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Trigger Viewer

Zergling Blood Normal vA0.68.w3x
Variables
Initialization
Comments
Constants
Colors
Offset Variables
Other Variables
Tip List
Initialization
Misc
Quests
AH
Tips
Staying in your base Penalty
GamePlay
Mass Attack
Order Stop
Blood
Remove Blood
Spawning
Money
Removing Corpses
Leaving
Defeat
Test Victory
Starcraft Armor
Building a Hero
Upgrade Hero Armor
Protoss Shields
Protoss Shields 2
Scoreboard
Score
Leaderboard
Adding Kills
Units
Chicken Blink
Stim Packs
Medic Heal
Medic Heal 2
Cloak
Cloak 2
Cloak 3
Commands
Commands
Enter map-specific custom script code below. This text will be included in the map script after variables are declared and before any trigger code.

		
Name Type Is Array Initial Value
AH unit Yes
AH_2 integer Yes
AntibaseSize real No
Bunker unit Yes
Check_Defeat_Player player No
Cloak_Ability abilcode No
Cloak_Unit unit No
Cloaked_Ghosts group No
cNumber_Spawned integer No 30
Count_Zergling integer Yes
cPoints_per_Gold integer Yes 30
cSpawn_Rate real No 5.00
cUnit_Limit integer No 100
Current_Players force No
Damager unit Yes
Decaying_Corpses group No
Explode_Question boolean No true
Int_A integer No
Leaderboard leaderboard No
Player_Color playercolor Yes
Player_Color_String string Yes
Player_Offset real Yes
Player_Offset_2 real Yes
Points integer Yes
PSI_UNIT unit No
Ran_Int integer No
Score integer Yes
Special_Effect_Counter integer No
Special_Effects effect Yes
Temp_12_Zerglings group No
Temp_All_Zerglings group No
Temp_Damage integer No
Temp_Int integer No
Temp_Int_2 integer No
Tip string Yes
Tips_On boolean Yes true
Unit_Init_Armor integer Yes
Unit_Init_Damage integer Yes
Unit_Upg_Armor integer Yes
Unit_Upg_Damage integer Yes








Hey, if your reading this, your probably editing the map. I don't care if you do, just please, leave credit for the things I've done.
Hey, if your reading this, your probably editing the map. I don't care if you do, just please, leave credit for the things I've done.
Hey, if your reading this, your probably editing the map. I don't care if you do, just please, leave credit for the things I've done.
Hey, if your reading this, your probably editing the map. I don't care if you do, just please, leave credit for the things I've done.
Hey, if your reading this, your probably editing the map. I don't care if you do, just please, leave credit for the things I've done.
Hey, if your reading this, your probably editing the map. I don't care if you do, just please, leave credit for the things I've done.
Hey, if your reading this, your probably editing the map. I don't care if you do, just please, leave credit for the things I've done.
Hey, if your reading this, your probably editing the map. I don't care if you do, just please, leave credit for the things I've done.
Hey, if your reading this, your probably editing the map. I don't care if you do, just please, leave credit for the things I've done.
Hey, if your reading this, your probably editing the map. I don't care if you do, just please, leave credit for the things I've done.
Hey, if your reading this, your probably editing the map. I don't care if you do, just please, leave credit for the things I've done.
Hey, if your reading this, your probably editing the map. I don't care if you do, just please, leave credit for the things I've done.

Attack, Move, Hold Pos, Patrol
Zealot + icon, observer + icon, medic icon, firebat icon, bunker icon, engineering icon, dragoon + icon, dt + icon
Cloak, decloak, stim
If you want to change values of some basic things, I made it easy to change them here.
Constants
  Events
    Time - Elapsed game time is 1.00 seconds
  Conditions
  Actions
    Set VariableSet cUnit_Limit = 75
    Set VariableSet cSpawn_Rate = 8.00
    Set VariableSet cNumber_Spawned = 6
    For each (Integer A) from 1 to 12, do (Actions)
      Loop - Actions
        Set VariableSet cPoints_per_Gold[(Integer A)] = 20
Colors
  Events
    Time - Elapsed game time is 0.50 seconds
  Conditions
  Actions
    Set VariableSet Player_Color_String[1] = |c00000000
    Set VariableSet Player_Color_String[2] = |c00088800
    Set VariableSet Player_Color_String[3] = |c66666666
    Set VariableSet Player_Color_String[4] = |cccccccff
    Set VariableSet Player_Color_String[5] = |c000ccc00
    Set VariableSet Player_Color_String[6] = |c444444ff
    Set VariableSet Player_Color_String[7] = |c88800099
    Set VariableSet Player_Color_String[8] = |c00088899
    Set VariableSet Player_Color[1] = Maroon
    Set VariableSet Player_Color[2] = Dark Green
    Set VariableSet Player_Color[3] = Gray
    Set VariableSet Player_Color[4] = Light Blue
    Set VariableSet Player_Color[5] = Green
    Set VariableSet Player_Color[6] = Blue
    Set VariableSet Player_Color[7] = Purple
    Set VariableSet Player_Color[8] = Teal
    Set VariableSet Player_Color_String[1] = |c88800000
    Set VariableSet Player_Color_String[2] = |c22222288
    Set VariableSet Player_Color_String[3] = |c00066677
    Set VariableSet Player_Color_String[4] = |c55500066
    Set VariableSet Player_Color_String[5] = |c88877700
    Set VariableSet Player_Color_String[6] = |c55533300
    Set VariableSet Player_Color_String[7] = |c00088800
    Set VariableSet Player_Color_String[8] = |c99977777
Offset Variables
  Events
    Time - Elapsed game time is 0.50 seconds
  Conditions
  Actions
    Set VariableSet Player_Offset_2[1] = 90.00
    Set VariableSet Player_Offset_2[6] = 90.00
    Set VariableSet Player_Offset_2[2] = 270.00
    Set VariableSet Player_Offset_2[5] = 270.00
    Set VariableSet Player_Offset_2[3] = 0.00
    Set VariableSet Player_Offset_2[7] = 0.00
    Set VariableSet Player_Offset_2[4] = 180.00
    Set VariableSet Player_Offset_2[8] = 180.00
    Set VariableSet Player_Offset[1] = 180.00
    Set VariableSet Player_Offset[5] = 180.00
    Set VariableSet Player_Offset[2] = 0.00
    Set VariableSet Player_Offset[6] = 0.00
    Set VariableSet Player_Offset[3] = 90.00
    Set VariableSet Player_Offset[8] = 90.00
    Set VariableSet Player_Offset[4] = 270.00
    Set VariableSet Player_Offset[7] = 270.00
Other Variables
  Events
    Map initialization
  Conditions
  Actions
    Set VariableSet AH[1] = ANTI HACK 0006 <gen>
    Set VariableSet AH[2] = ANTI HACK 0020 <gen>
    Set VariableSet AH[3] = ANTI HACK 0021 <gen>
    Set VariableSet AH[4] = ANTI HACK 0022 <gen>
    Set VariableSet AH[5] = ANTI HACK 0023 <gen>
    Set VariableSet AH[6] = ANTI HACK 0024 <gen>
    Set VariableSet AH[7] = ANTI HACK 0025 <gen>
    Set VariableSet AH[8] = ANTI HACK 0026 <gen>
Tip List
  Events
    Time - Elapsed game time is 0.10 seconds
  Conditions
  Actions
    Set VariableSet Tip[1] = Every unit has a counter, figure out those counters and exploit them.
    Set VariableSet Tip[2] = There are two types of heroes. Exterminators (built for mass killing) and Assassins (built for single kills).
    Set VariableSet Tip[3] = This game features starcraft heroes that do NOT level up, hold items, or have extra stats or abilities.
    Set VariableSet Tip[4] = Pay attention to the armor types. Some units deal less damage to certain units.
    Set VariableSet Tip[5] = Upgrades may be costly, but are permanent and last forever unlike heroes.
    Set VariableSet Tip[6] = Heroes have a very high bounty. Killing expensive heroes will make you rich.
    Set VariableSet Tip[7] = Armor works the same as starcraft. 1 armor reduces 1 damage, 2 armor reduces 2 damage, ect, ect.
    Set VariableSet Tip[8] = This map is finished, but will be periotically updated with more heroes and features.
    Set VariableSet Tip[9] = Bunkers may seem impossible to kill, but given the right upgrades, they die rather quickly.
    Set VariableSet Tip[10] = One observer is worth 100 points and one bunker is worth 500 points when destroyed.
    Set VariableSet Tip[11] = In this map, like starcraft maps, you can't rely on clicking abilities to win. You need to use strategy and tactics. use your head, not your finger.
    Set VariableSet Tip[12] = Zerglings counter Hero Assassins.
    Set VariableSet Tip[13] = Some heroes were built to assassinate other heroes.
    Set VariableSet Tip[14] = Some heroes were designed for massive zergling extermination.
    Set VariableSet Tip[15] = This map, and its updates, are found at the hiveworkshop.
    Set VariableSet Tip[16] = If you stay in your base, you WILL be penalized. The game isn't fun that way.
    Set VariableSet Tip[17] = As you ascend in the leaderboard, the less credits you earn per point. Type -cpp to see your ratio.
    Set VariableSet Tip[18] = Type -clean if the game lags, this will remove all corpses.
    Set VariableSet Tip[19] = If the game lags for you, type -explode, this'll explode all zerglings when they die, leaving no laggy corpses.
    Set VariableSet Tip[20] = You can change the camera distance by typing -camXXXX (1650 is normal wc3 view, 2000 is recommended)
Initialization
  Events
    Time - Elapsed game time is 1.00 seconds
  Conditions
  Actions
    Player Group - Pick every player in (All players controlled by a User player) and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Picked player) slot status) Equal to Is playing
          Then - Actions
            Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Center <gen>
            Camera - Set (Picked player)'s camera Distance to target to 2000.00 over 0 seconds
            Player - Turn Gives bounty On for (Picked player)
            Player Group - Add (Picked player) to Current_Players
            Unit - Create 1.Bunker for (Picked player) at (((Picked player) start location) offset by 320.00 towards Player_Offset[(Player number of (Picked player))] degrees.) facing (Player_Offset[(Player number of (Picked player))] + 180.00) degrees
            Set VariableSet Bunker[(Player number of (Picked player))] = (Last created unit)
            Hero - Create Marine and give it to (Last created unit)
            Hero - Create Marine and give it to (Last created unit)
            Hero - Create Ghost and give it to (Last created unit)
            Hero - Create Ghost and give it to (Last created unit)
            Hero - Create Detector and give it to (Last created unit)
            Unit - Create 1.Observer for (Picked player) at (((Picked player) start location) offset by -320.00 towards Player_Offset[(Player number of (Picked player))] degrees.) facing (Player_Offset[(Player number of (Picked player))] + 180.00) degrees
            Unit - Create 1.Upgrader for (Picked player) at (((Picked player) start location) offset by 900.00 towards Player_Offset_2[(Player number of (Picked player))] degrees.) facing (Player_Offset_2[(Player number of (Picked player))] + 180.00) degrees
          Else - Actions
    Trigger - Run AH <gen> (checking conditions)
Quests
  Events
    Time - Elapsed game time is 1.00 seconds
  Conditions
  Actions
    Quest - Create a Required quest titled How to Play with the description This map is very simple. You get spawned zerglings, use them to kill off your oponents. Each kill earns you a certain number of points depending on the unit type, and after so many points you earn credit to buy heroes or upgrade.Upgrades are costly, but last forever. Heroes provide either good protection or can earn you a lot of money, but die fairly quickly and give high bounty for their death. It is advised to get both. More importantly, learn what counters what., using icon path ReplaceableTextures\CommandButtons\BTNNeutralManaShield.blp
    Quest - Create a Required quest titled Points with the description Zerglings (1).Heroes (15*Cost)Bunkers (500).Observers (200).Player in first receives the least credits per point and player in last receives the most gold per kills. Type xcpp or -cpp to check how many points you need per credit., using icon path ReplaceableTextures\CommandButtons\BTNSnazzyScroll.blp
    Quest - Create a Required quest titled The Skill with the description This map, unlike other warcraft3 maps, requires someone to have skills presented in massing units and singular units. Each unit dies quicky, like in starcraft, so you can't just send a unit out and have it sit and kill a lot of units.Armor/attack works the same way as in starcraft. 1 point of armor reduces 1 damage, 2 points of armor reduces 2 damage, ect ect. Both are very useful depending on what your preferance is. There is a rock/paper/scissors strategy here. There are 2 types of heroes. One type is made for extermination, mass killing. The first of these is the devouring one, who has the fastest attack in the game. The second type are the assassins like the hydralisk. These heroes are made merely to assassinate heroes already on the field.So in other words, exterminators kill zerglings, assassins kill exterminators and zerglings kill assassins. This is the secret, now just figure out what type of hero each is and your set., using icon path ReplaceableTextures\CommandButtons\BTNBansheeMaster.blp
    Quest - Create a Optional quest titled Commands with the description (Type either x or - to trigger a command.)|cffffcc00cam####|r - changes the camera distance to ####(1650 is normal warcraftIII view and 2000 is recommended for this game)|cffffcc00camn|r - Changes the view back to 2000 (recommended)|cffffcc00clean|r - Cleans the map of decaying corpses |cffffcc00explode|r - Sets zerglings to explode on death (Default).|cffffcc00decay|r - Sets zerglings to decay on death |c00880000(May cause lag)|r.|cffffcc00tips|r - Toggles tip display on/off.|cffffcc00ccp|r - Displays how many points are required for one credit. (this changes depending on your leaderboard position)., using icon path ReplaceableTextures\PassiveButtons\PASBTNMagicalSentry.blp
    Quest - Create a Optional quest titled About this Map with the description This map isn't a new idea, it's a remake of the old zergling blood for starcraft (no Broodwar) the original. There are many starcraftversions, however, in my opinion, this is very similar to the oneI'd say is the best.This map isn't protected, I really don't care if you edit it, but please leave credit as it is, and add what you changed., using icon path ReplaceableTextures\CommandButtons\BTNOrbOfFrost.blp
    Quest - Create a Required quest titled Credits with the description Credits=-=-=-=-=-=-=-Map Terrain: TM-MagicTriggers: TM-MagicUnit Importing: TM-MagicUnit Sounds - TM-MagicClassic Starcraft Abilities: TM-MagicClassic Starcraft Armor: TM-MagicUnit Balancing: TM-MagicMap Concept: (Whomever can rightfully claim the original zergling blood for starcraft)Most Models and Mapping Tools - BlizzardSpace Medic - AbrikoGhost - Talon the Mage Firebat - Max666 PTR-5 Sniper Rifle - Maximash, General Frank and Talon The MageDark Templar - NorinradEngeenering Bay - killst4r Bunker - killst4r Dragoon - Killst4rProbe - Killst4rZealot - Kills4rSpecial Thanks to the Project Origin team, for the starcraft pack including icons and most of the models.And of course, the Hiveworkshop, which provides all the resources necessary for making maps., using icon path ReplaceableTextures\CommandButtons\BTNSnazzyScrollGreen.blp
AH
  Events
    Time - Every 61.00 seconds of game time
  Conditions
  Actions
    For each (Integer A) from 1 to 8, do (Actions)
      Loop - Actions
        Set VariableSet AH_2[(Integer A)] = 0
        For each (Integer B) from 1 to 8, do (Actions)
          Loop - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (AH[(Integer B)] is visible to (Player((Integer A))).) Equal to True
              Then - Actions
                Set VariableSet AH_2[(Integer A)] = (AH_2[(Integer A)] + 1)
              Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            AH_2[(Integer A)] Greater than 1
            ((Player((Integer A))) is in Current_Players.) Equal to True
          Then - Actions
            Game - Display to (All players) the text: ((|c00880000 + (Name of (Player((Integer A))))) + |c00666666was caught map hacking!|r)
            Unit - Kill Bunker[(Integer A)]
            Player Group - Remove (Player((Integer A))) from Current_Players.
          Else - Actions
Tips
  Events
    Time - Every 48.00 seconds of game time
  Conditions
  Actions
    Set VariableSet Ran_Int = 100
    Set VariableSet Ran_Int = -9
    Set VariableSet Ran_Int = (Random integer number between 1 and 20)
    For each (Integer A) from 1 to 8, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Tips_On[(Integer A)] Equal to True
          Then - Actions
            Game - Display to (Player group((Player((Integer A))))) for 10.00 seconds the text: (|c00880000Game: |r + (|c00666666 + (Tip[Ran_Int] + |r)))
            Sound - Play Hint <gen>
          Else - Actions
Staying in your base Penalty
  Events
    Time - Every 18.00 seconds of game time
  Conditions
  Actions
    Set VariableSet AntibaseSize = 600.00
    For each (Integer A) from 1 to 8, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Number of units in (Units in (Region centered at ((Player((Integer A))) start location) with size (AntibaseSize, AntibaseSize)) owned by (Player((Integer A))))) Greater than 40
            (Number of units in (Units in (Region centered at ((Player((Integer A))) start location) with size (AntibaseSize, AntibaseSize)) owned by (Player((Integer A))))) Less than or equal to 60
          Then - Actions
            Game - Display to (Player group((Player((Integer A))))) the text: |c00880000Game:|r |c00ff0000WARNING: Don't stay in your base too long, you WILL be penalized!|r
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Number of units in (Units in (Region centered at ((Player((Integer A))) start location) with size (AntibaseSize, AntibaseSize)) owned by (Player((Integer A))))) Greater than 60
            (Number of units in (Units in (Region centered at ((Player((Integer A))) start location) with size (AntibaseSize, AntibaseSize)) owned by (Player((Integer A))))) Less than or equal to 80
          Then - Actions
            Game - Display to (Player group((Player((Integer A))))) the text: |c00880000Game:|r |c00666666You have been penalized 6 points for staying in your base.|r
            Set VariableSet Points[(Integer A)] = (Points[(Integer A)] - 6)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Number of units in (Units in (Region centered at ((Player((Integer A))) start location) with size (AntibaseSize, AntibaseSize)) owned by (Player((Integer A))))) Greater than 80
            (Number of units in (Units in (Region centered at ((Player((Integer A))) start location) with size (AntibaseSize, AntibaseSize)) owned by (Player((Integer A))))) Less than or equal to 90
          Then - Actions
            Game - Display to (Player group((Player((Integer A))))) the text: |c00880000Game:|r |c00666666You have been penalized 8 points for staying in your base.|r
            Set VariableSet Points[(Integer A)] = (Points[(Integer A)] - 10)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Number of units in (Units in (Region centered at ((Player((Integer A))) start location) with size (AntibaseSize, AntibaseSize)) owned by (Player((Integer A))))) Greater than 90
          Then - Actions
            Game - Display to (Player group((Player((Integer A))))) the text: |c00880000Game:|r |c00666666You have been penalized 12 points for staying in your base.|r
            Set VariableSet Points[(Integer A)] = (Points[(Integer A)] - 18)
          Else - Actions
Mass Attack
  Events
    Unit - A unit Begins channeling an ability
    Unit - A unit Starts the effect of an ability
    Unit - A unit Begins casting an ability
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Ability being cast) Equal to Psi Emitter
        (Ability being cast) Equal to Psi Burst
  Actions
    Unit Group - Pick every unit in (Units owned by (Owner of (Casting unit)) of type Zergling) and do (Actions)
      Loop - Actions
        Unit Group - Add (Picked unit) to Temp_All_Zerglings
    For each (Integer A) from 1 to (((Number of units in Temp_All_Zerglings) / 12) + 1), do (Actions)
      Loop - Actions
        Set VariableSet Temp_12_Zerglings = (Random 12 units from Temp_All_Zerglings)
        Unit Group - Order Temp_12_Zerglings to Attack-Move To.(Position of (Casting unit))
        Unit Group - Remove all units of Temp_12_Zerglings from Temp_All_Zerglings.
    Set VariableSet PSI_UNIT = (Casting unit)
    Trigger - Run Order_Stop <gen> (checking conditions)
    Wait 5.00 seconds
    Set VariableSet PSI_UNIT = (Casting unit)
    Trigger - Run Order_Stop <gen> (checking conditions)
    Wait 5.00 seconds
    Set VariableSet PSI_UNIT = (Casting unit)
    Trigger - Run Order_Stop <gen> (checking conditions)
    Wait 5.00 seconds
    Set VariableSet PSI_UNIT = (Casting unit)
    Trigger - Run Order_Stop <gen> (checking conditions)
    Wait 10.00 seconds
    Set VariableSet PSI_UNIT = (Casting unit)
    Trigger - Run Order_Stop <gen> (checking conditions)
    Wait 10.00 seconds
    Set VariableSet PSI_UNIT = (Casting unit)
    Trigger - Run Order_Stop <gen> (checking conditions)
Order Stop
  Events
  Conditions
  Actions
    Region - Center StopArea <gen> on (Position of PSI_UNIT)
    Unit Group - Pick every unit in (Units in StopArea <gen> owned by (Owner of PSI_UNIT)) and do (Actions)
      Loop - Actions
        Unit Group - Add (Picked unit) to Temp_All_Zerglings
    For each (Integer A) from 1 to (((Number of units in Temp_All_Zerglings) / 12) + 1), do (Actions)
      Loop - Actions
        Set VariableSet Temp_12_Zerglings = (Random 12 units from Temp_All_Zerglings)
        Unit Group - Order Temp_12_Zerglings to Stop
        Unit Group - Remove all units of Temp_12_Zerglings from Temp_All_Zerglings.
Blood
  Events
    Unit - A unit Dies
  Conditions
    Explode_Question Equal to False
  Actions
    Set VariableSet Ran_Int = (Random integer number between 1 and 10)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Ran_Int Equal to 1
      Then - Actions
        Special Effect - Create a special effect at (Position of (Dying unit)) using Objects\Spawnmodels\Other\OrcBloodCinematicEffect\OrcBloodCinematicEffect.mdl
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Ran_Int Equal to 2
      Then - Actions
        Special Effect - Create a special effect at (Position of (Dying unit)) using Objects\Spawnmodels\Orc\Orcblood\OrcBloodGrunt.mdl
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Ran_Int Equal to 3
      Then - Actions
        Special Effect - Create a special effect at (Position of (Dying unit)) using Objects\Spawnmodels\Orc\Orcblood\OrcBloodPeon.mdl
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Ran_Int Equal to 4
      Then - Actions
        Special Effect - Create a special effect at (Position of (Dying unit)) using Objects\Spawnmodels\Orc\Orcblood\OrcBloodWolfrider.mdl
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Ran_Int Equal to 5
      Then - Actions
        Special Effect - Create a special effect at (Position of (Dying unit)) using Objects\Spawnmodels\Orc\Orcblood\OrdBloodWyvernRider.mdl
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Ran_Int Equal to 6
      Then - Actions
        Special Effect - Create a special effect at (Position of (Dying unit)) using Objects\Spawnmodels\Orc\Orcblood\OrcBloodHellScream.mdl
      Else - Actions
    Set VariableSet Special_Effects[Special_Effect_Counter] = (Last created special effect)
    Set VariableSet Special_Effect_Counter = (Special_Effect_Counter + 1)
Remove Blood
  Events
    Time - Every 120.00 seconds of game time
  Conditions
  Actions
    For each (Integer A) from 1 to Special_Effect_Counter, do (Actions)
      Loop - Actions
        Special Effect - Destroy Special_Effects[(Integer A)]
    Set VariableSet Special_Effect_Counter = 0
Spawning
  Events
    Time - Elapsed game time is 8.00 seconds
  Conditions
  Actions
    Player Group - Pick every player in Current_Players and do (Actions)
      Loop - Actions
        Set VariableSet Count_Zergling[(Player number of (Picked player))] = 0
        Set VariableSet Count_Zergling[(Player number of (Picked player))] = (Count_Zergling[(Player number of (Picked player))] + (Number of living Zergling units owned by (Picked player)))
        Set VariableSet Count_Zergling[(Player number of (Picked player))] = (Count_Zergling[(Player number of (Picked player))] + (Number of living Zergling (Burrowed) units owned by (Picked player)))
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Picked player) Food used) Less than 150
          Then - Actions
            For each (Integer A) from 1 to cNumber_Spawned, do (Actions)
              Loop - Actions
                Unit - Create 1.Zergling for (Picked player) at (((Picked player) start location) offset by 550.00 towards Player_Offset[(Player number of (Picked player))] degrees.) facing (Player_Offset[(Player number of (Picked player))] + 180.00) degrees
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    Explode_Question Equal to True
                  Then - Actions
                    Unit - Make (Last created unit) Explode on death
                  Else - Actions
                Unit Group - Order (Last created unit group) to Attack-Move To.((Picked player) start location)
          Else - Actions
    Wait cSpawn_Rate seconds
    Trigger - Run (This trigger) (checking conditions)
Money
  Events
    Unit - A unit Dies
  Conditions
    (Owner of (Killing unit)) Not equal to (Owner of (Dying unit))
  Actions
    Set VariableSet Points[(Player number of (Owner of (Killing unit)))] = (Points[(Player number of (Owner of (Killing unit)))] + (Point-value of (Dying unit)))
    Set VariableSet Int_A = 0
    For each (Integer Int_A) from 1 to 100, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Points[(Player number of (Owner of (Killing unit)))] Greater than or equal to cPoints_per_Gold[(Player number of (Owner of (Killing unit)))]
          Then - Actions
            Player - Add 1 to (Owner of (Killing unit)).Current gold
            Set VariableSet Points[(Player number of (Owner of (Killing unit)))] = (Points[(Player number of (Owner of (Killing unit)))] - cPoints_per_Gold[(Player number of (Owner of (Killing unit)))])
            Sound - Play WayPointBling <gen> at 100% volume, located at (Position of Bunker[(Player number of (Owner of (Killing unit)))]) with Z offset 0
            Sound - Set cutoff distance of (Last played sound) to 800.00
            Special Effect - Create a special effect at (Position of Bunker[(Player number of (Owner of (Killing unit)))]) using UI\Feedback\GoldCredit\GoldCredit.mdl
          Else - Actions
            Set VariableSet Int_A = 100
Removing Corpses
  Events
    Unit - A unit Dies
  Conditions
  Actions
    Unit - Change ownership of (Dying unit) to Neutral Passive and Retain color
    Unit Group - Add (Dying unit) to Decaying_Corpses
Leaving
  Events
    Player - Player 1 (Red) leaves the game
    Player - Player 2 (Blue) leaves the game
    Player - Player 3 (Teal) leaves the game
    Player - Player 4 (Purple) leaves the game
    Player - Player 5 (Yellow) leaves the game
    Player - Player 6 (Orange) leaves the game
    Player - Player 7 (Green) leaves the game
    Player - Player 8 (Pink) leaves the game
    Player - Player 9 (Gray) leaves the game
    Player - Player 10 (Light Blue) leaves the game
    Player - Player 11 (Dark Green) leaves the game
    Player - Player 12 (Brown) leaves the game
  Conditions
  Actions
    Game - Display to (All players) the text: ((|c88800000 + (Name of (Triggering player))) + ((|r + |cffffffff) + ( has left the game. + |r)))
    Player Group - Remove (Triggering player) from Current_Players.
    Leaderboard - Change the label for (Triggering player) in Leaderboard to ((|c22222222 + (Name of (Triggering player))) + |r)
    Unit Group - Pick every unit in (Units owned by (Triggering player).) and do (Actions)
      Loop - Actions
        Unit - Remove (Picked unit) from the game
    Trigger - Run Test_Victory <gen> (checking conditions)
Defeat
  Events
    Time - Every 4.32 seconds of game time
  Conditions
  Actions
    Player Group - Pick every player in Current_Players and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Number of living Bunker units owned by (Picked player)) Equal to 0
          Then - Actions
            Player Group - Remove (Picked player) from Current_Players.
            Unit Group - Pick every unit in (Units owned by (Picked player).) and do (Actions)
              Loop - Actions
                Unit - Kill (Picked unit)
            Game - Display to (All players) the text: ((|c88800000 + (Name of (Picked player))) + ((|r + |c88888888) + ( has been defeated! + |r)))
            Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across (Playable map area)
            Trigger - Run Test_Victory <gen> (checking conditions)
          Else - Actions
Test Victory
  Events
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of players in Current_Players) Equal to 1
      Then - Actions
        Game - Display to (All players) the text: ((|c88800000 + (Name of (Random player from Current_Players))) + ((|r + |cffffcc00) + ( has Won the game! + |r)))
        Wait 3.00 seconds
        Game - Display to (All players) the text: (|cffffcc00 + (The Game will close in 10 seconds. + |r))
        Wait 10.00 seconds
        Player Group - Remove (Random player from Current_Players) from (All players).
        Game - Victory (Random player from Current_Players) (Skip dialogs, Show scores)
        Player Group - Pick every player in (All players) and do (Actions)
          Loop - Actions
            Game - Defeat (Picked player) with the message: You Lost!
      Else - Actions
Building a Hero
  Events
    Unit - A unit Sells a unit
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Sold unit)) Equal to Ghost
      Then - Actions
        Sound - Play Ghost <gen>
        Unit - Set level of Terran Infantry Armor for (Sold unit) to ((Level of (Sold unit)) + (Current research level of R004 (techcode) for (Owner of (Sold unit))))
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Sold unit)) Equal to Firebat
      Then - Actions
        Sound - Play Firebat <gen>
        Unit - Set level of Terran Infantry Armor for (Sold unit) to ((Level of (Sold unit)) + (Current research level of R004 (techcode) for (Owner of (Sold unit))))
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Sold unit)) Equal to Marine
      Then - Actions
        Sound - Play Marine <gen>
        Unit - Set level of Terran Infantry Armor for (Sold unit) to ((Level of (Sold unit)) + (Current research level of R004 (techcode) for (Owner of (Sold unit))))
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Sold unit)) Equal to Medic
      Then - Actions
        Sound - Play Medic <gen>
        Unit - Set level of Terran Infantry Armor for (Sold unit) to ((Level of (Sold unit)) + (Current research level of R004 (techcode) for (Owner of (Sold unit))))
      Else - Actions
    -------- --------------------------------------------------------------- --------
    -------- --------------------------------------------------------------- --------
    -------- --------------------------------------------------------------- --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Sold unit)) Equal to Hunter Killer
      Then - Actions
        Sound - Play Hydralisk <gen>
        Unit - Set level of Carapace Armor for (Sold unit) to ((Level of (Sold unit)) + (Current research level of R001 (techcode) for (Owner of (Sold unit))))
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Sold unit)) Equal to Hydralisk
      Then - Actions
        Unit - Set level of Carapace Armor for (Sold unit) to ((Level of (Sold unit)) + (Current research level of R001 (techcode) for (Owner of (Sold unit))))
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Sold unit)) Equal to Devouring One
      Then - Actions
        Unit - Set level of Carapace Armor for (Sold unit) to ((Level of (Sold unit)) + (Current research level of R001 (techcode) for (Owner of (Sold unit))))
      Else - Actions
    -------- --------------------------------------------------------------- --------
    -------- --------------------------------------------------------------- --------
    -------- --------------------------------------------------------------- --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Sold unit)) Equal to Zealot
      Then - Actions
        Sound - Play Zealot <gen>
        Unit - Set level of Plasma Shields for (Sold unit) to (Current research level of R007 (techcode) for (Owner of (Sold unit)))
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Sold unit)) Equal to Dragoon
      Then - Actions
        Sound - Play Dragoon <gen>
        Unit - Set level of Plasma Shields for (Sold unit) to (Current research level of R007 (techcode) for (Owner of (Sold unit)))
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Sold unit)) Equal to Dark Templar
      Then - Actions
        Sound - Play DarkTemplar <gen>
        Unit - Set level of Plasma Shields for (Sold unit) to (Current research level of R007 (techcode) for (Owner of (Sold unit)))
      Else - Actions
Upgrade Hero Armor
  Events
    Unit - A unit Finishes research
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Researched tech-type) Equal to R001 (techcode)
        (Researched tech-type) Equal to R004 (techcode)
        (Researched tech-type) Equal to R005 (techcode)
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R001 (techcode)
      Then - Actions
        Unit Group - Pick every unit in (Units owned by (Owner of (Researching unit)) of type Devouring One) and do (Actions)
          Loop - Actions
            Unit - Set level of Carapace Armor for (Picked unit) to ((Level of (Picked unit)) + (Current research level of R001 (techcode) for (Owner of (Researching unit))))
        Unit Group - Pick every unit in (Units owned by (Owner of (Researching unit)) of type Hydralisk) and do (Actions)
          Loop - Actions
            Unit - Set level of Carapace Armor for (Picked unit) to ((Level of (Picked unit)) + (Current research level of R001 (techcode) for (Owner of (Researching unit))))
        Unit Group - Pick every unit in (Units owned by (Owner of (Researching unit)) of type Hunter Killer) and do (Actions)
          Loop - Actions
            Unit - Set level of Carapace Armor for (Picked unit) to ((Level of (Picked unit)) + (Current research level of R001 (techcode) for (Owner of (Researching unit))))
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Researched tech-type) Equal to R004 (techcode)
          Then - Actions
            Unit Group - Pick every unit in (Units owned by (Owner of (Researching unit)) of type Marine) and do (Actions)
              Loop - Actions
                Unit - Set level of Terran Infantry Armor for (Picked unit) to ((Level of (Picked unit)) + (Current research level of R004 (techcode) for (Owner of (Researching unit))))
            Unit Group - Pick every unit in (Units owned by (Owner of (Researching unit)) of type Firebat) and do (Actions)
              Loop - Actions
                Unit - Set level of Terran Infantry Armor for (Picked unit) to ((Level of (Picked unit)) + (Current research level of R004 (techcode) for (Owner of (Researching unit))))
            Unit Group - Pick every unit in (Units owned by (Owner of (Researching unit)) of type Ghost) and do (Actions)
              Loop - Actions
                Unit - Set level of Terran Infantry Armor for (Picked unit) to ((Level of (Picked unit)) + (Current research level of R004 (techcode) for (Owner of (Researching unit))))
            Unit Group - Pick every unit in (Units owned by (Owner of (Researching unit)) of type Medic) and do (Actions)
              Loop - Actions
                Unit - Set level of Terran Infantry Armor for (Picked unit) to ((Level of (Picked unit)) + (Current research level of R004 (techcode) for (Owner of (Researching unit))))
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Researched tech-type) Equal to R005 (techcode)
              Then - Actions
                Unit Group - Pick every unit in (Units owned by (Owner of (Researching unit)) of type Zealot) and do (Actions)
                  Loop - Actions
                    Unit - Set level of Ground Armor for (Picked unit) to ((Level of (Picked unit)) + (Current research level of R005 (techcode) for (Owner of (Researching unit))))
                Unit Group - Pick every unit in (Units owned by (Owner of (Researching unit)) of type Dragoon) and do (Actions)
                  Loop - Actions
                    Unit - Set level of Ground Armor for (Picked unit) to ((Level of (Picked unit)) + (Current research level of R005 (techcode) for (Owner of (Researching unit))))
                Unit Group - Pick every unit in (Units owned by (Owner of (Researching unit)) of type Dark Templar) and do (Actions)
                  Loop - Actions
                    Unit - Set level of Ground Armor for (Picked unit) to ((Level of (Picked unit)) + (Current research level of R005 (techcode) for (Owner of (Researching unit))))
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Researched tech-type) Equal to R007 (techcode)
                  Then - Actions
                    Unit Group - Pick every unit in (Units owned by (Owner of (Researching unit)) of type Zealot) and do (Actions)
                      Loop - Actions
                        Unit - Set level of Plasma Shields for (Picked unit) to (Current research level of R007 (techcode) for (Owner of (Researching unit)))
                    Unit Group - Pick every unit in (Units owned by (Owner of (Researching unit)) of type Dragoon) and do (Actions)
                      Loop - Actions
                        Unit - Set level of Plasma Shields for (Picked unit) to (Current research level of R007 (techcode) for (Owner of (Researching unit)))
                    Unit Group - Pick every unit in (Units owned by (Owner of (Researching unit)) of type Dark Templar) and do (Actions)
                      Loop - Actions
                        Unit - Set level of Plasma Shields for (Picked unit) to (Current research level of R007 (techcode) for (Owner of (Researching unit)))
                  Else - Actions
Protoss Shields
  Events
    Unit - A unit Is attacked
  Conditions
    ((Attacked unit) is Undead) Equal to True
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Mana of (Attacked unit)) Greater than or equal to 10.00
      Then - Actions
        Unit - Add Plasma Shields to (Attacked unit)
        Unit - Set level of Plasma Shields for (Attacked unit) to (Current research level of R007 (techcode) for (Owner of (Attacked unit)))
        Unit - Remove Ground Armor from (Attacked unit)
      Else - Actions
        Unit - Add Ground Armor to (Attacked unit)
        Unit - Set level of Ground Armor for (Attacked unit) to ((Level of (Attacked unit)) + (Current research level of R005 (techcode) for (Owner of (Attacked unit))))
        Unit - Remove Plasma Shields from (Attacked unit)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Mana of (Attacked unit)) Greater than or equal to 150.00
        (Life of (Attacked unit)) Less than or equal to ((Max life of (Attacked unit)) - 150.00)
      Then - Actions
        Unit - Set life of (Attacked unit) to ((Life of (Attacked unit)) + 150.00)
        Unit - Set mana of (Attacked unit) to ((Mana of (Attacked unit)) - 150.00)
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Mana of (Attacked unit)) Greater than or equal to 100.00
            (Life of (Attacked unit)) Less than or equal to ((Max life of (Attacked unit)) - 100.00)
          Then - Actions
            Unit - Set life of (Attacked unit) to ((Life of (Attacked unit)) + 100.00)
            Unit - Set mana of (Attacked unit) to ((Mana of (Attacked unit)) - 100.00)
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Mana of (Attacked unit)) Greater than or equal to 50.00
                (Life of (Attacked unit)) Less than or equal to ((Max life of (Attacked unit)) - 50.00)
              Then - Actions
                Unit - Set life of (Attacked unit) to ((Life of (Attacked unit)) + 50.00)
                Unit - Set mana of (Attacked unit) to ((Mana of (Attacked unit)) - 50.00)
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Mana of (Attacked unit)) Greater than or equal to 25.00
                    (Life of (Attacked unit)) Less than or equal to ((Max life of (Attacked unit)) - 25.00)
                  Then - Actions
                    Unit - Set life of (Attacked unit) to ((Life of (Attacked unit)) + 25.00)
                    Unit - Set mana of (Attacked unit) to ((Mana of (Attacked unit)) - 25.00)
                  Else - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        (Mana of (Attacked unit)) Greater than or equal to 10.00
                        (Life of (Attacked unit)) Less than or equal to ((Max life of (Attacked unit)) - 10.00)
                      Then - Actions
                        Unit - Set life of (Attacked unit) to ((Life of (Attacked unit)) + 10.00)
                        Unit - Set mana of (Attacked unit) to ((Mana of (Attacked unit)) - 10.00)
                      Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            (Mana of (Attacked unit)) Greater than or equal to 5.00
                            (Life of (Attacked unit)) Less than or equal to ((Max life of (Attacked unit)) - 5.00)
                          Then - Actions
                            Unit - Set life of (Attacked unit) to ((Life of (Attacked unit)) + 5.00)
                            Unit - Set mana of (Attacked unit) to ((Mana of (Attacked unit)) - 5.00)
                          Else - Actions
                            For each (Integer A) from 1 to 4, do (Actions)
                              Loop - Actions
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                  If - Conditions
                                    (Mana of (Attacked unit)) Greater than or equal to (Real((Integer A)))
                                    (Life of (Attacked unit)) Less than or equal to ((Max life of (Attacked unit)) - (Real((Integer A))))
                                  Then - Actions
                                    Unit - Set life of (Attacked unit) to ((Life of (Attacked unit)) + (Real((Integer A))))
                                    Unit - Set mana of (Attacked unit) to ((Mana of (Attacked unit)) - (Real((Integer A))))
                                    Skip remaining actions
                                  Else - Actions
Protoss Shields 2
  Events
    Time - Every 0.50 seconds of game time
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in (Playable map area) matching (((Matching unit) is Undead) Equal to True)) and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Mana of (Picked unit)) Greater than or equal to 150.00
            (Life of (Picked unit)) Less than or equal to ((Max life of (Picked unit)) - 150.00)
          Then - Actions
            Unit - Set life of (Picked unit) to ((Life of (Picked unit)) + 150.00)
            Unit - Set mana of (Picked unit) to ((Mana of (Picked unit)) - 150.00)
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Mana of (Picked unit)) Greater than or equal to 100.00
                (Life of (Picked unit)) Less than or equal to ((Max life of (Picked unit)) - 100.00)
              Then - Actions
                Unit - Set life of (Picked unit) to ((Life of (Picked unit)) + 100.00)
                Unit - Set mana of (Picked unit) to ((Mana of (Picked unit)) - 100.00)
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Mana of (Picked unit)) Greater than or equal to 50.00
                    (Life of (Picked unit)) Less than or equal to ((Max life of (Picked unit)) - 50.00)
                  Then - Actions
                    Unit - Set life of (Picked unit) to ((Life of (Picked unit)) + 50.00)
                    Unit - Set mana of (Picked unit) to ((Mana of (Picked unit)) - 50.00)
                  Else - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        (Mana of (Picked unit)) Greater than or equal to 25.00
                        (Life of (Picked unit)) Less than or equal to ((Max life of (Picked unit)) - 25.00)
                      Then - Actions
                        Unit - Set life of (Picked unit) to ((Life of (Picked unit)) + 25.00)
                        Unit - Set mana of (Picked unit) to ((Mana of (Picked unit)) - 25.00)
                      Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            (Mana of (Picked unit)) Greater than or equal to 10.00
                            (Life of (Picked unit)) Less than or equal to ((Max life of (Picked unit)) - 10.00)
                          Then - Actions
                            Unit - Set life of (Picked unit) to ((Life of (Picked unit)) + 10.00)
                            Unit - Set mana of (Picked unit) to ((Mana of (Picked unit)) - 10.00)
                          Else - Actions
                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              If - Conditions
                                (Mana of (Picked unit)) Greater than or equal to 5.00
                                (Life of (Picked unit)) Less than or equal to ((Max life of (Picked unit)) - 5.00)
                              Then - Actions
                                Unit - Set life of (Picked unit) to ((Life of (Picked unit)) + 5.00)
                                Unit - Set mana of (Picked unit) to ((Mana of (Picked unit)) - 5.00)
                              Else - Actions
Score
  Events
    Time - Elapsed game time is 1.00 seconds
  Conditions
  Actions
    Multiboard - Create a multiboard with 2 columns and ((Number of players in Current_Players) + 1) rows, titled |c88800000Zergling Blood vA0.22|r.
    Player Group - Pick every player in Current_Players and do (Actions)
      Loop - Actions
Leaderboard
  Events
    Time - Elapsed game time is 1.00 seconds
  Conditions
  Actions
    Leaderboard - Create a leaderboard for Current_Players titled |c88800000Zergling Blood N[vA0.68]|r
    Set VariableSet Leaderboard = (Last created leaderboard)
    Player Group - Pick every player in Current_Players and do (Actions)
      Loop - Actions
        Leaderboard - Add (Picked player) to Leaderboard with label ((Player_Color_String[(Player number of (Picked player))] + (Name of (Picked player))) + |r) and value 0
        Leaderboard - Change the color of the value for (Picked player) in Leaderboard to (50.00%, 50.00%, 50.00%) with 0% transparency
    Leaderboard - Show Leaderboard
Adding Kills
  Events
    Unit - A unit Dies
  Conditions
  Actions
    Set VariableSet Score[(Player number of (Owner of (Killing unit)))] = (Score[(Player number of (Owner of (Killing unit)))] + (Point-value of (Dying unit)))
    Leaderboard - Change the value for (Owner of (Killing unit)) in Leaderboard to Score[(Player number of (Owner of (Killing unit)))]
    Leaderboard - Sort Leaderboard by Value in Descending order
    For each (Integer A) from 1 to 8, do (Actions)
      Loop - Actions
        Set VariableSet cPoints_per_Gold[(Integer A)] = (((8 - (Position of (Player((Integer A))) in Leaderboard)) x 3) + 10)
Chicken Blink
  Events
    Time - Every (Random real number between 0.30 and 80.00) seconds of game time
  Conditions
  Actions
    Unit - Order (Random unit from (Units of type Created by: |c44444444TM-Magic|r)) to Night Elf Warden - Blink.(Random point in (Playable map area))
    Unit Group - Pick every unit in (Random 1 units from (Units of type Created by: |c44444444TM-Magic|r)) and do (Actions)
      Loop - Actions
        Unit - Order (Picked unit) to Move To.((Position of (Picked unit)) offset by (Random real number between 200.00 and 800.00) towards (Random angle) degrees.)
Stim Packs
  Events
    Unit - A unit Begins channeling an ability
  Conditions
    (Ability being cast) Equal to Stim
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Life of (Triggering unit)) Greater than or equal to 11.00
      Then - Actions
        Sound - Play Stim <gen> at 100% volume, attached to (Triggering unit)
        Unit - Set life of (Target unit of ability being cast) to ((Life of (Target unit of ability being cast)) - 10.00)
      Else - Actions
Medic Heal
  Events
    Unit - A unit Begins channeling an ability
  Conditions
  Actions
    For each (Integer A) from 1 to 250, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Ability being cast) Equal to Heal (Medic)
            ((Target unit of ability being cast) is dead) Equal to False
            (Percentage life of (Target unit of ability being cast)) Not equal to 100.00
          Then - Actions
            Unit - Set life of (Target unit of ability being cast) to ((Life of (Target unit of ability being cast)) + 2.00)
            Unit - Set mana of (Casting unit) to ((Mana of (Casting unit)) - 1.00)
            Wait 0.20 seconds
          Else - Actions
            Skip remaining actions
Medic Heal 2
  Events
    Unit - A unit Is attacked
  Conditions
    (Percentage life of (Attacked unit)) Less than 100.00
    ((Attacked unit) is dead) Equal to False
  Actions
    Unit Group - Pick every unit in (Random 1 units from (Units within 500.00 of (Position of (Attacked unit)) matching (((Unit-type of (Matching unit)) Equal to Upgrader) and ((Owner of (Matching unit)) Equal to (Owner of (Triggering unit)))).)) and do (Order (Picked unit) to Human Priest - Heal.(Attacked unit))
Cloak
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to Cloak
  Actions
    Unit Group - Add (Casting unit) to Cloaked_Ghosts
    Unit - Add Ghost to (Casting unit)
    Unit - Add Neg Mana Regen (Neutral) to (Casting unit)
    Unit - Add Decloak to (Casting unit)
    Unit - Remove Cloak from (Casting unit)
    Wait 2.00 seconds
    Unit - Order (Casting unit) to Stop.
Cloak 2
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to Decloak
  Actions
    Unit Group - Remove (Casting unit) from Cloaked_Ghosts.
    Unit - Remove Ghost from (Casting unit)
    Unit - Remove Neg Mana Regen (Neutral) from (Casting unit)
    Unit - Add Cloak to (Casting unit)
    Unit - Remove Decloak from (Casting unit)
    Wait 2.00 seconds
    Unit - Order (Casting unit) to Stop.
Cloak 3
  Events
    Time - Every 3.00 seconds of game time
  Conditions
  Actions
    Unit Group - Pick every unit in Cloaked_Ghosts and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Mana of (Picked unit)) Less than or equal to 0.00
          Then - Actions
            Unit Group - Remove (Picked unit) from Cloaked_Ghosts.
            Unit - Remove Ghost from (Picked unit)
            Unit - Remove Neg Mana Regen (Neutral) from (Picked unit)
            Unit - Add Cloak to (Picked unit)
            Unit - Remove Decloak from (Picked unit)
            Wait 2.00 seconds
            Unit - Order (Picked unit) to Stop.
          Else - Actions
Commands
  Events
    Player - Player 1 (Red) types a chat message containing x (stringnoformat) as A substring
    Player - Player 2 (Blue) types a chat message containing x (stringnoformat) as A substring
    Player - Player 3 (Teal) types a chat message containing x (stringnoformat) as A substring
    Player - Player 4 (Purple) types a chat message containing x (stringnoformat) as A substring
    Player - Player 5 (Yellow) types a chat message containing x (stringnoformat) as A substring
    Player - Player 6 (Orange) types a chat message containing x (stringnoformat) as A substring
    Player - Player 7 (Green) types a chat message containing x (stringnoformat) as A substring
    Player - Player 8 (Pink) types a chat message containing x (stringnoformat) as A substring
    Player - Player 9 (Gray) types a chat message containing x (stringnoformat) as A substring
    Player - Player 10 (Light Blue) types a chat message containing x (stringnoformat) as A substring
    Player - Player 1 (Red) types a chat message containing - (stringnoformat) as A substring
    Player - Player 2 (Blue) types a chat message containing - (stringnoformat) as A substring
    Player - Player 3 (Teal) types a chat message containing - (stringnoformat) as A substring
    Player - Player 4 (Purple) types a chat message containing - (stringnoformat) as A substring
    Player - Player 5 (Yellow) types a chat message containing - (stringnoformat) as A substring
    Player - Player 6 (Orange) types a chat message containing - (stringnoformat) as A substring
    Player - Player 7 (Green) types a chat message containing - (stringnoformat) as A substring
    Player - Player 8 (Pink) types a chat message containing - (stringnoformat) as A substring
    Player - Player 9 (Gray) types a chat message containing - (stringnoformat) as A substring
    Player - Player 10 (Light Blue) types a chat message containing - (stringnoformat) as A substring
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Substring((Entered chat string), 2, 4)) Equal to cam
        (Substring((Entered chat string), 5, 5)) Equal to n
      Then - Actions
        Camera - Set (Triggering player)'s camera Distance to target to 2400.00 over 0 seconds
      Else - Actions
    -------- ------------------------------------------------------------ --------
    -------- ------------------------------------------------------------ --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Substring((Entered chat string), 2, 4)) Equal to cam
        (Substring((Entered chat string), 5, 5)) Not equal to n
      Then - Actions
        Camera - Set (Triggering player)'s camera Distance to target to (Real((Substring((Entered chat string), 5, 8)))) over 0 seconds
      Else - Actions
    -------- ------------------------------------------------------------ --------
    -------- ------------------------------------------------------------ --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Substring((Entered chat string), 2, 6)) Equal to clean
      Then - Actions
        Game - Display to (All players) the text: |c88800000Game:|r Arena cleared of decay.
        For each (Integer A) from 1 to Special_Effect_Counter, do (Actions)
          Loop - Actions
            Special Effect - Destroy Special_Effects[(Integer A)]
        Set VariableSet Special_Effect_Counter = 0
        Unit Group - Order (Random 1 units from (Units of type Created by: |c44444444TM-Magic|r)) to Undead Death Knight - Animate Dead
      Else - Actions
    -------- ------------------------------------------------------------ --------
    -------- ------------------------------------------------------------ --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Substring((Entered chat string), 2, 8)) Equal to explode
      Then - Actions
        Game - Display to (All players) the text: |c88800000Game:|r Units will now explode on death.
        Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
          Loop - Actions
            Set VariableSet Explode_Question = True
            Unit - Make (Picked unit) Explode on death
      Else - Actions
    -------- ------------------------------------------------------------ --------
    -------- ------------------------------------------------------------ --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Substring((Entered chat string), 2, 6)) Equal to decay
      Then - Actions
        Game - Display to (All players) the text: |c88800000Game:|r Units will now decay.
        Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
          Loop - Actions
            Set VariableSet Explode_Question = False
            Unit - Make (Picked unit) Die normally on death
      Else - Actions
    -------- ------------------------------------------------------------ --------
    -------- ------------------------------------------------------------ --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Substring((Entered chat string), 2, 4)) Equal to cpp
      Then - Actions
        Game - Display to (Player group((Triggering player))) the text: ((|c88800000Game:|r + You get 1 credit for every ) + ((String(cPoints_per_Gold[(Player number of (Triggering player))])) + points.))
      Else - Actions
    -------- ------------------------------------------------------------ --------
    -------- ------------------------------------------------------------ --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Substring((Entered chat string), 2, 5)) Equal to tips
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Tips_On[(Player number of (Triggering player))] Equal to True
          Then - Actions
            Set VariableSet Tips_On[(Player number of (Triggering player))] = False
            Game - Display to (Player group((Triggering player))) the text: (|c88800000Game:|r + |c00666666Tips Disabled.|r)
          Else - Actions
            Set VariableSet Tips_On[(Player number of (Triggering player))] = True
            Game - Display to (Player group((Triggering player))) the text: (|c88800000Game:|r + |c00666666Tips Enabled.|r)
      Else - Actions
    -------- ------------------------------------------------------------ --------
    -------- ------------------------------------------------------------ --------