status) Equal to Is playing)).)
    Player Group - Remove Player 13 (Maroon) from Playergrp.
    Player Group - Remove Player 14 (Navy) from Playergrp.
    Player Group - Pick every player in Playergrp and do (Actions)
      Loop - Actions
        Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across (Playable map area)
        Player - Add StartGold to (Picked player).Current gold
        Unit - Create 1.Wisp for (Picked player) at (Center of W1 <gen>) facing Default building facing degrees
        Selection - Select (Last created unit) for (Picked player)
        Camera - Pan camera for (Picked player) to (Center of W1 <gen>) over 0 seconds
        Set VariableSet R = (Random integer number between 1 and 3)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            R Equal to 1
          Then - Actions
            Set VariableSet Str[(Player number of (Picked player))] = True
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                R Equal to 2
              Then - Actions
                Set VariableSet Int[(Player number of (Picked player))] = True
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    R Equal to 3
                  Then - Actions
                    Set VariableSet Agi[(Player number of (Picked player))] = True
                  Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Random integer number between 1 and 2) Equal to 1
          Then - Actions
            Set VariableSet temploc = (Center of R <gen>)
          Else - Actions
            Set VariableSet temploc = (Center of M <gen>)
        Unit - Move (Last created unit) instantly to temploc
        Custom script: call RemoveLocation(udg_temploc)
    Countdown Timer - Start Delay as a One-shot timer that will expire in 25.00 seconds
    Game - Display to (All players) for 30 seconds the text: Game starts in 25 seconds!
nwai
  Events
    Unit - A unit enters (Playable map area)
  Conditions
    (Unit-type of (Triggering unit)) Equal to Wisp
    Or - Any (Conditions) are true
      Conditions
        (Owner of (Triggering unit)) Equal to Player 13 (Maroon)
        (Owner of (Triggering unit)) Equal to Player 14 (Navy)
  Actions
    Unit - Remove (Triggering unit) from the game
Str
  Events
    Unit - A unit enters STR <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to Wisp
  Actions
    Set VariableSet Str[(Player number of (Owner of (Triggering unit)))] = True
    Unit - Move (Triggering unit) instantly to (Center of W2 <gen>)
    Selection - Select (Triggering unit) for (Owner of (Triggering unit))
    Camera - Pan camera for (Owner of (Triggering unit)) to (Center of W2 <gen>) over 0 seconds
Agi
  Events
    Unit - A unit enters AGI <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to Wisp
  Actions
    Set VariableSet Agi[(Player number of (Owner of (Triggering unit)))] = True
    Unit - Move (Triggering unit) instantly to (Center of W2 <gen>)
    Selection - Select (Triggering unit) for (Owner of (Triggering unit))
    Camera - Pan camera for (Owner of (Triggering unit)) to (Center of W2 <gen>) over 0 seconds
Int
  Events
    Unit - A unit enters INT <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to Wisp
  Actions
    Set VariableSet Int[(Player number of (Owner of (Triggering unit)))] = True
    Unit - Move (Triggering unit) instantly to (Center of W2 <gen>)
    Selection - Select (Triggering unit) for (Owner of (Triggering unit))
    Camera - Pan camera for (Owner of (Triggering unit)) to (Center of W2 <gen>) over 0 seconds
M
  Events
    Unit - A unit enters M <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to Wisp
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Str[(Player number of (Owner of (Triggering unit)))] Equal to True
      Then - Actions
        Unit - Create 1.Todesritter M Str for (Owner of (Triggering unit)) at (Center of Gebiet_013 <gen>) facing Default building facing degrees
        Set VariableSet RandomNumber = (Random integer number between 1 and 64)
        Unit - Add Skill[RandomNumber] to (Last created unit)
        Set VariableSet SkillCount[(Player number of (Owner of (Last created unit)))] = (SkillCount[(Player number of (Owner of (Last created unit)))] + 1)
        Set VariableSet LastLearned_Skill[(Player number of (Owner of (Last created unit)))] = Skill[RandomNumber]
        Hero - Create Ankh of Reincarnation and give it to (Last created unit)
        Item - Set charges remaining in (Last created item) to 1
        Hero - Create Healing Salve and give it to (Last created unit)
        Unit - For (Last created unit), Ability Attribute Bonus, Hide ability: True
        Unit - Remove (Triggering unit) from the game
        Hero - Modify Strength of (Last created unit): Set to (Random integer number between 5 and 14).
        Hero - Modify Agility of (Last created unit): Set to (Random integer number between 4 and 14).
        Hero - Modify Intelligence of (Last created unit): Set to (Random integer number between 4 and 14).
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Agility of (Last created unit) (Include bonuses)) Greater than (Intelligence of (Last created unit) (Include bonuses))
          Then - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Strength of (Last created unit) (Include bonuses)) Less than or equal to (Agility of (Last created unit) (Include bonuses))
              Then - Actions
                Hero - Modify Strength of (Last created unit): Set to ((Agility of (Last created unit) (Include bonuses)) + (Random integer number between 1 and 3)).
              Else - Actions
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Strength of (Last created unit) (Include bonuses)) Less than or equal to (Intelligence of (Last created unit) (Include bonuses))
              Then - Actions
                Hero - Modify Strength of (Last created unit): Set to ((Intelligence of (Last created unit) (Include bonuses)) + (Random integer number between 1 and 3)).
              Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Strength of (Last created unit) (Include bonuses)) + ((Agility of (Last created unit) (Include bonuses)) + (Intelligence of (Last created unit) (Include bonuses)))) Greater than or equal to 40
          Then - Actions
            Special Effect - Create a special effect attached to the chest (attachpoint) of (Last created unit) using Divine Wings.mdx
            Game - Display to (All players) the text: ((Name of (Owner of (Last created unit))) + created a |cFFFF702BLegendary|r-Class Hero)
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                ((Strength of (Last created unit) (Include bonuses)) + ((Agility of (Last created unit) (Include bonuses)) + (Intelligence of (Last created unit) (Include bonuses)))) Less than or equal to 39
                ((Strength of (Last created unit) (Include bonuses)) + ((Agility of (Last created unit) (Include bonuses)) + (Intelligence of (Last created unit) (Include bonuses)))) Greater than or equal to 35
              Then - Actions
                Special Effect - Create a special effect attached to the chest (attachpoint) of (Last created unit) using Void Wings.mdx
                Game - Display to (All players) the text: ((Name of (Owner of (Last created unit))) + created an |cFF930093Epic|r-Class Hero)
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    ((Strength of (Last created unit) (Include bonuses)) + ((Agility of (Last created unit) (Include bonuses)) + (Intelligence of (Last created unit) (Include bonuses)))) Less than or equal to 34
                    ((Strength of (Last created unit) (Include bonuses)) + ((Agility of (Last created unit) (Include bonuses)) + (Intelligence of (Last created unit) (Include bonuses)))) Greater than or equal to 29
                  Then - Actions
                    Special Effect - Create a special effect attached to the chest (attachpoint) of (Last created unit) using Chaos Wings.mdx
                    Game - Display to (All players) the text: ((Name of (Owner of (Last created unit))) + created a |cFFDD0000Super Rare|r-Class Hero)
                  Else - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        ((Strength of (Last created unit) (Include bonuses)) + ((Agility of (Last created unit) (Include bonuses)) + (Intelligence of (Last created unit) (Include bonuses)))) Less than or equal to 28
                      Then - Actions
                        Special Effect - Create a special effect attached to the chest (attachpoint) of (Last created unit) using Cosmic Wings.mdx
                        Game - Display to (All players) the text: ((Name of (Owner of (Last created unit))) + created a |cFF0073E6Rare|r-Class Hero)
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            ((Strength of (Last created unit) (Include bonuses)) + ((Agility of (Last created unit) (Include bonuses)) + (Intelligence of (Last created unit) (Include bonuses)))) Less than or equal to 18
                          Then - Actions
                            Hero - Modify Strength of (Last created unit): Add 1.
                            Hero - Modify Agility of (Last created unit): Add 1.
                            Hero - Modify Intelligence of (Last created unit): Add 1.
                          Else - Actions
                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              If - Conditions
                                ((Strength of (Last created unit) (Include bonuses)) + ((Agility of (Last created unit) (Include bonuses)) + (Intelligence of (Last created unit) (Include bonuses)))) Less than or equal to 18
                              Then - Actions
                                Hero - Modify Strength of (Last created unit): Add 1.
                                Hero - Modify Agility of (Last created unit): Add 1.
                                Hero - Modify Intelligence of (Last created unit): Add 1.
                              Else - Actions
                      Else - Actions
        Hero - Set Name of (Last created unit) to (Name of (Owner of (Last created unit)))
        Sound - Play Yogg_Create_Hero <gen>
        Sound - Set volume of (Last played sound) to 100%
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Agi[(Player number of (Owner of (Triggering unit)))] Equal to True
      Then - Actions
        Unit - Create 1.Demon Hunter M Agi for (Owner of (Triggering unit)) at (Center of Gebiet_013 <gen>) facing Default building facing degrees
        Set VariableSet RandomNumber = (Random integer number between 1 and 64)
        Unit - Add Skill[RandomNumber] to (Last created unit)
        Set VariableSet SkillCount[(Player number of (Owner of (Last created unit)))] = (SkillCount[(Player number of (Owner of (Last created unit)))] + 1)
        Set VariableSet LastLearned_Skill[(Player number of (Owner of (Last created unit)))] = Skill[RandomNumber]
        Hero - Create Ankh of Reincarnation and give it to (Last created unit)
        Item - Set charges remaining in (Last created item) to 1
        Hero - Create Healing Salve and give it to (Last created unit)
        Unit - For (Last created unit), Ability Attribute Bonus, Hide ability: True
        Unit - Remove (Triggering unit) from the game
        Hero - Modify Strength of (Last created unit): Set to (Random integer number between 4 and 14).
        Hero - Modify Agility of (Last created unit): Set to (Random integer number between 5 and 14).
        Hero - Modify Intelligence of (Last created unit): Set to (Random integer number between 4 and 14).
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Strength of (Last created unit) (Include bonuses)) Greater than (Intelligence of (Last created unit) (Include bonuses))
          Then - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Agility of (Last created unit) (Include bonuses)) Less than or equal to (Strength of (Last created unit) (Include bonuses))
              Then - Actions
                Hero - Modify Agility of (Last created unit): Set to ((Strength of (Last created unit) (Include bonuses)) + (Random integer number between 1 and 3)).
              Else - Actions
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Agility of (Last created unit) (Include bonuses)) Less than or equal to (Intelligence of (Last created unit) (Include bonuses))
              Then - Actions
                Hero - Modify Agility of (Last created unit): Set to ((Intelligence of (Last created unit) (Include bonuses)) + (Random integer number between 1 and 3)).
              Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Strength of (Last created unit) (Include bonuses)) + ((Agility of (Last created unit) (Include bonuses)) + (Intelligence of (Last created unit) (Include bonuses)))) Greater than or equal to 40
          Then - Actions
            Special Effect - Create a special effect attached to the chest (attachpoint) of (Last created unit) using Divine Wings.mdx
            Game - Display to (All players) the text: ((Name of (Owner of (Last created unit))) + created a |cFFFF702BLegendary|r-Class Hero)
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                ((Strength of (Last created unit) (Include bonuses)) + ((Agility of (Last created unit) (Include bonuses)) + (Intelligence of (Last created unit) (Include bonuses)))) Less than or equal to 39
                ((Strength of (Last created unit) (Include bonuses)) + ((Agility of (Last created unit) (Include bonuses)) + (Intelligence of (Last created unit) (Include bonuses)))) Greater than or equal to 35
              Then - Actions
                Special Effect - Create a special effect attached to the chest (attachpoint) of (Last created unit) using Void Wings.mdx
                Game - Display to (All players) the text: ((Name of (Owner of (Last created unit))) + created an |cFF930093Epic|r-Class Hero)
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    ((Strength of (Last created unit) (Include bonuses)) + ((Agility of (Last created unit) (Include bonuses)) + (Intelligence of (Last created unit) (Include bonuses)))) Less than or equal to 34
                    ((Strength of (Last created unit) (Include bonuses)) + ((Agility of (Last created unit) (Include bonuses)) + (Intelligence of (Last created unit) (Include bonuses)))) Greater than or equal to 29
                  Then - Actions
                    Special Effect - Create a special effect attached to the chest (attachpoint) of (Last created unit) using Chaos Wings.mdx
                    Game - Display to (All players) the text: ((Name of (Owner of (Last created unit))) + created a |cFFDD0000Super Rare|r-Class Hero)
                  Else - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        ((Strength of (Last created unit) (Include bonuses)) + ((Agility of (Last created unit) (Include bonuses)) + (Intelligence of (Last created unit) (Include bonuses)))) Less than or equal to 28
                      Then - Actions
                        Special Effect - Create a special effect attached to the chest (attachpoint) of (Last created unit) using Cosmic Wings.mdx
                        Game - Display to (All players) the text: ((Name of (Owner of (Last created unit))) + created a |cFF0073E6Rare|r-Class Hero)
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            ((Strength of (Last created unit) (Include bonuses)) + ((Agility of (Last created unit) (Include bonuses)) + (Intelligence of (Last created unit) (Include bonuses)))) Less than or equal to 18
                          Then - Actions
                            Hero - Modify Strength of (Last created unit): Add 1.
                            Hero - Modify Agility of (Last created unit): Add 1.
                            Hero - Modify Intelligence of (Last created unit): Add 1.
                          Else - Actions
                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              If - Conditions
                                ((Strength of (Last created unit) (Include bonuses)) + ((Agility of (Last created unit) (Include bonuses)) + (Intelligence of (Last created unit) (Include bonuses)))) Less than or equal to 18
                              Then - Actions
                                Hero - Modify Strength of (Last created unit): Add 1.
                                Hero - Modify Agility of (Last created unit): Add 1.
                                Hero - Modify Intelligence of (Last created unit): Add 1.
                              Else - Actions
                      Else - Actions
        Hero - Set Name of (Last created unit) to (Name of (Owner of (Last created unit)))
        Sound - Play Yogg_Create_Hero <gen>
        Sound - Set volume of (Last played sound) to 100%
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Int[(Player number of (Owner of (Triggering unit)))] Equal to True
      Then - Actions
        Unit - Create 1.Paladin M Int for (Owner of (Triggering unit)) at (Center of Gebiet_013 <gen>) facing Default building facing degrees
        Set VariableSet RandomNumber = (Random integer number between 1 and 64)
        Unit - Add Skill[RandomNumber] to (Last created unit)
        Set VariableSet SkillCount[(Player number of (Owner of (Last created unit)))] = (SkillCount[(Player number of (Owner of (Last created unit)))] + 1)
        Set VariableSet LastLearned_Skill[(Player number of (Owner of (Last created unit)))] = Skill[RandomNumber]
        Hero - Create Ankh of Reincarnation and give it to (Last created unit)
        Item - Set charges remaining in (Last created item) to 1
        Hero - Create Healing Salve and give it to (Last created unit)
        Unit - For (Last created unit), Ability Attribute Bonus, Hide ability: True
        Unit - Remove (Triggering unit) from the game
        Hero - Modify Strength of (Last created unit): Set to (Random integer number between 4 and 14).
        Hero - Modify Agility of (Last created unit): Set to (Random integer number between 4 and 14).
        Hero - Modify Intelligence of (Last created unit): Set to (Random integer number between 5 and 14).
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Strength of (Last created unit) (Include bonuses)) Greater than (Agility of (Last created unit) (Include bonuses))
          Then - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Intelligence of (Last created unit) (Include bonuses)) Less than or equal to (Strength of (Last created unit) (Include bonuses))
              Then - Actions
                Hero - Modify Intelligence of (Last created unit): Set to ((Strength of (Last created unit) (Include bonuses)) + (Random integer number between 1 and 3)).
              Else - Actions
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Intelligence of (Last created unit) (Include bonuses)) Less than or equal to (Agility of (Last created unit) (Include bonuses))
              Then - Actions
                Hero - Modify Intelligence of (Last created unit): Set to ((Agility of (Last created unit) (Include bonuses)) + (Random integer number between 1 and 3)).
              Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Strength of (Last created unit) (Include bonuses)) + ((Agility of (Last created unit) (Include bonuses)) + (Intelligence of (Last created unit) (Include bonuses)))) Greater than or equal to 40
          Then - Actions
            Special Effect - Create a special effect attached to the chest (attachpoint) of (Last created unit) using Divine Wings.mdx
            Game - Display to (All players) the text: ((Name of (Owner of (Last created unit))) + created a |cFFFF702BLegendary|r-Class Hero)
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                ((Strength of (Last created unit) (Include bonuses)) + ((Agility of (Last created unit) (Include bonuses)) + (Intelligence of (Last created unit) (Include bonuses)))) Less than or equal to 39
                ((Strength of (Last created unit) (Include bonuses)) + ((Agility of (Last created unit) (Include bonuses)) + (Intelligence of (Last created unit) (Include bonuses)))) Greater than or equal to 35
              Then - Actions
                Special Effect - Create a special effect attached to the chest (attachpoint) of (Last created unit) using Void Wings.mdx
                Game - Display to (All players) the text: ((Name of (Owner of (Last created unit))) + created an |cFF930093Epic|r-Class Hero)
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    ((Strength of (Last created unit) (Include bonuses)) + ((Agility of (Last created unit) (Include bonuses)) + (Intelligence of (Last created unit) (Include bonuses)))) Less than or equal to 34
                    ((Strength of (Last created unit) (Include bonuses)) + ((Agility of (Last created unit) (Include bonuses)) + (Intelligence of (Last created unit) (Include bonuses)))) Greater than or equal to 29
                  Then - Actions
                    Special Effect - Create a special effect attached to the chest (attachpoint) of (Last created unit) using Chaos Wings.mdx
                    Game - Display to (All players) the text: ((Name of (Owner of (Last created unit))) + created a |cFFDD0000Super Rare|r-Class Hero)
                  Else - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        ((Strength of (Last created unit) (Include bonuses)) + ((Agility of (Last created unit) (Include bonuses)) + (Intelligence of (Last created unit) (Include bonuses)))) Less than or equal to 28
                      Then - Actions
                        Special Effect - Create a special effect attached to the chest (attachpoint) of (Last created unit) using Cosmic Wings.mdx
                        Game - Display to (All players) the text: ((Name of (Owner of (Last created unit))) + created a |cFF0073E6Rare|r-Class Hero)
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            ((Strength of (Last created unit) (Include bonuses)) + ((Agility of (Last created unit) (Include bonuses)) + (Intelligence of (Last created unit) (Include bonuses)))) Less than or equal to 18
                          Then - Actions
                            Hero - Modify Strength of (Last created unit): Add 1.
                            Hero - Modify Agility of (Last created unit): Add 1.
                            Hero - Modify Intelligence of (Last created unit): Add 1.
                          Else - Actions
                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              If - Conditions
                                ((Strength of (Last created unit) (Include bonuses)) + ((Agility of (Last created unit) (Include bonuses)) + (Intelligence of (Last created unit) (Include bonuses)))) Less than or equal to 18
                              Then - Actions
                                Hero - Modify Strength of (Last created unit): Add 1.
                                Hero - Modify Agility of (Last created unit): Add 1.
                                Hero - Modify Intelligence of (Last created unit): Add 1.
                              Else - Actions
                      Else - Actions
        Hero - Set Name of (Last created unit) to (Name of (Owner of (Last created unit)))
        Sound - Play Yogg_Create_Hero <gen>
        Sound - Set volume of (Last played sound) to 100%
      Else - Actions
42
39

38
35

34
29

28
R
  Events
    Unit - A unit enters R <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to Wisp
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Str[(Player number of (Owner of (Triggering unit)))] Equal to True
      Then - Actions
        Unit - Create 1.Beastmaster R Str for (Owner of (Triggering unit)) at (Center of Gebiet_013 <gen>) facing Default building facing degrees
        Set VariableSet RandomNumber = (Random integer number between 1 and 64)
        Unit - Add Skill[RandomNumber] to (Last created unit)
        Set VariableSet SkillCount[(Player number of (Owner of (Last created unit)))] = (SkillCount[(Player number of (Owner of (Last created unit)))] + 1)
        Set VariableSet LastLearned_Skill[(Player number of (Owner of (Last created unit)))] = Skill[RandomNumber]
        Hero - Create Ankh of Reincarnation and give it to (Last created unit)
        Item - Set charges remaining in (Last created item) to 1
        Hero - Create Healing Salve and give it to (Last created unit)
        Unit - For (Last created unit), Ability Attribute Bonus, Hide ability: True
        Unit - Remove (Triggering unit) from the game
        Hero - Modify Strength of (Last created unit): Set to (Random integer number between 5 and 14).
        Hero - Modify Agility of (Last created unit): Set to (Random integer number between 4 and 14).
        Hero - Modify Intelligence of (Last created unit): Set to (Random integer number between 4 and 14).
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Agility of (Last created unit) (Include bonuses)) Greater than (Intelligence of (Last created unit) (Include bonuses))
          Then - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Strength of (Last created unit) (Include bonuses)) Less than or equal to (Agility of (Last created unit) (Include bonuses))
              Then - Actions
                Hero - Modify Strength of (Last created unit): Set to ((Agility of (Last created unit) (Include bonuses)) + (Random integer number between 1 and 3)).
              Else - Actions
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Strength of (Last created unit) (Include bonuses)) Less than or equal to (Intelligence of (Last created unit) (Include bonuses))
              Then - Actions
                Hero - Modify Strength of (Last created unit): Set to ((Intelligence of (Last created unit) (Include bonuses)) + (Random integer number between 1 and 3)).
              Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Strength of (Last created unit) (Include bonuses)) + ((Agility of (Last created unit) (Include bonuses)) + (Intelligence of (Last created unit) (Include bonuses)))) Greater than or equal to 40
          Then - Actions
            Special Effect - Create a special effect attached to the chest (attachpoint) of (Last created unit) using Divine Wings.mdx
            Game - Display to (All players) the text: ((Name of (Owner of (Last created unit))) + created a |cFFFF702BLegendary|r-Class Hero)
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                ((Strength of (Last created unit) (Include bonuses)) + ((Agility of (Last created unit) (Include bonuses)) + (Intelligence of (Last created unit) (Include bonuses)))) Less than or equal to 39
                ((Strength of (Last created unit) (Include bonuses)) + ((Agility of (Last created unit) (Include bonuses)) + (Intelligence of (Last created unit) (Include bonuses)))) Greater than or equal to 35
              Then - Actions
                Special Effect - Create a special effect attached to the chest (attachpoint) of (Last created unit) using Void Wings.mdx
                Game - Display to (All players) the text: ((Name of (Owner of (Last created unit))) + created an |cFF930093Epic|r-Class Hero)
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    ((Strength of (Last created unit) (Include bonuses)) + ((Agility of (Last created unit) (Include bonuses)) + (Intelligence of (Last created unit) (Include bonuses)))) Less than or equal to 34
                    ((Strength of (Last created unit) (Include bonuses)) + ((Agility of (Last created unit) (Include bonuses)) + (Intelligence of (Last created unit) (Include bonuses)))) Greater than or equal to 29
                  Then - Actions
                    Special Effect - Create a special effect attached to the chest (attachpoint) of (Last created unit) using Chaos Wings.mdx
                    Game - Display to (All players) the text: ((Name of (Owner of (Last created unit))) + created a |cFFDD0000Super Rare|r-Class Hero)
                  Else - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        ((Strength of (Last created unit) (Include bonuses)) + ((Agility of (Last created unit) (Include bonuses)) + (Intelligence of (Last created unit) (Include bonuses)))) Less than or equal to 28
                      Then - Actions
                        Special Effect - Create a special effect attached to the chest (attachpoint) of (Last created unit) using Cosmic Wings.mdx
                        Game - Display to (All players) the text: ((Name of (Owner of (Last created unit))) + created a |cFF0073E6Rare|r-Class Hero)
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            ((Strength of (Last created unit) (Include bonuses)) + ((Agility of (Last created unit) (Include bonuses)) + (Intelligence of (Last created unit) (Include bonuses)))) Less than or equal to 18
                          Then - Actions
                            Hero - Modify Strength of (Last created unit): Add 1.
                            Hero - Modify Agility of (Last created unit): Add 1.
                            Hero - Modify Intelligence of (Last created unit): Add 1.
                          Else - Actions
                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              If - Conditions
                                ((Strength of (Last created unit) (Include bonuses)) + ((Agility of (Last created unit) (Include bonuses)) + (Intelligence of (Last created unit) (Include bonuses)))) Less than or equal to 18
                              Then - Actions
                                Hero - Modify Strength of (Last created unit): Add 1.
                                Hero - Modify Agility of (Last created unit): Add 1.
                                Hero - Modify Intelligence of (Last created unit): Add 1.
                              Else - Actions
                      Else - Actions
        Hero - Set Name of (Last created unit) to (Name of (Owner of (Last created unit)))
        Sound - Play Yogg_Create_Hero <gen>
        Sound - Set volume of (Last played sound) to 100%
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Agi[(Player number of (Owner of (Triggering unit)))] Equal to True
      Then - Actions
        Unit - Create 1.Dark Ranger R Agi for (Owner of (Triggering unit)) at (Center of Gebiet_013 <gen>) facing Default building facing degrees
        Set VariableSet RandomNumber = (Random integer number between 1 and 64)
        Unit - Add Skill[RandomNumber] to (Last created unit)
        Set VariableSet SkillCount[(Player number of (Owner of (Last created unit)))] = (SkillCount[(Player number of (Owner of (Last created unit)))] + 1)
        Set VariableSet LastLearned_Skill[(Player number of (Owner of (Last created unit)))] = Skill[RandomNumber]
        Hero - Create Ankh of Reincarnation and give it to (Last created unit)
        Item - Set charges remaining in (Last created item) to 1
        Hero - Create Healing Salve and give it to (Last created unit)
        Unit - For (Last created unit), Ability Attribute Bonus, Hide ability: True
        Unit - Remove (Triggering unit) from the game
        Hero - Modify Strength of (Last created unit): Set to (Random integer number between 4 and 14).
        Hero - Modify Agility of (Last created unit): Set to (Random integer number between 5 and 14).
        Hero - Modify Intelligence of (Last created unit): Set to (Random integer number between 4 and 14).
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Strength of (Last created unit) (Include bonuses)) Greater than (Intelligence of (Last created unit) (Include bonuses))
          Then - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Agility of (Last created unit) (Include bonuses)) Less than or equal to (Strength of (Last created unit) (Include bonuses))
              Then - Actions
                Hero - Modify Agility of (Last created unit): Set to ((Strength of (Last created unit) (Include bonuses)) + (Random integer number between 1 and 3)).
              Else - Actions
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Agility of (Last created unit) (Include bonuses)) Less than or equal to (Intelligence of (Last created unit) (Include bonuses))
              Then - Actions
                Hero - Modify Agility of (Last created unit): Set to ((Intelligence of (Last created unit) (Include bonuses)) + (Random integer number between 1 and 3)).
              Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Strength of (Last created unit) (Include bonuses)) + ((Agility of (Last created unit) (Include bonuses)) + (Intelligence of (Last created unit) (Include bonuses)))) Greater than or equal to 40
          Then - Actions
            Special Effect - Create a special effect attached to the chest (attachpoint) of (Last created unit) using Divine Wings.mdx
            Game - Display to (All players) the text: ((Name of (Owner of (Last created unit))) + created a |cFFFF702BLegendary|r-Class Hero)
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                ((Strength of (Last created unit) (Include bonuses)) + ((Agility of (Last created unit) (Include bonuses)) + (Intelligence of (Last created unit) (Include bonuses)))) Less than or equal to 39
                ((Strength of (Last created unit) (Include bonuses)) + ((Agility of (Last created unit) (Include bonuses)) + (Intelligence of (Last created unit) (Include bonuses)))) Greater than or equal to 35
              Then - Actions
                Special Effect - Create a special effect attached to the chest (attachpoint) of (Last created unit) using Void Wings.mdx
                Game - Display to (All players) the text: ((Name of (Owner of (Last created unit))) + created an |cFF930093Epic|r-Class Hero)
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    ((Strength of (Last created unit) (Include bonuses)) + ((Agility of (Last created unit) (Include bonuses)) + (Intelligence of (Last created unit) (Include bonuses)))) Less than or equal to 34
                    ((Strength of (Last created unit) (Include bonuses)) + ((Agility of (Last created unit) (Include bonuses)) + (Intelligence of (Last created unit) (Include bonuses)))) Greater than or equal to 29
                  Then - Actions
                    Special Effect - Create a special effect attached to the chest (attachpoint) of (Last created unit) using Chaos Wings.mdx
                    Game - Display to (All players) the text: ((Name of (Owner of (Last created unit))) + created a |cFFDD0000Super Rare|r-Class Hero)
                  Else - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        ((Strength of (Last created unit) (Include bonuses)) + ((Agility of (Last created unit) (Include bonuses)) + (Intelligence of (Last created unit) (Include bonuses)))) Less than or equal to 28
                      Then - Actions
                        Special Effect - Create a special effect attached to the chest (attachpoint) of (Last created unit) using Cosmic Wings.mdx
                        Game - Display to (All players) the text: ((Name of (Owner of (Last created unit))) + created a |cFF0073E6Rare|r-Class Hero)
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            ((Strength of (Last created unit) (Include bonuses)) + ((Agility of (Last created unit) (Include bonuses)) + (Intelligence of (Last created unit) (Include bonuses)))) Less than or equal to 18
                          Then - Actions
                            Hero - Modify Strength of (Last created unit): Add 1.
                            Hero - Modify Agility of (Last created unit): Add 1.
                            Hero - Modify Intelligence of (Last created unit): Add 1.
                          Else - Actions
                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              If - Conditions
                                ((Strength of (Last created unit) (Include bonuses)) + ((Agility of (Last created unit) (Include bonuses)) + (Intelligence of (Last created unit) (Include bonuses)))) Less than or equal to 18
                              Then - Actions
                                Hero - Modify Strength of (Last created unit): Add 1.
                                Hero - Modify Agility of (Last created unit): Add 1.
                                Hero - Modify Intelligence of (Last created unit): Add 1.
                              Else - Actions
                      Else - Actions
        Hero - Set Name of (Last created unit) to (Name of (Owner of (Last created unit)))
        Sound - Play Yogg_Create_Hero <gen>
        Sound - Set volume of (Last played sound) to 100%
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Int[(Player number of (Owner of (Triggering unit)))] Equal to True
      Then - Actions
        Unit - Create 1.Blood Mage R Int for (Owner of (Triggering unit)) at (Center of Gebiet_013 <gen>) facing Default building facing degrees
        Set VariableSet RandomNumber = (Random integer number between 1 and 64)
        Unit - Add Skill[RandomNumber] to (Last created unit)
        Set VariableSet SkillCount[(Player number of (Owner of (Last created unit)))] = (SkillCount[(Player number of (Owner of (Last created unit)))] + 1)
        Set VariableSet LastLearned_Skill[(Player number of (Owner of (Last created unit)))] = Skill[RandomNumber]
        Hero - Create Ankh of Reincarnation and give it to (Last created unit)
        Item - Set charges remaining in (Last created item) to 1
        Hero - Create Healing Salve and give it to (Last created unit)
        Unit - For (Last created unit), Ability Attribute Bonus, Hide ability: True
        Unit - Remove (Triggering unit) from the game
        Hero - Modify Strength of (Last created unit): Set to (Random integer number between 4 and 14).
        Hero - Modify Agility of (Last created unit): Set to (Random integer number between 4 and 14).
        Hero - Modify Intelligence of (Last created unit): Set to (Random integer number between 5 and 14).
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Strength of (Last created unit) (Include bonuses)) Greater than (Agility of (Last created unit) (Include bonuses))
          Then - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Intelligence of (Last created unit) (Include bonuses)) Less than or equal to (Strength of (Last created unit) (Include bonuses))
              Then - Actions
                Hero - Modify Intelligence of (Last created unit): Set to ((Strength of (Last created unit) (Include bonuses)) + (Random integer number between 1 and 3)).
              Else - Actions
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Intelligence of (Last created unit) (Include bonuses)) Less than or equal to (Agility of (Last created unit) (Include bonuses))
              Then - Actions
                Hero - Modify Intelligence of (Last created unit): Set to ((Agility of (Last created unit) (Include bonuses)) + (Random integer number between 1 and 3)).
              Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Strength of (Last created unit) (Include bonuses)) + ((Agility of (Last created unit) (Include bonuses)) + (Intelligence of (Last created unit) (Include bonuses)))) Greater than or equal to 40
          Then - Actions
            Special Effect - Create a special effect attached to the chest (attachpoint) of (Last created unit) using Divine Wings.mdx
            Game - Display to (All players) the text: ((Name of (Owner of (Last created unit))) + created a |cFFFF702BLegendary|r-Class Hero)
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                ((Strength of (Last created unit) (Include bonuses)) + ((Agility of (Last created unit) (Include bonuses)) + (Intelligence of (Last created unit) (Include bonuses)))) Less than or equal to 39
                ((Strength of (Last created unit) (Include bonuses)) + ((Agility of (Last created unit) (Include bonuses)) + (Intelligence of (Last created unit) (Include bonuses)))) Greater than or equal to 35
              Then - Actions
                Special Effect - Create a special effect attached to the chest (attachpoint) of (Last created unit) using Void Wings.mdx
                Game - Display to (All players) the text: ((Name of (Owner of (Last created unit))) + created an |cFF930093Epic|r-Class Hero)
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    ((Strength of (Last created unit) (Include bonuses)) + ((Agility of (Last created unit) (Include bonuses)) + (Intelligence of (Last created unit) (Include bonuses)))) Less than or equal to 34
                    ((Strength of (Last created unit) (Include bonuses)) + ((Agility of (Last created unit) (Include bonuses)) + (Intelligence of (Last created unit) (Include bonuses)))) Greater than or equal to 29
                  Then - Actions
                    Special Effect - Create a special effect attached to the chest (attachpoint) of (Last created unit) using Chaos Wings.mdx
                    Game - Display to (All players) the text: ((Name of (Owner of (Last created unit))) + created a |cFFDD0000Super Rare|r-Class Hero)
                  Else - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        ((Strength of (Last created unit) (Include bonuses)) + ((Agility of (Last created unit) (Include bonuses)) + (Intelligence of (Last created unit) (Include bonuses)))) Less than or equal to 28
                      Then - Actions
                        Special Effect - Create a special effect attached to the chest (attachpoint) of (Last created unit) using Cosmic Wings.mdx
                        Game - Display to (All players) the text: ((Name of (Owner of (Last created unit))) + created a |cFF0073E6Rare|r-Class Hero)
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            ((Strength of (Last created unit) (Include bonuses)) + ((Agility of (Last created unit) (Include bonuses)) + (Intelligence of (Last created unit) (Include bonuses)))) Less than or equal to 18
                          Then - Actions
                            Hero - Modify Strength of (Last created unit): Add 1.
                            Hero - Modify Agility of (Last created unit): Add 1.
                            Hero - Modify Intelligence of (Last created unit): Add 1.
                          Else - Actions
                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              If - Conditions
                                ((Strength of (Last created unit) (Include bonuses)) + ((Agility of (Last created unit) (Include bonuses)) + (Intelligence of (Last created unit) (Include bonuses)))) Less than or equal to 18
                              Then - Actions
                                Hero - Modify Strength of (Last created unit): Add 1.
                                Hero - Modify Agility of (Last created unit): Add 1.
                                Hero - Modify Intelligence of (Last created unit): Add 1.
                              Else - Actions
                      Else - Actions
        Hero - Set Name of (Last created unit) to (Name of (Owner of (Last created unit)))
        Sound - Play Yogg_Create_Hero <gen>
        Sound - Set volume of (Last played sound) to 100%
      Else - Actions
Attribute Hide
  Events
    Unit - A unit Learns a skill
  Conditions
    (Learned Hero Skill) Equal to Attribute Bonus
  Actions
    Unit - For (Triggering unit), Ability Attribute Bonus, Hide ability: True
Ult
  Events
    Unit - A unit Gains a level
  Conditions
    (Hero level of (Triggering unit)) Equal to 6
  Actions
    Unit - Add Skill_2[(Random integer number between 1 and 13)] to (Leveling Hero)
Teamsplit
  Events
    Unit - A unit enters Gebiet_013 <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Set VariableSet Hero[(Player number of (Owner of (Triggering unit)))] = (Triggering unit)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Owner of (Triggering unit)) Equal to Player 1 (Red)
            (Owner of (Triggering unit)) Equal to Player 2 (Blue)
            (Owner of (Triggering unit)) Equal to Player 3 (Teal)
            (Owner of (Triggering unit)) Equal to Player 4 (Purple)
            (Owner of (Triggering unit)) Equal to Player 5 (Yellow)
            (Owner of (Triggering unit)) Equal to Player 6 (Orange)
      Then - Actions
        Unit - Move (Triggering unit) instantly to (Center of HeroSPawn_Team1 <gen>)
        Selection - Select (Triggering unit) for (Owner of (Triggering unit))
        Camera - Pan camera for (Owner of (Triggering unit)) to (Center of HeroSPawn_Team1 <gen>) over 0 seconds
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Owner of (Triggering unit)) Equal to Player 7 (Green)
            (Owner of (Triggering unit)) Equal to Player 8 (Pink)
            (Owner of (Triggering unit)) Equal to Player 9 (Gray)
            (Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
            (Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
            (Owner of (Triggering unit)) Equal to Player 12 (Brown)
      Then - Actions
        Unit - Move (Triggering unit) instantly to (Center of HeroSPawn_Team2 <gen>)
        Selection - Select (Triggering unit) for (Owner of (Triggering unit))
        Camera - Pan camera for (Owner of (Triggering unit)) to (Center of HeroSPawn_Team2 <gen>) over 0 seconds
      Else - Actions
30
DelaySpawns
  Events
    Time - Delay expires
  Conditions
  Actions
    Countdown Timer - Start Spawns as a One-shot timer that will expire in CD seconds
Spawns
  Events
    Time - Spawns expires
  Conditions
  Actions
    Set VariableSet temploc = (Center of CreepsTeam2_Kopieren <gen>)
    Unit - Create (SpawnCount + 2).NahSpawn[1] for Player 14 (Navy) at temploc facing 90.00 degrees
    Custom script: call RemoveLocation(udg_temploc)
    Set VariableSet temploc = (Center of CreepsTeam2 <gen>)
    Unit - Create (Integer((((Real(SpawnCount)) / 2.00) + 1.99))).FernSpawn[1] for Player 14 (Navy) at temploc facing 90.00 degrees
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        HealersDoSpawn[1] Equal to True
      Then - Actions
        Unit - Create (Integer((((Real(SpawnCount)) / 2.00) + 1.99))).Healer_Spawn[1] for Player 14 (Navy) at temploc facing 90.00 degrees
      Else - Actions
    Custom script: call RemoveLocation(udg_temploc)
    Set VariableSet temploc = (Center of Creeps_Team1_Kopieren <gen>)
    Unit - Create (SpawnCount + 2).NahSpawn[2] for Player 13 (Maroon) at temploc facing 90.00 degrees
    Custom script: call RemoveLocation(udg_temploc)
    Set VariableSet temploc = (Center of Creeps_Team1 <gen>)
    Unit - Create (Integer((((Real(SpawnCount)) / 2.00) + 1.99))).FernSpawn[2] for Player 13 (Maroon) at temploc facing 90.00 degrees
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        HealersDoSpawn[2] Equal to True
      Then - Actions
        Unit - Create (Integer((((Real(SpawnCount)) / 2.00) + 1.99))).Healer_Spawn[2] for Player 13 (Maroon) at temploc facing 90.00 degrees
      Else - Actions
    Custom script: call RemoveLocation(udg_temploc)
    Countdown Timer - Start Spawns as a One-shot timer that will expire in CD seconds
Hero Death
  Events
    Unit - A unit Dies
  Conditions
    ((Dying unit) is A Hero) Equal to True
  Actions
    Sound - Play Yogg_Death <gen>
    Sound - Set volume of (Last played sound) to 100%
    Game - Display to (All players) the text: A Hero died!
order
  Events
    Unit - A unit enters (Playable map area)
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Triggering unit)) Equal to Player 13 (Maroon)
      Then - Actions
        Set VariableSet temploc = (Center of Goal_Team1 <gen>)
        Unit - Order (Triggering unit) to Attack-Move To.temploc
        Unit Group - Add (Triggering unit) to Unitgrp[1]
        Unit - Set Max HP of (Triggering unit) to (Integer(((Max life of (Triggering unit)) + (((Max life of (Triggering unit)) / 100.00) x Real[1]))))
        Unit - Set life of (Triggering unit) to 100%
        Unit - Set Armor of (Triggering unit) to ((Armor of (Triggering unit)) + (((Armor of (Triggering unit)) / 100.00) x Real[1]))
        Unit - Set Base Damage of (Triggering unit) to (Integer(((Real((Base Damage of (Triggering unit) for weapon index 1))) + (((Real((Base Damage of (Triggering unit) for weapon index 1))) / 100.00) x Real[1])))) for weapon index: 1
        Unit - Set Base Damage of (Triggering unit) to (Integer(((Real((Base Damage of (Triggering unit) for weapon index 0))) + (((Real((Base Damage of (Triggering unit) for weapon index 0))) / 100.00) x Real[1])))) for weapon index: 0
        Custom script: call RemoveLocation(udg_temploc)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Triggering unit)) Equal to Player 14 (Navy)
      Then - Actions
        Set VariableSet temploc = (Center of Goal_Team2 <gen>)
        Unit - Order (Triggering unit) to Attack-Move To.temploc
        Unit Group - Add (Triggering unit) to Unitgrp[2]
        Unit - Set Max HP of (Triggering unit) to (Integer(((Max life of (Triggering unit)) + (((Max life of (Triggering unit)) / 100.00) x Real[2]))))
        Unit - Set life of (Triggering unit) to 100%
        Unit - Set Armor of (Triggering unit) to ((Armor of (Triggering unit)) + (((Armor of (Triggering unit)) / 100.00) x Real[2]))
        Unit - Set Base Damage of (Triggering unit) to (Integer(((Real((Base Damage of (Triggering unit) for weapon index 1))) + (((Real((Base Damage of (Triggering unit) for weapon index 1))) / 100.00) x Real[2])))) for weapon index: 1
        Unit - Set Base Damage of (Triggering unit) to (Integer(((Real((Base Damage of (Triggering unit) for weapon index 0))) + (((Real((Base Damage of (Triggering unit) for weapon index 0))) / 100.00) x Real[2])))) for weapon index: 0
        Custom script: call RemoveLocation(udg_temploc)
      Else - Actions
order 2
  Events
    Time - Every 30.00 seconds of game time
  Conditions
  Actions
    Unit Group - Pick every unit in Unitgrp[1] and do (Actions)
      Loop - Actions
        Set VariableSet temploc = (Center of Goal_Team1 <gen>)
        Unit - Order (Picked unit) to Attack-Move To.temploc
        Custom script: call RemoveLocation(udg_temploc)
    Unit Group - Pick every unit in Unitgrp[2] and do (Actions)
      Loop - Actions
        Set VariableSet temploc = (Center of Goal_Team2 <gen>)
        Unit - Order (Picked unit) to Attack-Move To.temploc
        Custom script: call RemoveLocation(udg_temploc)
Mercs
  Events
    Unit - A unit enters (Playable map area)
  Conditions
    ((Triggering unit) is A Hero) Equal to False
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Triggering unit)) Equal to Thief
        (Unit-type of (Triggering unit)) Equal to Rogue
        (Unit-type of (Triggering unit)) Equal to Skeletal Warrior
        (Unit-type of (Triggering unit)) Equal to Skeletal Archer
        (Unit-type of (Triggering unit)) Equal to Banshee
        (Unit-type of (Triggering unit)) Equal to Demon Warrior
        (Unit-type of (Triggering unit)) Equal to Succubus
        (Unit-type of (Triggering unit)) Equal to Demonic Shaman
        (Unit-type of (Triggering unit)) Equal to Demonic Warleader
        (Unit-type of (Triggering unit)) Equal to Void Walker
        (Unit-type of (Triggering unit)) Equal to Hellbeast
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Owner of (Triggering unit)) Equal to Player 1 (Red)
            (Owner of (Triggering unit)) Equal to Player 2 (Blue)
            (Owner of (Triggering unit)) Equal to Player 3 (Teal)
            (Owner of (Triggering unit)) Equal to Player 4 (Purple)
            (Owner of (Triggering unit)) Equal to Player 5 (Yellow)
            (Owner of (Triggering unit)) Equal to Player 6 (Orange)
      Then - Actions
        Set VariableSet X[(Player number of (Owner of (Triggering unit)))] = (X[(Player number of (Owner of (Triggering unit)))] + (Point-value of (Triggering unit)))
        Unit - Move (Triggering unit) instantly to (Center of Creeps_Team1 <gen>)
        Unit - Change ownership of (Triggering unit) to Player 13 (Maroon) and Retain color
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Owner of (Triggering unit)) Equal to Player 7 (Green)
            (Owner of (Triggering unit)) Equal to Player 8 (Pink)
            (Owner of (Triggering unit)) Equal to Player 9 (Gray)
            (Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
            (Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
            (Owner of (Triggering unit)) Equal to Player 12 (Brown)
      Then - Actions
        Set VariableSet X[(Player number of (Owner of (Triggering unit)))] = (X[(Player number of (Owner of (Triggering unit)))] + (Point-value of (Triggering unit)))
        Unit - Move (Triggering unit) instantly to (Center of CreepsTeam2 <gen>)
        Unit - Change ownership of (Triggering unit) to Player 14 (Navy) and Retain color
      Else - Actions
income
  Events
    Time - Every 5.00 seconds of game time
  Conditions
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Player - Set (Picked player).Food used to X[(Player number of (Picked player))]
        Player - Add X[(Player number of (Picked player))] to (Picked player).Current gold
    Player - Set Player 13 (Maroon).Current gold to 0
    Player - Set Player 13 (Maroon).Current gold to 0
    Player - Set Player 14 (Navy).Current lumber to 0
    Player - Set Player 14 (Navy).Current lumber to 0
income speed
  Events
    Time - Every 5.00 seconds of game time
  Conditions
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Player - Set (Picked player).Food used to (X[(Player number of (Picked player))] x 2)
        Player - Add X[(Player number of (Picked player))] to (Picked player).Current gold
    Player - Set Player 13 (Maroon).Current gold to 0
    Player - Set Player 13 (Maroon).Current gold to 0
    Player - Set Player 14 (Navy).Current lumber to 0
    Player - Set Player 14 (Navy).Current lumber to 0
kill gold
  Events
    Unit - A unit Dies
  Conditions
  Actions
    Player - Add ((Point-value of (Dying unit)) x 2) to (Owner of (Killing unit)).Current gold
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Dying unit) is in Unitgrp[1].) Equal to True
      Then - Actions
        Unit Group - Remove (Dying unit) from Unitgrp[1].
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Dying unit) is in Unitgrp[2].) Equal to True
      Then - Actions
        Unit Group - Remove (Dying unit) from Unitgrp[2].
      Else - Actions
kill yogg
  Events
    Unit - A unit Dies
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Dying unit) Equal to Yogg-Saron 0020 <gen>
      Then - Actions
        Game - Defeat Player 1 (Red) with the message: Niederlage!
        Game - Defeat Player 2 (Blue) with the message: Niederlage!
        Game - Defeat Player 3 (Teal) with the message: Niederlage!
        Game - Defeat Player 4 (Purple) with the message: Niederlage!
        Game - Defeat Player 5 (Yellow) with the message: Niederlage!
        Game - Defeat Player 6 (Orange) with the message: Niederlage!
        Game - Victory Player 7 (Green) (Show dialogs, Show scores)
        Game - Victory Player 8 (Pink) (Show dialogs, Show scores)
        Game - Victory Player 9 (Gray) (Show dialogs, Show scores)
        Game - Victory Player 10 (Light Blue) (Show dialogs, Show scores)
        Game - Victory Player 11 (Dark Green) (Show dialogs, Show scores)
        Game - Victory Player 12 (Brown) (Show dialogs, Show scores)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Dying unit) Equal to Yogg-Saron 0019 <gen>
      Then - Actions
        Game - Defeat Player 7 (Green) with the message: Niederlage!
        Game - Defeat Player 8 (Pink) with the message: Niederlage!
        Game - Defeat Player 9 (Gray) with the message: Niederlage!
        Game - Defeat Player 10 (Light Blue) with the message: Niederlage!
        Game - Defeat Player 11 (Dark Green) with the message: Niederlage!
        Game - Defeat Player 12 (Brown) with the message: Niederlage!
        Game - Victory Player 1 (Red) (Show dialogs, Show scores)
        Game - Victory Player 2 (Blue) (Show dialogs, Show scores)
        Game - Victory Player 3 (Teal) (Show dialogs, Show scores)
        Game - Victory Player 4 (Purple) (Show dialogs, Show scores)
        Game - Victory Player 5 (Yellow) (Show dialogs, Show scores)
        Game - Victory Player 6 (Orange) (Show dialogs, Show scores)
      Else - Actions
Upgrade all units
  Events
    Unit - A unit Acquires an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Scroll of Power
  Actions
    Item - Remove (Item being manipulated)
    Special Effect - Create a special effect attached to the origin (attachpoint) of (Hero manipulating item) using Abilities\Spells\Items\AIam\AIamTarget.mdl
    Special Effect - Destroy (Last created special effect)
    Set VariableSet X[(Player number of (Owner of (Hero manipulating item)))] = (X[(Player number of (Owner of (Hero manipulating item)))] + 2)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Owner of (Hero manipulating item)) Equal to Player 1 (Red)
            (Owner of (Hero manipulating item)) Equal to Player 2 (Blue)
            (Owner of (Hero manipulating item)) Equal to Player 3 (Teal)
            (Owner of (Hero manipulating item)) Equal to Player 4 (Purple)
            (Owner of (Hero manipulating item)) Equal to Player 5 (Yellow)
            (Owner of (Hero manipulating item)) Equal to Player 6 (Orange)
      Then - Actions
        Set VariableSet Real[1] = (Real[1] + 5.00)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Owner of (Hero manipulating item)) Equal to Player 7 (Green)
            (Owner of (Hero manipulating item)) Equal to Player 8 (Pink)
            (Owner of (Hero manipulating item)) Equal to Player 9 (Gray)
            (Owner of (Hero manipulating item)) Equal to Player 10 (Light Blue)
            (Owner of (Hero manipulating item)) Equal to Player 11 (Dark Green)
            (Owner of (Hero manipulating item)) Equal to Player 12 (Brown)
      Then - Actions
        Set VariableSet Real[2] = (Real[2] + 5.00)
      Else - Actions
Upgrade stats
  Events
    Unit - A unit Acquires an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Potion of Power
  Actions
    Item - Remove (Item being manipulated)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Hero manipulating item)) Equal to Player 1 (Red)
      Then - Actions
        Set VariableSet statint = 1
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Hero manipulating item)) Equal to Player 2 (Blue)
      Then - Actions
        Set VariableSet statint = 2
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Hero manipulating item)) Equal to Player 3 (Teal)
      Then - Actions
        Set VariableSet statint = 3
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Hero manipulating item)) Equal to Player 4 (Purple)
      Then - Actions
        Set VariableSet statint = 4
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Hero manipulating item)) Equal to Player 5 (Yellow)
      Then - Actions
        Set VariableSet statint = 5
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Hero manipulating item)) Equal to Player 6 (Orange)
      Then - Actions
        Set VariableSet statint = 6
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Hero manipulating item)) Equal to Player 7 (Green)
      Then - Actions
        Set VariableSet statint = 7
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Hero manipulating item)) Equal to Player 8 (Pink)
      Then - Actions
        Set VariableSet statint = 8
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Hero manipulating item)) Equal to Player 9 (Gray)
      Then - Actions
        Set VariableSet statint = 9
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Hero manipulating item)) Equal to Player 10 (Light Blue)
      Then - Actions
        Set VariableSet statint = 10
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Hero manipulating item)) Equal to Player 11 (Dark Green)
      Then - Actions
        Set VariableSet statint = 11
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Hero manipulating item)) Equal to Player 12 (Brown)
      Then - Actions
        Set VariableSet statint = 12
      Else - Actions
    Hero - Modify Strength of Hero[statint]: Add 1.
    Hero - Modify Agility of Hero[statint]: Add 1.
    Hero - Modify Intelligence of Hero[statint]: Add 1.
    Special Effect - Create a special effect attached to the origin (attachpoint) of Hero[statint] using Abilities\Spells\Items\AIem\AIemTarget.mdl
    Special Effect - Destroy (Last created special effect)
Upgrade Nah T1
  Events
    Unit - A unit enters (Playable map area)
  Conditions
    (Unit-type of (Triggering unit)) Equal to Skeletal Warrior
    Or - Any (Conditions) are true
      Conditions
        (Owner of (Triggering unit)) Equal to Player 1 (Red)
        (Owner of (Triggering unit)) Equal to Player 2 (Blue)
        (Owner of (Triggering unit)) Equal to Player 3 (Teal)
        (Owner of (Triggering unit)) Equal to Player 4 (Purple)
        (Owner of (Triggering unit)) Equal to Player 5 (Yellow)
        (Owner of (Triggering unit)) Equal to Player 6 (Orange)
        (Owner of (Triggering unit)) Equal to Player 13 (Maroon)
  Actions
    Set VariableSet NahSpawn[2] = Skeletal Warrior
    Trigger - Turn off (This trigger)
Upgrade Nah T2
  Events
    Unit - A unit enters (Playable map area)
  Conditions
    (Unit-type of (Triggering unit)) Equal to Skeletal Warrior
    Or - Any (Conditions) are true
      Conditions
        (Owner of (Triggering unit)) Equal to Player 7 (Green)
        (Owner of (Triggering unit)) Equal to Player 8 (Pink)
        (Owner of (Triggering unit)) Equal to Player 9 (Gray)
        (Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
        (Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
        (Owner of (Triggering unit)) Equal to Player 12 (Brown)
        (Owner of (Triggering unit)) Equal to Player 14 (Navy)
  Actions
    Set VariableSet NahSpawn[1] = Skeletal Warrior
    Trigger - Turn off (This trigger)
Upgrade Fern T1
  Events
    Unit - A unit enters (Playable map area)
  Conditions
    (Unit-type of (Triggering unit)) Equal to Skeletal Archer
    Or - Any (Conditions) are true
      Conditions
        (Owner of (Triggering unit)) Equal to Player 1 (Red)
        (Owner of (Triggering unit)) Equal to Player 2 (Blue)
        (Owner of (Triggering unit)) Equal to Player 3 (Teal)
        (Owner of (Triggering unit)) Equal to Player 4 (Purple)
        (Owner of (Triggering unit)) Equal to Player 5 (Yellow)
        (Owner of (Triggering unit)) Equal to Player 6 (Orange)
        (Owner of (Triggering unit)) Equal to Player 13 (Maroon)
  Actions
    Set VariableSet FernSpawn[2] = Skeletal Archer
    Trigger - Turn off (This trigger)
Upgrade Fern T2
  Events
    Unit - A unit enters (Playable map area)
  Conditions
    (Unit-type of (Triggering unit)) Equal to Skeletal Archer
    Or - Any (Conditions) are true
      Conditions
        (Owner of (Triggering unit)) Equal to Player 7 (Green)
        (Owner of (Triggering unit)) Equal to Player 8 (Pink)
        (Owner of (Triggering unit)) Equal to Player 9 (Gray)
        (Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
        (Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
        (Owner of (Triggering unit)) Equal to Player 12 (Brown)
        (Owner of (Triggering unit)) Equal to Player 14 (Navy)
  Actions
    Set VariableSet FernSpawn[1] = Skeletal Archer
    Trigger - Turn off (This trigger)
Upgrade Nah2 T1
  Events
    Unit - A unit enters (Playable map area)
  Conditions
    (Unit-type of (Triggering unit)) Equal to Demon Warrior
    Or - Any (Conditions) are true
      Conditions
        (Owner of (Triggering unit)) Equal to Player 1 (Red)
        (Owner of (Triggering unit)) Equal to Player 2 (Blue)
        (Owner of (Triggering unit)) Equal to Player 3 (Teal)
        (Owner of (Triggering unit)) Equal to Player 4 (Purple)
        (Owner of (Triggering unit)) Equal to Player 5 (Yellow)
        (Owner of (Triggering unit)) Equal to Player 6 (Orange)
        (Owner of (Triggering unit)) Equal to Player 13 (Maroon)
  Actions
    Set VariableSet NahSpawn[2] = Demon Warrior
    Trigger - Turn off Upgrade_Nah_T1 <gen>
    Trigger - Turn off (This trigger)
Upgrade Nah2 T2
  Events
    Unit - A unit enters (Playable map area)
  Conditions
    (Unit-type of (Triggering unit)) Equal to Demon Warrior
    Or - Any (Conditions) are true
      Conditions
        (Owner of (Triggering unit)) Equal to Player 7 (Green)
        (Owner of (Triggering unit)) Equal to Player 8 (Pink)
        (Owner of (Triggering unit)) Equal to Player 9 (Gray)
        (Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
        (Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
        (Owner of (Triggering unit)) Equal to Player 12 (Brown)
        (Owner of (Triggering unit)) Equal to Player 14 (Navy)
  Actions
    Set VariableSet NahSpawn[1] = Demon Warrior
    Trigger - Turn off Upgrade_Nah_T2 <gen>
    Trigger - Turn off (This trigger)
Upgrade Fern2 T1
  Events
    Unit - A unit enters (Playable map area)
  Conditions
    (Unit-type of (Triggering unit)) Equal to Succubus
    Or - Any (Conditions) are true
      Conditions
        (Owner of (Triggering unit)) Equal to Player 1 (Red)
        (Owner of (Triggering unit)) Equal to Player 2 (Blue)
        (Owner of (Triggering unit)) Equal to Player 3 (Teal)
        (Owner of (Triggering unit)) Equal to Player 4 (Purple)
        (Owner of (Triggering unit)) Equal to Player 5 (Yellow)
        (Owner of (Triggering unit)) Equal to Player 6 (Orange)
        (Owner of (Triggering unit)) Equal to Player 13 (Maroon)
  Actions
    Set VariableSet FernSpawn[2] = Succubus
    Trigger - Turn off Upgrade_Fern_T1 <gen>
    Trigger - Turn off (This trigger)
sukku 220
skele arch 150
demon krieg 180
Upgrade Fern2 T2
  Events
    Unit - A unit enters (Playable map area)
  Conditions
    (Unit-type of (Triggering unit)) Equal to Succubus
    Or - Any (Conditions) are true
      Conditions
        (Owner of (Triggering unit)) Equal to Player 7 (Green)
        (Owner of (Triggering unit)) Equal to Player 8 (Pink)
        (Owner of (Triggering unit)) Equal to Player 9 (Gray)
        (Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
        (Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
        (Owner of (Triggering unit)) Equal to Player 12 (Brown)
        (Owner of (Triggering unit)) Equal to Player 14 (Navy)
  Actions
    Set VariableSet FernSpawn[1] = Succubus
    Trigger - Turn off Upgrade_Fern_T2 <gen>
    Trigger - Turn off (This trigger)
Upgrade Healer T1
  Events
    Unit - A unit enters (Playable map area)
  Conditions
    (Unit-type of (Triggering unit)) Equal to Banshee
    Or - Any (Conditions) are true
      Conditions
        (Owner of (Triggering unit)) Equal to Player 1 (Red)
        (Owner of (Triggering unit)) Equal to Player 2 (Blue)
        (Owner of (Triggering unit)) Equal to Player 3 (Teal)
        (Owner of (Triggering unit)) Equal to Player 4 (Purple)
        (Owner of (Triggering unit)) Equal to Player 5 (Yellow)
        (Owner of (Triggering unit)) Equal to Player 6 (Orange)
        (Owner of (Triggering unit)) Equal to Player 13 (Maroon)
  Actions
    Set VariableSet Healer[2] = 1
    Set VariableSet HealersDoSpawn[2] = True
    Set VariableSet Healer_Spawn[2] = Banshee
    Trigger - Turn off (This trigger)
Upgrade Healer T2
  Events
    Unit - A unit enters (Playable map area)
  Conditions
    (Unit-type of (Triggering unit)) Equal to Banshee
    Or - Any (Conditions) are true
      Conditions
        (Owner of (Triggering unit)) Equal to Player 7 (Green)
        (Owner of (Triggering unit)) Equal to Player 8 (Pink)
        (Owner of (Triggering unit)) Equal to Player 9 (Gray)
        (Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
        (Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
        (Owner of (Triggering unit)) Equal to Player 12 (Brown)
        (Owner of (Triggering unit)) Equal to Player 14 (Navy)
  Actions
    Set VariableSet Healer[1] = 1
    Set VariableSet HealersDoSpawn[1] = True
    Set VariableSet Healer_Spawn[1] = Banshee
    Trigger - Turn off (This trigger)
Upgrade Healer2 T1
  Events
    Unit - A unit enters (Playable map area)
  Conditions
    (Unit-type of (Triggering unit)) Equal to Demonic Shaman
    Or - Any (Conditions) are true
      Conditions
        (Owner of (Triggering unit)) Equal to Player 1 (Red)
        (Owner of (Triggering unit)) Equal to Player 2 (Blue)
        (Owner of (Triggering unit)) Equal to Player 3 (Teal)
        (Owner of (Triggering unit)) Equal to Player 4 (Purple)
        (Owner of (Triggering unit)) Equal to Player 5 (Yellow)
        (Owner of (Triggering unit)) Equal to Player 6 (Orange)
        (Owner of (Triggering unit)) Equal to Player 13 (Maroon)
  Actions
    Set VariableSet Healer[2] = 1
    Set VariableSet HealersDoSpawn[2] = True
    Set VariableSet Healer_Spawn[2] = Demonic Shaman
    Trigger - Turn off (This trigger)
    Trigger - Turn off Upgrade_Healer_T1 <gen>
Upgrade Healer2 T2
  Events
    Unit - A unit enters (Playable map area)
  Conditions
    (Unit-type of (Triggering unit)) Equal to Demonic Shaman
    Or - Any (Conditions) are true
      Conditions
        (Owner of (Triggering unit)) Equal to Player 7 (Green)
        (Owner of (Triggering unit)) Equal to Player 8 (Pink)
        (Owner of (Triggering unit)) Equal to Player 9 (Gray)
        (Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
        (Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
        (Owner of (Triggering unit)) Equal to Player 12 (Brown)
        (Owner of (Triggering unit)) Equal to Player 14 (Navy)
  Actions
    Set VariableSet Healer[1] = 1
    Set VariableSet HealersDoSpawn[1] = True
    Set VariableSet Healer_Spawn[1] = Demonic Shaman
    Trigger - Turn off (This trigger)
    Trigger - Turn off Upgrade_Healer_T2 <gen>
Learn
  Events
    Unit - A unit Uses an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Book of Skill
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Has4Abilities[(Player number of (Owner of (Hero manipulating item)))] Equal to False
      Then - Actions
        For each (Integer Z) from 1 to 10, do (Actions)
          Loop - Actions
            Set VariableSet Y = (Random integer number between 1 and 64)
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Level of Skill[Y] for (Hero manipulating item)) Greater than or equal to 1
              Then - Actions
                Set VariableSet Z = 1
              Else - Actions
                Unit - Add Skill[Y] to (Hero manipulating item)
                Set VariableSet DidJustUnlearn[(Player number of (Owner of (Hero manipulating item)))] = False
                Set VariableSet LastLearned_Skill[(Player number of (Owner of (Hero manipulating item)))] = Skill[Y]
                Set VariableSet SkillCount[(Player number of (Owner of (Hero manipulating item)))] = (SkillCount[(Player number of (Owner of (Hero manipulating item)))] + 1)
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    SkillCount[(Player number of (Owner of (Hero manipulating item)))] Greater than or equal to 5
                  Then - Actions
                    Set VariableSet Has4Abilities[(Player number of (Owner of (Hero manipulating item)))] = True
                  Else - Actions
                Set VariableSet Z = 10
                Skip remaining actions
      Else - Actions
        Set VariableSet Y = (Random integer number between 1 and 64)
        For each (Integer Z) from 1 to 10, do (Actions)
          Loop - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                MaximumLVL[(Player number of (Owner of (Hero manipulating item)))] Equal to 5
              Then - Actions
                Set VariableSet Z = 10
                Player - Add 15 to (Owner of (Hero manipulating item)).Current gold
                Skip remaining actions
              Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Level of Skill[Y] for (Hero manipulating item)) Greater than or equal to 1
                (Level of Skill[Y] for (Hero manipulating item)) Less than 3
              Then - Actions
                Unit - Increase level of Skill[Y] for (Hero manipulating item)
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Level of Skill[Y] for (Hero manipulating item)) Greater than or equal to 3
                  Then - Actions
                    Set VariableSet MaximumLVL[(Player number of (Owner of (Hero manipulating item)))] = (MaximumLVL[(Player number of (Owner of (Hero manipulating item)))] + 1)
                  Else - Actions
                Set VariableSet Z = 10
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    Y Less than or equal to 63
                  Then - Actions
                    Set VariableSet Y = (Y + 1)
                  Else - Actions
                    Set VariableSet Y = 1
                Set VariableSet Z = 1
Unlearn
  Events
    Unit - A unit Uses an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Book of Unlearning
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        SkillCount[(Player number of (Owner of (Triggering unit)))] Greater than or equal to 1
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            DidJustUnlearn[(Player number of (Owner of (Triggering unit)))] Equal to False
          Then - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Level of LastLearned_Skill[(Player number of (Owner of (Triggering unit)))] for (Triggering unit)) Equal to 3
              Then - Actions
                Set VariableSet MaximumLVL[(Player number of (Owner of (Triggering unit)))] = (MaximumLVL[(Player number of (Owner of (Triggering unit)))] - 1)
              Else - Actions
            Unit - Remove LastLearned_Skill[(Player number of (Owner of (Triggering unit)))] from (Triggering unit)
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                LastLearned_Skill[Y] Equal to Phoenix Fire Own7
              Then - Actions
                Unit - Remove Phoenix Fire Own7 (Dummy) from (Triggering unit)
              Else - Actions
            Set VariableSet SkillCount[(Player number of (Owner of (Triggering unit)))] = (SkillCount[(Player number of (Owner of (Triggering unit)))] - 1)
            Set VariableSet Has4Abilities[(Player number of (Owner of (Triggering unit)))] = False
            Set VariableSet DidJustUnlearn[(Player number of (Owner of (Triggering unit)))] = True
          Else - Actions
            Game - Display to (Player group((Owner of (Triggering unit)))) the text: You already unlearned your last ability.
            Player - Add 30 to (Owner of (Triggering unit)).Current gold
      Else - Actions
        Game - Display to (Player group((Owner of (Triggering unit)))) the text: You already unlearned all your abilities!
        Player - Add 30 to (Owner of (Triggering unit)).Current gold
iXeddin - Yogg Saron & Tentacle Models
Mythic - Cosmic Elven Wings
Music - Blizzard / little edited by me
Loading Screen Picture - WoWWiki - Fandom / little edited by me
6 Hero Models - ??? found them on https://xgm.guru without a direct owner being mention (as far as i understand russian)
20 Pet Models - ??? found them on https://xgm.guru without a direct owner being mention (as far as i understand russian)

If you own one of the models that i use and you want to be credited here please let me know and will surely update the credits.
Credits
  Events
    Player - Player 1 (Red) types a chat message containing -test (stringnoformat) as An exact match
  Conditions
    (Name of (Triggering player)) Equal to WorldEdit
  Actions
    Unit - Create 1.Dummy Hero M Int for Player 1 (Red) at (Center of HeroSPawn_Team1 <gen>) facing Default building facing degrees
Phoenix Fire
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    For each (Integer A) from 1 to 12, do (Actions)
      Loop - Actions
        Set VariableSet CheckUnit = Hero[(Integer A)]
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of Phoenix Fire Own7 for CheckUnit) Equal to 1
            (Level of Phoenix Fire Own7 (Dummy) for CheckUnit) Less than 1
          Then - Actions
            Unit - Add Phoenix Fire Own7 (Dummy) to CheckUnit
          Else - Actions
        Unit - Set level of Phoenix Fire Own7 (Dummy) for CheckUnit to (Level of Phoenix Fire Own7 for CheckUnit)
namechnage
  Events
    Time - Elapsed game time is 0.01 seconds
  Conditions
  Actions
    Unit - Set Name of Circle of Power 0033 <gen> to |cFF0073E6Rare|r-Class Pets
    Unit - Set Name of Circle of Power 0034 <gen> to |cFFDD0000Super Rare|r-Class Pets
    Unit - Set Name of Circle of Power 0035 <gen> to |cFF930093Epic|r-Class Pets
    Unit - Set Name of Circle of Power 0036 <gen> to |cFFFF702BLegendary|r-Class Pets
29-30 - legendary
25-28 - epic
15-24 - super rare
01-14 - rare
Set as DAMAGE
  Events
  Conditions
  Actions
    Set VariableSet W = (W + 1)
    Set VariableSet ItemAbilities[W] = Item DMG + 1
    Set VariableSet W = (W + 1)
    Set VariableSet ItemAbilities[W] = Item DMG + 2
    Set VariableSet W = (W + 1)
    Set VariableSet ItemAbilities[W] = Item DMG + 3
    Set VariableSet W = (W + 1)
    Set VariableSet ItemAbilities[W] = Item DMG + 4
    Set VariableSet W = (W + 1)
    Set VariableSet ItemAbilities[W] = Item DMG + 5
    Set VariableSet W = (W + 1)
    Set VariableSet ItemAbilities[W] = Item DMG + 6
    Set VariableSet W = (W + 1)
    Set VariableSet ItemAbilities[W] = Item DMG + 7
    Set VariableSet W = (W + 1)
    Set VariableSet ItemAbilities[W] = Item DMG + 8
    Set VariableSet W = (W + 1)
    Set VariableSet ItemAbilities[W] = Item DMG + 9
    Set VariableSet W = (W + 1)
    Set VariableSet ItemAbilities[W] = Item DMG + 10
    Set VariableSet W = (W + 1)
    Set VariableSet ItemAbilities[W] = Item DMG + 11
    Set VariableSet W = (W + 1)
    Set VariableSet ItemAbilities[W] = Item DMG + 12
    Set VariableSet W = (W + 1)
    Set VariableSet ItemAbilities[W] = Item DMG + 13
    Set VariableSet W = (W + 1)
    Set VariableSet ItemAbilities[W] = Item DMG + 14
    Set VariableSet W = (W + 1)
    Set VariableSet ItemAbilities[W] = Item DMG + 15
    Set VariableSet W = (W + 1)
    Set VariableSet ItemAbilities[W] = Item DMG + 16
    Set VariableSet W = (W + 1)
    Set VariableSet ItemAbilities[W] = Item DMG + 17
    Set VariableSet W = (W + 1)
    Set VariableSet ItemAbilities[W] = Item DMG + 18
    Set VariableSet W = (W + 1)
    Set VariableSet ItemAbilities[W] = Item DMG + 19
    Set VariableSet W = (W + 1)
    Set VariableSet ItemAbilities[W] = Item DMG + 20
    Set VariableSet W = (W + 1)
    Set VariableSet ItemAbilities[W] = Item DMG + 21
    Set VariableSet W = (W + 1)
    Set VariableSet ItemAbilities[W] = Item DMG + 22
    Set VariableSet W = (W + 1)
    Set VariableSet ItemAbilities[W] = Item DMG + 23
    Set VariableSet W = (W + 1)
    Set VariableSet ItemAbilities[W] = Item DMG + 24
    Set VariableSet W = (W + 1)
    Set VariableSet ItemAbilities[W] = Item DMG + 25
    Set VariableSet W = (W + 1)
    Set VariableSet ItemAbilities[W] = Item DMG + 26
    Set VariableSet W = (W + 1)
    Set VariableSet ItemAbilities[W] = Item DMG + 27
    Set VariableSet W = (W + 1)
    Set VariableSet ItemAbilities[W] = Item DMG + 28
    Set VariableSet W = (W + 1)
    Set VariableSet ItemAbilities[W] = Item DMG + 29
    Set VariableSet W = (W + 1)
    Set VariableSet ItemAbilities[W] = Item DMG + 30
BlueQuality
  Events
  Conditions
  Actions
    Set VariableSet Quality = (Random integer number between 1 and 4)
    For each (Integer tempint) from 1 to (Quality - 1), do (Actions)
      Loop - Actions
        Set VariableSet tempint_2 = (Random integer number between 1 and 4)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Bool[tempint_2] Equal to False
          Then - Actions
            Set VariableSet Bool[tempint_2] = True
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                tempint Equal to 1
              Then - Actions
                Trigger - Run Set_as_DAMAGE <gen> (checking conditions)
              Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                tempint Equal to 2
              Then - Actions
                Trigger - Run Set_as_DAMAGE <gen> (checking conditions)
              Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                tempint Equal to 3
              Then - Actions
                Trigger - Run Set_as_DAMAGE <gen> (checking conditions)
              Else - Actions
          Else - Actions
            Set VariableSet tempint = (tempint - 1)
Bat Lifesteal pt1 P1
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to |cFF0073E6Bats Pet#12
    (Owner of (Attacking unit)) Equal to Player 1 (Red)
    ((Attacking unit) belongs to an enemy of (Owner of (Attacked unit)).) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Unit - Set life of (Attacking unit) to ((Life of (Attacking unit)) + 1)
    Countdown Timer - Start BatLS[1] as a One-shot timer that will expire in 2.39 seconds
Bat Lifesteal pt1 P2
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to |cFF0073E6Bats Pet#12
    (Owner of (Attacking unit)) Equal to Player 2 (Blue)
    ((Attacking unit) belongs to an enemy of (Owner of (Attacked unit)).) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Unit - Set life of (Attacking unit) to ((Life of (Attacking unit)) + 1)
    Countdown Timer - Start BatLS[2] as a One-shot timer that will expire in 2.39 seconds
Bat Lifesteal pt1 P3
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to |cFF0073E6Bats Pet#12
    (Owner of (Attacking unit)) Equal to Player 3 (Teal)
    ((Attacking unit) belongs to an enemy of (Owner of (Attacked unit)).) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Unit - Set life of (Attacking unit) to ((Life of (Attacking unit)) + 1)
    Countdown Timer - Start BatLS[3] as a One-shot timer that will expire in 2.39 seconds
Bat Lifesteal pt1 P4
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to |cFF0073E6Bats Pet#12
    (Owner of (Attacking unit)) Equal to Player 4 (Purple)
    ((Attacking unit) belongs to an enemy of (Owner of (Attacked unit)).) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Unit - Set life of (Attacking unit) to ((Life of (Attacking unit)) + 1)
    Countdown Timer - Start BatLS[4] as a One-shot timer that will expire in 2.39 seconds
Bat Lifesteal pt1 P5
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to |cFF0073E6Bats Pet#12
    (Owner of (Attacking unit)) Equal to Player 5 (Yellow)
    ((Attacking unit) belongs to an enemy of (Owner of (Attacked unit)).) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Unit - Set life of (Attacking unit) to ((Life of (Attacking unit)) + 1)
    Countdown Timer - Start BatLS[5] as a One-shot timer that will expire in 2.39 seconds
Bat Lifesteal pt1 P6
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to |cFF0073E6Bats Pet#12
    (Owner of (Attacking unit)) Equal to Player 6 (Orange)
    ((Attacking unit) belongs to an enemy of (Owner of (Attacked unit)).) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Unit - Set life of (Attacking unit) to ((Life of (Attacking unit)) + 1)
    Countdown Timer - Start BatLS[6] as a One-shot timer that will expire in 2.39 seconds
Bat Lifesteal pt1 P7
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to |cFF0073E6Bats Pet#12
    (Owner of (Attacking unit)) Equal to Player 7 (Green)
    ((Attacking unit) belongs to an enemy of (Owner of (Attacked unit)).) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Unit - Set life of (Attacking unit) to ((Life of (Attacking unit)) + 1)
    Countdown Timer - Start BatLS[7] as a One-shot timer that will expire in 2.39 seconds
Bat Lifesteal pt1 P8
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to |cFF0073E6Bats Pet#12
    (Owner of (Attacking unit)) Equal to Player 8 (Pink)
    ((Attacking unit) belongs to an enemy of (Owner of (Attacked unit)).) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Unit - Set life of (Attacking unit) to ((Life of (Attacking unit)) + 1)
    Countdown Timer - Start BatLS[8] as a One-shot timer that will expire in 2.39 seconds
Bat Lifesteal pt1 P9
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to |cFF0073E6Bats Pet#12
    (Owner of (Attacking unit)) Equal to Player 9 (Gray)
    ((Attacking unit) belongs to an enemy of (Owner of (Attacked unit)).) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Unit - Set life of (Attacking unit) to ((Life of (Attacking unit)) + 1)
    Countdown Timer - Start BatLS[9] as a One-shot timer that will expire in 2.39 seconds
Bat Lifesteal pt1 P10
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to |cFF0073E6Bats Pet#12
    (Owner of (Attacking unit)) Equal to Player 10 (Light Blue)
    ((Attacking unit) belongs to an enemy of (Owner of (Attacked unit)).) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Unit - Set life of (Attacking unit) to ((Life of (Attacking unit)) + 1)
    Countdown Timer - Start BatLS[10] as a One-shot timer that will expire in 2.39 seconds
Bat Lifesteal pt1 P11
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to |cFF0073E6Bats Pet#12
    (Owner of (Attacking unit)) Equal to Player 11 (Dark Green)
    ((Attacking unit) belongs to an enemy of (Owner of (Attacked unit)).) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Unit - Set life of (Attacking unit) to ((Life of (Attacking unit)) + 1)
    Countdown Timer - Start BatLS[11] as a One-shot timer that will expire in 2.39 seconds
Bat Lifesteal pt1 P12
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to |cFF0073E6Bats Pet#12
    (Owner of (Attacking unit)) Equal to Player 12 (Brown)
    ((Attacking unit) belongs to an enemy of (Owner of (Attacked unit)).) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Unit - Set life of (Attacking unit) to ((Life of (Attacking unit)) + 1)
    Countdown Timer - Start BatLS[12] as a One-shot timer that will expire in 2.39 seconds
Bat Lifesteal pt2 P1
  Events
    Time - BatLS[1] expires
  Conditions
  Actions
    Trigger - Turn on Bat_Lifesteal_pt1_P1 <gen>
    Trigger - Turn on Ghoul_Lifesteal_pt1_P1 <gen>
    Trigger - Turn on Firedog_Lifesteal_pt1_P1 <gen>
Bat Lifesteal pt2 P2
  Events
    Time - BatLS[2] expires
  Conditions
  Actions
    Trigger - Turn on Bat_Lifesteal_pt1_P2 <gen>
    Trigger - Turn on Ghoul_Lifesteal_pt1_P2 <gen>
    Trigger - Turn on Firedog_Lifesteal_pt1_P2 <gen>
Bat Lifesteal pt2 P3
  Events
    Time - BatLS[3] expires
  Conditions
  Actions
    Trigger - Turn on Bat_Lifesteal_pt1_P3 <gen>
    Trigger - Turn on Ghoul_Lifesteal_pt1_P3 <gen>
    Trigger - Turn on Firedog_Lifesteal_pt1_P3 <gen>
Bat Lifesteal pt2 P4
  Events
    Time - BatLS[4] expires
  Conditions
  Actions
    Trigger - Turn on Bat_Lifesteal_pt1_P4 <gen>
    Trigger - Turn on Ghoul_Lifesteal_pt1_P4 <gen>
    Trigger - Turn on Firedog_Lifesteal_pt1_P4 <gen>
Bat Lifesteal pt2 P5
  Events
    Time - BatLS[5] expires
  Conditions
  Actions
    Trigger - Turn on Bat_Lifesteal_pt1_P5 <gen>
    Trigger - Turn on Ghoul_Lifesteal_pt1_P5 <gen>
    Trigger - Turn on Firedog_Lifesteal_pt1_P5 <gen>
Bat Lifesteal pt2 P6
  Events
    Time - BatLS[6] expires
  Conditions
  Actions
    Trigger - Turn on Bat_Lifesteal_pt1_P6 <gen>
    Trigger - Turn on Ghoul_Lifesteal_pt1_P6 <gen>
    Trigger - Turn on Firedog_Lifesteal_pt1_P6 <gen>
Bat Lifesteal pt2 P7
  Events
    Time - BatLS[7] expires
  Conditions
  Actions
    Trigger - Turn on Bat_Lifesteal_pt1_P7 <gen>
    Trigger - Turn on Ghoul_Lifesteal_pt1_P7 <gen>
    Trigger - Turn on Firedog_Lifesteal_pt1_P7 <gen>
Bat Lifesteal pt2 P8
  Events
    Time - BatLS[8] expires
  Conditions
  Actions
    Trigger - Turn on Bat_Lifesteal_pt1_P8 <gen>
    Trigger - Turn on Ghoul_Lifesteal_pt1_P8 <gen>
    Trigger - Turn on Firedog_Lifesteal_pt1_P8 <gen>
Bat Lifesteal pt2 P9
  Events
    Time - BatLS[9] expires
  Conditions
  Actions
    Trigger - Turn on Bat_Lifesteal_pt1_P9 <gen>
    Trigger - Turn on Ghoul_Lifesteal_pt1_P9 <gen>
    Trigger - Turn on Firedog_Lifesteal_pt1_P9 <gen>
Bat Lifesteal pt2 P10
  Events
    Time - BatLS[10] expires
  Conditions
  Actions
    Trigger - Turn on Bat_Lifesteal_pt1_P10 <gen>
    Trigger - Turn on Ghoul_Lifesteal_pt1_P10 <gen>
    Trigger - Turn on Firedog_Lifesteal_pt1_P10 <gen>
Bat Lifesteal pt2 P11
  Events
    Time - BatLS[11] expires
  Conditions
  Actions
    Trigger - Turn on Bat_Lifesteal_pt1_P11 <gen>
    Trigger - Turn on Ghoul_Lifesteal_pt1_P11 <gen>
    Trigger - Turn on Firedog_Lifesteal_pt1_P11 <gen>
Bat Lifesteal pt2 P12
  Events
    Time - BatLS[12] expires
  Conditions
  Actions
    Trigger - Turn on Bat_Lifesteal_pt1_P12 <gen>
    Trigger - Turn on Ghoul_Lifesteal_pt1_P12 <gen>
    Trigger - Turn on Firedog_Lifesteal_pt1_P12 <gen>
PigTaunts
  Events
    Unit - A unit Is attacked
  Conditions
    ((Attacking unit) belongs to an enemy of (Owner of (Attacked unit)).) Equal to True
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Attacked unit)) Equal to |cFF0073E6Pig Pet#7
      Then - Actions
        Unit - Order (Attacked unit) to Night Elf Mountain Giant - Taunt.
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Attacking unit)) Equal to |cFF0073E6Pig Pet#7
      Then - Actions
        Unit - Order (Attacking unit) to Night Elf Mountain Giant - Taunt.
      Else - Actions
Taunt Runaway
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Tasty
  Actions
    Unit - Add Cargo Hold (Orc Burrow) to (Triggering unit)
    Wait 4.00 seconds
    Unit - Remove Cargo Hold (Orc Burrow) from (Triggering unit)
Rejuv
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to |cFFDD0000Treant Pet#3
  Actions
    Set VariableSet tempint = 1
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Attacking unit) Equal to Pet[tempint]
        (Life of Hero[tempint]) Less than or equal to ((Max life of Hero[tempint]) - 200.00)
      Then - Actions
        Unit - Order Pet[tempint] to Night Elf Druid Of The Claw - Rejuvenation.Hero[tempint]
      Else - Actions
    Set VariableSet tempint = 2
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Attacking unit) Equal to Pet[tempint]
        (Life of Hero[tempint]) Less than or equal to ((Max life of Hero[tempint]) - 200.00)
      Then - Actions
        Unit - Order Pet[tempint] to Night Elf Druid Of The Claw - Rejuvenation.Hero[tempint]
      Else - Actions
    Set VariableSet tempint = 3
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Attacking unit) Equal to Pet[tempint]
        (Life of Hero[tempint]) Less than or equal to ((Max life of Hero[tempint]) - 200.00)
      Then - Actions
        Unit - Order Pet[tempint] to Night Elf Druid Of The Claw - Rejuvenation.Hero[tempint]
      Else - Actions
    Set VariableSet tempint = 4
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Attacking unit) Equal to Pet[tempint]
        (Life of Hero[tempint]) Less than or equal to ((Max life of Hero[tempint]) - 200.00)
      Then - Actions
        Unit - Order Pet[tempint] to Night Elf Druid Of The Claw - Rejuvenation.Hero[tempint]
      Else - Actions
    Set VariableSet tempint = 5
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Attacking unit) Equal to Pet[tempint]
        (Life of Hero[tempint]) Less than or equal to ((Max life of Hero[tempint]) - 200.00)
      Then - Actions
        Unit - Order Pet[tempint] to Night Elf Druid Of The Claw - Rejuvenation.Hero[tempint]
      Else - Actions
    Set VariableSet tempint = 6
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Attacking unit) Equal to Pet[tempint]
        (Life of Hero[tempint]) Less than or equal to ((Max life of Hero[tempint]) - 200.00)
      Then - Actions
        Unit - Order Pet[tempint] to Night Elf Druid Of The Claw - Rejuvenation.Hero[tempint]
      Else - Actions
    Set VariableSet tempint = 7
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Attacking unit) Equal to Pet[tempint]
        (Life of Hero[tempint]) Less than or equal to ((Max life of Hero[tempint]) - 200.00)
      Then - Actions
        Unit - Order Pet[tempint] to Night Elf Druid Of The Claw - Rejuvenation.Hero[tempint]
      Else - Actions
    Set VariableSet tempint = 8
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Attacking unit) Equal to Pet[tempint]
        (Life of Hero[tempint]) Less than or equal to ((Max life of Hero[tempint]) - 200.00)
      Then - Actions
        Unit - Order Pet[tempint] to Night Elf Druid Of The Claw - Rejuvenation.Hero[tempint]
      Else - Actions
    Set VariableSet tempint = 9
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Attacking unit) Equal to Pet[tempint]
        (Life of Hero[tempint]) Less than or equal to ((Max life of Hero[tempint]) - 200.00)
      Then - Actions
        Unit - Order Pet[tempint] to Night Elf Druid Of The Claw - Rejuvenation.Hero[tempint]
      Else - Actions
    Set VariableSet tempint = 10
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Attacking unit) Equal to Pet[tempint]
        (Life of Hero[tempint]) Less than or equal to ((Max life of Hero[tempint]) - 200.00)
      Then - Actions
        Unit - Order Pet[tempint] to Night Elf Druid Of The Claw - Rejuvenation.Hero[tempint]
      Else - Actions
    Set VariableSet tempint = 11
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Attacking unit) Equal to Pet[tempint]
        (Life of Hero[tempint]) Less than or equal to ((Max life of Hero[tempint]) - 200.00)
      Then - Actions
        Unit - Order Pet[tempint] to Night Elf Druid Of The Claw - Rejuvenation.Hero[tempint]
      Else - Actions
    Set VariableSet tempint = 12
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Attacking unit) Equal to Pet[tempint]