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Hashtable (lagg) help pls

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Level 5
Joined
Jan 12, 2010
Messages
132
So i have a big problem.
I`v made a TD and is use over 40 custom spells all MUI.
I`m using over 20 Hashtable.Offcourse I clean hashdata of key(unit) after spell or effect end.I`m verry sure that all leaks are carefull cleared.
So the problem is that in multiplayers (more than 3 players) its come lagg.
Im using hashtable cuz skill read data like damage slow stun etc for some attribute of the towers and ofcourse making MUI.
Question 1: did hashtable lagg?
Question 2: how can i prevent lagg using hashtable?
Question 3: did anyone have a reliable sugestion for me ?

As I didnt find an answer on thehelper .net I aks you for help.
Thx in advice
 
Level 17
Joined
Nov 13, 2006
Messages
1,814
So i have a big problem.
I`v made a TD and is use over 40 custom spells all MUI.
I`m using over 20 Hashtable.Offcourse I clean hashdata of key(unit) after spell or effect end.I`m verry sure that all leaks are carefull cleared.
So the problem is that in multiplayers (more than 3 players) its come lagg.
Im using hashtable cuz skill read data like damage slow stun etc for some attribute of the towers and ofcourse making MUI.
Question 1: did hashtable lagg?
Question 2: how can i prevent lagg using hashtable?
Question 3: did anyone have a reliable sugestion for me ?

As I didnt find an answer on thehelper .net I aks you for help.
Thx in advice

1st of all, u preloaded all abilities at map init?

i doubt hashtable cause the lagg to u
 
Level 5
Joined
Jan 12, 2010
Messages
132
Yes I preloaded all resources.I realy dont see where is the problem.I thinkg that massive amount of data savede in hashtable (if are 3+ players on) cause this lagg, else ??
Problem is that I use to clear child of key unit in specific hashtable but event that unit stop attacking or casting spell the lagg wont clear. It just stay and frame.
And I also use to clear all leaks possible.
Pls help i dont want to loose 200 hours of works for a freaking lagg.
Thiss trigger is called on map initialization
  • Variables
    • Events
    • Conditions
    • Actions
      • Hashtable - Create a hashtable
      • Set Table = (Last created hashtable)
      • Hashtable - Create a hashtable
      • Set Table_df = (Last created hashtable)
      • Hashtable - Create a hashtable
      • Set Table_cn = (Last created hashtable)
      • Hashtable - Create a hashtable
      • Set Table_lf = (Last created hashtable)
      • Hashtable - Create a hashtable
      • Set Table_sm = (Last created hashtable)
      • Hashtable - Create a hashtable
      • Set Table_stun = (Last created hashtable)
      • Hashtable - Create a hashtable
      • Set Table_ci = (Last created hashtable)
      • Hashtable - Create a hashtable
      • Set Table_fn = (Last created hashtable)
      • Hashtable - Create a hashtable
      • Set Table_cd = (Last created hashtable)
      • Hashtable - Create a hashtable
      • Set Table_ad = (Last created hashtable)
      • Hashtable - Create a hashtable
      • Set Table_hf = (Last created hashtable)
      • Hashtable - Create a hashtable
      • Set Table_char = (Last created hashtable)
      • Hashtable - Create a hashtable
      • Set Table_elect = (Last created hashtable)
      • Hashtable - Create a hashtable
      • Set Table_tornado = (Last created hashtable)
      • Hashtable - Create a hashtable
      • Set Table_necro = (Last created hashtable)
      • Hashtable - Create a hashtable
      • Set Table_elune = (Last created hashtable)
      • Hashtable - Create a hashtable
      • Set Table_apoc = (Last created hashtable)
      • Hashtable - Create a hashtable
      • Set Table_gun = (Last created hashtable)
      • Hashtable - Create a hashtable
      • Set Table_dthc = (Last created hashtable)
      • Hashtable - Create a hashtable
      • Set Table_nether = (Last created hashtable)
      • Hashtable - Create a hashtable
      • Set Table_boomerang = (Last created hashtable)
      • Hashtable - Create a hashtable
      • Set Table_entangle = (Last created hashtable)
      • Hashtable - Create a hashtable
      • Set Table_Boost = (Last created hashtable)
      • Hashtable - Create a hashtable
      • Set Table_imo = (Last created hashtable)
      • Hashtable - Create a hashtable
      • Set Table_heal = (Last created hashtable)
      • Hashtable - Create a hashtable
      • Set Table_toss = (Last created hashtable)
      • Hashtable - Create a hashtable
      • Set Table_LR = (Last created hashtable)
      • Hashtable - Create a hashtable
      • Set Table_purge = (Last created hashtable)
      • Hashtable - Create a hashtable
      • Set Table_bloody = (Last created hashtable)
      • Hashtable - Create a hashtable
      • Set Table_finger = (Last created hashtable)
      • Hashtable - Create a hashtable
      • Set Table_raw = (Last created hashtable)
      • Hashtable - Create a hashtable
      • Set Table_palm = (Last created hashtable)
      • Hashtable - Create a hashtable
      • Set Table_astral = (Last created hashtable)
      • -------- Element index --------
      • Set Ele_index_string[0] = <Empty String>
      • Set Ele_index_string[1] = |cffFF0000F|r
      • Set Ele_index_string[2] = |cff2B60DEW|r
      • Set Ele_index_string[3] = |cff00FFFFA|r
      • Set Ele_index_string[4] = |cff8A4117E|r
      • Set Ele_index_string[5] = |cffFFF380L|r
      • Set Ele_index_string[6] = |cff800080D|r
      • -------- Ability --------
      • Set Ele_ab[1] = Fire
      • Set Ele_ab[2] = Water
      • Set Ele_ab[3] = Air
      • Set Ele_ab[4] = Earth
      • Set Ele_ab[5] = Light
      • Set Ele_ab[6] = Darkness
      • Set Ele_disabled[1] = Disabled 1
      • Set Ele_disabled[2] = Disabled 2
      • Set Ele_disabled[3] = Disabled 3
      • Set Ele_disabled[4] = Disabled 4
      • Set Ele_disabled[5] = Disabled 5
      • Set Ele_disabled[6] = Disabled 6
      • Set Ele_maxim[1] = Mastered 1
      • Set Ele_maxim[2] = Mastered 2
      • Set Ele_maxim[3] = Mastered 3
      • Set Ele_maxim[4] = Mastered 4
      • Set Ele_maxim[5] = Mastered 5
      • Set Ele_maxim[6] = Mastered 6
      • -------- Ability --------
      • Set T_ab[1] = Fire Mastery
      • Set T_ab[2] = Water Mastery
      • Set T_ab[3] = Air Mastery
      • Set T_ab[4] = Earth Mastery
      • Set T_ab[5] = Light Mastery
      • Set T_ab[6] = Dark Mastery
      • Set T_ab[12] = Implosion
      • Set T_ab[13] = Dancing Flame
      • Set T_ab[14] = Lingering Fire
      • Set T_ab[15] = Shock Lightning
      • Set T_ab[16] = Dark Flame
      • Set T_ab[23] = Chain Nova
      • Set T_ab[24] = Sticky Mud
      • Set T_ab[25] = Charisma
      • Set T_ab[26] = Decay
      • Set T_ab[34] = Impale
      • Set T_ab[35] = Electrify
      • Set T_ab[36] = Tornado
      • Set T_ab[45] = Sacred Magic
      • Set T_ab[46] = Necromancery
      • Set T_ab[56] = Elune Grace
      • Set T_ab[123] = Frost Nova
      • Set T_ab[124] = Toss
      • Set T_ab[125] = Boost
      • Set T_ab[126] = Animate Palm
      • Set T_ab[134] = Apocalypse
      • Set T_ab[135] = Storm
      • Set T_ab[136] = Death Tempest
      • Set T_ab[145] = Light Ray
      • Set T_ab[146] = Gunpowder
      • Set T_ab[156] = Ancient Explosion
      • Set T_ab[234] = Chiling Ice
      • Set T_ab[235] = Harsh Freeze
      • Set T_ab[236] = Finger of Death
      • Set T_ab[245] = Mass Purge
      • Set T_ab[246] = Bloody Scarab
      • Set T_ab[256] = Astral Inprinsonment
      • Set T_ab[345] = Boomerang
      • Set T_ab[346] = Raw of Nature
      • Set T_ab[356] = Death Pact
      • Set T_ab[456] = Impetus
      • -------- Ability name --------
      • Set AB_name[1] = |cffFF0000Fire|r
      • Set AB_name[2] = |cff2B60DEWater|r
      • Set AB_name[3] = |cff00FFFFAir|r
      • Set AB_name[4] = |cff8A4117Earth|r
      • Set AB_name[5] = |cffFFF380Light|r
      • Set AB_name[6] = |cff800080Darkness|r
      • -------- Ability name --------
      • Set Ability_name[1] = |cffFFFF00Fire Mastery|r
      • Set Ability_name[2] = |cffFFFF00Water Mastery|r
      • Set Ability_name[3] = |cffFFFF00Air Mastery|r
      • Set Ability_name[4] = |cffFFFF00Earth Mastery|r
      • Set Ability_name[5] = |cffFFF380Light Mastery|r
      • Set Ability_name[6] = |cff800080Dark Mastery|r
      • Set Ability_name[12] = |cffFFFF00Implosion|r
      • Set Ability_name[13] = |cffFFFF00Dancing Flame|r
      • Set Ability_name[14] = |cffFFFF00Lingering Fire|r
      • Set Ability_name[15] = |cffFFFF00Shock Lightning|r
      • Set Ability_name[16] = |cffFFFF00Dark Flame|r
      • Set Ability_name[23] = |cffFFFF00Chain Nova|r
      • Set Ability_name[24] = |cffFFFF00Sticky Mud|r
      • Set Ability_name[25] = |cffFFFF00Charisma|r
      • Set Ability_name[26] = |cffFFFF00Decay|r
      • Set Ability_name[34] = |cffFFFF00Impale|r
      • Set Ability_name[35] = |cffFFFF00Electrify|r
      • Set Ability_name[36] = |cffFFFF00Tornado|r
      • Set Ability_name[45] = |cffFFFF00Sacred Magic|r
      • Set Ability_name[46] = |cffFFFF00Necromancery|r
      • Set Ability_name[56] = |cffFFFF00Elune Grace|r
      • Set Ability_name[123] = |cffFFFF00Frost Nova|r
      • Set Ability_name[124] = |cffFFFF00Toss|r
      • Set Ability_name[125] = |cffFFFF00Boost|r
      • Set Ability_name[126] = |cffFFFF00Animate Palm|r
      • Set Ability_name[134] = |cffFFFF00Apocalypse|r
      • Set Ability_name[135] = |cffFFFF00Storm|r
      • Set Ability_name[136] = |cffFFFF00Death Tempest|r
      • Set Ability_name[145] = |cffFFFF00Light Ray|r
      • Set Ability_name[146] = |cffFFFF00Gunpowder|r
      • Set Ability_name[156] = |cffFFFF00Ancient Explosion|r
      • Set Ability_name[234] = |cffFFFF00Chiling Ice|r
      • Set Ability_name[235] = |cffFFFF00Harsh Freeze|r
      • Set Ability_name[236] = |cffFFFF00Finger of Death|r
      • Set Ability_name[245] = |cffFFFF00Mass Purge|r
      • Set Ability_name[246] = |cffFFFF00Bloody Scarab|r
      • Set Ability_name[256] = |cffFFFF00Astral Inprinsonment|r
      • Set Ability_name[345] = |cffFFFF00Boomerang|r
      • Set Ability_name[346] = |cffFFFF00Raw of Nature|r
      • Set Ability_name[356] = |cffFFFF00Death Pact|r
      • Set Ability_name[456] = |cffFFFF00Impetus|r
      • -------- Ability text --------
      • For each (Integer A) from 1 to 6, do (Actions)
        • Loop - Actions
          • Set Ability_txt[(Integer A)] = |cff808080Increase damage tower with every attack.|r
      • Set Ability_txt[12] = |cff808080Have a chance to deal bonus damage.|r
      • Set Ability_txt[13] = |cff808080Jump into enemy dealing damage.|r
      • Set Ability_txt[14] = |cff808080DPS.|r
      • Set Ability_txt[15] = |cff808080Shock in AoE..|r
      • Set Ability_txt[16] = |cff808080Add damage.|r
      • Set Ability_txt[23] = |cff808080Jump into enemy dealing damage.|r
      • Set Ability_txt[24] = |cff808080Slow enemy in AoE.|r
      • Set Ability_txt[25] = |cff808080Increase mastery of nearby towers.|r
      • Set Ability_txt[26] = |cff808080Hp decrease aura.|r
      • Set Ability_txt[34] = |cff808080Stun on single target.|r
      • Set Ability_txt[35] = |cff808080Amplify damage.|r
      • Set Ability_txt[36] = |cff808080Minor slow and dps.|r
      • Set Ability_txt[45] = |cff808080Add damage and can earn life.|r
      • Set Ability_txt[46] = |cff808080Damage and stun.|r
      • Set Ability_txt[56] = |cff808080Have a chance to cast a lucent beam.|r
      • Set Ability_txt[123] = |cff808080Deal damage and slow enemy.|r
      • Set Ability_txt[124] = |cff808080Has a chance to throw the enemy into the air.|r
      • Set Ability_txt[125] = |cff808080Increase attack rate with every hit.|r
      • Set Ability_txt[126] = |cff808080Great damage and hex.|r
      • Set Ability_txt[134] = |cff808080Great damage within an area.|r
      • Set Ability_txt[135] = |cff808080Passively strike into enemy .|r
      • Set Ability_txt[136] = |cff808080Passively strike into enemy .|r
      • Set Ability_txt[145] = |cff808080Take 1 sec to settle in.Slow,damage and silence.|r
      • Set Ability_txt[146] = |cff808080Lunch a missile that deal damage.|r
      • Set Ability_txt[156] = |cff808080Damage and dps.|r
      • Set Ability_txt[234] = |cff808080DPS and stun.|r
      • Set Ability_txt[235] = |cff808080Damage and range.|r
      • Set Ability_txt[236] = |cff808080Damage and - ressistance.|r
      • Set Ability_txt[245] = |cff808080Damage and stun within an area.|r
      • Set Ability_txt[246] = |cff808080Minus armour and low dps (can stuck).|r
      • Set Ability_txt[256] = |cff808080Silence and damage (can stuck).|r
      • Set Ability_txt[345] = |cff808080Bounce damage.|r
      • Set Ability_txt[346] = |cff808080Great damage in chain.|r
      • Set Ability_txt[356] = |cff808080Damage and debuff.|r
      • Set Ability_txt[456] = |cff808080Have a chance to deal great damage and stun.|r
And this is a regular skills jsut for an exemple
  • CI add
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • (Level of Chiling Ice for (Attacking unit)) Equal to 1
    • Actions
      • Set Temp_integer[1] = (Load 2 of (Key (Attacking unit)) from Table)
      • Set Temp_integer[2] = (Load 3 of (Key (Attacking unit)) from Table)
      • Set Temp_integer[3] = (Load 4 of (Key (Attacking unit)) from Table)
      • Set Temp_integer[4] = (Load 9 of (Key (Attacking unit)) from Table)
      • Set Temp_integer[5] = ((Temp_integer[1] + Temp_integer[4]) x 10)
      • Set Temp_point[1] = (Position of (Triggering unit))
      • Set Temp_real[1] = (((Real(Temp_integer[2])) x 25.00) + 50.00)
      • Set Temp_real[2] = (Real(Temp_integer[5]))
      • Set Temp_real[3] = ((Real(Temp_integer[3])) x 0.15)
      • Set Temp_group = (Units within Temp_real[1] of Temp_point[1] matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of (Attacking unit))) Equal to True)))
      • Unit Group - Pick every unit in Temp_group and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) is in CI_group) Equal to False
            • Then - Actions
              • Hashtable - Save 3 as 1 of (Key (Picked unit)) in Table_ci
              • Hashtable - Save Temp_real[2] as 2 of (Key (Picked unit)) in Table_ci
              • Hashtable - Save Temp_real[3] as 3 of (Key (Picked unit)) in Table_ci
              • Hashtable - Save Handle Of(Attacking unit) as 4 of (Key (Picked unit)) in Table_ci
              • Unit Group - Add (Picked unit) to CI_group
            • Else - Actions
      • Custom script: call DestroyGroup (udg_Temp_group)
      • Custom script: call RemoveLocation (udg_Temp_point[1])
  • CI event
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
      • (Number of units in CI_group) Greater than or equal to 1
    • Actions
      • Unit Group - Pick every unit in CI_group and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) is alive) Equal to True
            • Then - Actions
              • Set Temp_integer[1] = (Load 1 of (Key (Picked unit)) from Table_ci)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Temp_integer[1] Greater than or equal to 1
                • Then - Actions
                  • Hashtable - Save (Temp_integer[1] - 1) as 1 of (Key (Picked unit)) in Table_ci
                  • Set Temp_unit[1] = (Load 4 of (Key (Picked unit)) in Table_ci)
                  • Special Effect - Create a special effect attached to the origin of (Picked unit) using war3mapImported\IceNova.mdx
                  • Special Effect - Destroy (Last created special effect)
                  • Set Temp_real[1] = (Load 2 of (Key (Picked unit)) from Table_ci)
                  • Set Temp_integer[2] = (Custom value of (Picked unit))
                  • If (Temp_integer[2] Equal to 6) then do (Set Temp_real[1] = (Temp_real[1] x 0.50)) else do (Do nothing)
                  • If (Temp_integer[2] Equal to 1) then do (Set Temp_real[1] = (Temp_real[1] x 2.00)) else do (Do nothing)
                  • Unit - Cause Temp_unit[1] to damage (Picked unit), dealing Temp_real[1] damage of attack type Spells and damage type Normal
                • Else - Actions
                  • Set Temp_real[2] = (Load 3 of (Key (Picked unit)) from Table_ci)
                  • Set Temp_real[3] = (Load 1 of (Key (Picked unit)) from Table_stun)
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • ((Picked unit) is in Stun_Group) Equal to True
                    • Then - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • Temp_real[3] Greater than Temp_real[2]
                        • Then - Actions
                          • Special Effect - Destroy (Load 2 of (Key (Picked unit)) in Table_stun)
                          • Hashtable - Save Temp_real[2] as 1 of (Key (Picked unit)) in Table_stun
                          • Special Effect - Create a special effect attached to the origin of (Picked unit) using Doodads\Icecrown\Rocks\Icecrown_Crystal\Icecrown_Crystal0.mdl
                          • Hashtable - Save Handle Of(Last created special effect) as 2 of (Key (Picked unit)) in Table_stun
                        • Else - Actions
                    • Else - Actions
                      • Hashtable - Save Temp_real[2] as 1 of (Key (Picked unit)) in Table_stun
                      • Special Effect - Create a special effect attached to the origin of (Picked unit) using Doodads\Icecrown\Rocks\Icecrown_Crystal\Icecrown_Crystal0.mdl
                      • Hashtable - Save Handle Of(Last created special effect) as 2 of (Key (Picked unit)) in Table_stun
                      • Unit Group - Add (Picked unit) to Stun_Group
                  • Hashtable - Clear all child hashtables of child (Key (Picked unit)) in Table_ci
                  • Unit Group - Remove (Picked unit) from CI_group
            • Else - Actions
              • Hashtable - Clear all child hashtables of child (Key (Picked unit)) in Table_ci
              • Unit Group - Remove (Picked unit) from CI_group
 
Level 20
Joined
Jul 14, 2011
Messages
3,213
Setting the stuff on Map Init doesn't mean "Preload". To preload the ability you have to give it to a unit and order the unit to cast it. It lags only the first time, that's why it's done during Map Init, to prevent it on game.

Also, using so much hashtables isn't needed. Since hashtables indexes are infinite (diferrent than variable arrays, which reach 8190 values) you can use one hashtable and keep track of all the abilities you have, and use the values in there.
Lets say you use 50 values for each ability in the hashtable (which is a absurd)
1-50 for first ability
51-100 for second
101-50 for third... etc.

· You use a lot of times the same value (Picked Unit). It improves the trigger to declare it into a variable (TempUnit = Picked Unit) and work with the variable instead.
· (Key (Picked Unit)) can be changed for the following trigger, since it already holds the HandleId (Key) and the Unit into a variable, preventing looking for it over and over.
  • Set TempUnit = (Picked Unit)
  • Custom script: set udg_TempInterger = GetHandleId(udg_TempUnit)
  • -------- You have to create the TempInteger variable --------
· Do nothing actions actually does more than leaving it blank, so... Leave them blank and work with "Multiple Actions" since it's the same for the system, but different for you (these easier to work).
· You're having too much hashtables. One is almost more than enough.
· You're not preloading stuff if you're not giving/using the abilities for the first time during Map Initialization or the first seconds after map loading (0.01 elapsed gametime event).
 
Level 5
Joined
Jan 12, 2010
Messages
132
I have already started to review all triggers using hash_key as key(picked unit)
After that I will soon prealod all ability at gametime 0.01.I hope that lagg will go away :D.
one more question.
It`s a lot of work to remake triigers on one hashtable.If I keep using all thoose hashtable will lagg?
And if you dont preload an ability it may couse lagg in game all game time durring end?

BTW: If I play in 1-2 players dont lagg why?
 
Level 12
Joined
Jan 30, 2009
Messages
1,067
Do you have specific triggers that differ depending on the playerslot or number of players in-game? If so those triggers could have some leaks in them that could possibly cause lag, but you seem to understand how leaks work....

If you have these kinds of triggers, look into them.
 
Level 5
Joined
Jan 12, 2010
Messages
132
My trigger that work general for all players like this
  • Event
  • Conditions
  • Actions
    • For each integer (A) to (8) do actions
      • Actions
        • In conditions
          • Player index (A) is playing
          • Player index (A) is user
        • Then actions
          • exemple
          • Temp_poin[A] = centre of region A
          • Custom Script: call RemoveLocation(udg_Temp_point[bj_forLoopAIndex])
        • Else
hand written sry
 
Level 17
Joined
Nov 13, 2006
Messages
1,814
I have already started to review all triggers using hash_key as key(picked unit)
After that I will soon prealod all ability at gametime 0.01.I hope that lagg will go away :D.
one more question.
It`s a lot of work to remake triigers on one hashtable.If I keep using all thoose hashtable will lagg?
And if you dont preload an ability it may couse lagg in game all game time durring end?

BTW: If I play in 1-2 players dont lagg why?

see u can preload at map init, but preloading mean create a unit, add all your custom ability to him to last created unit then remove this unit.

yes when u dont preload this way that could cause serious lagg but if u do in map init then just loading time longer, but where u preload ability must be the event map initlization and not make 4-5 trigger and run from 1 map init trigger :p

see how much thing i preload , and its ok

a advice... dont do this with more unit

  • Event
  • Conditions
  • Actions
    • For each integer (A) to (8) do actions
    • Actions
  • In conditions
    • Player index (A) is playing
    • Player index (A) is user
  • Then actions
    • exemple
    • Temp_poin[A] = centre of region A
    • Custom Script: call RemoveLocation(udg_Temp_point[bj_forLoopAIndex])
  • Else
i mean dont create alot unit to same point, sometimes that also laggy when u create more than 7-8 unit, coz of collision

(last example is ability preload)


JASS:
function Trig_Map_init_1_Actions takes nothing returns nothing
    local integer i = 0
    local integer a
    local integer v = 1
    local integer cv
    local integer t
    local unit u
    local real x
    local real y

    set udg_TW_MAX_RANGE = 10
    set udg_TW_X = 0
    set udg_TW_Y = 0
    set udg_TW_r = Rect(0, 0, 128, 128)
    set udg_TW_check = CreateItem('ciri', 0, 0)
    call SetItemVisible(udg_TW_check, false)
    set udg_TW_hiddenMax = 0 

    set udg_H_Max_Bot = 1
    set udg_HarvesterAbility = 'A005'

    set udg_LoadCode = "0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz!@#$&/+-="

    set udg_Damage_Table = InitHashtable()
    set udg_Buff_Timer = InitHashtable()
    set udg_Buff_EffectTable = InitHashtable()
    set udg_Buff_Amount = InitHashtable()
    set udg_Buff_Index_Table = InitHashtable()
    set udg_Misc_Table = InitHashtable()
    set udg_Spell_Table = InitHashtable()
    set udg_Buff_Table = InitHashtable()
    set udg_H_Stock_Table = InitHashtable()
    set udg_Mat_Table = InitHashtable()
 
    set udg_Channel_Table = InitHashtable()
    set udg_Region[0] = gg_rct_Starter
    set udg_Region[1] = gg_rct_Chocobo_Spawn
    set udg_HarvesterAbility = 'A02X'
    set udg_FT = CreateTextTag()
    set udg_Xvel = 7.1 / 128 * Cos(3.14159 / 2)
    set udg_Yvel = 7.1 / 128 * Sin(3.14159 / 2)
    set udg_Effects[0] = "Abilities\\Spells\\Human\\FlameStrike\\FlameStrikeEmbers.mdl"
    set udg_Effects[1] = "Abilities\\Spells\\Items\\AIil\\AIilTarget.mdl"
    set udg_Effects[2] = "Abilities\\Spells\\NightElf\\Taunt\\TauntCaster.mdl"
    set udg_Effects[3] = "Abilities\\Spells\\NightElf\\BattleRoar\\RoarCaster.mdl"
    set udg_Effects[4] = "Abilities\\Spells\\Human\\Thunderclap\\ThunderClapCaster.mdl"
    set udg_Effects[5] = "Abilities\\Spells\\Human\\DivineShield\\DivineShieldTarget.mdl"
    set udg_Effects[6] = "Abilities\\Spells\\Other\\Drain\\ManaDrainTarget.mdl"
    set udg_Effects[7] = "Objects\\Spawnmodels\\Human\\HumanBlood\\HumanBloodRifleman.mdl"
    set udg_Effects[8] = "Abilities\\Spells\\Undead\\FrostNova\\FrostNovaTarget.mdl"
    set udg_Effects[9] = "Abilities\\Spells\\Items\\OrbCorruption\\OrbCorruptionMissile.mdl"
    set udg_Effects[10] = "Objects\\Spawnmodels\\Other\\NeutralBuildingExplosion\\NeutralBuildingExplosion.mdl"
    set udg_Effects[11] = "Units\\NightElf\\Wisp\\WispExplode.mdl"
    set udg_Effects[12] = "Abilities\\Spells\\Human\\HolyBolt\\HolyBoltSpecialArt.mdl"
    set udg_Effects[13] = "Abilities\\Spells\\Human\\Heal\\HealTarget.mdl"
    set udg_Effects[14] = "Abilities\\Spells\\Other\\SoulBurn\\SoulBurnbuff.mdl"
    set udg_Effects[15] = "FireTornado.mdl"
    set udg_Effects[16] = "Objects\\Spawnmodels\\Demon\\InfernalMeteor\\InfernalMeteor.mdl"
    set udg_Effects[17] = "Objects\\Spawnmodels\\Demon\\InfernalMeteor\\InfernalMeteor2.mdl"
    set udg_Effects[18] = "Objects\\Spawnmodels\\Demon\\InfernalMeteor\\InfernalMeteor3.mdl"
    set udg_Effects[19] = "Objects\\Spawnmodels\\Human\\SmallFlameSpawn\\SmallFlameSpawn.mdl"
    set udg_Effects[20] = "Objects\\Spawnmodels\\NightElf\\EntBirthTarget\\EntBirthTarget.mdl"
    set udg_Effects[21] = "Abilities\\Spells\\Human\\MassTeleport\\MassTeleportTo.mdl"
    set udg_Effects[22] = "Abilities\\Spells\\Human\\Flare\\FlareCaster.mdl"
    set udg_Effects[23] = "Lightnings.mdl"
    set udg_Effects[24] = "Abilities\\Spells\\Human\\Resurrect\\ResurrectTarget.mdl"
    set udg_Effects[25] = "Abilities\\Spells\\Human\\DevotionAura\\DevotionAura.mdl"
    set udg_Effects[26] = "Abilities\\Spells\\Human\\Resurrect\\ResurrectCaster.mdl"
    set udg_Effects[27] = "Abilities\\Spells\\Orc\\CommandAura\\CommandAura.mdl"
    set udg_Effects[28] = "Abilities\\Spells\\Orc\\SpiritLink\\SpiritLinkTarget.mdl"
    set udg_Effects[29] = "Abilities\\Spells\\Orc\\LightningShield\\LightningShieldTarget.mdl"
    set udg_Effects[30] = "Abilities\\Spells\\NightElf\\FaerieFire\\FaerieFireTarget.mdl"
    set udg_Effects[31] = "Abilities\\Spells\\Other\\Incinerate\\FireLordDeathExplode.mdl"
    set udg_Effects[32] = "Abilities\\Spells\\Items\\StaffOfSanctuary\\Staff_Sanctuary_Target.mdl"
    set udg_Effects[33] = "Abilities\\Spells\\Human\\InnerFire\\InnerFireTarget.mdl"
    set udg_Effects[34] = "Abilities\\Spells\\Undead\\DarkRitual\\DarkRitualTarget.mdl"
    set udg_Effects[35] = "Abilities\\Spells\\NightElf\\FaerieDragonInvis\\FaerieDragon_Invis.mdl"
    set udg_Effects[36] = "Objects\\Spawnmodels\\Human\\FragmentationShards\\FragBoomSpawn.mdl"
    set udg_Effects[37] = "Abilities\\Spells\\Items\\AIfb\\AIfbSpecialArt.mdl"
    set udg_Effects[38] = "Abilities\\Spells\\NightElf\\Blink\\BlinkCaster.mdl"
    set udg_Effects[39] = "Abilities\\Spells\\Undead\\Impale\\ImpaleMissTarget.mdl"
    set udg_Effects[40] = "Objects\\Spawnmodels\\Undead\\ImpaleTargetDust\\ImpaleTargetDust.mdl"
    set udg_Effects[41] = "Abilities\\Spells\\Undead\\Impale\\ImpaleHitTarget.mdl"
    set udg_Effects[42] = "Abilities\\Spells\\Human\\Thunderclap\\ThunderclapTarget.mdl"
    set udg_Effects[43] = "Abilities\\Spells\\Undead\\RaiseSkeletonWarrior\\RaiseSkeleton.mdl"
    set udg_Effects[44] = "Objects\\Spawnmodels\\Undead\\UndeadDissipate\\UndeadDissipate.mdl"
    set udg_Effects[45] = "Abilities\\Spells\\NightElf\\shadowstrike\\shadowstrike.mdl"
    set udg_Effects[46] = "Doodads\\Cinematic\\Lightningbolt\\Lightningbolt.mdl"
    set udg_Effects[47] = "Abilities\\Spells\\Other\\AcidBomb\\BottleImpact.mdl"
    set udg_Effects[48] = "Abilities\\Spells\\Orc\\Voodoo\\VoodooAura.mdl"
    set udg_Effects[49] = "Abilities\\Spells\\NightElf\\Starfall\\StarfallTarget.mdl"
    set udg_Effects[50] = "Abilities\\Spells\\Other\\StrongDrink\\BrewmasterTarget.mdl"
    set udg_Effects[51] = "Abilities\\Spells\\Human\\ManaFlare\\ManaFlareBoltImpact.mdl"
    set udg_Effects[52] = "Abilities\\Spells\\Other\\Doom\\DoomDeath.mdl"
    set udg_Effects[53] = "Abilities\\Spells\\Undead\\AnimateDead\\AnimateDeadTarget.mdl"
    set udg_Effects[54] = "Abilities\\Spells\\Undead\\UnholyFrenzy\\UnholyFrenzyTarget.mdl"
    set udg_Effects[55] = "Abilities\\Spells\\Other\\Parasite\\ParasiteMissile.mdl"
    set udg_Effects[56] = "Abilities\\Weapons\\GryphonRiderMissile\\GryphonRiderMissileTarget.mdl"
    set udg_Effects[57] = "Abilities\\Spells\\NightElf\\Barkskin\\BarkSkinTarget.mdl"
    set udg_Effects[58] = "Abilities\\Spells\\NightElf\\ThornsAura\\ThornsAura.mdl"
    set udg_Effects[59] = "Abilities\\Spells\\Items\\OrbCorruption\\OrbCorruption.mdl"
    set udg_Effects[60] = "Abilities\\Spells\\Undead\\Sleep\\SleepTarget.mdl"
    set udg_Effects[61] = "Objects\\Spawnmodels\\Other\\ToonBoom\\ToonBoom.mdl"
    set udg_Effects[62] = "Objects\\Spawnmodels\\Other\\NeutralBuildingExplosion\\NeutralBuildingExplosion.mdl"
    set udg_Effects[63] = "Abilities\\Spells\\Undead\\Curse\\CurseTarget.mdl"
    set udg_Effects[64] = "Abilities\\Spells\\Orc\\WarDrums\\DrumsCasterHeal.mdl"
    set udg_Effects[65] = "Abilities\\Spells\\Items\\SpellShieldAmulet\\SpellShieldCaster.mdl"
    set udg_Effects[66] = "Abilities\\Spells\\Human\\StormBolt\\StormBoltTarget.mdl"
    set udg_Effects[67] = "war3mapImported\\s_Nature'sBloom Effect.mdl"
    set udg_Effects[68] = "Abilities\\Spells\\Items\\AIma\\AImaTarget.mdl"
    set udg_Effects[69] = ""
    set udg_Effects[70] = ""
    set udg_Gems[1] = 'I05C'
    set udg_Gems[2] = 'I05F'
    set udg_Gems[3] = 'I05A'
    set udg_Gems[4] = 'I05B'
    set udg_Gems[5] = 'I05E'
    set udg_Gems[6] = 'I05D'
    set udg_Difficulty = 1
    set udg_Buff_Name[31] = "Critical chance"
    set udg_Buff_Name[32] = "Critical damage"
    set udg_Buff_Name[33] = "Attack level"
    set udg_Buff_Name[34] = "Defence level"
    set udg_Buff_Name[35] = "nothing at moment"
    set udg_Buff_Name[36] = "nothing at moment"
    set udg_Buff_Name[37] = "nothing at moment"
    set udg_Buff_Name[38] = "Hit point"
    set udg_Buff_Name[39] = "Mana point"
    set udg_Buff_Name[40] = "Evasion"
    set udg_Buff_Name[41] = "Physical defence"
    set udg_Buff_Name[42] = "Physical defence"
    set udg_Attack_Anim[1] = "Flesh"
    set udg_Attack_Anim[2] = "Flesh"
    set udg_Attack_Anim[3] = "Channel"
    set udg_Attack_Anim[4] = "Lumber"
    set udg_Attack_Anim[5] = "Gold"
    set udg_Attack_Anim[6] = "none"
    call SetSkyModel( "Environment\\Sky\\BlizzardSky\\BlizzardSky.mdl" )
    call CreateQuestBJ( bj_QUESTTYPE_OPT_DISCOVERED, "TRIGSTR_1688", "TRIGSTR_1689", "ReplaceableTextures\\CommandButtons\\BTNAmbush.blp" )
    call CreateQuestBJ( bj_QUESTTYPE_OPT_DISCOVERED, "TRIGSTR_1690", "TRIGSTR_1691", "ReplaceableTextures\\CommandButtons\\BTNAmbush.blp" )
    call CreateQuestBJ( bj_QUESTTYPE_OPT_DISCOVERED, "TRIGSTR_1692", "TRIGSTR_1693", "ReplaceableTextures\\CommandButtons\\BTNAmbush.blp" )
    set udg_Class_Name[0] = "Tank"
    set udg_Class_Name[1] = "Warrior"
    set udg_Class_Name[2] = "Archer"
    set udg_Class_Name[3] = "Assassin"
    set udg_Class_Name[4] = "Mage"
    set udg_Class_Name[5] = "Priest"
    set udg_Attachment_Path[550] = "EWings.mdl"
    set udg_Attachment_Path[551] = "WingsoftheNightmare.mdl"
    set udg_Attachment_Path[552] = "Phoenix Wing.mdl"
    set udg_Attachment_Path[100] = "BarbaricShoulderPlate.mdl"
    set udg_Attachment_Path[101] = "Red Plate Armor.mdl"
    set udg_Attachment_Path[102] = "Red Plate Armor.mdl"
    set udg_Attachment_Path[103] = "Red Plate Armor.mdl"
    set udg_Attachment_Path[104] = "Mail Armor.mdl"
    set udg_Attachment_Path[105] = "Mail Armor.mdl"
    set udg_Attachment_Path[106] = "Mail Armor.mdl"
    set udg_Attachment_Path[107] = "Red Dragon Scale Mail.mdl"
    set udg_Attachment_Path[108] = "Red Dragon Scale Mail.mdl"
    set udg_Attachment_Path[109] = "Red Dragon Scale Mail.mdl"
    set udg_Attachment_Path[110] = "Guard_Armor_Kultiras.mdl"

    set udg_Attachment_Path[150] = "Chest_Human_M.mdl"
    set udg_Attachment_Path[151] = "Horde Commander Armor.mdl"
    set udg_Attachment_Path[152] = "Horde Commander Armor.mdl"
    set udg_Attachment_Path[153] = "Horde Commander Armor.mdl"
    set udg_Attachment_Path[154] = "Armor8.mdl"
    set udg_Attachment_Path[155] = "Armor8.mdl"
    set udg_Attachment_Path[156] = "Armor8.mdl"
    set udg_Attachment_Path[157] = "Serpent Lord's Scales.mdl"
    set udg_Attachment_Path[158] = "Serpent Lord's Scales.mdl"
    set udg_Attachment_Path[159] = "Serpent Lord's Scales.mdl"
    set udg_Attachment_Path[160] = "CrownArmor.mdl"

    set udg_Attachment_Path[200] = "Mage Armor.mdl"
    set udg_Attachment_Path[201] = "Bronze Armor.mdl"
    set udg_Attachment_Path[202] = "Bronze Armor.mdl"
    set udg_Attachment_Path[203] = "Bronze Armor.mdl"
    set udg_Attachment_Path[204] = "Armor7.mdl"
    set udg_Attachment_Path[205] = "Armor7.mdl"
    set udg_Attachment_Path[206] = "Armor7.mdl"
    set udg_Attachment_Path[207] = "Azure Dragon Scale Mail.mdl"
    set udg_Attachment_Path[208] = "Azure Dragon Scale Mail.mdl"
    set udg_Attachment_Path[209] = "Azure Dragon Scale Mail.mdl"
    set udg_Attachment_Path[210] = "WolfSpiritVestment.mdl"
//heavy helm
    set udg_Attachment_Path[250] = "Bronze Helm.mdl"
    set udg_Attachment_Path[251] = "Red Plate Helm.mdl"
    set udg_Attachment_Path[252] = "Red Plate Helm.mdl"
    set udg_Attachment_Path[253] = "Red Plate Helm.mdl"
    set udg_Attachment_Path[254] = "FullHelm.mdl"
    set udg_Attachment_Path[255] = "FullHelm.mdl"
    set udg_Attachment_Path[256] = "FullHelm.mdl"
    set udg_Attachment_Path[257] = "BronzeDragonHelm.mdl"
    set udg_Attachment_Path[258] = "BronzeDragonHelm.mdl"
    set udg_Attachment_Path[259] = "BronzeDragonHelm.mdl"
    set udg_Attachment_Path[260] = "HelmofPower2.mdl"
//light helm
    set udg_Attachment_Path[300] = "Bronze Helm.mdl"
    set udg_Attachment_Path[301] = "Horde Commander Helmet.mdx"
    set udg_Attachment_Path[302] = "Horde Commander Helmet.mdx"
    set udg_Attachment_Path[303] = "Horde Commander Helmet.mdx"
    set udg_Attachment_Path[304] = "Burning helmet.mdl"
    set udg_Attachment_Path[305] = "Burning helmet.mdl"
    set udg_Attachment_Path[306] = "Burning helmet.mdl"
    set udg_Attachment_Path[307] = "FaceguardoftheHawk.mdl"
    set udg_Attachment_Path[308] = "FaceguardoftheHawk.mdl"
    set udg_Attachment_Path[309] = "FaceguardoftheHawk.mdl"
    set udg_Attachment_Path[310] = "CrownHelmet.mdl"
//mage helm
    set udg_Attachment_Path[350] = "Mage Hat.mdl"
    set udg_Attachment_Path[351] = "Bronze Helm.mdl"
    set udg_Attachment_Path[352] = "Bronze Helm.mdl"
    set udg_Attachment_Path[353] = "Bronze Helm.mdl"
    set udg_Attachment_Path[354] = "DestroyerFaceGuard.mdl"
    set udg_Attachment_Path[355] = "DestroyerFaceGuard.mdl"
    set udg_Attachment_Path[356] = "DestroyerFaceGuard.mdl"
    set udg_Attachment_Path[357] = "Helmet1.02.mdl"
    set udg_Attachment_Path[358] = "Helmet1.02.mdl"
    set udg_Attachment_Path[359] = "Helmet1.02.mdl"
    set udg_Attachment_Path[360] = "Wolf Cap.mdl"
//heavy
    set udg_Attachment_Path[400] = "Bronze Boot.mdl"
    set udg_Attachment_Path[401] = "Red Plate Boot.mdl"
    set udg_Attachment_Path[402] = "Red Plate Boot.mdl"
    set udg_Attachment_Path[403] = "Red Plate Boot.mdl"
    set udg_Attachment_Path[404] = "Druidshoes.mdl"
    set udg_Attachment_Path[405] = "Druidshoes.mdl"
    set udg_Attachment_Path[406] = "Druidshoes.mdl"
    set udg_Attachment_Path[407] = "Druidshoes.mdl"
    set udg_Attachment_Path[408] = "Druidshoes.mdl"
    set udg_Attachment_Path[409] = "Druidshoes.mdl"
    set udg_Attachment_Path[410] = "Druidshoes.mdl"
//light
    set udg_Attachment_Path[450] = "Bronze Boot.mdl"
    set udg_Attachment_Path[451] = "Horde Commander Boot.mdl"
    set udg_Attachment_Path[452] = "Horde Commander Boot.mdl"
    set udg_Attachment_Path[453] = "Horde Commander Boot.mdl"
    set udg_Attachment_Path[454] = "Horde Commander Boot.mdl"
    set udg_Attachment_Path[455] = "Horde Commander Boot.mdl"
    set udg_Attachment_Path[466] = "Horde Commander Boot.mdl"
    set udg_Attachment_Path[457] = "Horde Commander Boot.mdl"
    set udg_Attachment_Path[458] = "Horde Commander Boot.mdl"
    set udg_Attachment_Path[459] = "Horde Commander Boot.mdl"
    set udg_Attachment_Path[460] = "Crown Boot.mdl"

    set udg_Attachment_Path[500] = "Bronze Boot.mdl"
    set udg_Attachment_Path[501] = "Bronze Boot.mdl"
    set udg_Attachment_Path[502] = "Bronze Boot.mdl"
    set udg_Attachment_Path[503] = "Bronze Boot.mdl"
    set udg_Attachment_Path[504] = "Bronze Boot.mdl"
    set udg_Attachment_Path[505] = "Bronze Boot.mdl"
    set udg_Attachment_Path[506] = "Bronze Boot.mdl"
    set udg_Attachment_Path[507] = "Bronze Boot.mdl"
    set udg_Attachment_Path[508] = "Bronze Boot.mdl"
    set udg_Attachment_Path[509] = "Bronze Boot.mdl"
    set udg_Attachment_Path[510] = "WolfPeltBoot.mdl"
    set udg_Item_Lv[110] = 100
    set udg_Item_Lv[160] = 100
    set udg_Item_Lv[210] = 100
    set udg_Item_Lv[260] = 100
    set udg_Item_Lv[310] = 100
    set udg_Item_Lv[360] = 100
    set udg_Item_Lv[410] = 100
    set udg_Item_Lv[460] = 100
    set udg_Item_Lv[510] = 100
    set udg_Item_Socket[110] = 8
    set udg_Item_Socket[160] = 8
    set udg_Item_Socket[210] = 8
    set udg_Item_Socket[260] = 7
    set udg_Item_Socket[310] = 7
    set udg_Item_Socket[360] = 7
    set udg_Item_Socket[410] = 7
    set udg_Item_Socket[460] = 7
    set udg_Item_Socket[510] = 7
    set udg_Item_Pdef[110] = 3900
    set udg_Item_Mdef[110] = 1200
    set udg_Item_Pdef[160] = 1800
    set udg_Item_Mdef[160] = 1800
    set udg_Item_Pdef[210] = 1200
    set udg_Item_Mdef[210] = 3900

    set udg_Item_Pdef[260] = 2600
    set udg_Item_Mdef[260] = 800
    set udg_Item_Pdef[310] = 850
    set udg_Item_Mdef[310] = 850
    set udg_Item_Pdef[360] = 800
    set udg_Item_Mdef[360] = 2600

    set udg_Item_Pdef[410] = 1750
    set udg_Item_Mdef[410] = 600
    set udg_Item_Pdef[460] = 930
    set udg_Item_Mdef[460] = 930
    set udg_Item_Pdef[510] = 600
    set udg_Item_Mdef[510] = 1750

    set udg_Item_HP[110] = 1200
    set udg_Item_HP[160] = 900
    set udg_Item_HP[210] = 600

    set udg_Item_HP[260] = 900
    set udg_Item_HP[310] = 375
    set udg_Item_HP[360] = 300

    set udg_Item_HP[410] = 600
    set udg_Item_HP[460] = 400
    set udg_Item_HP[510] = 250

    set udg_Item_Mp[260] = 300
    set udg_Item_Mp[310] = 375
    set udg_Item_Mp[360] = 900

    set udg_Item_MovSpeed[410] = 25
    set udg_Item_MovSpeed[460] = 50
    set udg_Item_MovSpeed[510] = 15

    set udg_Item_Crit[610] = 1
    set udg_Item_Dmg[610] = 25
    set udg_Item_Spellpower[610] = 25

    set udg_Item_Crit[611] = 1
    set udg_Item_Dmg[611] = 50
    set udg_Item_Spellpower[611] = 50
    set udg_Item_MSteal[611] = 2

    set udg_Item_Crit[612] = 2
    set udg_Item_Dmg[612] = 75
    set udg_Item_Spellpower[612] = 75
    set udg_Item_LSteal[612] = 2

    set udg_Item_Crit[613] = 3
    set udg_Item_Dmg[613] = 95
    set udg_Item_Spellpower[613] = 95
    set udg_Item_Reflect[613] = 5

    set udg_Item_Crit[614] = 3
    set udg_Item_Dmg[614] = 130
    set udg_Item_Spellpower[614] = 130
    set udg_Item_Reflect[614] = 10
    set udg_Item_Pdef[614] = 300
    set udg_Item_AttLv[614] = 2

    set udg_Item_Crit[615] = 3
    set udg_Item_Dmg[615] = 130
    set udg_Item_Spellpower[615] = 130
    set udg_Item_CritDmg[615] = 15
    set udg_Item_Eva[615] = 400
    set udg_Item_AttLv[615] = 2

    set udg_Item_Crit[616] = 3
    set udg_Item_Dmg[616] = 130
    set udg_Item_Spellpower[616] = 130
    set udg_Item_LSteal[616] = 3
    set udg_Item_MSteal[616] = 2
    set udg_Item_Mdef[616] = 300
    set udg_Item_AttLv[616] = 2
    
    set udg_Item_Pdef[660] = 150
    set udg_Item_Mdef[660] = 150
    set udg_Item_MSteal[660] = 2

    set udg_Item_Pdef[661] = 300
    set udg_Item_Mdef[661] = 300
    set udg_Item_LSteal[661] = 2

    set udg_Item_Pdef[662] = 450
    set udg_Item_Mdef[662] = 450
    set udg_Item_Exp[662] = 10

    set udg_Item_Pdef[663] = 600
    set udg_Item_Mdef[663] = 600
    set udg_Item_Eva[663] = 3

    set udg_Item_Pdef[664] = 750
    set udg_Item_Mdef[664] = 750
    set udg_Item_MSteal[664] = 3
    set udg_Item_LSteal[664] = 4
    set udg_Item_Crit[664] = 2    

    set udg_Item_Pdef[665] = 750
    set udg_Item_Mdef[665] = 750
    set udg_Item_Reflect[665] = 10
    set udg_Item_Crit[665] = 2    

    set udg_Item_Pdef[666] = 750
    set udg_Item_Mdef[666] = 750
    set udg_Item_CritDmg[666] = 20
    set udg_Item_AttLv[666] = 3
    set udg_Item_DefLv[666] = 2    

    set udg_Item_Pdef[710] = 350
    set udg_Item_Pdef[711] = 700
    set udg_Item_Pdef[712] = 1000
    set udg_Item_Pdef[713] = 1200
    set udg_Item_Pdef[714] = 1200
    set udg_Item_Block[710] = 7 
    set udg_Item_Block[711] = 8 
    set udg_Item_Block[712] = 9 
    set udg_Item_Block[713] = 11 
    set udg_Item_Block[714] = 11 
    set udg_Item_HpRegen[710] = 5 
    set udg_Item_HpRegen[711] = 10 
    set udg_Item_HpRegen[712] = 15 
    set udg_Item_HpRegen[713] = 20 
    set udg_Item_HpRegen[714] = 20    
    set udg_Item_Reflect[713] = 5 
    set udg_Item_DefLv[714] = 3 


    set udg_Item_Type[50] = 'I06C'
    set udg_Item_Type[51] = 'I06B'
    set udg_Item_Type[52] = 'I06A'
    set udg_Item_Type[53] = 'I064'
    set udg_Item_Type[54] = 'I05S'
    set udg_Item_Type[55] = 'I05T'
    set udg_Item_Type[56] = 'I05U'
    set udg_Item_Type[57] = 'I05V'
    set udg_Item_Type[58] = 'I065'
    set udg_Item_Type[59] = 'I05W'
    set udg_Item_Type[60] = 'I063'
    set udg_Item_Type[61] = 'I066'
    set udg_Item_Type[62] = 'I05Z'
    set udg_Item_Type[63] = 'I05Y'
    set udg_Item_Type[64] = 'I060'
    set udg_Item_Type[65] = 'I067'
    set udg_Item_Type[66] = 'I06D'
    set udg_Item_Type[67] = 'I068'
    set udg_Item_Type[68] = 'I05X'
    set udg_Item_Type[69] = 'I061'
    set udg_Item_Type[70] = 'I062'
    set udg_Item_Type[71] = 'I06E'
    set udg_Item_Type[72] = 'I069'
    set udg_Item_Type[73] = 'I05R'
    set udg_Item_Type[74] = 'I06F'
    set udg_Item_Crit[50] = 1
    set udg_Item_CritDmg[51] = 4
    set udg_Item_Dmg[52] = 25
    set udg_Item_Exp[53] = 5
    set udg_Item_HP[54] = 25
    set udg_Item_HpRegen[55] = 3
    set udg_Item_Mp[56] = 30
    set udg_Item_MpRegen[57] = 3
    set udg_Item_Mdef[58] = 30
    set udg_Item_Pdef[59] = 30
    set udg_Item_PetPower[60] = 5
    set udg_Item_Spellpower[61] = 25
    set udg_Item_Spellpower[62] = 50
    set udg_Item_Dmg[62] = 50
    set udg_Item_PetPower[62] = 10
    set udg_Item_AttLv[62] = 2
    set udg_Item_Mdef[63] = 60
    set udg_Item_Pdef[63] = 60
    set udg_Item_Exp[63] = 5
    set udg_Item_DefLv[63] = 2
    set udg_Item_HpRegen[64] = 10
    set udg_Item_MpRegen[64] = 10
    set udg_Item_Exp[64] = 10
    set udg_Item_DefLv[64] = 3
    set udg_Item_Exp[65] = 10
    set udg_Item_Reflect[65] = 5
    set udg_Item_AttLv[65] = 3
    set udg_Item_Exp[66] = 5
    set udg_Item_Crit[66] = 3
    set udg_Item_CritDmg[66] = 10
    set udg_Item_Eva[66] = 40
    set udg_Item_MSteal[67] = 2
    set udg_Item_Mp[67] = 60
    set udg_Item_MpRegen[67] = 6
    set udg_Item_PetPower[67] = 5
    set udg_Item_PetPower[68] = 5
    set udg_Item_HpRegen[68] = 5
    set udg_Item_HP[68] = 50
    set udg_Item_LSteal[68] = 2
    set udg_Item_HP[69] = 100
    set udg_Item_HpRegen[69] = 15
    set udg_Item_Pdef[69] = 200
    set udg_Item_DefLv[69] = 5
    set udg_Item_Mp[70] = 130
    set udg_Item_MpRegen[70] = 18
    set udg_Item_Mdef[70] = 200
    set udg_Item_MSteal[70] = 5
    set udg_Item_Crit[71] = 7
    set udg_Item_CritDmg[71] = 20
    set udg_Item_LSteal[71] = 10
    set udg_Item_Exp[71] = 15
    set udg_Item_Dmg[72] = 100
    set udg_Item_AttLv[72] = 5
    set udg_Item_Spellpower[72] = 100
    set udg_Item_PetPower[72] = 20
    set udg_Item_Dmg[73] = 200
    set udg_Item_Spellpower[73] = 200
    set udg_Item_PetPower[73] = 35
    set udg_Item_LSteal[73] = 12
    set udg_Item_CritDmg[73] = 35
    set udg_Item_Crit[73] = 10
    set udg_Item_AttLv[73] = 10
    set udg_Item_HP[74] = 200
    set udg_Item_Mp[74] = 200
    set udg_Item_HpRegen[74] = 20
    set udg_Item_MpRegen[74] = 25
    set udg_Item_Reflect[74] = 15
    set udg_Item_DefLv[74] = 10
    set udg_Item_Block[74] = 5
    set udg_Item_ArmorBreak[74] = 3
    set udg_Item_MSteal[74] = 12
    set udg_Item_Type[100] = 'I00E'
    set udg_Item_Type[101] = 'I00J'
    set udg_Item_Type[102] = 'I00S'
    set udg_Item_Type[103] = 'I01S'
    set udg_Item_Type[104] = 'I01T'
    set udg_Item_Type[105] = 'I01U'
    set udg_Item_Type[106] = 'I01P'
    set udg_Item_Type[107] = 'I01N'
    set udg_Item_Type[108] = 'I01O'
    set udg_Item_Type[109] = 'I01M'
    set udg_Item_Type[150] = 'I00K'
    set udg_Item_Type[151] = 'I00X'
    set udg_Item_Type[152] = 'I00Y'
    set udg_Item_Type[153] = 'I02N'
    set udg_Item_Type[154] = 'I02E'
    set udg_Item_Type[155] = 'I02D'
    set udg_Item_Type[156] = 'I027'
    set udg_Item_Type[157] = 'I025'
    set udg_Item_Type[158] = 'I02G'
    set udg_Item_Type[159] = 'I02H'
    set udg_Item_Type[200] = 'I00M'
    set udg_Item_Type[201] = 'I016'
    set udg_Item_Type[202] = 'I015'
    set udg_Item_Type[203] = 'I033'
    set udg_Item_Type[204] = 'I02W'
    set udg_Item_Type[205] = 'I032'
    set udg_Item_Type[206] = 'I02Y'
    set udg_Item_Type[207] = 'I02Z'
    set udg_Item_Type[208] = 'I030'
    set udg_Item_Type[209] = 'I031'
    set udg_Item_Type[250] = 'I007'
    set udg_Item_Type[251] = 'I00W'
    set udg_Item_Type[252] = 'I00V'
    set udg_Item_Type[253] = 'I021'
    set udg_Item_Type[254] = 'I02A'
    set udg_Item_Type[255] = 'I029'
    set udg_Item_Type[256] = 'I028'
    set udg_Item_Type[257] = 'I026'
    set udg_Item_Type[258] = 'I020'
    set udg_Item_Type[259] = 'I02B'
    set udg_Item_Type[300] = 'I00L'
    set udg_Item_Type[301] = 'I011'
    set udg_Item_Type[302] = 'I012'
    set udg_Item_Type[303] = 'I02S'
    set udg_Item_Type[304] = 'I02R'
    set udg_Item_Type[305] = 'I02Q'
    set udg_Item_Type[306] = 'I02P'
    set udg_Item_Type[307] = 'I02O'
    set udg_Item_Type[308] = 'I02M'
    set udg_Item_Type[309] = 'I02T'
    set udg_Item_Type[350] = 'I00N'
    set udg_Item_Type[351] = 'I019'
    set udg_Item_Type[352] = 'I018'
    set udg_Item_Type[353] = 'I03E'
    set udg_Item_Type[354] = 'I03J'
    set udg_Item_Type[355] = 'I03G'
    set udg_Item_Type[356] = 'I01A'
    set udg_Item_Type[357] = 'I03K'
    set udg_Item_Type[358] = 'I03I'
    set udg_Item_Type[359] = 'I03H'
    set udg_Item_Type[400] = 'I00P'
    set udg_Item_Type[401] = 'I00U'
    set udg_Item_Type[402] = 'I00T'
    set udg_Item_Type[403] = 'I01V'
    set udg_Item_Type[404] = 'I01W'
    set udg_Item_Type[405] = 'I024'
    set udg_Item_Type[406] = 'I01X'
    set udg_Item_Type[407] = 'I01Y'
    set udg_Item_Type[408] = 'I01Z'
    set udg_Item_Type[409] = 'I023'
    set udg_Item_Type[450] = 'I00O'
    set udg_Item_Type[451] = 'I00Z'
    set udg_Item_Type[452] = 'I010'
    set udg_Item_Type[453] = 'I022'
    set udg_Item_Type[454] = 'I02C'
    set udg_Item_Type[455] = 'I02I'
    set udg_Item_Type[456] = 'I02L'
    set udg_Item_Type[457] = 'I02K'
    set udg_Item_Type[458] = 'I02J'
    set udg_Item_Type[459] = 'I02F'
    set udg_Item_Type[500] = 'I00C'
    set udg_Item_Type[501] = 'I017'
    set udg_Item_Type[502] = 'I03C'
    set udg_Item_Type[503] = 'I036'
    set udg_Item_Type[504] = 'I037'
    set udg_Item_Type[505] = 'I038'
    set udg_Item_Type[506] = 'I03D'
    set udg_Item_Type[507] = 'I03B'
    set udg_Item_Type[508] = 'I035'
    set udg_Item_Type[509] = 'I03A'
    set udg_Item_Type[550] = 'I00G'
    set udg_Item_Type[551] = 'I01G'
    set udg_Item_Type[552] = 'I01F'
    set udg_Item_Type[600] = 'I006'
    set udg_Item_Type[601] = 'I013'
    set udg_Item_Type[602] = 'I014'
    set udg_Item_Type[603] = 'I03M'
    set udg_Item_Type[604] = 'I03L'
    set udg_Item_Type[605] = 'I03N'
    set udg_Item_Type[606] = 'I039'
    set udg_Item_Type[607] = 'I034'
    set udg_Item_Type[608] = 'I02X'
    set udg_Item_Type[609] = 'I02V'
    set udg_Item_Type[610] = 'I08Y'
    set udg_Item_Type[611] = 'I08X'
    set udg_Item_Type[612] = 'I08U'
    set udg_Item_Type[613] = 'I08T'
    set udg_Item_Type[614] = 'I08V'
    set udg_Item_Type[615] = 'I08W'
    set udg_Item_Type[616] = 'I08S'
    set udg_Item_Lv[610] = 15
    set udg_Item_Lv[611] = 30
    set udg_Item_Lv[612] = 45
    set udg_Item_Lv[613] = 70
    set udg_Item_Lv[614] = 100
    set udg_Item_Lv[615] = 100
    set udg_Item_Lv[616] = 100
    set udg_Item_Type[650] = 'I00D'
    set udg_Item_Type[651] = 'I00Q'
    set udg_Item_Type[652] = 'I00R'
    set udg_Item_Type[653] = 'I01H'
    set udg_Item_Type[654] = 'I01Q'
    set udg_Item_Type[655] = 'I01I'
    set udg_Item_Type[656] = 'I01J'
    set udg_Item_Type[657] = 'I01K'
    set udg_Item_Type[658] = 'I01L'
    set udg_Item_Type[659] = 'I01R'
    set udg_Item_Type[660] = 'I08N'
    set udg_Item_Type[661] = 'I08L'
    set udg_Item_Type[662] = 'I08M'
    set udg_Item_Type[663] = 'I08O'
    set udg_Item_Type[664] = 'I08P'
    set udg_Item_Type[665] = 'I08R'
    set udg_Item_Type[666] = 'I08Q'
    set udg_Item_Lv[660] = 20
    set udg_Item_Lv[661] = 40
    set udg_Item_Lv[662] = 60
    set udg_Item_Lv[663] = 80
    set udg_Item_Lv[664] = 100
    set udg_Item_Lv[665] = 100
    set udg_Item_Lv[666] = 100
    set udg_Item_Type[700] = 'I00B'
    set udg_Item_Type[701] = 'I01C'
    set udg_Item_Type[702] = 'I01B'
    set udg_Item_Type[703] = 'I03Y'
    set udg_Item_Type[704] = 'I03Z'
    set udg_Item_Type[705] = 'I03X'
    set udg_Item_Type[706] = 'I040'
    set udg_Item_Type[707] = 'I02U'
    set udg_Item_Type[708] = 'I03F'
    set udg_Item_Type[709] = 'I03O'
    set udg_Item_Type[710] = 'I088'
    set udg_Item_Type[711] = 'I087'
    set udg_Item_Type[712] = 'I08A'
    set udg_Item_Type[713] = 'I089'
    set udg_Item_Type[714] = 'I08B'
    set udg_Item_Lv[710] = 20
    set udg_Item_Lv[711] = 50
    set udg_Item_Lv[712] = 80
    set udg_Item_Lv[713] = 100
    set udg_Item_Lv[714] = 100
    set udg_Attachment_Path[700] = "Orc Shield(Left) 2.mdl"
    set udg_Attachment_Path[701] = "Orc Shield(Left) 2.mdl"
    set udg_Attachment_Path[702] = "Human Shield Rigth.mdl"
    set udg_Attachment_Path[703] = "Human Shield Rigth.mdl"
    set udg_Attachment_Path[704] = "Lion Shield.mdl"
    set udg_Attachment_Path[705] = "Lion Shield.mdl"
    set udg_Attachment_Path[706] = "Orc Shield(Rigth).mdl"
    set udg_Attachment_Path[707] = "Orc Shield(Rigth).mdl"
    set udg_Attachment_Path[708] = "SkullBuckler.mdl"
    set udg_Attachment_Path[709] = "SkullBuckler.mdl"
    set udg_Attachment_Path[710] = "HordeJuggernautShield.mdl"
    set udg_Attachment_Path[711] = "GargoyleShield.mdl"
    set udg_Attachment_Path[712] = "GryphonShieldbySunchipsRight.mdl"
    set udg_Attachment_Path[713] = "Lordaeron Soldier Sword by Sunchips.mdl"
    set udg_Attachment_Path[714] = "Frozen Shield.mdl"
    set udg_Item_Type[750] = 'I008'
    set udg_Item_Type[751] = 'I01E'
    set udg_Item_Type[752] = 'I01D'
    set udg_Item_Type[753] = 'I03U'
    set udg_Item_Type[754] = 'I03P'
    set udg_Item_Type[755] = 'I03Q'
    set udg_Item_Type[756] = 'I03R'
    set udg_Item_Type[757] = 'I03S'
    set udg_Item_Type[758] = 'I03T'
    set udg_Item_Type[759] = 'I045'
    set udg_Item_Type[760] = 'I06L'
    set udg_Item_Type[761] = 'I06K'
    set udg_Item_Type[762] = 'I06J'
    set udg_Item_Type[763] = 'I06I'
    set udg_Item_Type[764] = 'I06H'
    set udg_Item_Type[765] = 'I06G'
    set udg_Item_Type[766] = 'I06P'
    set udg_Item_Lv[760] = 19
    set udg_Item_Lv[761] = 39
    set udg_Item_Lv[762] = 59
    set udg_Item_Lv[763] = 79
    set udg_Item_Lv[764] = 99
    set udg_Item_Lv[765] = 100
    set udg_Item_Lv[766] = 100
    set udg_Attachment_Path[760] = "ElfScimitar.mdl"
    set udg_Attachment_Path[761] = "japsword.mdl"
    set udg_Attachment_Path[762] = "SearingBlade.mdl"
    set udg_Attachment_Path[763] = "Fire Sword.mdl"
    set udg_Attachment_Path[764] = "Rune Etched Scimitar.mdl"
    set udg_Attachment_Path[765] = "Palm_sword.mdl"
    set udg_Attachment_Path[766] = "RedSun.mdl"
    set udg_Item_Type[775] = 'I07Z'
    set udg_Item_Type[776] = 'I083'
    set udg_Item_Type[777] = 'I07X'
    set udg_Item_Type[778] = 'I07Y'
    set udg_Item_Type[779] = 'I082'
    set udg_Item_Type[780] = 'I081'
    set udg_Item_Type[781] = 'I084'
    set udg_Item_Type[782] = 'I080'
    set udg_Item_Type[783] = 'I085'
    set udg_Item_Type[784] = 'I086'
    set udg_Attachment_Path[775] = "Mace.mdl"
    set udg_Attachment_Path[776] = "Spiked Mace.mdl"
    set udg_Attachment_Path[777] = "Club1.mdl"
    set udg_Attachment_Path[778] = "MithrilMace.mdl"
    set udg_Attachment_Path[779] = "Spiked Club.mdl"
    set udg_Attachment_Path[780] = "Scythe.mdl"
    set udg_Attachment_Path[781] = "BanditBludgeonbySunchips.mdl"
    set udg_Attachment_Path[782] = "Dwarven Axe.mdl"
    set udg_Attachment_Path[783] = "PredatorsAxe.mdl"
    set udg_Attachment_Path[784] = "demonaxe.mdl"
    set udg_Item_Type[800] = 'I00A'
    set udg_Item_Type[801] = 'I03V'
    set udg_Item_Type[802] = 'I03W'
    set udg_Item_Type[803] = 'I041'
    set udg_Item_Type[804] = 'I042'
    set udg_Item_Type[805] = 'I043'
    set udg_Item_Type[806] = 'I044'
    set udg_Item_Type[807] = 'I046'
    set udg_Item_Type[808] = 'I047'
    set udg_Item_Type[809] = 'I048'
    set udg_Item_Type[810] = 'I07H'
    set udg_Item_Type[811] = 'I07P'
    set udg_Item_Type[812] = 'I06N'
    set udg_Item_Type[813] = 'I06U'
    set udg_Item_Lv[810] = 39
    set udg_Item_Lv[811] = 49
    set udg_Item_Lv[812] = 69
    set udg_Item_Lv[813] = 100
    set udg_Attachment_Path[810] = "Doomhammer.mdl"
    set udg_Attachment_Path[811] = "Maul_of_Havoc.mdl"
    set udg_Attachment_Path[812] = "HordeOnyxHammerbySunchips.mdl"
    set udg_Attachment_Path[813] = "Sulfuras.mdl"
    set udg_Item_Type[825] = 'I07F'
    set udg_Item_Type[826] = 'I07C'
    set udg_Item_Type[827] = 'I07A'
    set udg_Item_Type[828] = 'I07G'
    set udg_Item_Type[829] = 'I079'
    set udg_Item_Type[830] = 'I07D'
    set udg_Item_Type[831] = 'I07E'
    set udg_Item_Type[832] = 'I07V'
    set udg_Item_Type[833] = 'I06O'
    set udg_Item_Type[834] = 'I07W'
    set udg_Attachment_Path[825] = "Quarterstaff.mdl"
    set udg_Attachment_Path[826] = "Spear.mdl"
    set udg_Attachment_Path[827] = "Halberd.mdl"
    set udg_Attachment_Path[828] = "MithrilSpear.mdl"
    set udg_Attachment_Path[829] = "Polearm_2H_Bladed_B_02.mdl"
    set udg_Attachment_Path[830] = "OgreAxe.mdl"
    set udg_Attachment_Path[831] = "SpikedStoneMaul.mdl"
    set udg_Attachment_Path[832] = "Polearm_2H_PVPHorde_A_01.mdl"
    set udg_Attachment_Path[833] = "NagaSirenBlade.mdl"
    set udg_Attachment_Path[834] = "Polearm_2H_PVPAlliance_A_01.mdl"
    set udg_Item_Type[850] = 'I009'
    set udg_Item_Type[851] = 'I053'
    set udg_Item_Type[852] = 'I052'
    set udg_Item_Type[853] = 'I051'
    set udg_Item_Type[854] = 'I04I'
    set udg_Item_Type[855] = 'I04S'
    set udg_Item_Type[856] = 'I04T'
    set udg_Item_Type[857] = 'I04U'
    set udg_Item_Type[858] = 'I04V'
    set udg_Item_Type[859] = 'I04W'
    set udg_Item_Type[860] = 'I073'
    set udg_Item_Type[861] = 'I074'
    set udg_Item_Type[862] = 'I075'
    set udg_Item_Type[863] = 'I076'
    set udg_Item_Type[864] = 'I077'
    set udg_Item_Type[865] = 'I07B'
    set udg_Item_Type[866] = 'I078'
    set udg_Item_Lv[860] = 19
    set udg_Item_Lv[861] = 29
    set udg_Item_Lv[862] = 49
    set udg_Item_Lv[863] = 69
    set udg_Item_Lv[864] = 89
    set udg_Item_Lv[865] = 100
    set udg_Item_Lv[866] = 100
    set udg_Attachment_Path[860] = "Royal Longsword.mdl"
    set udg_Attachment_Path[861] = "Vampire Sword.mdl"
    set udg_Attachment_Path[862] = "Masamune.mdl"
    set udg_Attachment_Path[863] = "DemonicSword.mdl"
    set udg_Attachment_Path[864] = "LifebringerV2.mdl"
    set udg_Attachment_Path[865] = "Sword_of_War.mdl"
    set udg_Attachment_Path[866] = "Zin Rokh.mdl"
    set udg_Item_Type[900] = 'I00F'
    set udg_Item_Type[901] = 'I04N'
    set udg_Item_Type[902] = 'I04O'
    set udg_Item_Type[903] = 'I04R'
    set udg_Item_Type[904] = 'I04Q'
    set udg_Item_Type[905] = 'I04P'
    set udg_Item_Type[906] = 'I04M'
    set udg_Item_Type[907] = 'I04L'
    set udg_Item_Type[908] = 'I04K'
    set udg_Item_Type[909] = 'I04J'
    set udg_Item_Type[910] = 'I071'
    set udg_Item_Type[911] = 'I06X'
    set udg_Item_Type[912] = 'I070'
    set udg_Item_Type[913] = 'I06Z'
    set udg_Item_Type[914] = 'I06Y'
    set udg_Item_Type[915] = 'I072'
    set udg_Item_Lv[910] = 19
    set udg_Item_Lv[911] = 39
    set udg_Item_Lv[912] = 59
    set udg_Item_Lv[913] = 79
    set udg_Item_Lv[914] = 100
    set udg_Item_Lv[915] = 100
    set udg_Attachment_Path[910] = "WoodenBow.mdl"
    set udg_Attachment_Path[911] = "Copperbow.mdl"
    set udg_Attachment_Path[912] = "Hordebow.mdl"
    set udg_Attachment_Path[913] = "Doomshooter.mdl"
    set udg_Attachment_Path[914] = "Metalbow.mdl"
    set udg_Attachment_Path[915] = "LethalBow.mdl"
    set udg_Item_Type[950] = 'I00I'
    set udg_Item_Type[951] = 'I04H'
    set udg_Item_Type[952] = 'I04G'
    set udg_Item_Type[953] = 'I04F'
    set udg_Item_Type[954] = 'I04E'
    set udg_Item_Type[955] = 'I049'
    set udg_Item_Type[956] = 'I04A'
    set udg_Item_Type[957] = 'I04B'
    set udg_Item_Type[958] = 'I04C'
    set udg_Item_Type[959] = 'I04D'
    set udg_Item_Type[960] = 'I06S'
    set udg_Item_Type[961] = 'I06M'
    set udg_Item_Type[962] = 'I06V'
    set udg_Item_Type[963] = 'I06Q'
    set udg_Item_Type[964] = 'I06R'
    set udg_Item_Type[965] = 'I06W'
    set udg_Item_Type[966] = 'I06T'
    set udg_Item_Lv[960] = 19
    set udg_Item_Lv[961] = 39
    set udg_Item_Lv[962] = 59
    set udg_Item_Lv[963] = 79
    set udg_Item_Lv[964] = 89
    set udg_Item_Lv[965] = 100
    set udg_Item_Lv[966] = 100
    set udg_Attachment_Path[960] = "LightningDagger.mdl"
    set udg_Attachment_Path[961] = "MithrilDagger.mdl"
    set udg_Attachment_Path[962] = "Doomsting.mdl"
    set udg_Attachment_Path[963] = "RuneDagger.mdl"
    set udg_Attachment_Path[964] = "AcolyteDagger.mdl"
    set udg_Attachment_Path[965] = "Sacrificial Knife by Sunchips.mdl"
    set udg_Attachment_Path[966] = "DraeneiSword.mdl"
    set udg_Item_Type[1000] = 'I05O'
    set udg_Item_Type[1001] = 'I05G'
    set udg_Item_Type[1002] = 'I05I'
    set udg_Item_Type[1003] = 'I05J'
    set udg_Item_Type[1004] = 'I05K'
    set udg_Item_Type[1005] = 'I05L'
    set udg_Item_Type[1006] = 'I05M'
    set udg_Item_Type[1007] = 'I05N'
    set udg_Item_Type[1008] = 'I05H'
    set udg_Item_Type[1009] = 'I05P'
    set udg_Item_Type[1010] = 'I07T'
    set udg_Item_Type[1011] = 'I07S'
    set udg_Item_Type[1012] = 'I07R'
    set udg_Item_Type[1013] = 'I07Q'
    set udg_Item_Type[1014] = 'I07U'
    set udg_Item_Lv[1010] = 29
    set udg_Item_Lv[1011] = 49
    set udg_Item_Lv[1012] = 79
    set udg_Item_Lv[1013] = 100
    set udg_Item_Lv[1014] = 100
    set udg_Attachment_Path[1010] = "Wand.mdl"
    set udg_Attachment_Path[1011] = "Ice Wand.mdl"
    set udg_Attachment_Path[1012] = "RodOfNecromancy.mdl"
    set udg_Attachment_Path[1013] = "Pyrebane.mdl"
    set udg_Attachment_Path[1014] = "Wand of Plague.mdl"
    set udg_Item_Type[1050] = 'I00H'
    set udg_Item_Type[1051] = 'I04X'
    set udg_Item_Type[1052] = 'I04Y'
    set udg_Item_Type[1053] = 'I04Z'
    set udg_Item_Type[1054] = 'I050'
    set udg_Item_Type[1055] = 'I054'
    set udg_Item_Type[1056] = 'I055'
    set udg_Item_Type[1057] = 'I056'
    set udg_Item_Type[1058] = 'I057'
    set udg_Item_Type[1059] = 'I058'
    set udg_Item_Type[1060] = 'I07O'
    set udg_Item_Type[1061] = 'I07N'
    set udg_Item_Type[1062] = 'I07M'
    set udg_Item_Type[1063] = 'I07L'
    set udg_Item_Type[1064] = 'I07K'
    set udg_Item_Type[1065] = 'I07J'
    set udg_Item_Type[1066] = 'I07I'
    set udg_Item_Lv[1060] = 19
    set udg_Item_Lv[1061] = 39
    set udg_Item_Lv[1062] = 49
    set udg_Item_Lv[1063] = 69
    set udg_Item_Lv[1064] = 89
    set udg_Item_Lv[1065] = 100
    set udg_Item_Lv[1066] = 100
    set udg_Attachment_Path[1060] = "ArcaneStaff.mdl"
    set udg_Attachment_Path[1061] = "Mindstaff.mdl"
    set udg_Attachment_Path[1062] = "RottenStaff.mdl"
    set udg_Attachment_Path[1063] = "StaffOfAges.mdl"
    set udg_Attachment_Path[1064] = "StaffofDemonicEntities.mdl"
    set udg_Attachment_Path[1065] = "StaffOfSilence.mdl"
    set udg_Attachment_Path[1066] = "StaffOfNegation.mdl"

    set udg_TempNr = 0
    set udg_Item_Lv[550] = 15
    set udg_Item_Lv[551] = 15
    set udg_Item_Lv[552] = 15
    set udg_Item_AttLv[550] = 30
    set udg_Item_AttLv[551] = 50
    set udg_Item_AttLv[552] = 0
    set udg_Item_DefLv[550] = 30
    set udg_Item_DefLv[551] = 0
    set udg_Item_DefLv[552] = 50
set i = 0
    loop
        exitwhen i > 9
        set udg_Attachment_Path[750 + i] = "Spartan Sword.mdl"
        set udg_Attachment_Path[800 + i] = "GroveKeeperHammer.mdl"
        set udg_Attachment_Path[850 + i] = "Longsword.mdl"
        set udg_Attachment_Path[900 + i] = "Woodbow.mdl"
        set udg_Attachment_Path[950 + i] = "Kitchen Knife by Sunchips.mdl"
        set udg_Attachment_Path[1000 + i] = "NewWand.mdl"
        set udg_Attachment_Path[1050 + i] = "Moonstaffv2.mdl"
        set udg_Item_Lv[100 + i] = ( ( i * 10 ) + 2 )
        set udg_Item_Lv[150 + i] = ( ( i * 10 ) + 2 )
        set udg_Item_Lv[200 + i] = ( ( i * 10 ) + 2 )
        set udg_Item_Lv[250 + i] = ( ( i * 10 ) + 3 )
        set udg_Item_Lv[300 + i] = ( ( i * 10 ) + 3 )
        set udg_Item_Lv[350 + i] = ( ( i * 10 ) + 3 )
        set udg_Item_Lv[400 + i] = ( ( i * 10 ) + 1 )
        set udg_Item_Lv[450 + i] = ( ( i * 10 ) + 1 )
        set udg_Item_Lv[500 + i] = ( ( i * 10 ) + 1 )
        set udg_Item_Lv[600 + i] = ( ( i * 10 ) + 4 )
        set udg_Item_Lv[650 + i] = ( ( i * 10 ) + 5 )
        set udg_Item_Lv[700 + i] = ( ( i * 10 ) + 6 )
        set udg_Item_Lv[750 + i] = ( ( i * 10 ) + 7 )
        set udg_Item_Lv[775 + i] = ( ( i * 10 ) + 3 )
        set udg_Item_Lv[800 + i] = ( ( i * 10 ) + 8 )
        set udg_Item_Lv[825 + i] = ( ( i * 10 ) + 1 )
        set udg_Item_Lv[850 + i] = ( ( i * 10 ) + 9 )
        set udg_Item_Lv[900 + i] = ( ( i * 10 ) + 6 )
        set udg_Item_Lv[950 + i] = ( ( i * 10 ) + 7 )
        set udg_Item_Lv[1000 + i] = ( ( i * 10 ) + 4 )
        set udg_Item_Lv[1050 + i] = ( ( i * 10 ) + 2 )
        //set udg_Item_AttackSpeed[825 + i] = 5
        //set udg_Item_AttackSpeed[850 + i] = 10
        //set udg_Item_AttackSpeed[900 + i] = 0
        //set udg_Item_AttackSpeed[950 + i] = 35
        //set udg_Item_AttackSpeed[835 + i] = 5
        //set udg_Item_AttackSpeed[860 + i] = 10
        //set udg_Item_AttackSpeed[910 + i] = 0
        //set udg_Item_AttackSpeed[960 + i] = 25
        set udg_Item_MovSpeed[( 400 + i )] = ( ( i + 1 ) * 2 )
        set udg_Item_MovSpeed[( 450 + i )] = ( ( i + 1 ) * 5 )
        set udg_Item_MovSpeed[( 500 + i )] = ( ( i + 1 ) * 1 )
        set udg_Item_Pdef[100 + i] = R2I(( ( 10.00 * 3.33 ) * I2R(udg_Item_Lv[( 100 + i )]) ))
        set udg_Item_Mdef[100 + i] = R2I(( ( 3.00 * 3.33 ) * I2R(udg_Item_Lv[( 100 + i )]) ))
        set udg_Item_Pdef[150 + i] = R2I(( ( 5.00 * 3.33 ) * I2R(udg_Item_Lv[( 150 + i )]) ))
        set udg_Item_Mdef[150 + i] = R2I(( ( 5.00 * 3.33 ) * I2R(udg_Item_Lv[( 150 + i )]) ))
        set udg_Item_Pdef[200 + i] = R2I(( ( 3.00 * 3.33 ) * I2R(udg_Item_Lv[( 200 + i )]) ))
        set udg_Item_Mdef[200 + i] = R2I(( ( 10.00 * 3.33 ) * I2R(udg_Item_Lv[( 200 + i )]) ))
        set udg_Item_Pdef[250 + i] = R2I(( ( 7.33 * 3.33 ) * I2R(udg_Item_Lv[( 250 + i )]) ))
        set udg_Item_Mdef[250 + i] = R2I(( ( 2.20 * 3.33 ) * I2R(udg_Item_Lv[( 250 + i )]) ))
        set udg_Item_Pdef[300 + i] = R2I(( ( 3.67 * 3.33 ) * I2R(udg_Item_Lv[( 300 + i )]) ))
        set udg_Item_Mdef[300 + i] = R2I(( ( 3.67 * 3.33 ) * I2R(udg_Item_Lv[( 300 + i )]) ))
        set udg_Item_Pdef[350 + i] = R2I(( ( 2.20 * 3.33 ) * I2R(udg_Item_Lv[( 350 + i )]) ))
        set udg_Item_Mdef[350 + i] = R2I(( ( 7.33 * 3.33 ) * I2R(udg_Item_Lv[( 350 + i )]) ))
        set udg_Item_Pdef[400 + i] = R2I(( ( 5.00 * 3.33 ) * I2R(udg_Item_Lv[( 400 + i )]) ))
        set udg_Item_Mdef[400 + i] = R2I(( ( 1.50 * 3.33 ) * I2R(udg_Item_Lv[( 400 + i )]) ))
        set udg_Item_Pdef[450 + i] = R2I(( ( 2.50 * 3.33 ) * I2R(udg_Item_Lv[( 450 + i )]) ))
        set udg_Item_Mdef[450 + i] = R2I(( ( 2.50 * 3.33 ) * I2R(udg_Item_Lv[( 450 + i )]) ))
        set udg_Item_Pdef[500 + i] = R2I(( ( 1.50 * 3.33 ) * I2R(udg_Item_Lv[( 500 + i )]) ))
        set udg_Item_Mdef[500 + i] = R2I(( ( 5.00 * 3.33 ) * I2R(udg_Item_Lv[( 500 + i )]) ))
        set udg_Item_Crit[600 + i] = ( i / 4 )
        set udg_Item_Dmg[600 + i] = ( (i + 1 ) * 10 )
        set udg_Item_Spellpower[600 + i] = (i + 1 ) * 10
        set udg_Item_Mp[( 250 + i )] = ( 25 * ( i + 1 ) )
        set udg_Item_Mp[( 300 + i )] = ( 35 * ( i + 1 ) )
        set udg_Item_Mp[( 350 + i )] = ( 50 * ( i + 1 ) )
        set udg_Item_HP[( 100 + i )] = ( 100 * ( i + 1 ) )
        set udg_Item_HP[( 150 + i )] = ( 75 * ( i + 1 ) )
        set udg_Item_HP[( 200 + i )] = ( 50 * ( i + 1 ) )
        set udg_Item_HP[( 250 + i )] = ( 75 * ( i + 1 ) )
        set udg_Item_HP[( 300 + i )] = ( 35 * ( i + 1 ) )
        set udg_Item_HP[( 350 + i )] = ( 25 * ( i + 1 ) )
        set udg_Item_HP[( 400 + i )] = ( 50 * ( i + 1 ) )
        set udg_Item_HP[( 450 + i )] = ( 35 * ( i + 1 ) )
        set udg_Item_HP[( 500 + i )] = ( 20 * ( i + 1 ) )
        set udg_Item_Pdef[( 650 + i )] = ( ( i + 1 ) * 50 )
        set udg_Item_Mdef[( 650 + i )] = ( ( i + 1 ) * 50 )
        set udg_Item_Exp[( 650 + i )] = ( ( i + 1 ) * 1 )
        set udg_Item_Pdef[( 700 + i )] = ( ( i + 1 ) * 100 )
        set udg_Item_Dmg[( 750 + i )] = ( udg_Item_Lv[( 750 + i )] * 12 )
        set udg_Item_Dmg[( 775 + i )] = ( udg_Item_Lv[( 775 + i )] * 12 )
        set udg_Item_Dmg[( 800 + i )] = ( udg_Item_Lv[( 800 + i )] * 20 )
        set udg_Item_Dmg[( 825 + i )] = ( udg_Item_Lv[( 825 + i )] * 15 )
        set udg_Item_Dmg[( 850 + i )] = ( udg_Item_Lv[( 850 + i )] * 15 )
        set udg_Item_Dmg[( 900 + i )] = ( udg_Item_Lv[( 900 + i )] * 14 )
        set udg_Item_Dmg[( 950 + i )] = ( udg_Item_Lv[( 950 + i )] * 10 )
        set udg_Item_Dmg[1000 + i] = ( ( i + 1 ) * 10 )
        set udg_Item_Dmg[1050 + i] = ( ( i + 1 ) * 10 )
        set udg_Item_Dmg[1010 + i] = ( ( i + 1 ) * 10 )
        set udg_Item_Dmg[1060 + i] = ( i + 1 ) * 10 
        set udg_Item_Dmg[(760 + i)] = ( udg_Item_Lv[( 760 + i )] * 13 )
        set udg_Item_Dmg[(810 + i)] = ( udg_Item_Lv[( 810 + i )] * 21 )
        set udg_Item_Dmg[(860 + i)] = ( udg_Item_Lv[( 860 + i )] * 16 )
        set udg_Item_Dmg[(910 + i)] = ( udg_Item_Lv[( 910 + i )] * 15 )
        set udg_Item_Dmg[(960 + i)] = ( udg_Item_Lv[( 960 + i )] * 11 )
        set udg_Item_Spellpower[1010 + i] = ( udg_Item_Lv[1010 + i] * 14 )
        set udg_Item_Spellpower[1060 + i] = ( udg_Item_Lv[1060 + i] * 16 )
        set udg_Item_Block[( 700 + i )] = ( i + 6 )
        set udg_Item_Spellpower[( 1000 + i )] = ( udg_Item_Lv[( 1000 + i )] * 13 )
        set udg_Item_Spellpower[( 1050 + i )] = ( udg_Item_Lv[( 1050 + i )] * 15 )
        set udg_Item_Socket[( 100 + i )] = 7
        set udg_Item_Socket[( 150 + i )] = 7
        set udg_Item_Socket[( 200 + i )] = 7
        set udg_Item_Socket[( 250 + i )] = 6
        set udg_Item_Socket[( 300 + i )] = 6
        set udg_Item_Socket[( 350 + i )] = 6
        set udg_Item_Socket[( 400 + i )] = 6
        set udg_Item_Socket[( 450 + i )] = 6
        set udg_Item_Socket[( 500 + i )] = 6
        set udg_Item_Socket[( 550 + i )] = 7
        set udg_Item_Socket[( 750 + i )] = 2
        set udg_Item_Socket[( 775 + i )] = 2
        set udg_Item_Socket[( 800 + i )] = 4
        set udg_Item_Socket[( 825 + i )] = 4
        set udg_Item_Socket[( 850 + i )] = 4
        set udg_Item_Socket[( 900 + i )] = 4
        set udg_Item_Socket[( 950 + i )] = 4
        set udg_Item_Socket[( 1000 + i )] = 4
        set udg_Item_Socket[( 1050 + i )] = 4
        set udg_Item_Socket[( 110 + i )] = 8
        set udg_Item_Socket[( 160 + i )] = 8
        set udg_Item_Socket[( 210 + i )] = 8
        set udg_Item_Socket[( 260 + i )] = 7
        set udg_Item_Socket[( 310 + i )] = 7
        set udg_Item_Socket[( 360 + i )] = 7
        set udg_Item_Socket[( 410 + i )] = 7
        set udg_Item_Socket[( 460 + i )] = 7
        set udg_Item_Socket[( 510 + i )] = 7
        set udg_Item_Socket[( 760 + i )] = 3
        set udg_Item_Socket[( 810 + i )] = 5
        set udg_Item_Socket[( 860 + i )] = 5
        set udg_Item_Socket[( 910 + i )] = 5
        set udg_Item_Socket[( 960 + i )] = 5
        set udg_Item_Socket[( 1010 + i )] = 5
        set udg_Item_Socket[( 1060 + i )] = 5
        set i = i + 1
    endloop

    call DisplayTimedTextToForce( GetPlayersAll(), 20.00, "|cffff0000Difficulty:|r 20 second until voteing is finished." )
    call SetPlayerState(Player(PLAYER_NEUTRAL_AGGRESSIVE), PLAYER_STATE_GIVES_BOUNTY, 0)
    call SetPlayerState(Player(10), PLAYER_STATE_GIVES_BOUNTY, 0)

    call EnableTrigger( gg_trg_Harvester_bot )
    set u = null
endfunction

//===========================================================================
function InitTrig_Map_init_1 takes nothing returns nothing
    set gg_trg_Map_init_1 = CreateTrigger( )
    call TriggerAddAction( gg_trg_Map_init_1, function Trig_Map_init_1_Actions )
endfunction
  • Map init 3
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set Creeps[1] = Black Spider
      • Set Creeps[2] = Forest Spider
      • Set Creeps[3] = Spider
      • Set Creeps[4] = Spitting Spider
      • Set Creeps[5] = Giant Spider
      • Set Creeps[6] = Brood Mother
      • Set Creeps[7] = Murloc Tiderunner
      • Set Creeps[8] = Murloc Huntsman
      • Set Creeps[9] = Murloc Plaguebearer
      • Set Creeps[10] = Murloc Flesheater
      • Set Creeps[11] = Murloc Nightcrawler
      • Set Creeps[12] = Murloc Mutant
      • Set Creeps[13] = Mur'gul Cliffrunner
      • Set Creeps[14] = Mur'gul Blood-Gill
      • Set Creeps[15] = Mur'gul Tidewarrior
      • Set Creeps[16] = Mur'gul Snarecaster
      • Set Creeps[17] = Mur'gul Marauder
      • Set Creeps[18] = Mur'gul Shadowcaster
      • Set Creeps[19] = Spiderling
      • Set Creeps[20] = Bandit
      • Set Creeps[21] = Brigand
      • Set Creeps[22] = Rogue
      • Set Creeps[23] = Assassin
      • Set Creeps[24] = Enforcer
      • Set Creeps[25] = Bandit Lord
      • Set Creeps[26] = Apprentice Wizard
      • Set Creeps[27] = Rogue Wizard
      • Set Creeps[28] = Renegade Wizard
      • Set Creeps[29] = Dark Wizard
      • Set Creeps[30] = Lightning Lizard
      • Set Creeps[31] = Thunder Lizard
      • Set Creeps[32] = Storm Wyrm
      • Set Creeps[33] = Kobold
      • Set Creeps[34] = Kobold Geomancer
      • Set Creeps[35] = Kobold Tunneler
      • Set Creeps[36] = Kobold Taskmaster
      • Set Creeps[37] = Gnoll Poacher
      • Set Creeps[38] = Gnoll Assassin
      • Set Creeps[39] = Gnoll
      • Set Creeps[40] = Gnoll
      • Set Creeps[41] = Gnoll Warden
      • Set Creeps[42] = Gnoll Overseer
      • Set Creeps[43] = Frost Wolf
      • Set Creeps[44] = Timber Wolf
      • Set Creeps[45] = Giant Frost Wolf
      • Set Creeps[46] = Giant Wolf
      • Set Creeps[47] = Dire Frost Wolf
      • Set Creeps[48] = Dire Wolf
      • Set Creeps[49] = Forest Troll
      • Set Creeps[50] = Forest Troll Shadow Priest
      • Set Creeps[51] = Forest Troll Trapper
      • Set Creeps[52] = Forest Troll Berserker
      • Set Creeps[53] = Forest Troll High Priest
      • Set Creeps[54] = Forest Troll Warlord
      • Set Creeps[55] = Furbolg
      • Set Creeps[56] = Furbolg Shaman
      • Set Creeps[57] = Pandaren
      • Set Creeps[58] = Furbolg Tracker
      • Set Creeps[59] = Furbolg Champion
      • Set Creeps[60] = Furbolg Elder Shaman
      • Set Creeps[61] = Furbolg Ursa Warrior
      • Set Creeps[62] = Dark Troll
      • Set Creeps[63] = Dark Troll Shadow Priest
      • Set Creeps[64] = Dark Troll Trapper
      • Set Creeps[65] = Dark Troll Berserker
      • Set Creeps[66] = Dark Troll High Priest
      • Set Creeps[67] = Dark Troll Warlord
      • Set Creeps[68] = Centaur Archer
      • Set Creeps[69] = Centaur Drudge
      • Set Creeps[70] = Centaur Impaler
      • Set Creeps[71] = Centaur Outrunner
      • Set Creeps[72] = Centaur Sorcerer
      • Set Creeps[73] = Centaur Khan
      • Set Creeps[74] = Blue Dragonspawn Meddler
      • Set Creeps[75] = Blue Dragonspawn Apprentice
      • Set Creeps[76] = Blue Dragonspawn Warrior
      • Set Creeps[77] = Blue Dragonspawn Sorcerer
      • Set Creeps[78] = Blue Dragonspawn Overseer
      • Set Creeps[79] = Red Dragon Whelp
      • Set Creeps[80] = Red Drake
      • Set Creeps[81] = Red Dragon
      • Set Creeps[82] = Blue Dragon Whelp
      • Set Creeps[83] = Blue Drake
      • Set Creeps[84] = Blue Dragon
      • Set Creeps[85] = Bronze Dragon Whelp
      • Set Creeps[86] = Bronze Drake
      • Set Creeps[87] = Bronze Dragon
      • Set Creeps[88] = Green Dragon Whelp
      • Set Creeps[89] = Green Drake
      • Set Creeps[90] = Green Dragon
      • Set Creeps[91] = Black Dragon Whelp
      • Set Creeps[92] = Black Drake
      • Set Creeps[93] = Black Dragon
      • Set Creeps[94] = Tuskarr Fighter
      • Set Creeps[95] = Tuskarr Spearman
      • Set Creeps[96] = Tuskarr Healer
      • Set Creeps[97] = Tuskarr Trapper
      • Set Creeps[98] = Tuskarr Warrior
      • Set Creeps[99] = Tuskarr Sorcerer
      • Set Creeps[100] = Tuskarr Chieftain
  • Harvest map init
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set H_Items[0] = Iron Ore
      • Set H_Items[1] = Lumber
      • Set H_Items[2] = Stone
      • Set H_Items[3] = Leather
      • Set H_Items[50] = Forest Berry
      • Set H_Items[51] = Mushroom
      • Set H_Items[52] = Green herb
      • Set H_Items[53] = Sacred flower
      • Set H_Items[54] = Corn
      • Set H_Items[55] = Dark Berry
      • Set H_Items[56] = Horse Tail
      • Set H_Items[57] = Fern
      • Set H_Items[58] = Pyrolia
      • Set H_Items[59] = Venolia
      • Set H_Unit[0] = Iron Ore
      • Set H_Unit[1] = Lumber
      • Set H_Unit[2] = Stone
      • Set H_Unit[50] = Forest Berry
      • Set H_Unit[51] = Mushroom
      • Set H_Unit[52] = Green herb
      • Set H_Unit[53] = Sacred flower
      • Set H_Unit[54] = Corn
      • Set H_Unit[55] = Dark Berry
      • Set H_Unit[56] = Horse Tail
      • Set H_Unit[57] = Fern
      • Set H_Unit[58] = Pyrolia
      • Set H_Unit[59] = Venolia
      • Set H_StockMax = 99
  • Ability preload
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set Ability_Req[0] = 1
      • Set Ability_Req[1] = 4
      • Set Ability_Req[2] = 7
      • Set Ability_Req[3] = 10
      • Set Ability_Req[4] = 13
      • Set Ability_Req[5] = 16
      • Set Ability_Req[6] = 19
      • Set Ability_Req[7] = 22
      • Set Ability_Req[8] = 25
      • Set Ability_Req[9] = 28
      • Set Ability_Req[10] = 31
      • Set Ability_Req_Skip = 10
      • Set Abilities1[0] = P 1 - Protector Bubble
      • Set Abilities1[1] = P 2 - The Protector
      • Set Abilities1[2] = P 3 - Bramble Guard
      • Set Abilities1[3] = P 4 - Defend Stack Buff
      • Set Abilities1[4] = P 5 - Strength of Kings
      • Set Abilities1[5] = P 6 - Ancient Spirits
      • Set Abilities1[6] = P 7 - Experience Blessing
      • Set Abilities1[7] = P 8 - Life Conversion
      • Set Abilities1[8] = P 9 - Pray
      • Set Abilities1[9] = P 10 - Divine Shield
      • Set Abilities1[10] = P 11 - Holy Nova
      • Set Abilities1[11] = All Fury Burst
      • Set Abilities1[12] = T 1 - Head Bash
      • Set Abilities1[13] = T 2 - Defence Swap
      • Set Abilities1[14] = T 3 - Battle Leap
      • Set Abilities1[15] = T 4 - Taunt
      • Set Abilities1[16] = T 5 - HP buff
      • Set Abilities1[17] = T 6 - Armor Reduction
      • Set Abilities1[18] = T 7 - Blood Curse
      • Set Abilities1[19] = T 8 - Ground Smash
      • Set Abilities1[20] = T 9 - Ultimate Restoration
      • Set Abilities1[21] = T 10 - Giant Turtle
      • Set Abilities1[22] = T 11 - Armageddon
      • Set Abilities1[23] = All Fury Burst
      • Set Abilities1[24] = W 1 - Mad cut
      • Set Abilities1[25] = W 2 - Power Slash
      • Set Abilities1[26] = W 3 - Lion Roar
      • Set Abilities1[27] = W 4 - War Scream
      • Set Abilities1[28] = W 5 - Diamond Sutra
      • Set Abilities1[29] = W 6 - Deadly Sword
      • Set Abilities1[30] = W 7 - Concentration
      • Set Abilities1[31] = W 8 - Magic Sutra
      • Set Abilities1[32] = W 9 - Lionheart Slash
      • Set Abilities1[33] = W 10 - Heavenly Flames
      • Set Abilities1[34] = W 11 - Five Sword
      • Set Abilities1[35] = All Fury Burst
      • Set Abilities1[36] = A 1 - Feral Spirit
      • Set Abilities1[37] = A 2 - Stunner Arrow
      • Set Abilities1[38] = A 3 - Lightning Bolt
      • Set Abilities1[39] = A 4 - Ensnare
      • Set Abilities1[40] = A 5 - Critical Strike buff
      • Set Abilities1[41] = A 6 - Wild Hawk
      • Set Abilities1[42] = A 7 - Quick Shot
      • Set Abilities1[43] = A 8 - --------
      • Set Abilities1[44] = A 9 - Explosive Shoot
      • Set Abilities1[45] = A 10 - Penetration Arrow
      • Set Abilities1[46] = A 11 - Arrow Rain
      • Set Abilities1[47] = All Fury Burst
      • Set Abilities1[48] = S 1 - Backstab
      • Set Abilities1[49] = S 2 - Burning Demon
      • Set Abilities1[50] = S 3 - Spirit of War
      • Set Abilities1[51] = S 4 - Armor Penetration
      • Set Abilities1[52] = S 5 - Stealth
      • Set Abilities1[53] = S 6 - Light wind
      • Set Abilities1[54] = S 7 - Mirror Image
      • Set Abilities1[55] = S 8 - Reflex
      • Set Abilities1[56] = S 9 - The Rage
      • Set Abilities1[57] = S 10 - Wind Walk
      • Set Abilities1[58] = S 11 - Bloodlust
      • Set Abilities1[59] = All Fury Burst
      • Set Abilities1[60] = C 1 - Cure
      • Set Abilities1[61] = C 2 - Lightning
      • Set Abilities1[62] = C 3 - Regen
      • Set Abilities1[63] = C 4 - Paralyze
      • Set Abilities1[64] = C 5 - Physical Def Buff
      • Set Abilities1[65] = C 6 - Magical Def Buff
      • Set Abilities1[66] = C 7 - Revive buff
      • Set Abilities1[67] = C 8 - Teleport
      • Set Abilities1[68] = C 9 - Mana Shield
      • Set Abilities1[69] = C 10 - Galactic Storm
      • Set Abilities1[70] = C 11 - Healing Rain
      • Set Abilities1[71] = All Fury Burst
      • Set Abilities1[72] = N 1 - Tame
      • Set Abilities1[73] = N 2 - Pet Heal
      • Set Abilities1[74] = N 3 - Pet Booster
      • Set Abilities1[75] = N 4 - Mind control
      • Set Abilities1[76] = N 5 - Siphone Mana
      • Set Abilities1[77] = N 6 - Earth power
      • Set Abilities1[78] = N 7 - Serpent Ward
      • Set Abilities1[79] = N 8 - Sleep
      • Set Abilities1[80] = N 9 - Soulburn
      • Set Abilities1[81] = N 10 - Falling Mountain
      • Set Abilities1[82] = N 11 - Toxic Curse
      • Set Abilities1[83] = All Fury Burst
      • Set Abilities1[84] = M 1 - Fireball
      • Set Abilities1[85] = M 2 - Blasting Point
      • Set Abilities1[86] = M 3 - Meteor
      • Set Abilities1[87] = M 4 - Distance Shrink
      • Set Abilities1[88] = M 5 - Mana buff
      • Set Abilities1[89] = M 6 - Flame sprint
      • Set Abilities1[90] = M 7 - Phoenix Wings
      • Set Abilities1[91] = M 8 - Mana Burst
      • Set Abilities1[92] = M 9 - Magical Clouds
      • Set Abilities1[93] = M 10 - Frost Nova
      • Set Abilities1[94] = M 11 - Blizzard
      • Set Abilities1[95] = All Fury Burst
      • Set Abilities2[1] = Add HP
      • Set Abilities2[2] = Add MP
      • Set Abilities2[3] = Dummy Bear Form
      • Set Abilities2[4] = Crow Form
      • Set Abilities2[5] = Town Portal
      • Set Abilities2[6] = Command aura
      • Set Abilities2[7] = Dummy invisibility
      • Set Abilities2[8] = Cheat Death Ability (+500,000)
      • Set Abilities2[9] = Transform Villager
      • Set Abilities2[10] = PharmaPotAbility
      • Set Abilities2[11] = DummyItemAbility
      • Set Abilities2[12] = Up
      • Set Abilities2[13] = Down
      • Set Abilities2[14] = Add Att SPD (0-9)
      • Set Abilities2[15] = Add Att SPD (10-90)
      • Set Abilities2[16] = Add Att SPD (100-900)
      • Set Abilities2[17] = Add Dmg (0-9)
      • Set Abilities2[18] = Add Dmg (10-90)
      • Set Abilities2[19] = Add Dmg (100-900)
      • Set Abilities2[20] = Add Dmg (1000-9000)
      • Set Abilities2[21] = Add +1 Agility
      • Set Abilities2[22] = Add +1 Intelligence
      • Set Abilities2[23] = Add +1 Strength
      • Set Abilities2[24] = Dummy Ensnare (Neutral Hostile)
      • Set Abilities2[25] = Dummy Firebolt
      • Set Abilities2[26] = Dummy Stun (Neutral Hostile)
      • Set Abilities2[27] = Harvest
      • Set Abilities2[28] = Scan
      • Set Abilities2[29] = Unequip
      • Set Abilities2[30] = Dummy Attackspeed Stack
      • Set Max_Ability_Per_Unit = 12
      • For each (Integer A) from 1 to 10, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Player((Integer A))) controller) Equal to User
              • ((Player((Integer A))) slot status) Equal to Is playing
            • Then - Actions
              • Set TempPoint = (Random point in Starter <gen>)
              • Unit - Create 1 Hero for (Player((Integer A))) at TempPoint facing Default building facing degrees
              • For each (Integer B) from 0 to 95, do (Actions)
                • Loop - Actions
                  • Unit - Add Abilities1[(Integer B)] to (Last created unit)
                  • Unit - Remove Abilities1[(Integer B)] from (Last created unit)
              • For each (Integer B) from 1 to 30, do (Actions)
                • Loop - Actions
                  • Unit - Add Abilities2[(Integer B)] to (Last created unit)
                  • Unit - Remove Abilities2[(Integer B)] from (Last created unit)
              • Custom script: call RemoveLocation(udg_TempPoint)
              • Unit - Remove (Last created unit) from the game
            • Else - Actions
 
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